Applying footstep sounds to surfaces

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Applying footstep sounds to surfaces

Postby ekimmai » Thu Jul 10, 2008 4:14 am

I finally thought I should actually add some footstep sounds to my age and following the tutorial managed to do so without any problems - resizing the region to cover the entire grass surface.

First question: does the Script - PyPRP method only (i) create a region box and (ii) add properties in the logic panel ?
If so, can I apply the same properties to my grass surface directly without creating a new region?

I ask this because I'm wondering whether otherwise it is possible to have a grass-sound region embedded within a rock-sound region so that when I am treading on a patch of grass I hear only grass sound and this sound then reverts to rock (or some other) when I step off the patch?
If I can add the properties to the material itself then I guess the solution is easy.

Perhaps I am making this more complicated than it need be....... :/

Ekimmai
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Re: Applying footstep sounds to surfaces

Postby boblishman » Thu Jul 10, 2008 7:51 am

you can put another footsteps region INSIDE an existing one. (Simply use the Scripts Window to create a new footsteps region ... then change it's property (puple smilie face button) to whatever sound you want.)

If the majority of your ground is "rock" ... make a "stone" footsteps region that encompasses the WHOLE age.
Then you can put grass footstep regions INSIDE that one (where you grass is) ...

Now, there are some limitations ... regions can be ANY shape ... BUT ... (by default) are "convex hull polytopes" in shape in URU.
That means that they are NOT necessarily the same shape as your region appears in Blender.
Imagine your region has been wrapped in "cling film" ... THAT is the shape it will be in Uru .... so ... it is something like this ...


footsteps.jpg
footsteps.jpg (18.07 KiB) Viewed 1575 times



this explains why some people have problems matching footstep areas exactly to "grassy" areas in Uru ... so, keep your grassy areas "blob" shaped (like the BLUE area in the picture)

(Also, try not to OVERLAP footstep areas ... sometimes they don't work properly if they overlap ... it is better practice to make sure that a new region is completely inside an existing one. You can also put regions inside regions inside regions inside region ect., ... just try not to let their boundaries overlap)
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Applying footstep sounds to surfaces

Postby ekimmai » Thu Jul 10, 2008 12:56 pm

Fantastic.

Thankyou!
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