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Creating a new Sound Occlusion Object in the Level Editor

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  01:34:11  29 January 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
I dont think Sound env is actualy used in game,that blue box in escape is just a sound occulder object,and it dosent lead to anything and has no refrence to sound so its probably a leftover when level was builded-or maybe im wrong
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Sound Environments are rarely used by GSC - I think they only implemented a handful of them in the Duty base.

SoundOcclusionObjects weren't implemented at all (to my knowledge).
  02:00:53  29 January 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---

SoundOcclusionObjects weren't implemented at all (to my knowledge).
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True...i put almost 15 times more of them in my levels...and still no sound change...really, really annoying and a waste of time i think LA fixed this tho...
  07:55:28  29 January 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---

SoundOcclusionObjects weren't implemented at all (to my knowledge).

True...i put almost 15 times more of them in my levels...and still no sound change...really, really annoying and a waste of time i think LA fixed this tho...
---END QUOTATION---


They didn't seem to work, eh?
  10:48:39  29 January 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
01/29/2012 11:04:51
Messages: 1159

---QUOTATION---
Creating a new Sound Occlusion Object in the Level Editor

Could someone walk me through creating a new sound occlusion object?

I've tried to copy and paste some existing ones, but moving and resizing copied ones results in a few strange bugs, it seems. How do I create one from scratch?

Thanks!
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There are 7 levels in SOC, what have some SOM objects, and it's not a broken feature.
The sound environments are used more times in SOC as well, in Military Warehouses, in Yantar and in Sarcofag. I can hear the difference on these maps, but some ppl have troubles with various type soundcards.


What bugs do you have with SOM objects exactly? Can you show SDK or game log message?

Creating 3D objects in Maya:
http://sdk.stalker-game.com/en/index.php?title=Maya_tutorial

Quotation from dezodor:
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=175&thm_id=21165&sec_id=16&page=8

"som is a blocker object, mostly between the sound source and player.

"One method for simulating sound occlusion is to render a rough model of the 3d shape of the virtual room and use it to simulate sound wave propagation."

For instance, you make a big basement in cordon. You go down, and you can hear the wind, the storm, npcs talking at the fireplace above you, dogs howling 20-30m away, and any outside noises. You create a som object, which you put between the basement object and terrain, you can even cover the basement obj, just like youd do with "hom" object. Then open level editor object library, and find the mesh, change properties, set type from static to sound occlusion/occluder. Then it will change color to blue, and after you placed it on the map, to the proper position, you can hit that button in the build menu, and it will create a level.som file for you."

Tutorial for creating HOM objects. The only difference, that you have to change the object properties differently, set the type from static to sound occlusion/occluder:

http://sdk.stalker-game.com/en/index.php?title=Creating_HOM%2C_portals%2C_and_sectors
  10:56:31  29 January 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
01/29/2012 11:10:44
Messages: 1159

---QUOTATION---
if you find that out, you know how to make your own and how to properly use it instead of copy and pasting...which is a REALLY BAD idea in stalkers LE...i did it with anomaly's and it gets buggy as hell
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But how do you make copy and paste, that it doesn't work and you create bugs instead?

Left-click select an object, right click on it, choose Edit > Copy (selection).
The same object stays selected (or you can left-click choose an other object), right click on it, choose Edit > Paste (selection).
You can't see the difference, but now you doubled the object. To see the new object, move it away from the "parent" object.
The new object is auto-selected and auto-renamed to a different name from the original object by the editor. You have to move this new object to the desired new position, and done.
It should work without "bugs".
  14:22:28  29 January 2012
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
yup it should, plus you can resize it simply. when we ddnt have modelers, i usually used the small fake_occ.object (from cs sdk, just duplicated it, and set the type from hom to som) as base, and transformed, rotated it as i wanted. it works fine.
  15:41:16  29 January 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
01/29/2012 15:44:30
Messages: 1159
@dezodor
I never worked with SOM objects, but i suspect, that the SOM objects must to include to the scene sectors too, just like the HOM objects (and all other static meshes). Correct me if i'm wrong.

@Daemonion
If the editor shows the "scene has x non associated faces" error message, then you have to include the SOM object to the sector.
http://sdk.stalker-game.com/en/index.php?title=Creating_HOM%2C_portals%2C_and_sectors

Technically you can do it like this:
- in level editor choose Edit mode --> sector
- in Visibility menu choose Unhide all: if hided, the sectors will appear, objects will have different colors, each color is a sector (usually the red color marks the default sector in SOC editor, but it can be different)
- search for your new (SOM) object, and select the sector, where the object is
- select the sector, then press "Capture volume": the new object should get the sector color, from now the object is included in the sector

Other way: you can add one by one objects to the sector, in sector mode press A, and new menu will appear, you can add multiple objects, meshes etc.
  14:47:47  30 January 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
A sound occlusion box occludes sound - it basically tells the game that there is a wall or object between the player and a sound source.

Essentially, it muffles the sound a little bit.
---END QUOTATION---



This is correct - or, essentially in STALKER's terms, it cuts the majority of sound from outside the occluded area . . . depending on how things are setup, you might still hear some sounds from outside this area . . .

I can think of a few of them off the top of my head - Sid's bunker is one; IIRC the bar has one, also . . . wait, no - the bar itself doesn't, but Duty's bunker on that level does (that one cuts EVERYTHING, IIRC); I think there's one in valley, one in radar . . . can't remember the others . . .
  00:12:20  6 February 2012
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EngineOfDarkness
(Senior)
 
On forum: 10/24/2008
Messages: 67

---QUOTATION---

I can think of a few of them off the top of my head - Sid's bunker is one; IIRC the bar has one, also . . . wait, no - the bar itself doesn't, but Duty's bunker on that level does (that one cuts EVERYTHING, IIRC); I think there's one in valley, one in radar . . . can't remember the others . . .
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If it's not from the mod I play then the Radar Bunker Level has one. There were zombies in the staircase part which i ONLY heard once I've gone through the dooframe leading to the staircase.

I always wondered why that wasn't included for all buildings - if you can really muffle sounds instead of turning them off omplete this would make Stalker alot more immersive in my opinion.

It would be even more awesome if you could change properties like reverb/ echo... oh the possibilities.
  09:44:15  6 February 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
It would be even more awesome if you could change properties like reverb/ echo... oh the possibilities.
---END QUOTATION---


You can. I'm actually working with that right now for LURK.
 
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