I know this topic in the mean time is already old again but seems to me that every so often We get bested by this Editor on the "Seemingly" simplest of things. Especially the second to last port before mine strikes me at heart.
I'm having a 2-stage cinematic during which I want to have a custom music sound play, starting at a specific moment of the song and nicely facing into the song from 0% 'noise' to 100%. during each of the 2 stages the song should start and a different starting moment. I hope to use the fading of the song to establish a sort of blend-moment during the switch from stage 1 to stage 2.
However as this topic has shown, working with sounds is notoriously difficult in relation to what one want to achieve it seems.
I can get the sound to play and starting at the right time using the play sound trigger, the song I need has a group: Other
I've even been able to use Mute Sound Channel (Ambient,music) to disable any 'interference' from the ambient and soundtrack music.
And thats also why I had the custom song set to other, because when calling the song while set as 'music' group it just played whatever random sc2 soundtrack.
But when wanting to use the Set Sound Volume and made it set de 'other' channel to 100% in 2 seconds (or 10 seconds for that matter) jack shit happened....
It seems as if the Play Sound action immediately determines at which volume the music plays regardless of whatever volume settings I apply on them.
and so here I am, coming back around with this quote:
I can't believe how unintuitive it is just to get a goddamn sound to play [correctly].
Can someone please help me with my debackle? What am I doing wrong? where does my logic fail me? And how can I get my song to properly fade in and out on my command, at the precise time and for the specified amount of duration?
Also credit to Alleyviper85 and Ghostnova for their Cyberninja and custom Adept model of which I borrowed some tidbits for the creation of Edrianho's Noir Automata hero (and following campaigns)
They are supposed to be glass bottles with a liquid inside and the greenish hue is to keep similar to the color of the canopy and such. How ever the emission rate is quite high. I'm still to settle on what I prefer. The blue one btw is supposed as model swap for the blueflame version.
I suppose a short update is in order after a while of semi-absence.
For those who have noticed prior to coming here, I've uploaded 2 new assets on my pages.
May I present:
Portrait Set 5 Talon Enlightend [Cyber Initiative]
On another note, the Talon Faction Mod (Link) has been updated with several new assets, and features. For those who have given it a try. I hope it has provided some added fun within the SC2 universe as we know it.
The Mod also features several assets which haven't been released as stand alone models or part of packs, so for the scroungers amongst us, feel free to check it out.
While its heavily overdue, I've not gotten around making proper placement and warp-in animations for the various units. Please bare with me.
I would have to look it up, doesn't ring a bell atm.
Haha yeah well, I suppose the better way to say it is that I've designed it as if it were a protoss unit I was making. I imagine it more in the sence of Terrans using Protoss materials and knowhow.
I mean, a Tank in such fashion is by definition not really Protoss I guess.
Well, I feel like being a mad scientist myself... And this bad boy is the best candidate for it (in my opinion). Here's a small update for it. I might release these in several colorizations.
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In reply to Veratai:
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I know this topic in the mean time is already old again but seems to me that every so often We get bested by this Editor on the "Seemingly" simplest of things. Especially the second to last port before mine strikes me at heart.
I'm having a 2-stage cinematic during which I want to have a custom music sound play, starting at a specific moment of the song and nicely facing into the song from 0% 'noise' to 100%. during each of the 2 stages the song should start and a different starting moment. I hope to use the fading of the song to establish a sort of blend-moment during the switch from stage 1 to stage 2.
However as this topic has shown, working with sounds is notoriously difficult in relation to what one want to achieve it seems.
I can get the sound to play and starting at the right time using the play sound trigger, the song I need has a group: Other
I've even been able to use Mute Sound Channel (Ambient,music) to disable any 'interference' from the ambient and soundtrack music.
And thats also why I had the custom song set to other, because when calling the song while set as 'music' group it just played whatever random sc2 soundtrack.
But when wanting to use the Set Sound Volume and made it set de 'other' channel to 100% in 2 seconds (or 10 seconds for that matter) jack shit happened....
It seems as if the Play Sound action immediately determines at which volume the music plays regardless of whatever volume settings I apply on them.
and so here I am, coming back around with this quote:
And how can I get my song to properly fade in and out on my command, at the precise time and for the specified amount of duration?
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Awesome, this worked splendidly.
I was expecting it to be more difficult XD
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Hi Guys,
Next to my modeling work I try to setup a mission type map, however I have greatest problems making sence from triggers.
Currently I'm having trouble with making a worker start construction of a building while in still in a cinematic.
How can I make a worker do this?
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In reply to Veratai:
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I should add the following:
Also credit to Alleyviper85 and Ghostnova for their Cyberninja and custom Adept model of which I borrowed some tidbits for the creation of Edrianho's Noir Automata hero (and following campaigns)
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Please see attachment.
Solved
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This has probably to do with your tight hit test and fuzzy hit test.
Make sure they have a geometric form that envelopes a sufficient amount of your model that you want to trigger selection.
Tight Hittest (spherical from singular bone)
Fuzzy Hittest (capsule shape) Thisis one of several hittest aspects of the unit.
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In reply to Veratai:
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Heya guys,
Just a very quick update on the set of tanks I've been working on.
The MBT is about ready. Only thing that remains is how to deal with the normals.
The new addition is a Flame Tank design, again inspired by the notorious C&C3 Nod flame tank.
Cheers.
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Hello Guys,
I suppose a short update is in order after a while of semi-absence.
For those who have noticed prior to coming here, I've uploaded 2 new assets on my pages.
May I present:
Portrait Set 5 Talon Enlightend [Cyber Initiative]
On another note, the Talon Faction Mod (Link) has been updated with several new assets, and features.
For those who have given it a try. I hope it has provided some added fun within the SC2 universe as we know it.
The Mod also features several assets which haven't been released as stand alone models or part of packs, so for the scroungers amongst us, feel free to check it out.
While its heavily overdue, I've not gotten around making proper placement and warp-in animations for the various units. Please bare with me.
0
In reply to Veratai:
I imagine it more in the sence of Terrans using Protoss materials and knowhow.
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In reply to Veratai:
Here's a small preview of the Assault Tank, new generation.
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In reply to Veratai: