Difference between revisions of "Compiling:Surface sounds"
Majkifajki (talk | contribs) (Reworked article, make it newbie friendly, corrected error at the end (-se instead -si).) |
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− | By default, Q3 engine does not recognize the | + | By default, Q3 engine does not recognize the materials which are map fragments made off. Wood, concrete, metal - for game it's only textures. However, the is simple tool for assigning textures to certain material types, which result with different sounds while player shoot at it and walk on it. Moreover, bullets will leave different marks on surface. Example with metal material before and after process: |
[[File:Surfacesounds.jpg]] | [[File:Surfacesounds.jpg]] |
Revision as of 15:23, 20 August 2011
By default, Q3 engine does not recognize the materials which are map fragments made off. Wood, concrete, metal - for game it's only textures. However, the is simple tool for assigning textures to certain material types, which result with different sounds while player shoot at it and walk on it. Moreover, bullets will leave different marks on surface. Example with metal material before and after process:
The tool's name is BSP.
Windows version can be [downloaded here.] Linux one can be [downloaded here.]
This tiny little program works with compiled version of your map - *.bsp . After successful compilation, you need to put BSP into the same folder where your *.bsp map is. BSP toll is command-line program - this means you have type commands in terminal in order to make it work. On Linux most of file managers allow You to open current folder in terminal by clicking RMB and selecting "open in terminal" option.
Note: Windows users use command bsp.exe. Linux users bsp-redone - which is simply linux version of bsp.exe.
Contents
Create a surfaces file
First of all you'll need to create a basic surfaces file, to do this run BSP with the following arguments:
bsp.exe -se mapname.bsp mapname.surfaces
This will create a file mapname.surfaces, which is simple text files. It contains list of all textures used in a map, also the ones which are part of the models. -se means "surfaces export".
textures/YOURMAPNAME/structure/dirtybrickstain = none textures/YOURMAPNAME/structure/dirtybrick = none textures/YOURMAPNAME/decals/cokeycola = none textures/YOURMAPNAME/decals/downwith = none textures/YOURMAPNAME/grass/grass2 = none
Edit the surfaces file
Value "none" means that texture material has not been specified yet. To change it, simple replace word "none" with any of the following list:
none tin aluminum iron titanium steel copper brass cement rock gravel pavement brick clay grass dirt mud snow ice sand ceramictile linoleum rug plaster plastic cardboard hardwood softwood plank glass water stucco
Please note: Not all surfaces sounds have a unique sound, most of the metal sounds share the same sound.
Missing sounds
- ice - missing
- rug - missing
- sand - missing
- water - missing
Some of the sound are missing in current Urban Terror version. You must remember that. If You use them, You'll get "ding-ding" replacement sound. It's worth noting that the grass sound is a good substitute for rug.
Adding the surface sounds to your map
To add the surface sounds to your map, the command is very similar to that used to extract the initial surface list.
bsp.exe -si mapname.bsp mapname.surfaces
-si means "surfaces import"
Defining surfaces should be done at the end, when You are sure, you won't change anything and release your map as a alpha/beta/RC/release version.