Issues replacing foot foley sounds

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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2,580
As the final stage of the Mann Manor Minecraft build, I've decided to take things a step further by swapping out all the foot foley sounds for the ones from Minecraft using a sound script. In the process I've run into two unrelated problems:
  • There are no default sounds for Rock.StepLeft, Rock.StepRight, Carpet.StepLeft, or Carpet.StepRight in TF2's sound script. As a result, the game seems unwilling to cooperate even if I assign some manually in the sound script. What's weird is that it uses the stock Source sounds for rock, and the custom "grass" sound for carpet.
  • I tried creating a custom playerclip material, literally just the stock one with $surfaceprop "wood" added at the end. It doesn't work; it just uses the default sounds (or rather, the sounds I reassigned as the default step sounds).
Any idea how to deal with either of these issues?
 

Gale

L1: Registered
Aug 28, 2016
38
14
As the final stage of the Mann Manor Minecraft build, I've decided to take things a step further by swapping out all the foot foley sounds for the ones from Minecraft using a sound script. In the process I've run into two unrelated problems:
  • There are no default sounds for Rock.StepLeft, Rock.StepRight, Carpet.StepLeft, or Carpet.StepRight in TF2's sound script. As a result, the game seems unwilling to cooperate even if I assign some manually in the sound script. What's weird is that it uses the stock Source sounds for rock, and the custom "grass" sound for carpet.
  • I tried creating a custom playerclip material, literally just the stock one with $surfaceprop "wood" added at the end. It doesn't work; it just uses the default sounds (or rather, the sounds I reassigned as the default step sounds).
Any idea how to deal with either of these issues?

Did you happen to include them in a surfaceproperies_manifest.txt file perchance?
 

Gale

L1: Registered
Aug 28, 2016
38
14
Is that a thing?

Yep, here is example of one i've had to make:

Code:
surfaceproperties_manifest
{
    "file"        "scripts/surfaceproperties.txt"
    "file"        "scripts/surfaceproperties_hl2.txt"
    "file"        "scripts/surfaceproperties_gale3.txt"
}

and my rediculously valued material in Gale3.txt:

Code:
"shield"
{
    "thickness"    "1.0"
    "density"    "10000"
    "elasticity"    "100000"
    "friction"    "0"

    "stepleft"    "Grenade.StepLeft"
    "stepright"    "Grenade.StepRight"
    "impacthard"    "NPC_DOG.Metal_Box_ImpactHard"
    "impactsoft"    "NPC_DOG.Metal_Box_ImpactHard"
    "scraperough"    "Grenade.ScrapeSmooth"
    "scrapeSmooth"    "Grenade.ScrapeSmooth"
    "bulletimpact"    "Airboat.FireGunRevDown"

    "audioreflectivity" "5.0"
    "audiohardnessfactor" "5.0"
    "audioroughnessfactor" "0"
}

It worked. Super bouncy, and super heavy. Sound also bounces off of it like crazy. I'd keep the naming conventions, it might only work in that way.

You'll have to do a similar process for soundscripts!
 

Gale

L1: Registered
Aug 28, 2016
38
14
Sorry, for the double post: but in the vpk of tf2 in the scripts folder, there is a .txt filed called game_sounds_manifest.txt, then game_sounds_physics.txt. Copy the formatting, rename the physics one, and make sure to include it's name in the manifest. This way you can make your own soundscripts for your material.

You'll have to pack in these files into the map, but I can't guarantee it will work the same for other players. I've never tried it on any multiplayer maps.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Hmm. I did both of those things and it didn't seem to help. I might just resort to redefining the materials in question as concrete and drywall respectively.

Still no idea what to do about the playerclips though.
 

Tumby

aa
May 12, 2013
1,085
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I tried creating a custom playerclip material, literally just the stock one with $surfaceprop "wood" added at the end. It doesn't work; it just uses the default sounds (or rather, the sounds I reassigned as the default step sounds).
Playerclip hates $surfaceprop. It simply doesn't work. And when it does, it won't be consistent.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
So that's a feature they specifically coded into CSGO?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Good news: Playerclip might not accept $surfaceprop, but blockbullets sure does!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
This is a weird issue to come back to because I could have sworn people have posted custom playerclip brushes here whose sole purpose was to change the footstep sounds they make. Did no one ever actually test them out? I suppose if the creator was testing them by putting a single staircase and clip brush in an empty map, it would seem to work.

Also I have a theory as to why this bug exists that I've posted on that GitHub page.