hammer - escolhendo o som dos passos no seu mapa

explicando como fazer = ) crie o seu manual...
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mestre
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hammer - escolhendo o som dos passos no seu mapa

Mensagem por mestre »

o cs é realmente magnifico :c12.:
para você que não sabe, existem texturas especificas que a engine
do half life 1 entende qual som deve ser executado, quando voce
esta passando por cima de uma certa textura. ou seja,
se voce passa por cima de uma neve o jogo executa o som
de neve...

para ser mais especifico vou mostrar a vocês a lista completa das
texturas padrões, e a lista dos sons padrões do counter-strike:

Código: Selecionar todos

//  (Concreto é o padrão, ou seja se sua textura tem um nome desconhecido significa que o jogo vai executar o som do concreto ao andar.)
//  'M' metal
//  'V' ventilação
//  'G' grelha
//  'D' sujeira
//  'S' líquido chapinhar  
//  'T' telha
//  'W' madeira
//  'P' computador
//  'Y' vidro
//  'N' neve
//  'A' grama
//  'B' tijolo
//  'X' areia
//  'R' Rock
//  'E' Blindagem e Energia
//  'Z' Asfalto
//  'J' areia e parede
//  'K' SEM EFEITOS
 
eu preparei algumas seguencias de sons
para melhorar o aprendizado :

concreto ( padrão )

sujeira

grade

duto

metal

neve

telha


segue agora a lista de textura com a sigla,
pegue a sigla ( letra ) e busque o nome do som que
a textura ira executar

Código: Selecionar todos



M frostgrate
M c2a5_gun1
M tankside
M tankrear
M tanktop
M c1a1_tnk1
M tanktur
M tanktrak
M babtech_dr4
P LIGHT5A
P LAB1_COMP3A
P LAB4_SWTCH

M c1a3secdr02
M generic64
M generic101b2
M xcrate8
M xcrate8b
M xcrate8c
M c3a1_crate1
M c3a1_crate2
M c3a1_crate3
M bcontainer1
M bcontainer2
M bcontainer3
M out_galv1
M c1a1_crate1
M c1a1_crate2
M fifties_dr5d
M fifties_dr5b
M generic77
M generic86
M out_w4
M c_sign_blarco
V pfab_vent2
T c_bldg1_3
W signc2a2_1
P c1a1_flr2c
P skkylite
P TNNL_LGT3
P LAB1_COMP9E2
B c_bldg2_brck
B c_bldg2_1
B c_bldg2_2
Z OUT_ASPH2

E GLASS_BRIGHT
E GLASS_MED

M crete4b1
M cont1
M cont2
M srez
W crate_b
X sandc
J gora1_1
J gora1_2
J gora1_3
J gora1_4
J gora1_5
J gora1_6
J gora2_1
J gora2_2
J gora2_3
J gora2_4
J gora2_5
J gora2_6
J gora3_1
J gora3_2
J gora3_3
J gora3_4

G {grate4a
D cstrike_FT2D_01
Z a-floor2
B rp_st8-Logo
J conc_bsmt_ceil
M in_wall29
B rp_st8
Y ~okno
J CRATE09B12
J CRATE0912
V {zrk_back
V {zrk_front
M cstrike_OE2Sbz9
B rp_st0
B rp_st9
M pi_buckets
B wall_dust1
B zavod_stena1
T cuiflrc
T cuiflre
B cugena
M MltryCrteSd2
M MltryCrteSd
M MltryCrteTp
M cstrike_ME1Clng
M {t4k_nambavan
G {zil_ar_c4
M zil_ar_c8
M zil_ar_c7
M zil_ar_c9
M zil_ar_c3
M zil_ar_c1
M zil_ar_c10
M zil_c4
M zil_ar_b
M zil_ar_c2

M Cabin_00
M Cabin_01
M Cabin_02
M Cabin_door1
M Cabin_Floor
M Cabin_metal004
M Cabin_reactor64
M cont
M cont_doors
M door1_256_sw
M door2_256_ssw
M door3_256_s
M dv_crate13a
M dv_crate13b
M of_crate03a
M of_crate03top
M out_wall3a
M out_wall3b
M out_wall3d
M Train_Bottom_F1
M Train_D2
M Train_E1
M Train_E2
M Train_End_ABCD
M Train_End_E
M Train_End_H1
M Train_End_I1
M Train_End_J
M Train_F1
M Train_F2
M Train_H1
M Train_H2
M Train_I1
M Train_I2
M Train_J1
M Train_J2
M Train_Roof_F1
M ToD-50cal1
M ToD-50cal2
M ammo01
M ammo02
M ammo03
M xcrate4a
M xcrate4b
M xcrate9a
M xcrate9b
M xcrate9c
M ge_arcdoor1
M lab1_skr5
M tnnl_flr3c
V Cabin_dpanel
V elev1_trim
V c2a4_vat1brd
V generic117
V generic119
G xcrate7a
G xcrate7b
T fifties_ceil4
W amcratend
W amcrattop
W crate7b
W crate9e
W CrateSNOW
W Train_End_K
W Train_KA
W Train_KB
W WntrCrtLid
W WntrCrtLrg128
P generic115b
P +alab1_sw1
P c2a5button1
P c2a5button2
P +0~drkmtls1
P c3a2_telepad
B bunker_00
B bunker_01
B bunker_02
B bunker_03_160
B bunker_04_160
B bunker_05_160
B bunker_06_160
B concre128
B concre_stdoor
B concre_trdoor
X sno_snd_sid2
X sno_snd_top1
R cliff1_11
R cliff1_12
R cliff1_21
R cliff1_22
Z sw_efloor270
Z efloor384

M C1A1_FLR1
M BABFL
M C2A3TURBINE1
M C2A3TURBINE2
M C2A3TURBINE3
M C2A3TURBINE4
M SILO2_P2
M SILO2_P2B
M SILO2_P3
M SILO2_P4
M SILO2_PAN2
M SILO2_W1
M SILO2_W1A
M SILO2_WALL1
M SILO2_W2
M BABTECH_C5
M LAB3_FLR2A
M LAB3_FLR2B
M FIFTIES_CMP3
M LAB1_STAIR2B
M OUT_QUNST11
M FREEZER_FLR1
M GENERIC015N
M GENERIC015P
M GENERIC015R
M GENERIC0150
M GENERIC015S
M GENERIC015T
M GENERIC015U
M GENERIC015V
M GENERIC015V2
M C1A4_DOME3
M 1
M 16
M ALUMINUMSIDE
M FL
M FL1
M FUTURE_BRDG
M IRON_FLOOR2A
M IRON_FLOOR3B
M -0cstrike_ME1Pl
M -0cstrike_ME2Ri
M -0cstrike_WE1Mt
M -0cstrike_WE4Al
M -1cstrike_ME1Pl
M -1cstrike_ME2Ri
M -1cstrike_WE1Mt
M -1cstrike_WE4Al
M -2cstrike_ME1Pl
M -2cstrike_WE1Mt
M -3cstrike_ME1Pl
M -4cstrike_ME1Pl
M -5cstrike_ME1Pl
M -6cstrike_ME1Pl
M cstrike_CE2XCng
M cstrike_DE6Horz
M cstrike_DE6Vert
M cstrike_FE2Sqrs
M cstrike_FE4Crgd
M cstrike_ME1Clng
M cstrike_ME2DRst
M cstrike_ME2RstW
M cstrike_ME4DCln
M cstrike_ME4Greb
M cstrike_ME4Metl
M cstrike_ME7Caut
M cstrike_OE1BxSd
M cstrike_OE1BxTp
M cstrike_OE1LgBm
M cstrike_OE1SmBm
M cstrike_OE2StrR
M cstrike_OE4FnVt
M cstrike_OE4Pnl
M cstrike_OE4PnlH
M cstrike_WE2Ribd
V DUCT_FLR01
V DUCT_FLR01A
V DUCT_FLR02A
V DUCT_VNT
V DUCT_VNT2
V DUCT_WALL01
V DUCT_WALL02
V DUCT_WALL03
V DUCT_WALL04
V SILO2_COR
V FUTURE_TRUB
V VI_GT2
V {cstrike_OE4Ven
V cstrike_OE2Vent
V cstrike_OE4Vent
D OUT_GRVL1
D OUT_GRVL2
D OUT_GRVL2B
D OUT_GRVL3
D OUT_MUD1
D OUT_SND1
D OUT_SND2
D OUT_SND2B
D OUT_SND2C
D OUT_WLK
D OUT_DIRT1
D OUT_DIRT2
D GENERIC48
D GENERIC49
D GENERIC51
D GENERIC52
D GENERIC93
D OUT_SNBAG
D OUT_SNBAG2
D OUT_SNBAGB
D OUT_SNBAGC
D OUT_TNT2
D OUT_TNT1
D OUT_TNT1B
D OUT_TNT1C
D OUT_TNT3
D OUT_TNT3B
D OUT_NET1
D OUT_NET1B
D FROSTSEWFLR
D cstrike_FT2Dirt
D cstrike_FT2Mud
D cstrike_FT4Apht
S GENERIC_114
S WATERBLUE
S WATERGREEN
S TOXICGRN
S FLUID1A
S FLUID1B
S FLUID2
S FLUID3
S FLUID4
S WATERSILO
S WATERSILO2
S WATERF
T FIFT_BLOODFLR
T FIFT_BLOODFLRA
T FIFTIES_F01
T FIFTIES_F02
T FIFTIES_F03
T FIFTIES_F03B
T FIFTIES_FLR01
T FIFTIES_FLR02
T FIFTIES_FLR02B
T FIFTIES_FLR02C
T FIFTIES_FLR03
T FIFTIES_FLR03B
T FIFTIES_FLR5
T LAB1_BLUXFLR1
T LAB1_BLUXFLR1B
T LAB1_BLUX1
T LAB1_BLUX1B
T LAB1_C4003
T LAB1_C4A001
T LAB1_C4B002
T LAB1_C4D2
T LAB1_CAB2
T LAB1_FLOOR2A
T LAB1_FLOOR2B
T LAB1_FLOOR3
T LAB1_FLOOR4
T LAB1_FLOOR5
T LAB1_FLOOR6
T LAB1_FLOOR10
T LAB1_FLR3
T LAB1_FLR4
T LAB1_FLR4B
T LAB1_FLR4C
T LAB1_FLR4D
T LAB1_FLR5B
T LAB1_FLR5C
T LAB1_FLR5D
T LAB1_FLR6B
T LAB1_FLR6C
T LAB1_FLR6D
T LAB1_W8FLR1
T LAB1_W8FLR1B
T LAB1_W8FLR1C
T LAB1_W8FLR1D
T C2A4_FLR6
T C1A2_FLR1
T C1A2_FLR2
T C1A0_LABFLRB
T C1A0_LABFLRC
T C1A0_LABFLRD
T C1A0_LABFLRE
T C1A0_LABFLR
T -0cstrike_MH5Tl
T -1cstrike_MH5Tl
T cstrike_CH3Tile
T cstrike_FH4WtTl
T r_street
W CRATE01
W CRATE02
W CRATE02B
W CRATE03
W CRATE04
W CRATE05
W CRATE06
W CRATE07
W CRATE08
W CRATE08B
W CRATE09
W CRATE09B
W CRATE09C
W CRATE19
W CRATE20
W CRATE21
W CRATE22
W CRATE23
W CRATE25
W FIFTIES_DR6
W FIFTIES_DR6A
W FIFTIES_CCH1
W FIFTIES_CCH2
W FIFTIES_CCH3
W FIFTIES_CCH4
W FIFTIES_DR1K
W FIFTIES_DR2
W FIFTIES_DR7
W FIFTIES_DR8
W FIFTIES_DR9
W FIFTIES_DSK1
W OUT_SLAT01
W OUT_WD
W OUT_CAC1
W OUT_CAC2
W BCRATE02
W BCRATE03
W BCRATE04
W BCRATE05
W BCRATE06
W BCRATE07
W BCRATE08
W BCRATE12
W BCRATE14
W BCRATE15
W BCRATE16
W BCRATE17
W BCRATE18
W BCRATE25
W BCRATE26
W CRATE10
W CRATE11
W CRATE12
W CRATE13
W CRATE24
W CRATE27
W CRATE_REINFORCE
W CRATE_TOPFIT
W -0cstrike_FJ2Dk
W -0cstrike_MJ2Sg
W -1cstrike_FJ2Dk
W -1cstrike_MJ2Sg
W cstrike_CJ2Beam
W cstrike_DJ2Old
W cstrike_FJ2Dock
W eastcratelgtp
W eastcratelgtp2
W eastcratelgsd
W eastcratesm
W eastdoor1
W eastwood01
W wood_old
W dc_door03
W dc_door07
W dc_vroofser1
W dc_vroofser2
W dc_woodbord01
W dc_woodbord02
W dc_woodflr01
W dc_woodpnl01
P C3A1_NRC2
P C1A1_GAD1
P C1A1_GAD2
P C1A1_GAD3
P C1A1_GAD4
P C1A1_GAD4A
P C1A1_GGT8
P C1A4_PAN1A
P C1A4_PAN1B
P C1A4_SWTCH1
P C2A2_SATORB
P C2A4_CMP1
P C2A4_GAD2
P C3A2A_W1D
P C3A2A_W1E
P C3A2A_W2D
P C3A2A_W2E
P DRKMTL_SCRN2
P DRKMTL_SCRN3
P DRKMTL_SCRN4
P DRKMTLT_WALL
P FIFTIES_GGT8
P FIFTIES_MON1
P FIFTIES_MON1B
P FIFTIES_MON2
P FIFTIES_MON2B
P FIFTIES_MON3
P FIFTIES_MON3B
P FIFTIES_MON4
P FIFTIES_PAN2
P GENERIC105
P GENERIC106
P GENERIC107
P GENERIC114
P GENERIC87A
P GENERIC88A
P GENERIC89A
P GENERIC113
P LAB1_CMPM1
P LAB1_CMPM2
P LAB1_CMPM3
P LAB1_CMPM4
P LAB1_CMPM5
P LAB1_CMPM6
P LAB1_CMPM7
P LAB1_CMPM8
P LAB1_COMP1
P LAB1_COMP2
P LAB1_COMP2A
P LAB1_COMP10A
P LAB1_COMP10B
P LAB1_COMP10C
P LAB1_COMP10D
P LAB1_COMP10E
P LAB1_COMP7
P LAB1_COMP8
P LAB1_COMP9A
P LAB1_COMP9A2
P LAB1_COMP9B
P LAB1_COMP9C
P LAB1_COMP9D
P LAB1_GAD2
P LAB1_GAD4
P LAB1_RADSCRN2
P LAB4_GAD3
P LAB4_GAD4
P LAB_COMPM4
P RECHARGEA
P TNNL_GAD1
P TNNL_GAD2
P TNNL_GAD4
P C2A4C2C
P C2A4W1B
P LAB1_CMP
P LAB1_CMP1
P LAB1_CMP2
P LAB1_COMP3
P LAB1_COMP3B
P LAB1_COMP3C
P LAB1_COMP3D
P LAB1_COMP4
P LAB1_COMP5
P LAB1_SW1
P LAB_CRT1
P LAB_CRT10A
P LAB_CRT10B
P LAB_CRT10C
P LAB_CRT10D
P LAB_CRT2
P LAB_CRT3
P LAB_CRT4
P LAB_CRT5
P LAB_CRT6
P LAB_CRT7
P LAB_CRT8
P LAB_CRT9C
P CRETESTCH01A
P DRKMTLLGT1
P FIFTS_LGHT01
P FIFTS_LGHT3
P FIFTS_LGHT4
P FIFTIES_LGT2
P FIFTS_LGHT5
P GYMLIGHT
P LIGHT1
P LIGHT2A
P LIGHT3A
P LIGHT3B
P LIGHT3C
P LIGHT3D
P LIGHT3E
P LIGHT3F
P LIGHT4A
P LIGHT5B
P LIGHT5C
P LIGHT5D
P LIGHT5E
P LIGHT5F
P LIGHT6A
P METALSTCH2
P TNNL_LGT1
P TNNL_LGT2
P TNNL_LGT4
P ELEV1_DWN
P SPOTBLUE
P SPOTGREEN
P SPOTRED
P SPOTYELLOW
P LAB1_GAD3
P LAB1_GAD3B
P ELEV2_PAN
P ELEV1_PAN
P C2A4X_C3
P C2A4X_C1
P MEDKIT
P NOISE_MONITO
P HL2LOGO_1
P HL2LOGO_1A
P LIGHT
P HALF_L2_LOGO
P HL2!
P HL2!_A
P WHITEPANNEL
P HL2LOGO
P METALIC_PLANE_C
P MONITOR(HLSL)
P MONITOR_1
P MONITOR_3
P PC_COMANDO
Y GLASS_DARK
Y GLASSBLUE1
Y GLASSBLUE2
Y GLASSGREEEN
Y VITR
N snow
N snow_1
N A_Snow
N znow1
N snow_ground10
A AzGrass
A cstrike_ft3gras
A cstrike_mj3shru
A grass01
A GravelGrass01
A Ivy01a
A nm_outside7
A nm_outside8
A eastbush1
A eastbush2
A OUT_GRSS1
A out_ground5
pronto, se voce quiser que os jogadores em seu mapa andem
fazendo um barulho de passos especificos, basta pegar a sigla
e ver a lista de texturas disponiveis para aquele som.

espero ter ajudado, e estou começando uma grande lista
de tutoriais do hammer,

minha filosofia sobre a area de mapas:
" é melhor voce colocar um tijolo de cada vez
do que querer criar um mundo em 6 dias igual deus ."
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-[K]-ae-[L]-
420 mensagens
420 mensagens
Mensagens: 427
Registrado em: 15 Out 2009, 23:33
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Re: hammer - escolhendo o som dos passos no seu mapa

Mensagem por -[K]-ae-[L]- »

ei mestre vc poderia fazer um tuturial encinando a colocar model no hammer :c2.:
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