Fuzzy cameras and tanks that sound real Created 20 years ago2003-09-04 14:52:46 UTC by Vassy Vassy

Created 20 years ago2003-09-04 14:52:46 UTC by Vassy Vassy

Posted 20 years ago2003-09-04 14:52:46 UTC Post #203
How do I make a tank have a proper firing sound when I fire it? I always get the sound of the assassin's silenced pistol. Also, is there any way to make a trigger_camera's view be fuzzy? I read once that I would need a knowledge of C++ programming, but it was done in bshift. So is there any other way of doing it?
Posted 20 years ago2003-09-04 15:05:07 UTC Post #204
There's a fire sound field in the '_tank's properties, isn't there?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-04 16:52:47 UTC Post #206
to make the fire sound you need to make an ambient_generic, give it a suitable sound, give it a name.. and make the func tank target it, make sure you set the flags of the ambient_generic properly, Start silent; Is Not looped; and a medium sound radius should do fine...

as for the camera 'fuzzyness' or interlace this was done with a simple texture trick,

simly make a texture with black and grayish horisontal/vertical stripes, make it a func_wall or something, and set its render mode to additive and render fx to about 90ish (additive renders black invisible) now place the func_wall in front of the camera and there you have it, perfect security camera interlace.
Posted 20 years ago2003-09-04 16:53:09 UTC Post #205
no...
Posted 20 years ago2003-09-05 01:38:26 UTC Post #207
whoa. hehe. teh rasterlines :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-05 14:24:56 UTC Post #209
Goes in the CSG line. Look here, ex/tremely/ handy:
http://www.valve-erc.com/content/resources/zhlt/ZHLTReference.html
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-09-06 04:04:12 UTC Post #210
Link doesn't work, but I found it at collective.valve-erc.com anyway.
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