hi all
in a shader how do you tell et what footstep sound to use? and how do you say if you can plant mines?
help is appreciated.
hi all
in a shader how do you tell et what footstep sound to use? and how do you say if you can plant mines?
help is appreciated.
I don’t understand much from shadering, but this page helps you a lot with it.
Q3Map Specific Surface Parameter Shader Keywords
[B]surfaceparm grasssteps
surfaceparm gravelsteps
surfaceparm metalsteps
surfaceparm roofssteps
surfaceparm snowsteps
surfaceparm woodsteps[/B]
surfaceparm ladder
[B]surfaceparm carpetsteps (ET???)[/B]
surfaceparm glass
surfaceparm playerslick
surfaceparm entityMergable???
surfaceparm monsterSlick
surfaceparm nofog
[B]surfaceparm landmines[/B]
Example Shader - Fueldump terrain_base
textures/fueldump/terrain_base
{
q3map_lightmapMergable
q3map_lightmapaxis z
q3map_lightmapsize 512 512
q3map_normalimage textures/sd_bumpmaps/normalmap_terrain.tga
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod rotate 37
q3map_tcMod scale 1 1
surfaceparm landmine
surfaceparm snowsteps
}
ok i see.
what i want to know now is how does et know that snowsteps needs to use the snow footstep sound file (there is no sound file called snowsteps).
so if i add my own sounds, how will I use it in the shader?
I suppose that is encoded. I guess the only thing you can do is to put the step-sounds you want to use in your pk3 with the exact same path and name like the stock sounds. So if your map is loaded the sounds in your pk3 will be used instead of the ones in the pak0.
Example for snowsteps:
sound/player/footsteps/snow_jump.wav
sound/player/footsteps/snow1.wav
sound/player/footsteps/snow2.wav
sound/player/footsteps/snow3.wav
sound/player/footsteps/snow4.wav
These are the referring files. So you open your map-pk3 and create a folder sound then a subfolder player subfolder footsteps and there you put your custom soundfiles in. Named like the stock files (above)!!
That is right, you can’t add a new surfaceparameter with new sounds and keep the old one(like having two different snow surfaceparameters) without the use of hardcoded stuff. But you can change the .wav files as Kemon said and it will work 