Silveredge9 Posted April 6, 2008 Share Posted April 6, 2008 I'm just wondering if it's been established what governs the foot step sounds which are made when the player walks around within a module? I've found a few things in KTool, like footstepsound.2DA - But not a matching field in any of the .git/.are or .module files. Looking at the .2DA file, it seems there are different sound files for the different types of materials within a module (dirt, grass, stone, wood, water, carpet, metal, puddles, leaves and force). So I'm guessing if a particular part of a module is set to one of those materials, the corrosponding sound in the .2DA file will be played when the player walks there. And I'm guessing this "material" field for a module section will be probably stored in the walkmesh file. Anybody have any ideas, or thoughts on the subject? Link to comment Share on other sites More sharing options...
Exile007 Posted April 6, 2008 Share Posted April 6, 2008 I believe that the footstep sounds are based on the walkmesh material in the area models. There aren't any entries in the .git nor .are, so if you want to edit this, you'd need to edit the model files themselves. Brown gets you dirt clouds plus dirt sounds. Grass gets you that sound when you walk on grass. And there's more, look in Quanon's tutorial for a complete list. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.