Product Chat / select your own footstep sound ?

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PCS
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Joined: 7th Jul 2016
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Posted: 22nd Jun 2018 00:18
HI all , I just want to know if it would be possible in the near future to maybe have the facility to paint an area or place an footstep zone , and then select the footstep sound that you want to have in that area , especially for the out door area , one does not always walk just on grass when you are out side , sometimes you walk on sand or gravel or any other surface.

i don't know if anybody else would also like to have such a facility in GG.
i think it would be a good thing to add .
if it is possible Lee could you look into it for us.

Thanks
Pcs
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synchromesh
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Posted: 22nd Jun 2018 07:52 Edited at: 22nd Jun 2018 07:53
If your inside a model you can set the footstep sounds for that particular floor in the .fpe

materialindex = 3 for example

0 = GenericSoft
1 = Stone
2 = Metal
3 = Wood
4 = Glass
5 = Liquid Splashy Wet
6 = Flesh (Bloody Organic)
7 = Hollow Drum Metal
8 = Small High Pitch Tin
9 = Small Low Pitch Tin
10 = Silly Material
11 = Marble
12 = Cobble
13 = Gravel
14 = Soft Metal
15 = Old Stone
16 = Old Wood
17 = Shallow Water
18 = Underwater
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Belidos
3D Media Maker
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Posted: 22nd Jun 2018 08:10
Create a copy of the invisible wall in a different folder, change the material index in its fpe, then place it where you want it rotate it, scale it, and move it so it's flush to the ground. Boom you have the footsteps of your choice.
[img]belidos3d.swgrp.co.uk/wp-content/uploads/2016/03/blogo.png[/img]
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PCS
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Posted: 22nd Jun 2018 11:46
@synchromesh, I want to change the footstep sound on the ground outside.

@Belidos that is a great plan were the ground is flat. The problem is I want to use a big open map were the surface is un even, so it would not work nice. That is why I say it would be nice to paint different ground textures with different footsteps.
Windows 7 Professional 64-bit
Intel(R) Pentium(R) CPU G3260 @ 3.30GHz (2 CPUs), ~3.3GHz RAM 4GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
Belidos
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Posted: 22nd Jun 2018 12:19
This is what Lee had to say about it in October last year.

Quote: "LeeBamber:
As far as I know, and I should know, there was never any code which detects the material type of terrain painted surfaces, and so ALL footfalls on terrain would default to the grass sound effect. The Building Editor, on the other hand, has full control of material indexes for textures and should work fine. Given the close relationship in the way the two texture atlases are presented, it does make sense to add this functionality for terrain textures, but it's not part of the current workload. I think it can probably make it into a sooner update without resorting to the voting board as I think most of the code is straightforward and just needs to make sure it does not impact performance in any noticeable way (i.e. there is a potential read of the terrain texture each time the player (or character) stomps down on the floor, but I have a feeling I will move the data to a very fast an optimized memblock, and move the functionality to a LUA command so it keeps it well away from more internal hard coding
"


https://forum.game-guru.com/thread/218736#msg2587279
[img]belidos3d.swgrp.co.uk/wp-content/uploads/2016/03/blogo.png[/img]
Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

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Laptop:
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PCS
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Posted: 22nd Jun 2018 13:05
Thanks for the info Belidos
Windows 7 Professional 64-bit
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DirectX Version: DirectX 11
Teabone
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Posted: 22nd Jun 2018 23:56
Very interesting, Belidos. Thanks for sharing.
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