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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: surface sounds
joplinfmz
General Member
Since: Jun 8, 2006
Posts: 19
Last: Jun 19, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 12:59 pm
Hi everyone. I'm new to trying a map for cod2. I've been reading the tuts, watching the vids, and i'm doing ok making a small test map. But I have a few questions concerning surface sound. If someone would have answers, I would appreciate the help. I have made a test map and all is good except that I dont hear my player walking. I do hear his steps if I move sideways or jump but not walking straight. So I guess my question is, am I overlooking something during creation? My 2nd question is. In the RAD program is there a way to give different sounds to surfaces? Lets say just for fun I wanted to give a metal walking surface the sound of mud as I walked on it. Thanks in advance for any replies..
Joplin
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andylegate
General Member
Since: Apr 1, 2006
Posts: 165
Last: Aug 31, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 02:16 pm
The answer to your 2nd question is Yes. You have to cover the area that you want to affect the surface sound with a clip from the Tool textures, for example, you can make concrete sound like metal by covering you concrete looking ground with the Metal_Clip. It will make it sound like your player is walking around on metal.

As for the first thing you asked: Some thing is wrong. You should not have to do anything special to get the sound of your player walking on a surface unless:

You have your player walking across a texture that is a decal, then yes, you'll have to cover the decal with a clip texture for the sound you want. Also, some textures are not labeled as decals but will also not make a sound when you walk on it, but then again, your player won't make a sound no mater which direction you walk in either, so there may be something wrong with your test map.
Good luck
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joplinfmz
General Member
Since: Jun 8, 2006
Posts: 19
Last: Jun 19, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 04:42 pm
Thanks for the reply andylegate. I downloaded and followed the cod2-start video from here. That made a small 1 room map. It worked fine but with no footstep sounds. So then I made a little larger map the same way and still no sounds when walking (almost like gliding along the ground). I used a normal ground texture (stalingrad_concrete02). The metal_clip worked for making the metal sound when I jumped, but nothing when I walked. But that had nothing to do with my problem, I was just curious. Is there somewhere to get a list of what all those clips do? I could sure use something like that. I didnt see too many clips that could be used for changing the surface sound. Water, snow, and mud I think. I guess if i just use the proper surface I wont have to worry about that once I get this problem fixed. Thanks again for the help. Its much appreciated..
Jop
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veef
General Member
Since: Apr 24, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 04:46 pm
Raise your spawn points so they are above the ground.
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joplinfmz
General Member
Since: Jun 8, 2006
Posts: 19
Last: Jun 19, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 05:05 pm
Thanks for the reply veef. The spawn points were resting level with the ground. I raised them up so there was 1 grid block between the ground and the spawn, but that did not help.Thanks again for the help..
Jop
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veef
General Member
Since: Apr 24, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 05:13 pm
Since this is just a test map open it with notepad and paste the contents here, that way we can check to see what the problem is.
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joplinfmz
General Member
Since: Jun 8, 2006
Posts: 19
Last: Jun 19, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 05:18 pm
ok here it is..

iwmap 4
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 192 192 -8 ) ( -192 192 -8 ) ( -192 -192 -8 ) stalingrad_concrete02 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -224 -184 0 ) ( 160 -184 0 ) ( 160 -184 -8 ) stalingrad_concrete02 256 256 0 8 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 -200 0 ) ( 184 184 0 ) ( 184 184 -8 ) stalingrad_concrete02 256 256 0 8 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 184 0 ) ( -192 184 0 ) ( -192 184 -8 ) stalingrad_concrete02 256 256 0 8 0 0 lightmap_gray 16384 16384 0 0 0 0
( -184 144 0 ) ( -184 -240 0 ) ( -184 -240 -8 ) stalingrad_concrete02 256 256 0 8 0 0 lightmap_gray 16384 16384 0 0 0 0
( -192 192 8 ) ( 192 192 8 ) ( -192 -192 8 ) stalingrad_concrete02 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 1
{
( -192 -192 128 ) ( -192 192 128 ) ( 192 192 128 ) stalingrad_concrete01 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -224 -184 8 ) ( 160 -184 8 ) ( 160 -184 0 ) stalingrad_concrete01 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 -200 8 ) ( 184 184 8 ) ( 184 184 0 ) stalingrad_concrete01 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 184 8 ) ( -192 184 8 ) ( -192 184 0 ) stalingrad_concrete01 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -184 144 8 ) ( -184 -240 8 ) ( -184 -240 0 ) stalingrad_concrete01 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -192 192 120 ) ( -192 -192 120 ) ( 192 192 120 ) stalingrad_concrete01 128 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 2
{
( 192 192 8 ) ( -192 192 8 ) ( -192 -192 8 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -192 -192 120 ) ( -192 192 120 ) ( 192 192 120 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -224 -192 8 ) ( 160 -192 8 ) ( 160 -192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 -200 8 ) ( 184 184 8 ) ( 184 184 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -184 136 8 ) ( -184 -248 8 ) ( -184 -248 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 160 -184 8 ) ( -224 -184 8 ) ( 160 -184 0 ) stalingrad_brick01 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 3
{
( 192 192 8 ) ( -192 192 8 ) ( -192 -192 8 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -192 -192 120 ) ( -192 192 120 ) ( 192 192 120 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -224 -192 8 ) ( 160 -192 8 ) ( 160 -192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 -200 8 ) ( 192 184 8 ) ( 192 184 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 192 8 ) ( -192 192 8 ) ( -192 192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 184 8 ) ( 184 -200 8 ) ( 184 184 0 ) stalingrad_brick01 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 4
{
( 192 192 8 ) ( -192 192 8 ) ( -192 -192 8 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -192 -192 120 ) ( -192 192 120 ) ( 192 192 120 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 -200 8 ) ( 184 184 8 ) ( 184 184 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 192 8 ) ( -192 192 8 ) ( -192 192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -184 136 8 ) ( -184 -248 8 ) ( -184 -248 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -200 184 8 ) ( 184 184 8 ) ( -200 184 0 ) stalingrad_brick01 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 5
{
( 192 192 8 ) ( -192 192 8 ) ( -192 -192 8 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -192 -192 120 ) ( -192 192 120 ) ( 192 192 120 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -224 -192 8 ) ( 160 -192 8 ) ( 160 -192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 192 8 ) ( -192 192 8 ) ( -192 192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -192 136 8 ) ( -192 -248 8 ) ( -192 -248 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -184 -248 8 ) ( -184 136 8 ) ( -184 -248 0 ) stalingrad_brick01 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
// entity 1
{
"origin" "-128 128 16"
"angles" "0 315 0"
"classname" "mp_dm_spawn"
}
// entity 2
{
"_color" "0.898039 0.898039 0.898039"
"origin" "120 128 112"
"radius" "180"
"classname" "light"
}
// entity 3
{
"_color" "0.898039 0.898039 0.898039"
"origin" "128 -128 112"
"radius" "180"
"classname" "light"
}
// entity 4
{
"_color" "0.898039 0.898039 0.898039"
"origin" "-128 -128 112"
"radius" "180"
"classname" "light"
}
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veef
General Member
Since: Apr 24, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 05:32 pm
The room is a bit small but it does work sound and all, are you sure your moving forward enough to make a sound?



edited on Jun. 11, 2006 08:32 pm by veef
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joplinfmz
General Member
Since: Jun 8, 2006
Posts: 19
Last: Jun 19, 2006
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 06:28 pm
Hi again, yep, running all over the place. Even tried it in a little larger map I put together just for that reason.
Jop
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Ethnik_Man
General Member
Since: Jul 26, 2005
Posts: 417
Last: Jan 31, 2008
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Jun. 11, 2006 06:37 pm
make sure ur using non alpha tetures. putting a clip undeer a texture doesnt always give out a sound u want... the _blend textures arent supposed to be used as reg. ground textures

[rocking]
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