#do portals even work yet

1 messages · Page 1 of 1 (latest)

long oyster
#

You know what I'm not 100% certain. I thought they were used to kinda tell the game when you've passed through a "barrier / threshold" into an interior.

What has led me down this rabbit hole is trying to get the sounds to change or dip in volume like other houses in the game.

From the FBX_Import wiki, Portals:
"Define openings in the geometry through which light and sound can be propagated from the outside of the model to the inside". I guess they are working I just can't get mine to work.

tidal gyro
#

I think it might be a setup for when they work, the interior thing like sound might be coming from an environment probe that has the house as a volume

long oyster
#

Oh really, that is news to me so thank you. Would you have an example of the sound dipping functionality from the environment probes? I actually checked there first but couldn't see an obvious volume setting.

tidal gyro
#

uhh just open up a house prefab

#

there is a probes section in the fbx wiki article

long oyster
#

So what I'm gathering is that this has to be done in Blender? Seems I need to make cubes for every room and assign the dummyvolume emat.

This is something that I missed.

long oyster
#

So I've spent hours on this and still can't seem to crack the reasons as to why audio doesn't duck when I enter the building. From what I can tell I've copied the existing prefabs to the letter. Using Probes

tidal gyro
#

does the probe have a volume? you can see the volumes working in houses because they make it very dark inside

long oyster
#

Yeah they do have a probe volume the environment probe looks identical to the base reforger house I'm referencing from what I can tell.
That's what has me stumped with this.

I manually expanded the ProbeVolume using the bounding volume tools which makes it dark inside.

Still no joy with making the audio volume lower when I enter the house.