ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
Creating a new Sound Occlusion Object in the Level Editor

1 2 3 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  23:06:09  28 January 2012
profilee-mailreply Message URLTo the Top
Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
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!
  23:17:15  28 January 2012
profilee-mailreply Message URLTo the Top
LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
01/28/2012 23:18:10
Messages: 1890

---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!
---END QUOTATION---



Haha, funny that i have to explain YOU how to do this after you learned me to even install the SDK properly...

Well, when you have the LE open, click on the tab in the right side of the menu called "Sound Env" and than press "A" on your keyboard to enable editing mode (a = append). Then, when you clicked A, click on a point in the level, and you will see the fresh and new sound occluder in the level.

Once you resized it to the right measures, scroll down to the bottom of the menu (in properties), and use the right occlusion model for that specific area
  23:28:02  28 January 2012
profilee-mailreply Message URLTo the Top
Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
01/28/2012 23:33:12
Messages: 567

---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!

Haha, funny that i have to explain YOU how to do this after you learned me to even install the SDK properly...

Well, when you have the LE open, click on the tab in the right side of the menu called "Sound Env" and than press "A" on your keyboard to enable editing mode (a = append). Then, when you clicked A, click on a point in the level, and you will see the fresh and new sound occluder in the level.

Once you resized it to the right measures, scroll down to the bottom of the menu (in properties), and use the right occlusion model for that specific area
---END QUOTATION---


It sounds like you are describing how to place a new sound environment. I want to place a sound occlusion object.

[link]http://imgur.com/rn4Q5[/link]
  23:32:56  28 January 2012
profilee-mailreply Message URLTo the Top
LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---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!

Haha, funny that i have to explain YOU how to do this after you learned me to even install the SDK properly...

Well, when you have the LE open, click on the tab in the right side of the menu called "Sound Env" and than press "A" on your keyboard to enable editing mode (a = append). Then, when you clicked A, click on a point in the level, and you will see the fresh and new sound occluder in the level.

Once you resized it to the right measures, scroll down to the bottom of the menu (in properties), and use the right occlusion model for that specific area
It sounds like you are describing how to place a new sound environment. I want to place a sound occlusion object.
---END QUOTATION---



Occlusion....whoops. Dont know that
  23:34:24  28 January 2012
profilee-mailreply Message URLTo the Top
Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
01/28/2012 23:34:40
Messages: 567

---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!

Haha, funny that i have to explain YOU how to do this after you learned me to even install the SDK properly...

Well, when you have the LE open, click on the tab in the right side of the menu called "Sound Env" and than press "A" on your keyboard to enable editing mode (a = append). Then, when you clicked A, click on a point in the level, and you will see the fresh and new sound occluder in the level.

Once you resized it to the right measures, scroll down to the bottom of the menu (in properties), and use the right occlusion model for that specific area
It sounds like you are describing how to place a new sound environment. I want to place a sound occlusion object.

Occlusion....whoops. Dont know that
---END QUOTATION---


I posted a picture. There is a giant sound occlusion box hidden underneath l01_escape.

If I copy and paste that to use where I want it, it getts buggy during resize and placement.

[link]http://imgur.com/rn4Q5[/link]
  23:39:22  28 January 2012
profilee-mailreply Message URLTo the Top
LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---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!

Haha, funny that i have to explain YOU how to do this after you learned me to even install the SDK properly...

Well, when you have the LE open, click on the tab in the right side of the menu called "Sound Env" and than press "A" on your keyboard to enable editing mode (a = append). Then, when you clicked A, click on a point in the level, and you will see the fresh and new sound occluder in the level.

Once you resized it to the right measures, scroll down to the bottom of the menu (in properties), and use the right occlusion model for that specific area
It sounds like you are describing how to place a new sound environment. I want to place a sound occlusion object.

Occlusion....whoops. Dont know that
I posted a picture. There is a giant sound occlusion box hidden underneath l01_escape.

If I copy and paste that to use where I want it, it getts buggy during resize and placement.

[link]http://imgur.com/rn4Q5[/link]
---END QUOTATION---



Because that an object, its a 3D ...well, a building without textures...i dont think you can easily resize and recycle that thing :\ and, do you know how the engine uses this thing? 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
  23:49:31  28 January 2012
profilee-mailreply Message URLTo the Top
Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---

Because that an object, its a 3D ...well, a building without textures...i dont think you can easily resize and recycle that thing :\ and, do you know how the engine uses this thing? 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
---END 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.
  23:55:49  28 January 2012
profilee-mailreply Message URLTo the Top
LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---

Because that an object, its a 3D ...well, a building without textures...i dont think you can easily resize and recycle that thing :\ and, do you know how the engine uses this thing? 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
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---



Have you tried positioning it around? like, move it upwards to the fireplace, go ingame and see if the sound actually gets muffled...?
  00:11:31  29 January 2012
profilee-mailreply Message URLTo the Top
Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---

Because that an object, its a 3D ...well, a building without textures...i dont think you can easily resize and recycle that thing :\ and, do you know how the engine uses this thing? 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
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.

Have you tried positioning it around? like, move it upwards to the fireplace, go ingame and see if the sound actually gets muffled...?
---END QUOTATION---


That's the thing - moving it around is really wonky.
  01:12:41  29 January 2012
profilee-mailreply Message URLTo the Top
cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197
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
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.