Well I have trees with nonsolid branches and I want to make it so that when people walk through the branches they get that tree shaking sound…you know like when you walk through branches. Is there a shader attribute for this. Also could someone list all the surfaceParm parameters…that crummy shader manual doesn’t have any of them and drakir’s manual (which is my bible) has most of them but not all of them.
leafy whooshy sound when walking through trees
You could use a trigger_multiple that targets a target_speaker with the audio.
Only problem with this is it’ll keep repeating as long as your player is in there, even if stationary.
The only way around that I can think of is pretty horrific - you’d need some pretty nifting scripting / entity messing.
The idea would be that you only play the audio if someone enters the trigger for the first time. One way to achieve this would be when someone enters your initial trigger, you play the audio and disable this trigger, but enable another one and a func_timer that activates more frequently than the new trigger. Using these in combination you can detect when someone has LEFT this trigger, in which case you disable it and the timer, and re-enable the original trigger, ready for someone to enter it.
So to put it bluntly, I can’t think of an easy way 
I did do something very similar to this (detecting if people are in a certain area and when they leave) in my MML Headshot map - I use it in the arena to firstly allow games to start (when players of both teams are in the ‘ready’ rooms), and allow games to end (when no-players are left in the arena I open the doors to the ready rooms).
You might, if lucky, come up with a method that is simple enough to make into a prefab and copy and paste multiple times over the map - not sure though at the moment.
yeah I know of this method but it’s more trouble than I’m willing to get into…I just wanted to add a small effect to make it nicer and was hoping that there might a shader that does the trick. I don’t think there is though since I haven’t seen a similar effect in the official maps (you’d think at least for radar but no). But I could be wrong…please somebody prove me wrong.
Simplest method I could think of would be a surfaceparm foliage, but as I’m sure you are aware, there ain’t one 
Sorry, I’m new to all this game map making, but just a passing idea. Is there anyway to turn off the repeat? So you go in, it plays once, it stops? Like when your walking on different surfaces it sounds different. When you stop walking you make no sound.
Maybe a ground surface trigger right at the tree. So if you are walking/running if sounds, if you’re creeping/crawling or stopped, there’s no noise?
Sorry, just thinking outloud. :banghead:
Maybe this is what GO-Gerbil is talking about. But I would assume if theres one for dirt, stone, water, etc. one could be made for around a tree.
I’m not sure if this is a question or a statement but if it’s a question then you should look at the ET designer reference for how to use sound triggers and yes there is a looping option so it doesn’t repeat. The footsteps though are created completely differently through the use of shaders so maybe if you’re new you don’t quite know how all these things come together (nobody does really)
That would work if I was walking on the tree but the tree shaders have nonsolid and noimpact parameters to them so it’s as if they (the branches) weren’t there.
u say that all tree shaders have non-solid, non-impact attributes, all my trees certainly seem to be completely non-solid, u can walk straight thru the trunks sort of thing, how do i stop this?u still need to be walking thru branches but surely not the trunks.
also, on a reverse tangent, could a prefab not be made which had a floor brush with every tree planted. maybe u could csg subtract (swearing i know) and fragment some stuff round the base of tree and select those brushes to trigger footsteps that sounded like twigs snapping and leaves rustling, well not a trigger a surfaceparam jobby. maybe tweak the tree planter to do it
It seems like you’re using the tree planter. The trees the tree planter uses are models (.md3) and by default all models are nonsolid. You have to a put a clip brush (a brush with the clip texture from the common directory) around whatever parts of the tree you want to be solid. Clip acts like a barrier and is not visible ingame, it’s also ok if it overlapps other brushes. Radiant brushes are by default solid. My branches are nonsolid because I specified so in the shader that i used for them .
That’s not a bad idea but unfortunately if there isn’t a shader predefined that creates a particular sound I don’t think I could do much for it. The grasssteps parameter that does exist doesn’t have a very good sound. I don’t know if you can actually program a custom shader attribute but probably can’t.
P.S.
be careful with the CSG subtract, especially if you’re using it with brushes that aren’t perfect rectangles.
Surely the grassteps sound exists somewhere as a wav file in the pk3, so i’m sure it must be possible to copy the terrain shade, rename it and reference a different sound file. I really don’t know jack about shaderz tho and i haven’t even unpacked my main pk3 yet. I’ll look into it though
The sound associated with “surfaceparm grasssteps” is most likely hard-coded into the game. Even if you find the sound file in the pk3, you can’t change the code that references it. And don’t even think about replacing the official sound with one of your own. That would break every other map that expects the official sound for grass steps. :disgust:
Why not drop a bunch of trigger brushes (or one really big one) that triggers speakers with the sounds you want. So, people would only make the sound if they were on a trigger - though the sound could continue even if you stopped.
because that’s a lot of work for something small…plus it doesn’t work too well.
Anyway I decided to drop the idea of making my own trees…though I did make one tree that looked pretty good when far or if there were many of them together (and only 32 triangles). I’ll just use those ridiculously complex SD trees and hope that my performance won’t take a big hit…oh well.