sounds for surfaces

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vilehelm

...zzzzzzz...
Jan 8, 2002
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I realize that, but you can add any sound file you want to that directory as long as it's in the right format ... right?

That's what i meant by "importing"...

anyway sounddogs.com good searchable database of all sorts of sound effects
 

Claw

Weird little hermit on dried frog pills
Nov 3, 2001
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just guessing

Originally posted by vilehelm
how did you get the water zone into that space? i had a problem with that and the drawscale didn't work.

I think your problem here may be the actual position of the actor. I never checked what collision size zoneinfos have either, but they are actors just like say, a piece of decoration, so maybe the zoneinfo was too big (lower collision radius/height) or the info wasn't correctly placed in the zone - keep in mind what you see in the editor is an icon, not the actor - the actor's size is defined by collision height and radius, and it should be centered in the middle of the icon - using a flare icon instead might allow better positioning.
 

Luggage

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Apr 25, 2001
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In fact an actor is defined by its location, which is a point - i.e. collision radius doesn't matter at all. I go this way: scale it down to 0.1 or even less, position it between the water sheet and the ground, and scale it up again. This works definitely, if you hear no water sounds, make sure your zone is "waterproof" and completely confined in itself.
 

vilehelm

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Jan 8, 2002
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Originally posted by Luggage
In fact an actor is defined by its location, which is a point - i.e. collision radius doesn't matter at all. I go this way: scale it down to 0.1 or even less, position it between the water sheet and the ground, and scale it up again. This works definitely, if you hear no water sounds, make sure your zone is "waterproof" and completely confined in itself.

thanks, the scale up is a good idea. i've actually lost track of some small icons.
:rolleyes:
 

Luggage

wins.
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nps :) Scaling up lights also helps when you've got big areas to light and need an overview... I also recommend working with groups, so you don't have to select each actor / brush independently over and over again...