How to change a tile's "walking" sound?

Howdy,
Is it possible to change the type of sound made by PCs/NPCs walking across a given tile from, say, wood to grass in the .mdl and/or .wok ascii files?
If so, how might this be done?
Any advice would be greatly appreciated.
Thanks,
Mr T

If you want to change the footstep sounds from one type to another for a whole tile (or even a bunch of tiles) - say from grass to snow - you can use CleanModels (ee version, older version). You need to check the ā€œChange walkmesh materialā€ option and know the 2da (I think surfacemat.2da ?) row numbers for both materials.

There was also a wok editor on the old vault, which allowed to change the footstep sounds. It was however a bit cumbersome to use and prone to crash. I did a quick search here, but wasnā€™t able to find it. Maybe someone has still a copy lying around and could upload it?

Or you could use nwmax or blender, of course.

Many thanks, Mr Boodah, Iā€™d never seen that facility in CM3.5 before since I donā€™t use it all that much.
Weirdly, when I tried converting from 5 (wood) to 3 (grass) the sound changed to stone (4)!!
I then ran the models through again (converting from 4 to 3) and - Yay! - success!!
So thanks once again for your help,
Mr T

if you want to change the sound a particular material makes on a global level, rather than for a single specific tile, you can edit footstepsounds.2da.

Is the .wok format documented anywhere?

I have a (somewhat incomplete) format description for .mdl, but nothing for .wok.

Reason for asking is that itā€™s often very much easier to edit an ascii model with a text editor.

Thanks fellas,
Xorbaxian - Right you are, but I just wanted to port some of Quevy/Estelindisā€™s elven home tiles into the CTP elven exterior tileset and not have them on platforms. So the non-global approach worked for me.
Proleric - Iā€™ll bet Iā€™ve got the same .mdl document as you, but nothing for .wok, alas. I wish I did, because I do ALL my tileset tinkerings with Notepad & NWN Explorer. And now, thanks to Boodah, CM3.5!!! :smile:

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@Proleric, @pturner20 : iā€™ve got a pretty comprehensive doc on models that i kiped ā€¦ erā€¦ ā€˜salvagedā€™ā€¦ from the old ā€™ Worlds of NeverWinterā€™ site [now defunct]. lmk if you donā€™t have it already and want it ; if so, iā€™ll u/l it to the vault.
amongst other things, one of the pages describes the face format, which includes a full xref of all of the material idā€™s.

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That sounds better than what I have, so, please, by all means post.

Does it include the .wok?

no, thereā€™s nothing specifically about the .wok file format or the in-game walkmesh structure, but walkmeshes are mentioned in the parts about what terrain is walkable and how that affects the game.

iā€™ve uploaded it here.

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Another global way to change walkmesh sounds is to edit surfacemat.2da and change the sound there. I did that with the module Iā€™m working on so that I my grass sounds like snow as Iā€™ve taken @Toro 's lead and enabled grass in the SoU Winter Rural tileset. Iā€™ve also added @Symphony 's snow footstep FX too.

Donā€™t forget the Foggy Breath VFX and Snow Shoes from the CCC 2011 Dec: Winter.

TR

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Yeah, Iā€™ll definitely be diving into that as my module is a winter module.