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Posted

I've got two leafs setup, with one VP, info_location_separator and info_location speaker in each each leaf.

  • the VP is sealing correctly and the edges are flush with the hole its sealing.
  • the info_location_separator is correctly positioned

If there is no leak what would cause the info_location speaker from one leak to play in the other..?

bhm_banner.jpg

Posted (edited)

if there's a leak wouldn't there be a pointfile? :blink:

 

did you set up the location_settings entity?

 

edit: what exactly do you want to achieve?

 

edit2: did you check in-game if the visportal is working? if so there should be no leak and you may have set up something wrong.

Edited by Obsttorte

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

Read my post, I don't have a leak. Basically info_location speakers are another way of having ambient world speakers speakers. A simple example is you have an outside info_location and an inside info_location, then maybe you have a sewers info_location and so on.

 

You then place an info_location_separator on VP's where you want the zones to start/stop, this configuration dosent work if 1. you have an actual leak between zones or 2. you forget to place an info_location_separator on all of the VP between the zones.

 

Anyway I have managed to fix this is rather bizzarly, by having two VPs & accompaning info_location_separator's...

bhm_banner.jpg

Posted

Read my post, I don't have a leak.

sorry, misread that :blush:

 

Basically info_location speakers are another way of having ambient world speakers speakers. A simple example is you have an outside info_location and an inside info_location, then maybe you have a sewers info_location and so on.

I know that as I used it on my first FM (betatested by you ;) ). It worked pretty nice for me, that's why I was asking

did you set up the location_settings entity?

 

Anyway I have managed to fix this is rather bizzarly, byut having two VPs and and an info_location_separator on each...

This may mean that 1. the first VP doesn't work or 2. the location_seperator touched the VP brush, but not the facet with the VP texture on it.

 

Just guessing. ^_^

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

The config I have is text book and should have worked, in fact it was working. So god knows why it stopped, I did the dual VP/ILS for a laugh not thinking it would actually work.

bhm_banner.jpg

Posted

unless you have an internal leak, or a transparent texture between the inside and outside thats letting the sound through, the same way that a transparent texture will let an inside light shine though to the ouside through another transparent texture even though there is void between the two textures.

Posted

No, none of those two situations either. Just solid stone & sky brush and a single VP between the leafs with no internal leaks..

 

But the point is mutes as I manage to fix if by applying the bizarre fix above.

bhm_banner.jpg

Posted

Just remember that I had a similar problem with my FM. The ambient of the outer yard was played when I entered the upper floor. It also worked before, but IIRC there was a leak between these two areas caused by a brush, of which some vertexes seemed to have moved slightly and causing a gap.

Took me a long time to find out. Who knows. :wacko:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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