Pages: [1]
  Print  
Author Topic: surfaceparm woodsteps (sound issues)  (Read 5425 times)
JoeSox
Half-Nub


Cakes 1
Posts: 51


« on: March 30, 2012, 10:04:47 PM »

Any clues for me to look for to enable "surfaceparm woodsteps" sounds?
Below is my shader. Do these need to be built in OA textures/shaders only?
I have used textures/proto2/concrete_blue and I hear the metalsteps but I haven't gotton woodsteps, grasssteps, or gravelsteps to work.

Code:
textures/Nuketown_walls/woodplank
{
qer_editorimage textures/Nuketown_walls/woodplank.tga
surfaceparm woodsteps
{
map textures/Nuketown_walls/woodplank.tga
rgbgen identity
}
{
map $lightmap
blendfunc filter
}
}
Logged
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« Reply #1 on: March 30, 2012, 10:12:37 PM »

Non-issue - we don't support woodsteps

only metalsteps and nosteps work.

here's a list of supported surfaceparms
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
JoeSox
Half-Nub


Cakes 1
Posts: 51


« Reply #2 on: March 30, 2012, 10:13:39 PM »

Non-issue - we don't support woodsteps

only metalsteps and nosteps work.

Got it. Thanks.
Logged
Pages: [1]
  Print  
 
Jump to: