prop float on water help

Started by fakan
10/08/2015 17:55
Page 1 of 1
fakan10/08/2015 17:55(edited 11/08/2015 23:12)

//

Kimi410/08/2015 18:04(edited 10/08/2015 18:09)

sry i get ur mean wrong, i edited my post

fakan10/08/2015 18:08

this is not what I'm asking for , I'm making kzmod map (kzmod mapping section forum) and I'm trying to get a sound into the map (Source SDK hammer editor) with soundscape entity

SoUlFaThEr mapper10/08/2015 18:18

you do do a single sound with an ambient_generic

Soundscapes are for scripted sequences of sounds that will blend with each other. if you have indoor and outdoor areas and indoor ambience loops and outdoor ones, soundscapes are the way to go. It also supposrts random sounds playe3d a longside your main ambience.

if you have 1 sound for the whole map then ambient_generic will do the trick. Make you you check the flags for start on and play everywhere
Hope that helped

fakan10/08/2015 18:27

thanks sf I think that will do the trick , I just have to find suitable rain sound now :) btw in which forum could I make a thread for a map in progress to post screens and stuff?

fakan10/08/2015 23:40(edited 11/08/2015 00:03)

the sounds are still not being played through ambient_generic , they are silent (yes I did check the flags and unticked start silent , and no loop)
any idea what to do :/?

//nvm fixed it

KarLi mapper11/08/2015 01:15

u can ask on here abut ur map progress etc mate.

fakan11/08/2015 16:49

new problem :/ I made my own wave sound (11 seconds 3MB) for the ambient sound , in entity editor it plays , but in game it's silent , using default kzmod sounds worked , I ticked play everywhere , kzmod rain sound worked , but my file with exactly same settings is not working , i placed it in kzmod base folder/sound/fakan/mysound.wav
can anyone help?

Raptor 11/08/2015 17:53

Your sound might not be playing if the bitrate isn't correct, when the sound tries to play, is there any errors in the console about the bitrate being wrong?

fakan11/08/2015 17:56

no it says
"Failed to load sound "fakan\fakan_ambient_rain.wav", file probably missing from disk/repository"
but it is placed in right folder , and it works in hammer editor , should I place it in readonlycontent?

Raptor 11/08/2015 20:37

It shouldn't go in readonlycontent, that's only for files that will be updated by the updater tool. You can test the sound by using the play command in the console, try doing "play sound/fakan/fakan_ambient_rain.wav" or "play fakan/fakan_ambient_rain.wav" and see if you can get it to play that way. If that works, perhaps hammer needs it specified as sound/fakan/fakan_ambient_rain.wav .

https://www.youtube.com/watch?v=KNysD_d1beA
Raptor is this "tutorial" good ?? He can use this 1 if you say is ok :D

fakan11/08/2015 22:12(edited 11/08/2015 22:21)

now I can play it with play command , problem was it was 32bit wave , not 16bit , now while it's 16bit wave it plays in game with command but still not with hammer , and I'm now having problem with vvis.exe eating all my cpu and cannot get through portal flow on compiling.

//nvm everything fixed now
thanks spider and raptor

Raptor 11/08/2015 22:23(edited 11/08/2015 22:23)

Originally posted by Spider1
https://www.youtube.com/watch?v=KNysD_d1beA
Raptor is this "tutorial" good ?? He can use this 1 if you say is ok :D


Seems fine, except you don't need to use pakrat of course, it can be a loose file!

It's good to test problem sounds ingame with the play command, since you can change the file and then test again without restarting or recompiling the map.

fakan11/08/2015 22:55

I really aprreciate your help guys , the sound is working perfectly and it amazingly fits the map now :)

Another question I have is how to make prop/model float on water if that's possible , I found this in default models and would love to have it floating http://prntscr.com/83iz8c
I used prop_dynamic_override to display all the grass/vine props/models , I read on forums prop_physic_override should do the thing , but it somehow doesn't , and ragdoll neither. Any idea?

Raptor 12/08/2015 11:48

What happens if you use prop_physics_override?

fakan12/08/2015 12:35

nothing it just acts like a prop_dynamic_override it stays in place

Raptor 12/08/2015 19:24

That model might not have any collisions and that's why it won't move, try a different model just to test if it's working or not.

Page 1 of 1

Please log in to post replies.