Mapping/Materials Replacement Guide

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Next to models, sounds and sentences, you can also create a custom materials.txt file for your own WAD.

1 What is materials.txt?

Materials.txt is a file found in the '/sound' folder. This file keeps track of which type of footstep sound should be played on which texture. There are different types of material classifications:

  • metal (M)
  • ventilation (V)
  • dirt (D)
  • slosh liquid (S)
  • tile (T)
  • grate (G)
  • wood (W)
  • computer (P)
  • glass (Y)
  • flesh (F)
  • snow (O)
  • concrete (is used by default)

Here is an example of a line you will find in the default materials.txt file:

M LAB3_FLR2B

This means that the texture 'LAB3_FLR2B' will use the metallic (M) footstep sounds.

2 How to assign your own materials?

Method 1 This is the most simple one: You can use these prefixes to enable the correct sounds for your textures. So if you name your custom texture "WOODTEXTURE_WD1" the game will play the correct footstep sounds for wooden surfaces. Here is the full list of prefixes:

VENTTEXTURE_ DIRTTEXTURE_ GRATETEXTURE METALTEXTURE SLOSHTEXTURE TILETEXTURE_ WOODTEXTURE_ COMPTEXTURE_ GLASSTEXTURE FLESHTEXTURE SNOWTEXTURE_


Note that textures names can't be longer than 16 characters (WAD format limitation). This considerably limits the amount of characters you have left to name your textures while using method 1. Therefore, I'd advice you to use method 2.

Method 2 Method 2 can be handy if you don't like long texture file names (because of the prefixes) or you are using a WAD file of which you can't change the texture names (because it's shared with other maps). Add lines with the right letter (accoring to the classifications above) and the name of your textures. For instance:

1. Create a new folder in the '/sound' folder. You can use whatever name you like. I'm going to call mine 'mymap'.

2. In this new folder, create a file called 'mymap_materials.txt'. Make sure to save it in ANSI format. Windows uses UTF-8 as default, which the engine can't read properly.

3. Add your material classifications, according the the list above. Here are some examples: