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footsteps sound conflict with Plasma in 3ds max
Posted: Tue Jun 26, 2012 10:55 am
by lyllus
Re: footsteps sound conflict with Plasma in 3ds max
Posted: Tue Jun 26, 2012 1:23 pm
by Jogi
Once I have tried out this in Blender 2.49b: Nested footstep regions.
I then gave up this again, because I became convinced personally, that you cannot predict exactly in such a case which sound is triggered.
Looking into the protocol of the PyPRP exporter, you can get the impression that the Plasma Engine doesn't test if the avatar is within a region but only if he enters or exits it.
Code: Select all
[QuickScript - Footstep]
Resulting Code for .logic.modifiers:
- tag: Enter_Ft <----------
flags:
- multitrigger
activators:
- type: objectinvolume
conditions:
- type: volumesensor
satisfied: true
direction: enter <----
actions:
- type: responder
ref: $FootSnd
- tag: Exit_Ft <------------
flags:
- multitrigger
activators:
- type: objectinvolume
conditions:
- type: volumesensor
satisfied: true
direction: exit <-----
actions:
- type: responder
ref: $FootSnd
lyllus wrote:
...I have other footsteps sound areas [...] they don't have this kind of problem.
I can only guess: Maybe it is important in which order these "enters" and "exits" are detected and where to you are linked-in when you enter the Age.
That's all I can say. - No real help, sorry.

Re: footsteps sound conflict with Plasma in 3ds max
Posted: Tue Jun 26, 2012 11:51 pm
by Christopher
If the water (and swimming sound) surrounds your walking sound area, maybe you should try to use four boxes, ordered in a square for your water area, so that you don't have overlapping areas.
Christopher
Re: footsteps sound conflict with Plasma in 3ds max
Posted: Wed Jun 27, 2012 1:30 am
by lyllus
Unfortunately the swimming area has a tubular section, but is a good suggestion ! thanks !

Re: footsteps sound conflict with Plasma in 3ds max
Posted: Wed Jun 27, 2012 2:57 am
by Christopher
It should also be possible to make a hollow cylinder in 3ds max. But if you use one of these shapes don't forget to use "Exact" s collision
Christopher
Re: footsteps sound conflict with Plasma in 3ds max
Posted: Thu Jun 28, 2012 7:02 am
by lyllus
Re: footsteps sound conflict with Plasma in 3ds max
Posted: Fri Jun 29, 2012 9:19 pm
by lyllus
solved! I have divided into four parts the "tube" which is the area of swimming, and now no longer heard in other areas of the era! thanks for the advice!
