Footstep sounds?

Post » Fri May 27, 2011 10:01 pm

Where is the sound of the footsteps determined for walking on certain surfaces?

Thanks for any replies :)
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Quick Draw III
 
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Post » Fri May 27, 2011 8:31 pm

Where is the sound of the footsteps determined for walking on certain surfaces?

Thanks for any replies :)


The sound determined when walking on surfaces is set in the model itself as the material type. You just have to change the type in Nifskope> :)
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Paul Rice
 
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Post » Sat May 28, 2011 6:49 am

Dang! you got me curious and I went looking to find out how the different surfaces are defined and now I have two questions for which I don't know answers. I do suspect that finding one of them will answer the other, so I'll keep poking around.

It makes sense if you're walking on an object (like across a wooden bridge), but I hear footsteps crossing snowy terrain.
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Emily Jones
 
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Post » Sat May 28, 2011 9:40 am

The sound determined when walking on surfaces is set in the model itself as the material type. You just have to change the type in Nifskope> :)


Thanks, that will come in handy for one of the dungeons I am working on :D
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Katharine Newton
 
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Post » Fri May 27, 2011 6:08 pm

Also, is there a way to activate a book remotely? I know you can activate beds and such remotely.

I want to be able to use a messagebox to activate a scroll. I tried the obvious route of activating the unique persistent reference of the book (IE, I labeled it and set it as a PR), but that didn't work, even with the book two feet away, below the ground (it won't fall).

I can use a messagebox in place of the book, but the book would in this case be a lot more elegant.
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SUck MYdIck
 
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Post » Sat May 28, 2011 7:36 am

Been a while since I've posted because life ran away with me.

Where specifically is material type located in the .nif and is it a drop down? If not a drop down, what are the valid entries?

Thanks.
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Alyce Argabright
 
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Post » Sat May 28, 2011 5:48 am

Also, is there a way to activate a book remotely? I know you can activate beds and such remotely.

I want to be able to use a messagebox to activate a scroll. I tried the obvious route of activating the unique persistent reference of the book (IE, I labeled it and set it as a PR), but that didn't work, even with the book two feet away, below the ground (it won't fall).

I can use a messagebox in place of the book, but the book would in this case be a lot more elegant.

remember to put MyBookREF.activate player not the other way around, i often do that and dont realise it.

Been a while since I've posted because life ran away with me.

Where specifically is material type located in the .nif and is it a drop down? If not a drop down, what are the valid entries?

Thanks.


find the bhkMoppBvTreeShape node under the collision node (noramlly the third node in), then look in the block details and their will be a line that says material. it has a drop down box with a heap of options or materials to choose from.
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QuinDINGDONGcey
 
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Post » Sat May 28, 2011 2:48 am

Is it possible for the "bhkMoppBvTreeShape" node to be missing if it's a custom mesh? If so, how do I add it in?

I'm using a custom tileset and the footstep sounds aren't appropriate to what is being stepped on.

EDIT: NVM, found it, thanks so much once again :)

EDIT again: There is at least one mesh that definitely doesn't have the material field o.o
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Schel[Anne]FTL
 
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Post » Sat May 28, 2011 4:19 am

Also, it's not really making a difference in the game, not sure why.
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Jade Muggeridge
 
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Post » Sat May 28, 2011 7:45 am

hmmm, possibily there are some other values there that do that....trouble is i dont know what they are.

when you export a mesh from blender you can set the material right.....so i dont :shrug:
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Robert Garcia
 
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Post » Sat May 28, 2011 2:11 am

Suppose I will have to either ask the mod maker, or just deal with it.

Thank you :)
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LuCY sCoTT
 
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Post » Sat May 28, 2011 1:39 am

Suppose I will have to either ask the mod maker, or just deal with it.

Thank you :)

Another option, provided you have access to Blender or 3dsmax is to just import the model and re-export it with the havok you want. You would need to get permission to re-distribute these models with different havok settings anyway, so you may even find someone who is willing to take 5 minutes and complete this step for you.
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I’m my own
 
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Post » Fri May 27, 2011 7:14 pm

Another option, provided you have access to Blender or 3dsmax is to just import the model and re-export it with the havok you want. You would need to get permission to re-distribute these models with different havok settings anyway, so you may even find someone who is willing to take 5 minutes and complete this step for you.


I have made a couple of spectacular failures at attempting to learn modeling.
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darnell waddington
 
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