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explosive explosions exploding very explosively

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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?

Just when I think I understand the system, it changes on me.

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

?????????????????????????????TWP Releases | My Workshop

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?

Just when I think I understand the system, it changes on me.

Random thought:
Why would Valve put bugged unplayable audio in anyway?

Spoiler
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.

?????????????????????????????TWP Releases | My Workshop
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.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
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.

?????????????????????????????TWP Releases | My Workshop

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

Just when I think I understand the system, it changes on me.
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 ;)
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 ;)
I will confirm the settings later on today.

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.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

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

Just when I think I understand the system, it changes on me.
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