Xile Posted March 30, 2011 Share Posted March 30, 2011 I have a small issue that is holding me back greatly from releasing a map. I'll try to get you a small visual of the map then describe my issue. Below this image is my issue Lets try to just figure out issue#2 This image was used on another fourm with not help available =( My goal is to have room B look into room A without the game thinking they are the same room. What is happening is when I walk the red line for issue#2 full sound from room A pours into room B. This includes Saber sounds, falling sounds, taunts, and of course the ambient noise. I am really hoping that I can keep room B soundproof. PLEASE tell me this is possible. Additional information that may help: (edit) All of the brushes between B and A are "Structural Brushes" including the glass. The hallway from A to B is open / no doors / areaportals. From the "actual" room B to A there are no leaks (aside from above) Sounds do not emit in the hallways between the two rooms (Good). I am seriously hoping I can trick the game into thinking that these are two separate rooms and actually seperate them while allowing me to at the same time look into them. I have tried to do things such as place caulk brushes between the two rooms, but I am getting glitches no matter how I place it. I have also tried editing shaders for "see through". Link to comment Share on other sites More sharing options...
XycaleTh Posted March 31, 2011 Share Posted March 31, 2011 I have a feeling this isn't possible. Since being able to see a player, means you can hear the sounds from the player as well. As an alternative, you could have them as two different rooms, but in room A, place a camera where the window would be, and then in room B, display what the camera sees where the transparent window would be. I think this involves portal surfaces etc, but this should mean that sounds from one room don't leak into the other. Link to comment Share on other sites More sharing options...
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