Niborius on 18/7/2015 at 11:39
I was wondering if it's a bad thing to split a large airbrush into two or four larger ones. Does it inflict the amount of cells? Sometimes I like to do this because it's easier to move the brushes that way because for large brushes you need to be zoomed out a lot to move them freely. Which also raises my next question, why is it impossible to move brushes in a direction that goes too far out of the window? Is there a way to disable this?
Thanks in advance :thumb:
fibanocci on 18/7/2015 at 12:42
1. Just split large air brushes as you need it. 50x50 or 40x40 is a good measure (don't use a measure of 43.375 for example)
2. Don't know. You'll realize it pretty soon, as portalize won't work any more. You can also shift objects over the border (I think that's what you mean with 'window'). DromEd doesn't mind in this case.
Niborius on 18/7/2015 at 17:11
Thank you! But I think you're not understanding me for the second question.
I did mean border yea, sorry. The border of that view (top) for example. If a brush is for instance really long, And about 70% of that brush is out of view in the bottom of the border, I can't move it even further down, which results in having to zoom out and move the brush less precisely.
Yandros on 18/7/2015 at 17:24
2) I don't think there's a way to disable it. I generally position brushes by entering coordinates rather than dragging anyway, which avoids that problem.
fibanocci on 18/7/2015 at 18:54
I noticed that problem, too. If you want to drag it, you can move it down with the coordinates (a little more as you need) and drag it up again.
Xorak on 18/7/2015 at 21:18
When I position big brushes like that, I'll first zoom out and move it out of the way of the direction I don't need it, and then I zoom in and position it accurately at a closer distance. I don't know if that makes sense, but if I need to align the bottom, first I'll zoom out and raise it up higher, then I zoom in to the bottom and now I can freely position the bottom without having to worry about it getting 'stuck' at the border.
LarryG on 18/7/2015 at 21:27
But ... as I understand it, you are better off not doing big room brushes as it is the portals between room brushes which allow for sound falloff with distance. I've never tested it myself, but I believe I read that in an LGS doc somewhere, maybe. So if you want sound to propagate "naturally" you'll want multiple room brushes even for large open areas.
ZylonBane on 18/7/2015 at 22:55
Quote Posted by LarryG
But ... as I understand it, you are better off not doing big airbrushes as it is the portals between airbrushes which allow for sound falloff with distance.
If this were true you wouldn't get distance-based volume falloff within individual rooms, which very clearly does happen.
LarryG on 19/7/2015 at 00:57
Falloff can depend on the way the sound is generated. AmbientHacked sounds have a radius and various flags that affect falloff. What I am taking about is the propagation of sounds like footsteps that alert AIs. I believe that they do not falloff within an room brush, only as the sound transitions portals. So you could have Garrett alerting AIs which should be too far away to hear when you use huge room brushes.
PinkDot on 19/7/2015 at 10:09
Quote:
But ... as I understand it, you are better off not doing big airbrushes as it is the portals between airbrushes which allow for sound falloff with distance.
I think this sentence has two false statements:
1) roombrushes - not terrain brushes - are responsible for the sound propagation. You can have as many roombrushes per one giant airbrush as you want
2) there's no such things as "portals between airbrushes". Portals are between cells. At that stage it doesn't matter if cells were created using one airbrush, split by some solid brush placed inside it or whether cells were created by two adjecent air brushes. The notion of brushes no longer exists in worldrep level (where the cells are).