Asterra Posted August 20, 2019 Share Posted August 20, 2019 (edited) You know. Walk on metal, it sounds like metal. Walk on dirt, it sounds like dirt. Etc. There are meshes which include multiple different elements (metal and stone, for example) and the game somehow knows when to play metal footsteps and when to play stone footsteps. Tied to the mesh? Not as far as I can tell -- each 3d element is completely identical, and their only differences (name, texture set) evidently aren't the key because outright exchanging them doesn't change the footsteps. And it goes without saying that there's nothing tied to the forms for the objects which helps. I seem to recall that this is easy to pin down in Skyrim, but in NV it's a mystery. Edited August 20, 2019 by Asterra Link to comment Share on other sites More sharing options...
AusAllerWelt Posted August 20, 2019 Share Posted August 20, 2019 (edited) I took a quick look at one mesh in Nifskope. It seems to be this setting under collision but if it actually is responsible for the sound I'm not sure since I haven't really tested it. Small update: It seems to be it. I looked at a Vault Hall piece and that one had three parts that made up the collision mesh. Each part had a different material assigned, which corresponded to what each would sound like. I'm pretty certain this is it. Edited August 20, 2019 by AusAllerWelt Link to comment Share on other sites More sharing options...
dubiousintent Posted August 20, 2019 Share Posted August 20, 2019 AusAllerWelt is on the correct track. "Footsteps" are the result of "collision" sounds and depend upon the surface the foot (or object) is striking: called the "Havok Material". Please see the 'TIP Collision Impact Sounds' entry under "Collision" section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
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