Footsteps - different sounds on diff ground

Post » Fri Jan 01, 2010 6:32 am

Ok, so I've got question for 100 points:

Is it possible to set different footsteps sounds (for all characters or just for the player, doesn't matter) on different ground (e.g. snow, sand, forest bedding, rocks). Please note that any script extension are not welcome.
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Alyce Argabright
 
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Post » Fri Jan 01, 2010 12:43 am

You could change the original footsteps to silent sounds and then detect from a script if they are playing on the player (dunno if this would work though, it's kinda try and see). But playing new sounds instead of them may not work perfectly, since low FPS values will delay each footstep sound noticeably.

And then there's the effort needed to detect what type of terrain is under your feet. There's no conventional method to do that, not with "normal" terrain anyway. If the player only walked on activators then it would be easy, but then you can only use this specifically on areas added/modified by the mod.

All in all I think this is not worth the effort unless someone comes up with an exe patch that makes the whole thing easier.
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Wanda Maximoff
 
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Post » Thu Dec 31, 2009 5:48 pm

Precisely, it sounds to be hard stuff to do, however, activator with GetDistance function may be useful here. Unfortunately I must keep in mind that I have scripts pinned to every NPC already, so I cannot afford to reduce FPS more. Thanks again, Adul. 100 points are going to you lol
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Catherine N
 
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Post » Thu Dec 31, 2009 5:38 pm

Fantastic idea. I'm no good with scripts, but would it be possible to approximate terrain via the cell? In other words, cell x, y, z, p, and q in the Bitter Coast have "squishy swamp" sound, but cell t, r, and s are near the shore and thus have "sand" sound. Just a thought - and I don't even know if it is possible via scripts or even an efficient method of achieving what you're aiming for.

But if you do manage to make scripts for different footstep sounds for different terrain, that would be so awesome! :)
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Rebecca Clare Smith
 
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Post » Thu Dec 31, 2009 11:42 pm

What about the system used by Vurt's Groundcover. It detects which land texture is there then adds the appropriate grass. Maybe you could ask Vurt how he did it and modify it slightly :shrug:
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Laura Shipley
 
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Post » Fri Jan 01, 2010 3:07 am

Fantastic idea. I'm no good with scripts, but would it be possible to approximate terrain via the cell? In other words, cell x, y, z, p, and q in the Bitter Coast have "squishy swamp" sound, but cell t, r, and s are near the shore and thus have "sand" sound. Just a thought - and I don't even know if it is possible via scripts or even an efficient method of achieving what you're aiming for.

Include a grid of cell types in a text file, and use the MWSE file IO functions to fetch the type for an exterior cell.
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Charlie Sarson
 
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Post » Fri Jan 01, 2010 3:22 am

Include a grid of cell types in a text file, and use the MWSE file IO functions to fetch the type for an exterior cell.

What about cells with multiple grounds? E.g. a stone pathway on grass. But near the sand of the coast. :shrug:
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abi
 
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Post » Fri Jan 01, 2010 8:17 am

What about cells with multiple grounds? E.g. a stone pathway on grass. But near the sand of the coast. :shrug:

Better than nothing, I guess.

It sounds like http://www.gamesas.com/index.php?/topic/1175098-relz-bls-water-sounds-vivec-temple/ may help with detecting ground textures.
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Enny Labinjo
 
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