Strange Reflections and Sounds

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Lostprophetpunk
409 Posts
Posted Jul 30, 2011

Heya there,

Whilst trying to fix bugs in my map, I have come across a strange problem with the reflections and sounds.

In the second room of the map, there is no excursion funnel but there is in the first room. However, when someone places a portal on the other side of the room, and walks near the exit of that room, they get the ambient sound of the excursion funnel.

Also, I have only just noticed that the excursion funnel is reflected in the toxic water, as in the screenshot below.

Does anyone have any idea on how to fix these? I am not using any custom sounds with the excursion funnel, just the entity that it is in Hammer.

2011-07-30_00001.jpg
Images 1
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Rubrica
305 Posts
Posted Jul 30, 2011
Replied 18 minutes later
I have no idea how to fix the thing with the sound, but try adding a cube map to the centre of the surface of water shown; it's a good practice to do this with every water surface you create anyway.
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Lostprophetpunk
409 Posts
Posted Jul 30, 2011
Replied 51 minutes later

Rubrica wrote:
I have no idea how to fix the thing with the sound, but try adding a cube map to the centre of the surface of water shown; it's a good practice to do this with every water surface you create anyway.

How would I build the cubemaps? I know how to do them whilst the game is running, but how do I do it in the Hammer?

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Rubrica
305 Posts
Posted Jul 30, 2011
Replied 8 minutes later
You don't; what I meant was simply add an env_cubemap to the middle of the water's surface.
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Lostprophetpunk
409 Posts
Posted Jul 30, 2011
Replied 17 minutes later

Rubrica wrote:
You don't; what I meant was simply add an env_cubemap to the middle of the water's surface.

I have done that but the reflection still remains.

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Rubrica
305 Posts
Posted Jul 30, 2011
Replied 2 minutes later
I don't know then, sorry.
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Skotty
671 Posts
Posted Jul 30, 2011
Replied 50 minutes later
It seems to be a problem with VIS. Sometimes in these cases it helps to cut some visleafs with hint brushes.
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Lostprophetpunk
409 Posts
Posted Jul 30, 2011
Replied 12 minutes later

Skotty wrote:
It seems to be a problem with VIS. Sometimes in these cases it helps to cut some visleafs with hint brushes.

Where abouts would I place said brushes?

I have placed one at the exit to the next room, and also along side the excursion funnel.

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Another Bad Pun
516 Posts
Posted Jul 30, 2011
Replied 7 minutes later
Here's the Best Optimization Guide Ever!!! (You should probably bookmark this.)
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Rubrica
305 Posts
Posted Jul 30, 2011
Replied 2 minutes later
Seconded; knowing you, you've probably read this already, but if you haven't, don't just look up hint brushes, read EVERY page.
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Lostprophetpunk
409 Posts
Posted Jul 30, 2011
Replied 33 minutes later
Thank you all for the help. I have managed to sort the problem of the visleaf out, but however the sound issue still remains. I may have to just leave that in as I have no clue whatsoever about that.
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Skotty
671 Posts
Posted Jul 30, 2011
Replied 7 hours later
I can tell you: I had some weeks ago a problem with the vactube glass only model behind a glass wall. At some places you could see the vactube overriding the glass wall (shining through). It was just because the vactube cut 2 visleafs, one without and the one with the glass wall. I had to move the vactube 1 unit away and the error was away.
This can't be done by any hint brush, it's just some kind of knowing how vis works and... luck.