[SOLVED] Adding custom footstep sound

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Konke
161 Posts
Posted Jun 15, 2015
Is it possible to add footstep sounds to specific surfaces? For instance, if a glass floor doesn't produce footstep sounds, can I add them on my own?
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TeamSpen210
608 Posts
Posted Jun 15, 2015
Replied 8 hours later
Footstep sounds are controlled by the $surfaceprop parameter in the VMT (among other things). I don't think you can easily add your own new types of surfaceprop, but you can just duplicate the original VMT, add a $surfaceprop option, and use that instead. "$surfacepop glass" will make glass sounds.
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CamBen
973 Posts
Posted Jun 15, 2015
Replied 3 hours later
it actually is easy to make your own surfaceprop, the hard part might be packing it into the map.
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Konke
161 Posts
Posted Jun 16, 2015
Replied 13 hours later

CamBen wrote:
it actually is easy to make your own surfaceprop, the hard part might be packing it into the map.

Hmm, the extra packing isn't my strong side. I'd like to make it as easy as possible. Can't I produce my own foot step sounds on, let's say, a player clip?

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josepezdj
2,386 Posts
Posted Jun 16, 2015
Replied 1 hour later

Konke wrote:
Hmm, the extra packing isn't my strong side. I'd like to make it as easy as possible. Can't I produce my own foot step sounds on, let's say, a player clip?

Man, that is a tool texture, forget about that... the game handles this kind of textures differently as it does with the rest.

OK, I might know what you are up to: you have a glass floor, you are annoyed with the player sliding along this surface, and you placed a playerclip brush to avoid it; of course you lost your footsteps sound.. Am I close?

Just saying because I faced that problem myself some time ago

Whether if I'm right or wrong, the thing is that you could always make a custom texture *fully transparent* and adding the "$surfaceprop glass" (or whatever other surface type) parameter above described. This way you could potentially change any default sound a given surface emits as the player walks on.

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FelixGriffin
2,680 Posts
Posted Jun 16, 2015
Replied 9 hours later

josepezdj wrote:
Whether if I'm right or wrong, the thing is that you could always make a custom texture *fully transparent* and adding the "$surfaceprop glass" (or whatever other surface type) parameter above described. This way you could potentially change any default sound a given surface emits as the player walks on.

I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.

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josepezdj
2,386 Posts
Posted Jun 17, 2015
Replied 9 hours later

FelixGriffin wrote:
I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.

LOL, never used it so I didn't know what the usage of this texure was! Thanks for saying!

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Konke
161 Posts
Posted Jun 21, 2015
Replied 4 days later

FelixGriffin wrote:
josepezdj wrote:

Whether if I'm right or wrong, the thing is that you could always make a custom texture *fully transparent* and adding the "$surfaceprop glass" (or whatever other surface type) parameter above described. This way you could potentially change any default sound a given surface emits as the player walks on.

I believe this is exactly what the "nodraw_glass_footsteps" tool texture is intended for, in fact.

Interesting, didn't even bother to look there but thank you! Now my second problem is to create metal-ish sound for a grate floor. Some official Portal 2 maps have grate floor but sadly not every has the proper sound. Miss by the developer's?

I didn't find any other footstep texture than the one you refered to (glass).

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CamBen
973 Posts
Posted Jun 21, 2015
Replied 8 hours later
My suggestion is to grab any metal floor texture and lay down a brush of it where you need to and tie it to a func_brush. Then set the rendermode to "don't render" and the render amount to "0", and texture any sides of the brush that don't need to be walked on with nodraw

I haven't tested it but I think it should work

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Konke
161 Posts
Posted Jun 23, 2015
Replied 1 day later

CamBen wrote:
My suggestion is to grab any metal floor texture and lay down a brush of it where you need to and tie it to a func_brush. Then set the rendermode to "don't render" and the render amount to "0", and texture any sides of the brush that don't need to be walked on with nodraw

I haven't tested it but I think it should work

I did just that, except the render amount set to 0 (which I didn't find). Sorry but it didn't work. I like the idea. Perhaps "don't render" means it won't render any sounds aswell.

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josepezdj
2,386 Posts
Posted Jun 24, 2015
Replied 14 hours later

Konke wrote:
I did just that, except the render amount set to 0 (which I didn't find). Sorry but it didn't work.

You have to disable the SmartEdit once in the func_brush's properties window (just hit the
SmartEdit button on the top right corner), then you must add a new keyvalue by hitting the ADD button also on the right area of the window, and then put the following keyvalue:

  • Key = rendermode
  • Value = 10

This will make the brush to not be rendered.

Konke wrote:
I like the idea. Perhaps "don't render" means it won't render any sounds aswell.

Yeah, that could happen, you'll have to try it

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Konke
161 Posts
Posted Jun 25, 2015
Replied 1 day later

josepezdj wrote:
Konke wrote:

I did just that, except the render amount set to 0 (which I didn't find). Sorry but it didn't work.

You have to disable the SmartEdit once in the func_brush's properties window (just hit the
SmartEdit button on the top right corner), then you must add a new keyvalue by hitting the ADD button also on the right area of the window, and then put the following keyvalue:

  • Key = rendermode
  • Value = 10

This will make the brush to not be rendered.

Thanks. I tried the to switch off the SmartEdit and the rendermode set to 10 was already there. Any other ideas? :/

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Konke
161 Posts
Posted Jun 25, 2015
Replied 4 hours later
Solved! I swtiched "Solid BSP" to "Yes". Thanks a bunch for the help!
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kyleprotecX
116 Posts
Posted Jul 07, 2015
Replied 11 days later
Thanks everyone, I also found this usefull...

I have actually gone inactive on TWP For a year Haha, NOT ANYMORE