explosive explosions exploding very explosively

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Fracture
797 Posts
Posted Mar 08, 2012
I checked out a tutorial on explosions, but nothing mentioned if it is possible to enlarge the actual explosion. I want my grenade size booms to be nuclear. Can I do this? is it possible?
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ChickenMobile
2,460 Posts
Posted Mar 09, 2012
Replied 6 hours later
There is a radius override key value. If this is not set it will be based off the magnitue value. See https://developer.valvesoftware.com/wiki/Env_explosion
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Fracture
797 Posts
Posted Mar 09, 2012
Replied 15 hours later
oh that's what they meant, I thought it was like how loud and shakey it was, not actual size. Okay, thanks.

Now i got this strange error in my map whilst testing it, there is an animation of sparks flaring off in the center of my map. The hammer program doesn't show anything being related there and nothing popped up on the compile. This occured a number of times and I have no idea what is causing it.

additionally, how i can find out what the dialogue is for the bugged unplayable audio for all the cores?

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ChickenMobile
2,460 Posts
Posted Mar 10, 2012
Replied 12 hours later
Random thought:
Why would Valve put bugged unplayable audio in anyway? Lazy buggers

I guess the only way is to test it yourself and then make a note of it.

Also for the random sparks, try hiding entities to see what is causing the problem.

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CamBen
973 Posts
Posted Mar 10, 2012
Replied 40 minutes later

Fracture wrote:
--snip--
additionally, how i can find out what the dialogue is for the bugged unplayable audio for all the cores?

I think they have a list of audio somewhere in the valve wiki, or you can open the vpk pak01_dir and find the sound folder, and then browse around for the right core, then double click on the audio files (.WAV) to open them up in Adobe Audition to test them out.

or the alternative could be to use what Chicken said or decompile a map (thanks again to Chicken :lol:) and use the dialogue that valve used.

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ChickenMobile
2,460 Posts
Posted Mar 10, 2012
Replied 12 hours later

CamBen wrote:
Fracture wrote:

or the alternative could be to use what Chicken said or decompile a map (thanks again to Chicken :lol:) and use the dialogue that valve used.

Yes the praise I deserve! :lol:

Also all dialogue would be in mp3 format (correct me if I'm wrong) so you cannot actually play this in the hammer editor. A good link someone posted before: http://theportalwiki.com/wiki/Category:Voice_lines
You can play all the voice lines without having to use gfcscape to unpack them from the vpk.

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Fracture
797 Posts
Posted Mar 11, 2012
Replied 57 minutes later
sounds tedious :1dn:

as it just so happens, the names of the files are identical to the ones in the actual hammer program. So let's see if they actual function in the map at all after it is compiled...

oh god, they are bugged far worse than i realized, apparently they start off in slow-motion, and repeat over and over again, incrementing in speed and pitch. its quite annoying

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Lpfreaky90
2,842 Posts
Posted Mar 11, 2012
Replied 7 hours later

chickenmobile wrote:
Yes the praise I deserve! :lol:

Also all dialogue would be in mp3 format (correct me if I'm wrong) so you cannot actually play this in the hammer editor. A good link someone posted before: http://theportalwiki.com/wiki/Category:Voice_lines
You can play all the voice lines without having to use gfcscape to unpack them from the vpk.

correction :lol:
There is even a mp3 player in source, though it's disabled in games since the orange box. But there's still a portal2/portal2/resource/mp3player.res :wink:
I believe to get mp3's in game it should be:
128 kbps
~22050 kHz (dunno, there's a standard one that's around that value)
mono-channel
16 bits.
and then it should work.

So yea, it's a bit of work to get it working, but it saves a lot of hard disk usage :wink:
I will confirm the settings later on today.

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CamBen
973 Posts
Posted Mar 11, 2012
Replied 3 hours later

Fracture wrote:
sounds tedious :1dn:

as it just so happens, the names of the files are identical to the ones in the actual hammer program. So let's see if they actual function in the map at all after it is compiled...

oh god, they are bugged far worse than i realized, apparently they start off in slow-motion, and repeat over and over again, incrementing in speed and pitch. its quite annoying

I got this once using ambient generic. I had to mess w/ the dynamic presets to get it right.

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Fracture
797 Posts
Posted Mar 11, 2012
Replied 4 hours later
i attempted this method http://www.youtube.com/watch?v=njTO3ZENBLU

i got as far as putting in the choreographic logic and adding the voice clip, when i tested it out, it said the files could not be found. WTF HAMMER?!?! I SELECTED IT FROM YOUR LIST OF RAW AUDIO CLIPS!!!!
Seriously, though. this is pissing me off. half of hammer doesn't want to cooperate. I get less guff from the cooperation testing units

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spongylover123
944 Posts
Posted Mar 11, 2012
Replied 20 minutes later
use an ambient_generic
lord help this child
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Fracture
797 Posts
Posted Mar 11, 2012
Replied 1 hour later
ah to hell it with, im deleting her