View Full Version : Wrong walking sound..
Hi everybody
On my island there is a sound like walking on a wooden terrace. Even when walking on grass etc...
Does anybody have a solution for that?
Thanks in advance
post your islandconfig in http://pastebin.com/ and add the link here. You might have some error in surface definition.
bravo 6
Feb 20 2009, 08:14
the possible surface definition error that Sgt.Ace mentioned is located here:
config.cpp
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces
{
...
};[/QUOTE]
Well,
here you are...
http://pastebin.com/m35576699
My config is based on the one which was used by nicolas bell for schmalfelden.
You dont should use orignal bis texture names for the ground textures to avoid such problems.
files = "trava_*";
use something similiar
files = "bet_trava_*
(but be aware to change all the texure names and rvmats and reimport with changed layer.cfg too.)
bravo 6
Feb 20 2009, 09:12
the only reason i see atm is because you are using the same names for almost everything, per example the lawnClutter:
You are identifying the class and you are calling it after probability line:
Quote[/b] ]class CfgSurfaceCharacters
{
class lawnClutter
{
probability[] = {0.70};
names[] = {"lawnClutter"};
};
Avoid it.
If you follow the following structure you might fix your problem:
I used colors so you can easily understand how and where they should be. Hope it helps. Can't explain better then this. Good luck.
------------------------------------------------------------------------------------
<ul>class clutter {
class <span style='color:green'>smallrocks00</span>: grassogeneral {
model=mapname\rocks\clutter_stone_small.p3d;
affectedByWind = 0;
scaleMin = 0.50;
scaleMax = 1.00;
};
};
class CfgSurfaces {
class sando : Default {
access = ReadOnly;
files = "sando*";
rough = 0.080;
dust = 0.090;
soundEnviron = "drygrass";
character = "<span style='color:blue'>sandoClutter</span>";
};
};
class CfgSurfaceCharacters {
class <span style='color:blue'>sandoClutter</span> {
probability[] = {0.22};
names[] = {"<span style='color:green'>smallrocks00</span>"};
};
};[/list]
------------------------------------------------------------------------------------
edit: Sgt.Ace is also right. You shouldn't use same names as BIS uses else there will be issues.
Ok thank you..
ill try that and report back...
I also have this problem, but I don't have a "class CfgSurfaces {". When I put it in it said something about "class sando : Default {" being wrong, saying undefined "default". Is there anywhere I could get a working config with everything in it? My island is sand and more sand, yet it sounds like my character is running on dirt, furthermore, when I did have dirt, the actual sounds of the dirt played properly, but the sand for 50m or so around where the dirt was also had a dirt sound (back then most of the sand actually sounded like sand). I'm thoroughly confused.
.kju [PvPscene]
Mar 13 2009, 06:55
post your complete config at paste.bin and link it here
...when I did have dirt, the actual sounds of the dirt played properly, but the sand for 50m or so around where the dirt was also had a dirt sound (back then most of the sand actually sounded like sand). I'm thoroughly confused.
ArmA uses a grid to define the surface type, where all terrain types (no matter if it is grass/rock/dirt/mud) within one grid square use a single surface config (ambient and walking sounds, terrain roughness, dust, etc). If I remember correctly, it uses is first surface type defined within the config? I don't know how this surface type grid is related to the satmask and heightmap grids.
Here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=69580;) is a thread containing some info about the surface grid.
Where and how do I post it? I went to the pace metioned but got a cannot find error in IE. But I'm currently using the sample map one, (rahmadi), though I haven't seen it happen before.
I advised of the same problem to the ACE dev team a while back and apparently a number of islands had this issue.
They got straight on it and they have fixed this for ACE islands 1.13 when then becomes available.
Its because you have more than 4 colors to a grid in the Mask_lco. Check your mask files in the layers folder for any brown color, that will be the culprit.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.