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VENOM

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  • MSN
    music-mixer@live.com

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  • Gender
    Male
  • Location
    Southern California
  • Interests
    Audio, Level Design, Paintball

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  1. Probably an ignorant question, but does DR offer different types of optimization when compiling/saving bsp brushes as seen in the first picture? Most BSP based game engines have optimisation that is intended to reduce the polys etc. for lower performance computers, In the Unreal engine this optimisation usually messes things up with VERY little poly reduction. Anyways I know I have no experience with DR (yet) but an easy fix with the early Unreal engine was to move the offending brush away, rebuild, then move it back and rebuild. Good luck with this guys..
  2. Thanks guys, all good stuff....Im home from work today busy editing some side stuff, I'm going to delve in to the sounds later today
  3. Ok I am checking out the existing sounds and will likely get working this weekend but it will be limited as I have live sound gigs on the weekends for the rest of the month (Christmas stuff). I do have a question about sound properties with this game engine: Surfaces: Are the level designers/modelers able (and do they) assign audio properties to surfaces? ie: carpet = soft, stone =loud. Rooms: Is the appropriate reverb/effects also dependant on the level designer or is it a generic effect based of room dimensions and surface type? (My main concern is that a level designer or texture artist will likely need to adjust the properties of the texture/surface they use or it may just use a default crummy sound or effect) I will likely learn all of this as I delve into the audio subsystem of the game engine, but I was hoping to have a head start. Is there any documentation on the audio subsystem available?
  4. No worries on me "DJ ing" ie: stealing anyones material, I create my stuff from scratch, I actually have some friends with some foley experience and a PLETHRA of possible professional grade voice actors available. I looked at your list, Is there a "head sound guy" on your team? I'd like to talk with him/her. regarding the missing asset list, is there a internal urgent/priority list or just start creating? What about full ambient sounds and/or music? is this allready done?
  5. Springheel, you make good head.... Seriously though, I love your dedication mate
  6. I am a professional (Live Sound) audio engineer and decent sound designer as well... I have access to almost anything/anybody sound related and can create/polish/edit/help on anything audio related. I have a studio and every conceivable DAW and hardware. My side hobby is producing ambient sounds for small films and video games etc. Heres a link https://soundcloud.com/music-mixer64 to a few things ive done, most of my past few years work was lost when I came home when I came home to find my MOBO and main/backup hardrives fried from a powersurge? or something. I had a TON of Thief like ambients... all lost I STRONGLY believe that one of the most important and often overlooked features of any video game is the audio, ALL of it from music, ambients to all the little details and foley type work; Thief captured me many yaers ago because of the audio "sweetness" I do not need to be considered a team member nor do I need credit for anything I contribute, I just want to help... How can I help? VENOM
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