Issues replacing foot foley sounds

Discussion in 'Mapping Questions & Discussion' started by Pocket, Oct 15, 2016.

  1. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    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?
     
  2. Gale

    Gale L1: Registered

    Messages:
    38
    Positive Ratings:
    13
    Did you happen to include them in a surfaceproperies_manifest.txt file perchance?
     
  3. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    Is that a thing?
     
  4. Gale

    Gale L1: Registered

    Messages:
    38
    Positive Ratings:
    13
    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!
     
  5. Gale

    Gale L1: Registered

    Messages:
    38
    Positive Ratings:
    13
    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.
     
  6. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    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.
     
  7. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
    954
    Positive Ratings:
    938
    Playerclip hates $surfaceprop. It simply doesn't work. And when it does, it won't be consistent.
     
  8. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    So that's a feature they specifically coded into CSGO?
     
  9. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    Good news: Playerclip might not accept $surfaceprop, but blockbullets sure does!
     
    • Like Like x 1