So i have soft swamp areas that need more of a "squelching" noise to them rather than the standard noisy footsteps....
How can i do this? i am sure its possible
Duke ![]()
So i have soft swamp areas that need more of a "squelching" noise to them rather than the standard noisy footsteps....
How can i do this? i am sure its possible
Duke ![]()
There are two walkmesh placeables that I know of in the toolset that change the sound of footsteps, one for wood and another for stone. I have no idea how they work, or how you'd go about creating more varieties. I suspect there's some sort of material flag encoded into the MDB, which is then read by the game engine in some way (probably in some *hardcoded* way).
EDIT: I wasn't far off the mark according to this post. It seems the footstep sounds are encoded in the walkmesh of the footstep sound placeables.
Another option may be to create some custom terrain textures. There is a 'Material' column in terrainmaterials.2da that determines footstep sounds when walking over them. The current options seem to be dirt, grass, mud, stone and wood.
There's more information here.
Another option may be to create some custom terrain textures. There is a 'Material' column in terrainmaterials.2da that determines footprint sounds when walking over them. The current options seem to be dirt, grass, mud, stone and wood.
This is correct. The material column determines the footprint sounds. You can define new terrain sounds (such as metallic clanking), but I forget exactly where. The game engine is aware of what the predominant terrain texture your character is walking over, and correlates the texture to the footprint sound to play, so there is no work involved other than setting up the 2das. As far as walking on placeables, I'd guess that was part of the model as the link says.
The walkmesh does have a swamp setting, although I've never tried it. There are also water and puddle settings. It's too bad we can't use a trigger region to set the walking sound to whatever we want.
The walkmesh does have a swamp setting, although I've never tried it. There are also water and puddle settings. It's too bad we can't use a trigger region to set the walking sound to whatever we want.
It was possible in NWN. Unfortunately the functions GetFootstepType() and SetFootstepType() aren't in NWN2.