env_spark

env_spark

Re: env_spark Posted by Ryandor on Sun Sep 7th 2003 at 12:07am
Ryandor
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Posted 2003-09-07 12:07am
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Maybe someone with just a wee bit more experience can help me with this one:

What I've got is a "power generator" room directly below another room in this map I'm working on. I've got all kinds of stuff going on in the generator room; beams, sparks, etc.

All of my other sounds (beams, etc) I've adjusted accordingly so that you can't hear them in the other room except the env_spark.

Trouble is, I can't figure out a way to change the volume on the env_spark (as there's no volume flag/setting for it). I really don't want the player in the room above it to hear all these sparks (about 8 of them) going on below.

My question is, is there an alternative to the env_spark that I could use in place of it so that I can control the volume?

I've tried "faking it" with an env_shooter (sprite for the visual) and an ambient_generic (for the sound) but I just can't get this looking decent enough. The other problem with this is I'd have to set a "random event" sequence with a bunch of buttons/beams. The entity count on this goes up drastically.

My question is, is there another way I can achieve this with a better visual or without an extreme number of entities? If it was one or the other I'd do this, but with 2 points against this method it's not really worth it.

I'd appreciate any ideas on this.

Thanks in advance.

-Ryandor

 
Re: env_spark Posted by Cash Car Star on Sun Sep 7th 2003 at 1:00am
Cash Car Star
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Posted 2003-09-07 1:00am
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You could take the Gollum approach and code a new mod for you level that gives env_spark a volume flag :biggrin:
Re: env_spark Posted by Gwil on Sun Sep 7th 2003 at 1:31am
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Posted 2003-09-07 1:31am
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If the volume bugs you that much just extend the max gap time between each spark... I always found the volume to be optimal tbh?
Re: env_spark Posted by Campaignjunkie on Sun Sep 7th 2003 at 1:43am
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Posted 2003-09-07 1:43am
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Use some sort of trigger_multiple(s) in the exits of the room that targets the all the env_sparks and turns them off when the player leaves the room. Then, place another trigger_multiple(s) closer inside the room to target all the env_sparks and turn them on.

It basically works similar to the tutorial over on the Collective over here (except in that article you're targeting env_renders, not env_sparks): http://collective.valve-erc.com/index.php?go=polygon_reduction_2

However, the setup will only work in single-player.

 
Re: env_spark Posted by Ryandor on Sun Sep 7th 2003 at 2:11am
Ryandor
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Posted 2003-09-07 2:11am
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Campaignjunkie: you almost had my hopes up! But alas, this is a DM map.

CCS: We hatessss you forever :razz:

I'm actually debating moving the room further away. It's basically a 4 level map, and it's currently on the 2nd and 3rd..
Maybe putting it to 1st and 3rd would help...

-Ryandor
Re: env_spark Posted by Mor7y on Sun Sep 7th 2003 at 8:23am
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Posted 2003-09-07 8:23am
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How about making the roof on the lower floor thicker?
If that is possible, the noise will not appear at the higher floor, cause to thick floor :smile:
Re: env_spark Posted by Gollum on Sun Sep 7th 2003 at 10:02am
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Posted 2003-09-07 10:02am
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Cash Car Star said:
You could take the Gollum approach and code a new mod for your level that gives env_spark a volume flag :biggrin:
No, that would be far too easy.  To truly take the Gollum approach, you must combine code from at least two separate mods., one of which doesn't work and another of which is built on the old SDK 1.0 sourcebase.  You must also fill your level with so many logic entities that it looks like the fallout from a candy-truck crash.
Re: env_spark Posted by Dr Brasso on Sun Sep 7th 2003 at 4:36pm
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Posted 2003-09-07 4:36pm
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ROFLMAO!!!!  :rofl:

....and you said it with a straight face mike..... :rofl:

Dr Brasso... :dodgy:
Re: env_spark Posted by Campaignjunkie on Sun Sep 7th 2003 at 7:36pm
Campaignjunkie
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Posted 2003-09-07 7:36pm
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Another solution... That works in multiplayer:

xen_plantlight. But either the generator room or the radius in which you want to hear/see sparks would have to be rather small.

Place the xen_plantlight somewhere near that area; the radius is quite small though (probably a 128-192 unit diameter) Have the xen_plantlight target the env_sparks. Then, have a trigger_auto target a env_render that sets the xen_plantlight to rendermode Solid, fx amount 0.
Re: env_spark Posted by Ryandor on Sun Sep 7th 2003 at 10:30pm
Ryandor
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Posted 2003-09-07 10:30pm
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That just might work. My generator room is not that big (384x304) so it might work. I'll play around with that and let you know how it goes.

Also, I moved the room further away from the other room, but I can still hear it, but not as bad.

-Ryandor
Re: env_spark Posted by Leperous on Mon Sep 8th 2003 at 2:43am
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Posted 2003-09-08 2:43am
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... or render mode texture, FX amount 0 :smile:
Re: env_spark Posted by Jinx on Mon Sep 8th 2003 at 2:46am
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Posted 2003-09-08 2:46am
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what we really need is an env_snark.... :lol:
Re: env_spark Posted by ReNo on Mon Sep 8th 2003 at 3:22pm
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Posted 2003-09-08 3:22pm
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I had this problem back when I was working on the Resident Evil HL mod. I had a corridor in a hotel with dodgy wiring, and at random the wires would spark. Env_sparks, as with you, gave much too loud an effect for my windy map, so you heard it when you didn't want to.

My way around it was to use sprites and a sound instead, and synchronise them. Then have the random event generator from the VERC to trigger these. This way you can choose how loud you want your sound effect as you are using an ambient generic for them.

Its a very long winded method, and it was only suitable for me because I needed it for the electicity surge effect that took place in the same room. I don't personally suggest you bother, but I thought I'd mention the way I got around the problem anyway.
Re: env_spark Posted by Ryandor on Mon Sep 8th 2003 at 5:43pm
Ryandor
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Posted 2003-09-08 5:43pm
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ReNo: That the way I was originally going to do it, but I can't seem to get a decent looking sprite, without making a custom one (which I'd like to avoid. Combined with the fact that the additional entities is something I prefer to avoid, gives two reasons to not go this route, considering it's just a standard DM level. Not really worth the time and hassle. I'm going to try the xenhair method when I get a chance, but right now I'm trying to get a vis problem fixed. (1400+ in another area).

-Ryandor