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Old 02-26-2014, 03:26 PM   #1   Add To Ignore List  
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Default Edit Sounds Not In Player Schemes

Hey guys, I'm making progress on importing new multiplayer characters, but I have a question:

How do you change the sounds that are not in the player scheme? See, there are two characters that need new sounds, specifically the footsteps for the R110 Robot from Timesplitters:Future Perfect & Monkey from Enslaved:Odysee to the West.

http://editthis.info/images/timesplitterswiki/8/8d/R110.jpg
http://www.polishtheconsole.com/wp-content/uploads/2010/10/monkey.png

I'm wondering if I will be able to change the footstep sounds because as you can see Monkey does not wear shoes, & R110 is a robot, and I think he should have a "FF-schwwk" mechanical sound when he runs, maybe like how an ED-209 sounds when it walks, or an AT-ST or something.

I can see certain WAV files, and I think the footsteps are in there, but is there a way I can change footstep sounds for one character & not another? Because I can't find them in player schemes.


(the following isn't really that important, just if you're curious...)
I'll be honest too...I also have a psychological condition called "Misophonia," which is anxiety from certain sounds, mainly for me the sound of shoes hitting the ground & people coughing. Those are like the nails on the chalkboard! GAaaahh!! For this reason I have trouble playing games like survival horror, where the footstep noises are so damn loud! If I can, I always mod PC games to get rid of that noise effect, or play games where it doesn't matter, like the Timesplitters series, which has no footstep sounds. I can deal with it if I turn the volume down, or the character is not walking on a harder surface where you can hear the shoes smacking the ground like anvils. For instance, I don't mind Serious Sam when playing on a level with lots of grass & sand...but this info is kind of irrelevant, but just in case anyone was curious...or maybe had the same affliction?
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Old 02-26-2014, 03:38 PM   #2   Add To Ignore List  
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Default Re: Edit Sounds Not In Player Schemes

You'd be changing the foot steps for every character if you changed the foot step sounds directly from the file system. When you shoot something or walk on it, the 'material' that it is assigned tells us which sounds should be played. If you edit the material files directly with a new sound, then you will edit it for every player.

Basically put I don't see their being a way to put in custom walking sounds without overwriting something. Well not in the traditional way. I've been shown wrong before.
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Old 02-27-2014, 02:24 AM   #3   Add To Ignore List  
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Default Re: Edit Sounds Not In Player Schemes

Bio & Ryason's Biomechanoid Player Model has custom footsteps.

Download it from the workshop and check it out.
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Old 02-27-2014, 02:52 AM   #4   Add To Ignore List  
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Default Re: Edit Sounds Not In Player Schemes

You'd have to add the sounds to the sound scheme of every walkable material (Sand, Stone, Grass, etc) in existance, and then you'd have to edit every single movement animation to reference those footstep sounds. While the latter isn't really a problem (since you can save the custom animation sets to a new location), the former poses a problem for compatability, because if someone else edited these files for their own mod, the mods would conflict and only one set of the edited files would work. However, if you wanted to outright remove the footstep sounds or use one of the other availible ones (enemy footstep sounds, for instance), it'd be perfectly fine.

Maybe I'll mention to Alen that "custom material sounds" on models might be a thing that could be implemented, since full animation sets are kind of large.


Quote:
Originally Posted by AverageJoe
Bio & Ryason's Biomechanoid Player Model has custom footsteps.
The Biomech animations point to those step sounds by default. Since I was editing the animations anyways, I kept those in.

Oh, and Bio had no involvement in development.
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Old 02-27-2014, 11:36 PM   #5   Add To Ignore List  
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Default Re: Edit Sounds Not In Player Schemes

Oh, sorry about that name mix up Ryason.
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Old 02-28-2014, 09:25 PM   #6   Add To Ignore List  
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Default Re: Edit Sounds Not In Player Schemes

Quote:
Originally Posted by Ryason55 View Post
You'd have to add the sounds to the sound scheme of every walkable material (Sand, Stone, Grass, etc) in existance, and then you'd have to edit every single movement animation to reference those footstep sounds. While the latter isn't really a problem (since you can save the custom animation sets to a new location), the former poses a problem for compatability, because if someone else edited these files for their own mod, the mods would conflict and only one set of the edited files would work. However, if you wanted to outright remove the footstep sounds or use one of the other availible ones (enemy footstep sounds, for instance), it'd be perfectly fine.

Maybe I'll mention to Alen that "custom material sounds" on models might be a thing that could be implemented, since full animation sets are kind of large.



The Biomech animations point to those step sounds by default. Since I was editing the animations anyways, I kept those in.

Oh, and Bio had no involvement in development.
Ok thank you Ryason55. You have been a big help
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