i have 2 problems

Discussion in 'Mapping Questions & Discussion' started by Kobolite, Jun 5, 2017.

  1. Kobolite

    aa Kobolite Eternally floating through time and space

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    i have two problems. first one being with ambient_generic and the second one about an water texture

    1 i placed some ambient_generics near the harbor area in radiohouse with the seagull_idle2 sound. when i load the map i can hear them because the starter spectator camera is placed near one but the sound stops after some seconds. i found out that the seagull_idle2 sounds is not looped but how do i make them looped

    2 in the harbor area i have the water from well texture as the water but in-game it looks pitch black but when i get closer it turns blu. how do i fix this
     
  2. Idolon

    aa Idolon the worst admin

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    The seagull sounds likely don't loop because they're meant to be triggered randomly by a soundscape. If you want to make it loop, that's a bit more work, as looping is handled in the sound file itself. You'll have to make your own custom version of the audio file with looping cues (I recommend downloading Wavosaur to do this).

    No idea about the water. I haven't played Radiohouse so I don't know where this water is, but if its a large body of water that extends beyond the playable area, you'll probably want to use a different water texture, as Well's water is meant for small areas of playable space.
     
  3. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Just use a timer relay - on time>fire seagull sound.

    You can set the timer to a set interval or random. If set do something like 1 min - too often will drive people crazy.

    Alternatively you can have multiple timers 1, 2, 3 all pointing to seagull, - 1 on timer fire seagull, on fire start timer 2, on fire 2 start timer 3. etc.
     
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  4. Another Bad Pun

    Server Staff Another Bad Pun learning to fly

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    I've dealt with large bodies of water in source before, so I'll take a guess:
    Expensive water will automatically render as cheap water from a certain distance. Place a water_lod_control entity near the water and adjust its values to either increase or decrease the distance at which expensive water turns into cheap water - the black water look is probably just what the cheap water looks like, which is why the water only looks blue when up close (this blue water is the expensive water.)

    An important thing you should also consider doing is placing a cubemap on the water and possibly tying the cubemap to the faces of your water. Doing this will replace the black looking cheap water with a cubemap reflection, which looks better. Just don't forget to build cubemaps.
     
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    Last edited: Jun 5, 2017
  5. henke37

    aa henke37

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    Note that soundscapes can be given coordinates to use for some of the sounds. There is no need to avoid a soundscape just because you need a specific origin for the sounds.
     
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  6. Kobolite

    aa Kobolite Eternally floating through time and space

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    okay i got the water working correctly but the seagull sounds don't work. like someone said i placed an logic_timer and i set it to every 10 seconds ( i will change it later this is just so i can see that it works). when i spawn in the map i can hear it but after some secons it disapears again and then never shows up again
     
  7. Lampenpam

    aa Lampenpam

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    Check the "Is NOT looped" flag, if you are going to play the sound multiple times per input. Also check "Starts Silent"