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227 default footstep sounds/materials list

Posted: Mon Mar 29, 2010 5:14 pm
by .:..:
Since were gonna add surface type enum (combo list) to Texture for easy selection of material type (however you can still use the old footstep sounds list, as they will override this hardcoded list).

Anyway were gonna need a good list of Surface Types and their random footstep sounds to play (currently I suggest 4 different sounds for each type).

Different surface types and their sounds I have set so far:
  • Default. (use standard player footstep sounds)
  • Rock:
         Footsteps.stone3_01
         Footsteps.stone3_02
         Footsteps.stone3_03
         Footsteps.stone3_04
  • Dirt: - Makes foot prints
         Footsteps.sand1_01
         Footsteps.sand1_02
         Footsteps.sand1_03
         Footsteps.sand1_04
  • Metal:
         Footsteps.metal5_01
         Footsteps.metal5_02
         Footsteps.metal5_03
         Footsteps.metal5_04
  • Wood:
         Footsteps.wood7_01
         Footsteps.wood7_02
         Footsteps.wood7_03
         Footsteps.wood7_04
  • Plant (or grass):
         Footsteps.Grass1_01
         Footsteps.Grass1_02
         Footsteps.Grass1_01
         Footsteps.Grass1_02
  • Flesh:
         Footsteps.shrub1_01
         Footsteps.shrub1_02
         Footsteps.shrub1_03
         Footsteps.shrub1_04
  • Ice:
         Footsteps.stone5_01
         Footsteps.stone5_02
         Footsteps.stone5_03
         Footsteps.stone5_04
  • Snow: - Makes foot prints
         Footsteps.snow-flat1_05
         Footsteps.snow-flat1_06
         Footsteps.snow-flat1_07
         Footsteps.snow-flat1_08
  • Water (you will probably never walk on these but well):
         UnrealShare.LSplash
         UnrealShare.LSplash
         UnrealShare.LSplash
         UnrealShare.LSplash
  • Glass:
         Footsteps.stone5_01
         Footsteps.stone5_02
         Footsteps.stone5_03
         Footsteps.stone5_04
  • Carpet:
         Footsteps.carpet1_03
         Footsteps.carpet1_04
         Footsteps.carpet1_05
         Footsteps.carpet1_06
  • Custom00-Custom10 (for modders use, no specific footstep sounds).
So if you have ideas/suggestions for more surface types or better footstep sounds, make yourself heard now!

Re: 227 default footstep sounds/materials list

Posted: Mon Mar 29, 2010 6:36 pm
by GcSkaarj
From where did you get that sounds?, because I can give some footsteps, if I my sounds are from other sources.

And what will happens with the hitsound? Because I have some of it too.

Re: 227 default footstep sounds/materials list

Posted: Mon Mar 29, 2010 7:08 pm
by .:..:
Those sounds are in Footsteps.uax, that even comes with 227f.

And if you have some own sounds, make sure they don't have any copyright.

As for HitSound, that is doable too.

Re: 227 default footstep sounds/materials list

Posted: Mon Mar 29, 2010 9:20 pm
by GreatEmerald
You also need Plastic, Concrete, Bone, maybe also Rubber and Sand. Not sure where you could get OSS sounds for that, although places like FreeSound are a good start. For example, some of these sounds might be useful: http://www.freesound.org/packsViewSingle.php?id=4232
Also, don't you have Hollow Wood (Deck) sounds already?

By the way, I suggest looking into the way Unreal II handles texture materials. Check TextureTypes.ini, there are a lot of types listed there. One more very important thing is there that could be implemented to Unreal for very good effect: texture type maps. If a texture starts or ends with a certain combination of letters (map), it would get assigned a material automatically, without the user having to do anything at all. For example:
TextureTypeMap[1]=(TextureType=TT_Dirt,TextureString=DIRT)
TextureTypeMap[2]=(TextureType=TT_Dirt,TextureString=PATH)
TextureTypeMap[3]=(TextureType=TT_Dirt,TextureString=SAND)
TextureTypeMap[4]=(TextureType=TT_Dirt,TextureString=SILT)
TextureTypeMap[5]=(TextureType=TT_Dirt,TextureString=SOIL)
TextureTypeMap[6]=(TextureType=TT_Dirt,TextureString=DIRT)
TextureTypeMap[7]=(TextureType=TT_Dirt,TextureString=CLAY)
TextureTypeMap[8]=(TextureType=TT_Dirt,TextureString=DUST)
TextureTypeMap[9]=(TextureType=TT_Dirt,TextureString=LUNR)
All these (Dirt, Path, Sand, Silt, Soil, Dirt once again for some reason, Clay, Dust and Lunar get assigned to Dirt automatically). Like I've said, it would be a very handy feature.

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 12:56 am
by Pravin
What the hell, seriously? Why does Unreal need plastic, let alone BONE. When, in stock Unreal, do you ever walk on plastic or bone? Seriously, this entire footsteps thing has gone way out of hand. I believe Smirf's original intentions of footsteps being a cool feature is being blown out of proportion to an extreme degree. Footsteps.uax is HUGE in comparison to the other parts of the patch, so why add more to it?

Honestly, all that's required is "grass", "rock", "metal", "fabric", and "dirt"! Look at stock Unreal, when do you ever walk on anything else? (Also "ice/snow" would be cool too for the UPak maps)

I also believe that it's about time the 227 team stuck to their guns and told people to fuck off about new additions to the patch that aren't actual fixes. Really, footsteps were implemented just fine in my opinion, but now because of one person complaining it's become the front-and-center issue. I know that a lot of people are waiting to take advantage of 227's great development features, but waiting for the patch to go final...

This is how I feel about this issue:

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 9:06 am
by Smirftsch
What the hell, seriously? Why does Unreal need plastic, let alone BONE. When, in stock Unreal, do you ever walk on plastic or bone? Seriously, this entire footsteps thing has gone way out of hand. I believe Smirf's original intentions of footsteps being a cool feature is being blown out of proportion to an extreme degree. Footsteps.uax is HUGE in comparison to the other parts of the patch, so why add more to it?

Honestly, all that's required is "grass", "rock", "metal", "fabric", and "dirt"! Look at stock Unreal, when do you ever walk on anything else? (Also "ice/snow" would be cool too for the UPak maps)

I also believe that it's about time the 227 team stuck to their guns and told people to crappity smack off about new additions to the patch that aren't actual fixes. Really, footsteps were implemented just fine in my opinion, but now because of one person complaining it's become the front-and-center issue. I know that a lot of people are waiting to take advantage of 227's great development features, but waiting for the patch to go final...

This is how I feel about this issue:
LOL, to be honest, my first reaction was pretty similar. But due to the fact that the "old" method was very limited in practical use because it required the modification of the texture packages AND dots wrote already the most of the necessary parts to fix the old method it was an easy decision and is already implemented.

I also agree however that the footsteps package is already big enough (even although nowadays its no big thing anymore in most cases), while some of the sounds are poor quality, so if someone maybe can go through those and help me to finalize the pack with replacing these with some high quality sounds?

This would be most helpful since exactly those things are taking the most time, it took me long enough to find, cut and mix the sounds in the current package and it is really nothing which I must do, since anyone could to it and no sources are needed for that.



Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 4:42 pm
by Jâçkrâßßit
Yeah, I think Footsteps.uax needs a serious revamp.  I mean, IIRC, when I tested those sounds with the 4 slots, they sounded horrible.  Don't know if .:..:'s had the same outcome.  GreatEmerald pointed out a site for freesounds (freesound).  Maybe that site can provide some higher quality sounds for the project.  As for having "Flesh" and "Bone" slots, just go play Doom if your going to want those.  Otherwise keep them out because they are just taking unnecessary size for the patch.

EDIT: also, I would keep out Plastic and Rubber because I can't think about any places in the original Unreal campaign where you ever step on those materials.  Also, concrete could simply use the rock sounds (because that is what concrete is).  Adding more sounds is really not the answer to this problem.  Improving the existing sounds and possibly making them smaller in KB is.

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 4:53 pm
by Smirftsch
so you volunteer to rework them? ;)

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 5:20 pm
by Jâçkrâßßit
so you volunteer to rework them? ;)
Mission Accomplished.  Here it is:
http://www.megaupload.com/?d=SDU26OU7

DO NOT GIVE ME CREDIT FOR THESE SOUNDS.  I simply ripped them from ONP in UT.  Believe me, these sounds are more than adequate for the 227 patch.  I would just create a new Footsteps.uax with these sounds instead of the old ones.

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 5:40 pm
by Smirftsch
without specific permission is a usage of that out of question and I took free sounds to avoid such problems, that "solution" is really not what I meant because of such things.

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 5:52 pm
by Jâçkrâßßit
without specific permission is a usage of that out of question and I took free sounds to avoid such problems, that "solution" is really not what I meant because of such things.
They have given permission of usage in the ONP readme.  I can quote it for you:



Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 6:22 pm
by Leo T_C_K
There were footsteps sounds in unreal packages, at least in beta they were there, not sure if at final version, all the different rock wood etc, did you use these sounds?

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 7:12 pm
by Pravin
There were footsteps sounds in unreal packages, at least in beta they were there, not sure if at final version, all the different rock wood etc, did you use these sounds?
My name is Pravin Prabhu and I approve of this message. The best way to go would be with original Unreal content. I could try to work out some high quality sounds for you though.

Also, is it really necessary to have four separate footstep sounds? Why not just have one that is high quality and slightly vary the pitch each time you step? This is a standard method and reduces both filesize and promotes reusability of sounds.

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 7:45 pm
by Smirftsch
I didn't find those sounds yet. So if those can be found...
Well I tried various methods and it turned out that the version with +4 sounds are the most realistic.
Anyway, it turned out that the problem was not caused by the quality of the footsteps.uax, which should be pretty fine as jack had to admit when I talked to him, but caused by the way the sounds were chosen.
The next step was always random but this way it happened that sometimes 2x the same sound was played and this sounded unrealistic. Dots now made sure this doesn't happen anymore.
So, hopefully case closed now. While adding the ONP sounds is still in question.

Re: 227 default footstep sounds/materials list

Posted: Tue Mar 30, 2010 10:02 pm
by GreatEmerald
Pcube, I'm talking more about materials instead of the actual footstep sounds. There could be materials with no accurate footstep sounds, but that will definitely boost mod makers, since different materials + different damage types or weapons are a very good combo that opens a lot of opportunities.

Re: 227 default footstep sounds/materials list

Posted: Wed Mar 31, 2010 8:14 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I think if someone wants to have custom footstep sounds in their mod, they should get off their ass and make their own.