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Beton
Feb 19 2009, 18:26
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

Atsche
Feb 20 2009, 06:39
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]

Beton
Feb 20 2009, 08:42
Well,

here you are...

http://pastebin.com/m35576699

My config is based on the one which was used by nicolas bell for schmalfelden.

Atsche
Feb 20 2009, 08:58
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&#39;t explain better then this. Good luck.
------------------------------------------------------------------------------------
<ul>class clutter {
       class <span style='color:green'>smallrocks00</span>: grassogeneral {
               model=mapname&#92;rocks&#92;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&#39;t use same names as BIS uses else there will be issues.

Beton
Feb 20 2009, 09:39
Ok thank you..

ill try that and report back...

LJF
Mar 13 2009, 01:30
I also have this problem, but I don&#39;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&#39;m thoroughly confused.

.kju [PvPscene]
Mar 13 2009, 06:55
post your complete config at paste.bin and link it here

fasad
Mar 13 2009, 08:06
...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&#39;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&#39;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.

LJF
Mar 13 2009, 08:23
Where and how do I post it? I went to the pace metioned but got a cannot find error in IE. But I&#39;m currently using the sample map one, (rahmadi), though I haven&#39;t seen it happen before.

BD1
Apr 16 2009, 22:06
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.

Aussie
Apr 17 2009, 06:43
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.