Episode 2 prop foliage sound?

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Episode 2 prop foliage sound?

Postby fern_cotton on Fri Jun 20, 2014 10:58 am

I took some foliage props from HL2 Episode 2 and put them in my own map, but I'm missing the sound. Anyone know what I'm missing to make it work? I've looked all over in the sound .vpks and can't find anything like it. May I also need to fillde with soundscapes or something? Cheers.

This is the one - models/props_forest/fern01.mdl
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Re: Episode 2 prop foliage sound?

Postby ErikKiller on Sat Jun 21, 2014 10:43 am

Map or mod?
If it's a map then you need to put the map in custom/maps and the sound in custom/sounds I think.
If it's a mod then double-check all the paths.
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Re: Episode 2 prop foliage sound?

Postby fern_cotton on Sat Jun 21, 2014 1:20 pm

What I'm saying is, there's a Valve prop - models/props_forest/fern01.mdl and it makes sound when you pass through it, or it least it does on a custom map I have (from HL2 Cinematic Mod) but doesn't if I add it to my own map. I don't know where this model sound is located or where to find out.
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Re: Episode 2 prop foliage sound?

Postby Les_Grossman on Sun Jun 22, 2014 10:22 am

Models don't make sounds.

I really dont remember if bushes generate any sounds in HL2.

I bet in Cinematic Mod it's made by coding.
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Re: Episode 2 prop foliage sound?

Postby fern_cotton on Sun Jun 22, 2014 1:55 pm

Oh. I'll just leave it, then. Thanks.
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Re: Episode 2 prop foliage sound?

Postby nub on Sun Jun 22, 2014 3:06 pm

You could make a trigger_multiple brush that encompasses the fern, and make it play a sound (ambient_generic) when the player enters it. Now, making it not sound repetitive would be a little more challenging. You'd need a few different, varying sound samples that would play at random. I just don't know how you'd go about making a trigger_multiple randomly choose from a few different ambient_generic entities to play. That's your best bet though.

Now, as far as finding "foliage" sounds, that's another thing entirely. There MIGHT be some samples in Ep2, but I've never heard them. You might have to try and find some samples online, or maybe if you have, say, Crysis 1 on your PC, you could extract the foliage sounds from the .FSB archives. God knows that game has plenty of foliage sounds. The Stalker games probably have a few samples, and it's much easier to extract files from those games compared to Crysis.
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Re: Episode 2 prop foliage sound?

Postby fern_cotton on Sun Jun 22, 2014 4:06 pm

That's an idea. Cheers. It would just make it a tad more immersive.

There's a sound somewhere in the mod already, but I can't find anything called fern. Is there a way to search vpks without extracting the lot? GCFScape doesn't search when I ask.
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Re: Episode 2 prop foliage sound?

Postby nub on Mon Jun 23, 2014 9:29 pm

I believe you're supposed to open up the VPK named "pak01_dir." That basically allows you to browse all the VPK archives as if they were one, coherent system of folders and sub folders. It's much easier than having to open each individual VPK (or GCF, depending on how old the game is) archive when trying to find something specific.
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Re: Episode 2 prop foliage sound?

Postby fern_cotton on Mon Jun 23, 2014 9:54 pm

Oh, I know, that's how I got everything else like materials and models and other little bits. I might have even been the grass that was making the noise, I'm not sure.
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