Looks great! If I understand your problem correctly, the reason your player is making the splashy footprints is that the surface material type in your
walkmesh is still set to normal water. It doesn't have anything to do with the TXI for the water itself.
If you look at
surfacemat.2da, line 6, you'll see exactly where those splash visuals and sounds come from. Since you're working with a whole tileset like this, you'll need to change the walkmesh values from water to something else. The information about what sound a footstep should make is stored in triangle data for the walkmesh, the *.WOK file that accompanies individual tiles.
You
may be able to use
Sass's Walkmesh Editor V8.1 to make the changes you want. There may be other tools or other techniques. That is just one possibility. Using the
NWN Omnibus search tool brings up lots of interesting threads, including one titled "walkmesh editing question" in which Michael Darkangel goes into some detail about how the WOK files can be edited manually.
BTW, for anyone reading there's
another way you can change footstep types on a much smaller scale using the NWScript function SetFootstepType. It wouldn't work on something this big, but it would be great for giving small placeable patches of ice or carpet a different footstep sound than the rest of the ground it's on- and you don't have to edit any walkmeshes. Very handy in certain situations.
DEMO - SetFootstepType (Change footstep sounds)
Modifié par OldTimeRadio, 28 septembre 2011 - 04:55 .