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Noisycricket

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Everything posted by Noisycricket

  1. Just found this so funny, because it IS effective at drawing the eye. http://techreport.co...cles.x/13874/11 If you don't see the guy, keep hitting reload... oh and......YOUR WELCOME!
  2. I feel the same way, yet i played a few thousand too many hours of "guns", "war" and Gi-Joe" as a kid, so i like [some] FPS's and theres lots to choose from of course. Yet I can't believe the over-all quality of the games im passing on, where I would used to have been salivating just looking at previews. I also think im getting set in my ways as i get older and want things to be like they had been. I guess thats life. However, one benefit of not clawing at the screen just for screenshots to games im waiting for and being able to wait as much as a year or three before i play a game im interested in is having tons of mods available. I passed on Stalker, SOC: but eventually, they came out with with a ton of mods, like oblivion lost, which solved so many of the problems or quirks that kept me away from it AND added many cool immersive things like pitch-black nights, the ability to sneak, incredible gun sounds, whether and immersive gameplay. Call of Duty 4 had a realism mod out, made by a military shooting coach, etc, etc, anyway, you know the drill. @Half-life 2 comments: I think HOW you play the game has a great effect, and relates to how you approach it mentally. I bet there could be a class for this people would benefit from. If you can't "turn off" your brain and your thinking about that kind of stuff during scripted sequences, thats terrible! I don't know how but shut it off if you can, accept it as reality. Coincidently, yesterday i ran across a comment on youtube, which was response to someones comment that Terminator: Salvation was a plot hole'd mess, and this guy responded with "I dont believe in plot holes, behind every goof is a logical explanation". There is some truth behind that [as long as your willing to fill in missing parts of a script] and I find to be another great excuse to let yourself enjoy a movie, or a game. Speaking of Half-life 2. Now theres a game with a ton of available mods. When I first played it, I slowed down my walk speed [ or modified a key, I can't remember] for the purpose creating immersion. I find it helps my experience in games if i slowly walk through graphically rich areas, or areas where enemies are around, as i would i real life, or slow pan around. Having taken 3 college psychology courses, i'd guess that may not [be able to] benefit everyone. Theres tons of texture and other graphical mods as well as gameplay mods. I prefer realism/believability and havn't played any of the HL2 additions, so after the last one comes out, i have planned to search for mods which make that "game" more like an "experience". But thats my preferences, and i know everyone is different.
  3. Man, i am having fun, its a nice break from animation. I managed to eliminate the vast majority of the noise, but there is still a slight amount of noise that occurs in recording whether the microphone in attached to the line-in/mic port or nothing is. So i assume it's most likely not the mic or the cord, but the sound card. Im curious, is this about par for an X-Fi XtremeMusic? ...and would it go away if I upgraded to an Azuzentech XFi or an Asus DX or D2X: http://techreport.com/articles.x/14500 ? I'm investigating this anyway, so don't invest more than a minute or two of your time. EDIT: Here is an example of the amount of noise im trying to eliminate: http://www.mediafire.com/download.php?ynniizyjoyn One other question, If someone doesn't mind: If you download "ambient_deep_tunnels.ogg" here: http://www.mediafire...php?kdy0jhlum2m You'll notice there is a slight popping when it loops around, is there a function that will easily create a non-popping loop using Audacity? Also, there is some left-over background noises which i need to eliminate, i know i can delete them, but is there a function which will delete a section of track without creating a pop? Thanks for any help.
  4. Does TDM have a way to increase the played volume of the individual sound effects without effecting what the ai hear?
  5. Have you tried using edit> deleting all by type > history before binding? And/or maybe freeze transformations, then reset transformations. Like this guy mentions, which i've heard a few times. http://www.garagegam...logs/ view/10385 Further explained here in the 2010 help: Hope this helps
  6. Getting a weird "you must enter a post" error, when trying to edit this. So i'll make another post.
  7. Wow guys, i've already found some gems that....I technically helped pay for, hint, hint.
  8. Stay tuned for Politics though, its an incredibly authentically Thief feeling map imo, and a big one.
  9. Any idea what it would cost for used equipment (ebay, craigslist) to produce good sounds? ( I don't want to make any money actually)
  10. Lately, i've been thinking about how important sound effects, their quality, timing, appropriateness are to a gaming experience and was wondering how I or anyone who was interested, could contribute sound effects to mappers. I searched google with "how to create sound effects" and came up with lots of good info, but what about recording equipment, does anyone know what kind of money is needed to properly record sound effects and what the baseline equipment would be? Heres some interesting sites i've looked at so far: Check this guy out, amazing. (and so simple) Other easy examples: http://www.audiothea...m/SFXhowto.html I'd also love to create some heavy, ominous sounds from some mysterious activity far away in Bridgeport. Like some sounds you hear in this video. Is this doable?
  11. What, dont like the visual details? I love them, sorry. Its a good thing to, being an animator and all. For clarity, I meant to not be too solid in density. Noticeable from a distance, yet subtle. If they are a stream of multiple puffs so that they will do in different directions when the head is turned, they do in different directions. I've seen good breath effects, so i know it can be done, but I unfortunately can't help you with how. How about lets not keep de-railing this thread (like im doing)? Next person to talk about it creates dev thread? I think i even remember my first experience with breath effects, which was Rogue Spear. You can see what they did here back in 1999
  12. Yeah, if it looked bad, it could look like all sorts of weird things. I'd guess it would have to be pretty thin to look right. It seems like it would be hard to do. If the particles didn't go off on their own at some point in their travel, that would be bad if they rotated around the character. So they'd have to be un-dense, wispy clumps that worked well as the player or a.i. turned there heads/moved.
  13. It could be made to look VERY unreal. But if it was subtle, not too dense... Im sure theres a sweet spot in there somewhere. If it was the same effect every time, that could be a big negative. I personally wouldn't have it come "out" anywhere on the screen, but below it, so you saw only the last half of it and it was spreading out and its velocity was slowing. I hope this is done with guards at some point too.
  14. I agree, the snow looks nice. In my ideas post, i mentioned custom animations for pulling down a hood from a heavy coat, for a special mission i was thinking about making, where the player would have to travel a few minutes through hard driving snow and fog to find an entrance to the main area. I was also thinking about a custom animation (which would be extremely easy to make) of the player holding his arm above his eyes (top part of the screen) for facial protection. Then have a trigger somewhere that made the arm go down and then pull the hood back. Also visible breath would be cool.
  15. Is there a space between Doom and 3 in you directory?
  16. I just read you can tell the engine to start an animation at any frame using the -cycleStart option in the exportmodels command. Actually you can just use T-svn's diff function to add in "-cycleStart [frame to start animation]" after the dest directory line (or maybe before for all I know). (Maybe not) I've tested it with the walk cycle and it helps because the idle pose has the right foot ahead of the left foot, yet the walk cycle starts with the right foot back and the left foot fully ahead with the boot heal just starting to make contact with the floor. So there is a big jump. So setting it to start at frame 12 starts the walk cycle at the point where the right foot is just ahead of the where it is on the idle pose with the left foot being very close to its position it had in the idle pose too. Also the arms aren't at full stride, like the idle pose. It doesn't make the transition perfect, but it helps quite a bit, so unless theres any objections, i'll upload the tweaked file eventually. If there was some way to easily add in an acceleration down the road, that would go the majority of the way toward making the transitions look completely natural. btw: All of the movement cycles (at least walk, run, search) start with the left foot forward, so theres quite a difference to be made for such a small change.
  17. There are some technicalities, like exporting and dealing with the fact that the swing angle and the frame at which the hit is supposed to occur is a factor and maybe the block *i think*. Ishtvan would know and maybe Greebo. Yet the animating itself is pretty straight forward. You simply need our new skeleton, which we have in Maya, motion builder and Blender format, and your good to go. The export process can be a little tricky, but from Greebo's effort, there are many new exporters for many versions of Maya. Some of the export .dll's that Greebo made do not come with a custom registry entry that you *may* need, not sure. It does come with the Maya 8.5 exporter as well as instructions. Arcturus ran into some problems with Blender having to do with stuttering animations when in game, not sure if he overcame those problems or not. He did contribute some animation successfully, such as the belt shifting idle animation, one of my favorites.
  18. Heres something that mentions having the verts on "HOLD": http://forums.cgsociety.org/archive/index.php/t-154084.html Maybe this offers a clue? http://forums.cgsociety.org/archive/index.php/t-156979.html When you select a vert or mesh section, is it frozen or muted?
  19. For the first time ever, coincidentally perhaps, I noticed a guards arms taking on a raised position while searching around yesterday, so he was walking around like a zombie. It was just affecting one axis, or looked like it. I wonder if its related. Have you tried reloading the map?
  20. I finished a preliminary verison of the female run cycle. In the time that i spent on youtube looking for references, I didn't find much that was significantly different from a male run. There are certainly small differences, but not many major ones, that i saw. So I'm going to review the walk and run when the female model is attached.
  21. I think your fine. (at least based on the few tuts i've read regarding skinning...)
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