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Footsteps on different materials

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Thu Jun 12, 2008 5:13 pm Post subject: Footsteps on different materials |

I've decided to switch into using q3 map, texture, etc format, so now I can have longer texture names and place them in folders. This not really coding about anything yet, more just how to name the textures/materials... I decided I'll put them in folders like this:
brick
metal
steel
earth
liquid
tech
What if I have a brick texture named: base_01 and a metal texture named base_01... Is the full texture name then brick/base_01 and for the other metal/base_01?
If I then make some code that checks if the texture name starts with brick, metal, etc.. then play the brick sounds or metal sounds, would it work, or would it interpret both textures as base_01 and play no sounds or some default sound for undefined materials?
_________________
zbang!

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Mon Jun 16, 2008 1:30 pm Post subject: Re: Footsteps on different materials |

..Good question! At worst you could use a another naming convention... bbase_01.ogg, mbase_01.ogg, sbase_01.ogg, etc...

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Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Thu Jun 26, 2008 6:03 pm Post subject: |

I see tutorial in QuakeDev, by DarkSnow. Maby this help you : Difficulity: Easy/Human readable For: DarkPlaces (Quake1) Alright, after a long conversation with LordHavoc the pieces of the puzzle finaly came together. About 5 minutes ago i tweaked around the last parts of the code and as by a miracle it worked superb
The following code is qc only, for darkplaces engine. If you want this in your own engine then you will have to copy various stuff from darkplaces to make it work.
When you walk around, you will hear a generic footstep sound, until you walk on metal - and *poff* - you will her footsteps on metal insted of generic, without using triggers in the map. It checks what texture the player is standing on basicly, and if it is (for this snippet) the wizmetal texture (normal skill bridge map "start") the sound will be walk/metal1*4 instead of generic.
So if anyone havent gotten this to work yet, but want it - here it is
player.qc
add the following code before void player_run
Code:
void(entity e) walksound ={
local float surfnum, r;
local string s;
makevectors(e.v_angle);
surfnum = getsurfacenearpoint(world, e.origin - '0 0 24');
if (surfnum >= 0)
{
s = getsurfacetexture(world, surfnum);
if (s == "wizmet1_2")
{
bprint("play metal\n");
r = rint(random() * 3);
if (r == 0)
sound (e, CHAN_AUTO, "walk/metal1.wav", 0.5, ATTN_NORM);
else if (r == 1)
sound (e, CHAN_AUTO, "walk/metal2.wav", 0.5, ATTN_NORM);
else if (r == 2)
sound (e, CHAN_AUTO, "walk/metal3.wav", 0.5, ATTN_NORM);
else
sound (e, CHAN_AUTO, "walk/metal4.wav", 0.5, ATTN_NORM);
}
else
{
bprint("play generic\n");
r = rint(random() * 4);
if (r == 0)
sound (e, CHAN_AUTO, "walk/generic1.wav", 0.5, ATTN_NORM);
else if (r == 1)
sound (e, CHAN_AUTO, "walk/generic2.wav", 0.5, ATTN_NORM);
else if (r == 2)
sound (e, CHAN_AUTO, "walk/generic3.wav", 0.5, ATTN_NORM);
else if (r == 3)
sound (e, CHAN_AUTO, "walk/generic4.wav", 0.5, ATTN_NORM);
else
sound (e, CHAN_AUTO, "walk/generic5.wav", 0.5, ATTN_NORM);
}
}
};
This is the interesting part all in all. First the code "contacts" the game engine and recive the name of the texture the player is standing on. If that texture is named "wizmet1_2" it will play one of the metal sounds, else it will play one of the generic sounds.
in void player_run find
Code:
void() player_run =[ $rockrun1, player_run ]
{
and add the following code directly after it
Code:
if (self.walkframe == 1 || self.walkframe == 4 )
if (checkbottom(self) == TRUE)
if (self.waterlevel == 0)
walksound (self);
world.qc
find
Code:
precache_sound ("misc/water1.wav"); // swimming
precache_sound ("misc/water2.wav"); // swimming
and add after that
Code:
precache_sound ("walk/generic1.wav");
precache_sound ("walk/generic2.wav");
precache_sound ("walk/generic3.wav");
precache_sound ("walk/generic4.wav");
precache_sound ("walk/generic5.wav");
precache_sound ("walk/metal1.wav");
precache_sound ("walk/metal2.wav");
precache_sound ("walk/metal3.wav");
precache_sound ("walk/metal4.wav");
defs.qc
in bottom of defs.qc add
Code:
//DP_QC_GETSURFACE
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//builtin definitions:
float(entity e, float s) getsurfacenumpoints = #434;
vector(entity e, float s, float n) getsurfacepoint = #435;
vector(entity e, float s) getsurfacenormal = #436;
string(entity e, float s) getsurfacetexture = #437;
float(entity e, vector p) getsurfacenearpoint = #438;
vector(entity e, float s, vector p) getsurfaceclippedpoint = #439;
//description:
//functions to query surface information.
(or use dpmods own extensions qc file)
The final thing,
you have to create a new folder - \modname\sound\walk
and add the sound files there. (sound files from half-life - copyright)
There is room for improvements
Credits
LordHavoc :: Engine and the extensions
Ze0 :: Footsteps Tutorial on Inside3D
MauveBib :: Mentioned the extention
Me :: Experimenting and writing about it
_________________
^O,..,o^

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Sat Jun 28, 2008 6:13 am Post subject: |

That should be in a tutorial on here

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