i know there is grassstep,gravelstep and so on… but i wonder if there would be a chance to change this into custom sound on a specified texture…will it work, and how would a shader like that look like?
changing sound when walking
BUMP guess this just have to be tested somehow… @paul can you hook one of the SD guys and get an answear??
Check breakout 2 - walk on the railtracks, then shoot the watertower pipe. After the water has fallen on the gravel, the sound changes to a squishy water type.
Not sure but I think the sounds are hardcoded.
You could try to make a mod pack.
Disadvantage: All of the maps that uses the original sound would have the new sound instead.
[QUOTE=nUllSkillZ;215185]Not sure but I think the sounds are hardcoded.
You could try to make a mod pack.
Disadvantage: All of the maps that uses the original sound would have the new sound instead.[/QUOTE]
Maybe ask some mods to add extra sounds to the mod, cause i also think it’s source code…
Or add some function that you can make you own…
I’m not even sure, because its been a long time. It was 2bit who did all the coding, and the watertower was his making.
I’m pretty sure it was from radar. Took a quick look in radar’s shaders, found this: surfaceparm splash.
I was thinking maye you could just use a current surfaceparm and then just change the pak0.pk3 sound like a minimod does? but then does your map name have to begin with a letter after p and does that work?
Yeah, but then all the other maps will use that sound too. It’s always a very bad idea to change anything original in your map’s pk3. Let that be replacing original texture, sound or anything. Rather make a new one, which I don’t think works in this occasion. Atleast such thing has not been documented afaik. Maybe some mod has added a possibility, I don’t know.
ok…thanx guys…
i will not change default sound in pk3… it ruins other maps
really to bad that we’re not able to make our own sounds…
because when runnning through let’s say forrest… i would like another sound grass doesn’t relly do the trick…but ok… back to limitations…(just as i were in modding) so i guess we just have to be satisfied with it AS IT IS… (or else we would have to change to another game… and we wont do that
)
and this is no good idea…because the maps would be only usefull at this mod…
Well you could add trigger_multiples and target_speakers, to add some effect, for example when you go through a bush or something. That would play the sound when you are still tho. Maybe add a random wait.
that may actually be an idea to get around it…
you could even use this on ground (just silly with the size of bsp thou)
make a layer a bit over ground with trigger_multiples…lol
no i get your idea… and it’s a good one i think 
it’s not, because ‘origin’ of sound will not be in same place as player position.
Well I did not mean to put one over a big area. Something like make one for each bush or something. You can make small multiples and own speaker for each. Just don’t get crazy with it so you won’t go near the entity limit. Probably would be better of with ingame speakers tho. Then you would need to activate them from the script, and have extra entity for each.
still, it’s not going to be accurate enough for me. i use sounds as wallhack to locate other players.
I thought it should not replace grasssteps. Just to add some extra. Besides in my mind the multiples were like max 100-200 units anyway. Imagine going inside a bush you would hear leaves moving.