Two questions; turret quotes and changing Emancipation Grill
Quote from Rubrica on July 16, 2011, 4:35 pmHi! I just thought I'd ask a couple of questions, being the needy, inexperienced idiot I am. First up, the fun, kind of dumb question; does anyone know of any clever audio editing techniques to make a letter sound like another letter? I know it's a bit of a stretch, but I was hoping to modify one of the turret lines as a joke; specifically, 'I'm flying!'. Just imagine:
'Ayehyehyehyehyeh... I'm dying!'
'No hard feelings... [Beat.] I'm crying!'
'I don't hate you... I'm lying!'
'Whyyy... I'm sighing!'
Um, enough with those; as O just said, I'm just using it as a joke.My second question, and the meat of the post, is this; is there any way to change the colour of the fizzled texture for just one time without adding in a new texture, and allowing it to be used as a paint cleanser (and, therefore, the brush also has to be intangible). You see, I wanted to test out a new puzzle mechanic using an orange version of the Emancipation Grill as a paint cleanser (trigger_paint_cleanser, no surprises there), but I have no idea how to do this. If it comes to it, I can add in a new texture, but I'm trying to keep my modifications to a minimum here. Also, if I do add a new texture, how do I ensure it remains animated, with the correct (now orange) glowing effect when an object comes near it (not entirely necessary, as it doesn't fizzle objects). Sorry, I know this is a lot to ask, and probably impossible, but you, in truthm the most intelligent group of people I know (then again, I am in a town full of idiots, myself included). Anyway, thanks, and have a lovely day!
Hi! I just thought I'd ask a couple of questions, being the needy, inexperienced idiot I am. First up, the fun, kind of dumb question; does anyone know of any clever audio editing techniques to make a letter sound like another letter? I know it's a bit of a stretch, but I was hoping to modify one of the turret lines as a joke; specifically, 'I'm flying!'. Just imagine:
'Ayehyehyehyehyeh... I'm dying!'
'No hard feelings... [Beat.] I'm crying!'
'I don't hate you... I'm lying!'
'Whyyy... I'm sighing!'
Um, enough with those; as O just said, I'm just using it as a joke.
My second question, and the meat of the post, is this; is there any way to change the colour of the fizzled texture for just one time without adding in a new texture, and allowing it to be used as a paint cleanser (and, therefore, the brush also has to be intangible). You see, I wanted to test out a new puzzle mechanic using an orange version of the Emancipation Grill as a paint cleanser (trigger_paint_cleanser, no surprises there), but I have no idea how to do this. If it comes to it, I can add in a new texture, but I'm trying to keep my modifications to a minimum here. Also, if I do add a new texture, how do I ensure it remains animated, with the correct (now orange) glowing effect when an object comes near it (not entirely necessary, as it doesn't fizzle objects). Sorry, I know this is a lot to ask, and probably impossible, but you, in truthm the most intelligent group of people I know (then again, I am in a town full of idiots, myself included). Anyway, thanks, and have a lovely day!
Quote from Omnicoder on July 16, 2011, 5:00 pmThe best way to do a paint cleanser is just to copy the vmt of the fizzler and have a custom version with the color keyvalues changed to orange. This way you can also give it a custom flowmap. And trigger_paint_cleanser isn't going to light up when objects approach, that's part of the portal_cleanser code. And it's possible that if you make a func_brush and set it to colorize to orange it'll work without needing a new vmt but I don't know if the SolidEnergy shader supports that.
The best way to do a paint cleanser is just to copy the vmt of the fizzler and have a custom version with the color keyvalues changed to orange. This way you can also give it a custom flowmap. And trigger_paint_cleanser isn't going to light up when objects approach, that's part of the portal_cleanser code. And it's possible that if you make a func_brush and set it to colorize to orange it'll work without needing a new vmt but I don't know if the SolidEnergy shader supports that.
Quote from Rubrica on July 16, 2011, 6:06 pmThanks! I'll try it out in the morning, but I'm sure that will work - unless someone comes up with a method by tomorrow that doesn't require custom textures, that is. It sounds like your method of using the colorise function would fit that bill, but it's late at night, so I have no idea whether it would or not. Again, I'll check. Thanks!
Thanks! I'll try it out in the morning, but I'm sure that will work - unless someone comes up with a method by tomorrow that doesn't require custom textures, that is. It sounds like your method of using the colorise function would fit that bill, but it's late at night, so I have no idea whether it would or not. Again, I'll check. Thanks!
Quote from ChickenMobile on July 16, 2011, 8:06 pmNearly every entity has a colour input. Although it wouldn't change much seeing as it is definitely blue.
Nearly every entity has a colour input. Although it wouldn't change much seeing as it is definitely blue.
Quote from Rubrica on July 18, 2011, 1:31 pmOkay, first off, I know that I shall incur the wrath of the forum gods for double-posting, I'm sorry. However, I needed to, so that people would notice my update.
Second, I tried the func_brush, and that didn't work, so I tried changing the .vmt of the standard Emancipation Grill, and that hasn't worked either - it just remains blue. Trust me, the fizzler vmt is really too complicated for a newbie like me to understand. So, have we got any other suggestions? I was wondering whether to change the vmt to use $lightwarptexture so that it's orange; would that work?
Okay, first off, I know that I shall incur the wrath of the forum gods for double-posting, I'm sorry. However, I needed to, so that people would notice my update.
Second, I tried the func_brush, and that didn't work, so I tried changing the .vmt of the standard Emancipation Grill, and that hasn't worked either - it just remains blue. Trust me, the fizzler vmt is really too complicated for a newbie like me to understand. So, have we got any other suggestions? I was wondering whether to change the vmt to use $lightwarptexture so that it's orange; would that work?
Quote from ChickenMobile on July 19, 2011, 4:38 amIf you want to override a default texture with a custom one then you would actually have to edit the contents of the big .vpk (or .pak w/e) as for some reason Valve made it so then default textures override any custom ones in the folders (this was never the case before but meh).
The best idea would be to edit the properties of your fizzler so it is not visible but have a func_illusionary (or a func_brush that is not solid) with your custom texture on it in the same place as your fizzler.
Honestly: most people wouldn't notice/not care that it doesn't light up when an object gets near it.I know Omnicoder said this before in a previous post but I'm just saying it again.
As for your turrets, you always use the free tts voice here: http://www2.research.att.com/~ttsweb/tts/demo.php and use melodyne or audacity to raise the pitch on your own custom sound.
If you want to override a default texture with a custom one then you would actually have to edit the contents of the big .vpk (or .pak w/e) as for some reason Valve made it so then default textures override any custom ones in the folders (this was never the case before but meh).
The best idea would be to edit the properties of your fizzler so it is not visible but have a func_illusionary (or a func_brush that is not solid) with your custom texture on it in the same place as your fizzler.
Honestly: most people wouldn't notice/not care that it doesn't light up when an object gets near it.
I know Omnicoder said this before in a previous post but I'm just saying it again.
As for your turrets, you always use the free tts voice here: http://www2.research.att.com/~ttsweb/tts/demo.php and use melodyne or audacity to raise the pitch on your own custom sound.
Quote from Rubrica on July 19, 2011, 5:16 amFirst, the easier answer; thanks but that might not work for the turrets, but never mind. Second, I've tried that, and I'm not overriding a default texture, I'm creating a new, orange one. None of the methods described in your post have worked.
First, the easier answer; thanks but that might not work for the turrets, but never mind. Second, I've tried that, and I'm not overriding a default texture, I'm creating a new, orange one. None of the methods described in your post have worked.
