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Re: [assets] Water Fountains

Posted: Wed Feb 27, 2013 9:31 pm
by germanny
thx, but i already have a fill sound for that^^

Re: [assets] Water Fountains

Posted: Thu Feb 28, 2013 12:06 am
by SpiderFighter
Brilliant work as usual, Skugg! And good looking out for the community, Pandafox. Germanny, and Hustin!

If my girlfriend would allow it, that pic of the ogre on the loo would be mu desktop right now. :D

Re: [assets] Water Fountains

Posted: Thu Feb 28, 2013 12:27 am
by LordGarth
Pic of my blood fountain

http://www.flickr.com/photos/88418394@N04/

Also I want to know how you got that ogre model into that position.

hahahahah

LG

Re: [assets] Water Fountains

Posted: Thu Feb 28, 2013 1:46 am
by Skuggasveinn
LordGarth wrote: Also I want to know how you got that ogre model into that position.
I just exported the Ogre model to obj and then rigged it in blender, its a prop in that scene, so its not a monster class anymore, just a "statue" of sort.
its the same thing I did with the impaled skeletons, just rigg the model, apply some IK to the rigg and then pose them.
SpoilerShow
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ohhh and spider, maybe your GF will approve this one
viewtopic.php?f=11&t=5105

Skuggasveinn.

Re: [assets] Water Fountains

Posted: Sun Mar 03, 2013 3:30 am
by Hustin
I'm getting one weird thing when I use the fountains. If I put in a playSoundAt command in one of my scripts, I hear the sound in all levels at that x,y, not just on the level I want.

For example, I have this in one of my scripts on level 1:

playSoundAt("sx_stream", 1, 15, 26)
playSoundAt("sx_stream", 1, 19, 26)

Down on lower levels I also hear the water at those x,y positions. Any ideas?

Re: [assets] Water Fountains

Posted: Sun Mar 03, 2013 3:54 am
by Hustin
Hmm. It looks like an engine issue. I found a workaround of sorts below but I'm going to forego the sounds in my dungeon for now...

viewtopic.php?f=14&t=4512

Re: [assets] Water Fountains

Posted: Mon Mar 04, 2013 3:15 pm
by DeDy
I have a problem with the sounds in his dung. The first floor of the starting sounds work. When descending below, the sounds will no longer work.
I took "water_fountains. dungeon_editor" and created another floor. Added two fountains and set the sound. But the sound only works where there is a starting position. Just set the start in 3. the first floor and the sounds in it begin to work.

He edited "water_fountains_DeDy. dungeon_editor" Download where it does directly in the editor. The interesting thing is that it will not be reflected in the editor, and sometimes the sound is not heard directly in the game.

http://nightfall.eddo.cz/files/water_fountains_DeDy.zip

Re: [assets] Water Fountains

Posted: Mon Mar 04, 2013 3:51 pm
by msyblade
I'm using flooded dungeon in the mod i'm trying to finish up now, and to get the water sound to work with it, I'm using a hidden pad as the party approaches to start a script entity with the water sound as a function, and another pad to kill the sound when the party leaves the area. It seems to work fine for me that way. I'm just skimming through in a hurry right now, and perhaps you guys are doing it that way and still having trouble? Thought i'd share my two pence in case it helps someone.

Edit:
After going and looking at my scripts, I am not calling the playSoundAt to coordinates, but to the object i want it centered at.

ie:

Code: Select all

function sxwatre2()
playSoundAt("sx_stream", sx_flooded_static_8.level, sx_flooded_static_8.x, sx_flooded_static_8.y, 3)
end
In this example, im calling the sound to flooded static # 8 and it seems to work well. The sound is localized to the level I need it. The final ",3" is the "facing" coordinate.

Re: [assets] Water Fountains

Posted: Mon Mar 04, 2013 3:59 pm
by SpiderFighter
Skuggasveinn wrote:ohhh and spider, maybe your GF will approve this one
viewtopic.php?f=11&t=5105

Skuggasveinn.
She would KILL me!!! rofl

That would freak her out. So maybe I'll wait until she #$@%es me off... :D