Alexander_ on 3/8/2014 at 23:28
Is there any way to get footstep sounds to still play while walking down a normal, straight staircase? The sounds play while walking up the stairs, but not while walking down. This seems to be the case in most or all of the OMs as well. Is there any way around this? An invisible solid wedge maybe?
Zoro on 3/8/2014 at 23:44
I'm affraid it's hard to make so.
Perhaps, it's possible to perform, with very hard work and the custom scripts.
I also have no idea how it may be done in Thief 1-2, except the thing about making a custom material for that, but it won't work that perfect. If do so - it will similarly sound if you'll walk up i think.
Xorak on 4/8/2014 at 00:07
You can easily make them out of objects, but you'll still have to fiddle around to get the sound right.
gamophyte on 11/8/2014 at 09:48
Disclaimer: I am new to what I am saying so I am not yet sure how you would actually do it.I wonder if you can make a new Material Tag to assign a different sound schema to a custom texture? Like, make a new texture and then paint it on steps, "file it under" your custom material in texture archetypes (it would normally go into one that's already there, say for example
WoodTex[-15]. but instead it will go into your custom materiel using a custom sound schema ). I read a little about it
(http://ttlg.com/forums/showthread.php?t=130427) hereInline Image:
http://i.imgur.com/MOzYcIE.pngInline Image:
http://i.imgur.com/CRAzqYR.pngThen in your custom sounds I imagine you will have to somehow make the sound strike more often, so that it is heard for sure.
Another idea is to make your stairs a objects that has the ladder stim, so that you are stuck to stairs and then make sure to mock the sound schema so it sounds like walking on wood. You would have to make ceiling not to far above garret so if he jumps he doesn't notice he's stuck to stairs.
Again, I hope a pro can chime in, because this is just my theory.
Zontik on 11/8/2014 at 12:18
Quote:
I wonder if you can make a new Material Tag to assign a different sound schema to a custom texture?
Of course you can. Much of work with schemas, though.
But I can't imagine how it would help to solve the footsteps problem.
R Soul on 11/8/2014 at 13:41
I think footsteps (including the head-bob motion) are played every X seconds as the player moves (shorter time when running). It would make sense to stop the timer if the player leaves the ground, e.g. to jump over a gap. The engine doesn't know the difference between a step and ledge with a big drop, so perhaps each time the player leaves a step and becomes airborne for a fraction of a second, the engine stops the footsteps and resets the timer. The player could be on a step for < X seconds.
If you make the steps steep enough (e.g. with a gradient of 0.75), the height will drop quickly enough to trigger the landing sound on a few occasions if the player is running. I think walking down is still silent.
gamophyte on 11/8/2014 at 18:12
Quote Posted by Zontik
But I can't imagine how it would help to solve the footsteps problem.
Sorry I had a brain fart, I was thinking he can make a faster paced wav audio file, but then now I realized that's controlled by Garrett movement and they are 4 diff step wav files randomized.
darthsLair on 11/8/2014 at 20:29
It might help to make the steps at least 2 feet in length, and (0.75 as R Soul suggested).
This way Garrett takes a longer step. On steep stairs the avatar jumps over the short steps. It is easy to see why a lot of editor's use ramps over steps, because it is annoying.
john9818a on 12/8/2014 at 00:58
I've also noticed that when running down stairs sometimes Garrett makes double step sounds as if the sound is stopping in one instance and starting immediately again. I use ramps in or long steps when I can but in some circumstances steps are necessary especially when making spiral stair cases. I don't think it is possible to make a spiral ramp. :o