TUTORIAL: Correct Footstep Noises On Skins!
J. M. Pescado:
I have observed for awhile now that people frequently rework meshes, often Maxian meshes, into Something Entirely Different. Often, a footwear is reskinned into an entirely different class of footwear, particularly prevalent in anything derived from the barefoot "underwear" and "swimsuit" meshes for tight clothing, as well as in custom meshes derived from the above.
The result is that the footstep sound is wrong.
Fixing this is actually quite simple, and it would be nice if creators of quality works paid attention to this little detail. Here's how it's done.
Open up the finished skinfile in your SimPE of choice. Open up the GZPS propertyset, like one would do to YA-enable clothes, and find the entry "Shoe". Alter it if necessary to one of the values below.
The following values have been identified:
0x00: None - This outfit is a top and has no shoe. Don't use.
0x01: Barefoot - This outfit is barefoot and has no shoe - very commonly an erroneous value for swimsuit remeshes to something else.
0x02: Heavy Boot - Heavy stompin' boot.
0x03: Heeled: Some kind of heeled shoe, produces the heel click on walk.
0x04: Normal shoe: Generic ordinary shoe lacking noteworthy characteristics.
0x05: Sandal: Some manner of floppy sandal, found on Maxian sandal-skins.
0x07: Armored: Found on the OFB Knight Armor.
Having made this change, you have now made a complete, properly awesome skin and can go brag about it. Otherwise, you suck.
RainbowTigress:
This is good to know. I've been wondering about that. I've noticed that floppy sound when my female sims walk, but sometimes they aren't wearing a type of shoe that would do that. I remember when making floor coverings in Home Crafter, you could specify the type of floor, such as carpet, tile, etc., so it would make the appropriate sound, but it was more than that. Men wearing boots sounded heavier than women wearing sandals. I wondered if there was anything in the files specifying the type of shoe, and I saw something in SimPE the other day, but I didn't know where to find this information, until now. This is a great addition to the War Room.
J. M. Pescado:
The noise produced by a shoe is an interaction between between the shoe-type and the floor-type. Both must be set correctly to produce the proper results.
JoJo:
This would take me forever. What we need is a windows shell extension that shows the correct clothing texture in thumbnail view of windows explorer. The boolprop debug cheat allows one to see filenames of clothing in CAS but you'd have to exit the program every time to edit the file. A shell extention would allow one to easily quit to windows and copy a file to another folder as they notice it needs editing in the game. That way one could just go through and edit the files later and move them all back to the downloads folder.
J. M. Pescado:
Ask Theo, that's his specialty.
Navigation
[0] Message Index
[#] Next page