Bullshock:
My terrains are derived from a cube indeed, so they are closed geometric objects. Later they need faces for the terrain, of course. I have experienced this on other game engines and as a rule of thumb use closed geometry always.
When you mean set up the model correctly, what you refer to, geometry+texture, world coordinates, fpe script, or some other issue?
As long as I know, my models are correctly modeled and textured, world coordinates right where I need, and narrowing the problem, I think we are dealing here with fpe script issues and general structure of what FPSC expects.
Now if you have a building (x format entity) where you can enter, and changing the materialindex parameters it emits sound when you walk in, I would like to know if you can share a sample entity (fpe, x object, aiscripts) for us to test and examine. Make it experimental, with test texture and simple geometry. The goal would be to test the sound part.
This could help us all to comprehend what factors are needed, if it works for us too.
Another thing could be for you to make a test terrain entity and share it for experimental purposes. If it really works for you, it could even be the modeler exporter format I use.
Ultrahead: That is more or less the same. The engine detects the player on certain area, and plays the sound. Unfortunately I ignore how to modify the sound detection area.
May the 3d force B with U