Doesn't area portals affect sound too? /ScarT
2009/8/8 Saul Rennison <[email protected]> > I wonder if making the walls of the room you are talking about really think > (i.e. 128 units) will affect the PAS in VVIS *(Potentially Audible Set)*? > > You could always check the VVIS source code to see how it calculates the > PAS. > > Thanks, > - Saul. > > > 2009/8/8 Mikie <[email protected]> > > > Just move the room far away. > > > > There is no inefficiency in doing that. > > > > > > > > -----Original Message----- > > From: [email protected] > > [mailto:[email protected]] On Behalf Of Minh > > Sent: Saturday, August 08, 2009 6:50 AM > > To: Discussion of Half-Life Mapping > > Subject: [hlmappers] Making a sound proof room > > > > I'm making a level where there's a designated room where my dead players > > > > will spawn . It's basically a shooting range. My question is, is it > > possible to make the sounds that originate in this room not be heard > > from the other players? Is there an entity that I can use to make this > > room sound proof? > > Alternatively, I can just place the room really far away from the main > > level... but won't that be inefficient? (ie. create a larger map than > > necessary) > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
