NewsUnrealEdFilesModsFragBULiandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > Unreal Development > Mapping

Reply
 
Thread Tools Display Modes
Old 3rd Sep 2009, 07:45 AM   #1
jaytaylor
Registered User
 
Join Date: Sep. 2nd, 2009
Posts: 11
Replacing footsteps on a surface with own sounds

Hello! I am exploring Unreal engine and looking at creating a very short machinima as my own project, and as a demo reel clip for my sound design (sfx, foley, music, voice over recording).

I've gotten ambient, sfx & music tracks into the unreal engine & been able to trigger them, but it seems its harder to replace the footsteps as I imagined, due to the protection the unreal engine has of its cooked packages, and the fact all the floor materials are pre-assigned to sounds within those UT3 cooked packages. I can assign footstep sounds from "other surfaces" - but using my own footstep soundcues in place (not as well) as the default footsteps, I am having difficulty with.

Just wondering if anybody can help me out. I would like to replace the footstep sounds in gameplay if possible, just to demonstrate a map with 100% original sounds & music (for myself and others).

Cheers!

Jay
jaytaylor is offline   Reply With Quote
Old 3rd Sep 2009, 10:34 AM   #2
Sjosz
(╯°□°)╯︵ ┻━┻
 
Sjosz's Avatar
 
Join Date: Dec. 31st, 2003
Location: Edmonton, AB
Posts: 3,049
You could open the material editor for the floor materials you are using footstepsounds on, and duplicate the setup to new materials of your own. This way, you have the look of the material you want to use. Then you set up your physical material for your custom footstepsounds and apply that to the material you made based on Epic's material. That's probably the most straightforward way of doing things.
__________________
]--[ UCMP ]--[ BioWare ]--[ Portfolio ]--[ HOLP ]--[]--[ Flickr ]-|-[
Sjosz is offline   Reply With Quote
Old 3rd Sep 2009, 04:47 PM   #3
jaytaylor
Registered User
 
Join Date: Sep. 2nd, 2009
Posts: 11
Quote:
Originally Posted by Sjosz View Post
You could open the material editor for the floor materials you are using footstepsounds on, and duplicate the setup to new materials of your own. This way, you have the look of the material you want to use. Then you set up your physical material for your custom footstepsounds and apply that to the material you made based on Epic's material. That's probably the most straightforward way of doing things.
Thanks I will give that a shot
jaytaylor is offline   Reply With Quote
Old 3rd Sep 2009, 08:22 PM   #4
jaytaylor
Registered User
 
Join Date: Sep. 2nd, 2009
Posts: 11
Tried that, unfortunately though apparently the engine to that for the sounds, but rather it's a scripted thing (my knowledge of it isn't very strong to describe it better).
jaytaylor is offline   Reply With Quote
Old 3rd Sep 2009, 08:43 PM   #5
Sjosz
(╯°□°)╯︵ ┻━┻
 
Sjosz's Avatar
 
Join Date: Dec. 31st, 2003
Location: Edmonton, AB
Posts: 3,049
Your sentence also does not really make a whole lot of sense. If you can screenshot or whatever to describe your problem, I can probably tell you if I can help in any way or not.
__________________
]--[ UCMP ]--[ BioWare ]--[ Portfolio ]--[ HOLP ]--[]--[ Flickr ]-|-[
Sjosz is offline   Reply With Quote
Old 3rd Sep 2009, 08:53 PM   #6
Angel_Mapper
Noblesse Oblige
 
Angel_Mapper's Avatar
 
Join Date: Jun. 17th, 2001
Location: Cape Suzette
Posts: 3,529
You'll need a custom Pawn class with its own UTPawnSoundGroup class assigned to it through a custom UTFamilyInfo class.
Angel_Mapper is offline   Reply With Quote
Old 3rd Sep 2009, 08:53 PM   #7
jaytaylor
Registered User
 
Join Date: Sep. 2nd, 2009
Posts: 11
Sorry you are right - I need a vacation! I meant to say "Apparently the engine doesn't look to the physical material to determine the footstep sounds to play, rather it is "scripted" to look at the character name and the material surface type to find the relevant footstep soundcue to use. Ie it is not something easily changed via one of the table properties, in the physical material for example." That is what I seem to be finding, unless I am missing something.

I did find this - http://www.unrealplayground.com/foru...63&postcount=1

Although that must be for a previous Unreal and I am unable to recreate what he has done
jaytaylor is offline   Reply With Quote
Old 3rd Sep 2009, 08:56 PM   #8
jaytaylor
Registered User
 
Join Date: Sep. 2nd, 2009
Posts: 11
Quote:
Originally Posted by Angel_Mapper View Post
You'll need a custom Pawn class with its own UTPawnSoundGroup class assigned to it through a custom UTFamilyInfo class.
Thanks, I will look into this method.
jaytaylor is offline   Reply With Quote
Old 27th Apr 2010, 10:12 PM   #9
thefalcore
Registered User
 
Join Date: Apr. 27th, 2010
Posts: 4
Hey Jay,

Hopefully this isn't too late.

I was looking into doing the exact same thing you are, and came across your post. I was super let down to see everyone saying it must be done through scripting and a friend of mine that works at EA said that some of it does. BUT, I was goofing around and I found that its actually pretty simple.

Just open up a map and find the package A_Character_Footsteps. This should be all the footstep sound in the level. You can hear them, look at the sound cue editor, and all that but you cant import your files directly into that package. Atleast thats what I thought until I clicked the little "plus" arrow next to the package and it brought up the group "FootSteps" which WILL let your import your sounds into the package and save and what not.

So then, all you have to do is take the preexisting sound out of the SoundCues and add yours, modify the volumes/pitch/etc. parameters to your liking and viola! You are good to go.

Now I am just having trouble with the delays. For some reason if I have a delay node between a Sound Wave and the output, I must click the "play soundcue" button and then click something else before the delayed sound plays.

I hope this helps. It has worked for me so far and I will let you know if I run into any trouble down the road.

Cheers

www.toddhelsley.com
thefalcore is offline   Reply With Quote
Old 27th Apr 2010, 11:47 PM   #10
jaytaylor
Registered User
 
Join Date: Sep. 2nd, 2009
Posts: 11
OMG thanks I will check this out. I let this go after I couldn't get the footsteps working, but it would still be useful so I am going to get back into UT3. I have probably forgotten everything by now =p Lucky I have receive email notifications enabled =p
jaytaylor is offline   Reply With Quote
Old 28th Apr 2010, 01:46 AM   #11
thefalcore
Registered User
 
Join Date: Apr. 27th, 2010
Posts: 4
Sweet! Yeah I was getting bummed at the prospect of trying to learn all the scripting. Kismet in itself kinda freaks me out but that is my next goal.

Let us know if you get it to work or need some help. And in general just keep in touch. I can never know enough sound designers!
thefalcore is offline   Reply With Quote
Old 28th Apr 2010, 06:16 PM   #12
Jetfire
Registered User
 
Jetfire's Avatar
 
Join Date: Jul. 25th, 2005
Posts: 354
This will destroy your ability to play ut3 online.
__________________

US
Jetfire is offline   Reply With Quote
Old 29th Apr 2010, 07:52 PM   #13
thefalcore
Registered User
 
Join Date: Apr. 27th, 2010
Posts: 4
Yeah, that's cool though. I believe (at least in my case) that this is for personal use to prove that we can actually implement our own sounds into the engine. And then record a video with our own sounds in place to show to potential employers!

Thanks though, man. I will have to remember to revert back to the original files before I play online.
thefalcore is offline   Reply With Quote
Old 29th Apr 2010, 08:49 PM   #14
Kantham
Fool.
 
Kantham's Avatar
 
Join Date: Sep. 17th, 2004
Posts: 18,016
Quote:
Originally Posted by Jetfire View Post
This will destroy your ability to play ut3 online.


Sorry. I just had to do it.

__________________
Kantham is offline   Reply With Quote
Old 29th Apr 2010, 10:08 PM   #15
Waffnuffly
>:E
 
Waffnuffly's Avatar
 
Join Date: Nov. 4th, 2001
Location: The Kitchen
Posts: 2,197
Quote:
Originally Posted by thefalcore View Post
Yeah, that's cool though. I believe (at least in my case) that this is for personal use to prove that we can actually implement our own sounds into the engine. And then record a video with our own sounds in place to show to potential employers!
I don't think potential employers would be very impressed with you modifying a stock package (unless the video is just to demo your sounds, in which case you might as well just do a quick-n-dirty mockup in UT99 since it's way easier to make a new pawn subclass and change its footstep sounds).

What you really need to figure out how to do is make a custom package with your sounds, your Pawn subclass, etc. in it and then include that package with your map. This won't break anything and it shows you have some basic competence with the editor and engine.

Last edited by Waffnuffly; 29th Apr 2010 at 10:09 PM.
Waffnuffly is offline   Reply With Quote
Old 30th Apr 2010, 04:14 AM   #16
Jetfire
Registered User
 
Jetfire's Avatar
 
Join Date: Jul. 25th, 2005
Posts: 354
Quote:
Originally Posted by Kantham View Post


Sorry. I just had to do it.

I c wut you did there!
__________________

US
Jetfire is offline   Reply With Quote
Old 30th Apr 2010, 11:46 AM   #17
thefalcore
Registered User
 
Join Date: Apr. 27th, 2010
Posts: 4
@Waffnuffly:

That will definitely end up being something I learn down the road. But I do know that employers still look for even this much knowledge of the editor and engine, because I have a friend in LA who showed hers at GDC and instantly got a job......so good enough for now.
thefalcore is offline   Reply With Quote
Old 23rd Oct 2010, 01:02 AM   #18
jaytaylor
Registered User
 
Join Date: Sep. 2nd, 2009
Posts: 11
If it's possible for me to do my own footstep soundcues in packages and use that for footsteps then I am happy to. I just can't find a way to? If anybody has any ideas speak up! =p

How do professional mods do it?
jaytaylor is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:42 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer