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Noisycricket

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Posts posted by Noisycricket

  1. 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.

  2. 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:

     

    If you experience any issues with transformations, check this section for some common issues and their workarounds. Double transformation when objects are parented with history

     

    When an object is parented with its construction history, the output surface may get a double transformation when the group is moved.

     

    Workaround

     

    To fix this toggle the inhertsTransform flag (on the surface) to off. This stops the surface from inheriting the group's transformation and fixes the problem. Note: the group command automatically detects and toggles this flag in these situations but the parent command does not.

     

    Revolved surface limitation

     

    If a revolved surface is grouped with its input curve then transforming the resulting group will change the shape of the revolved surface since the revolve node's pivot will not be transformed.

     

    Workaround

     

    This can be avoided by not grouping the curve with the surface or by creating a locator under the group and connecting its position to the revolve node's pivot.

     

    <a name="TOC_ENTRY__d0e68836">Transform with multiple surfaces

     

    If a transform has multiple surfaces under it the shape node may have to be selected in the outliner for commands like makeLive to work properly.

     

     

    Reset transformations sets the transformations on the selected objects back to zero. This undoes any transformations since the object was created or the last "freeze". Freeze transformations makes the current transformations on the selected objects be the objects' zero position.

     

    TipPerform a freeze transform before executing operations such as stitch, align, attach, sculpt, wire, and wrinkle; or delete history before doing freeze. Related topics

     

    Modify > Reset Transformations, Freeze Transformations >

     

    Use the options to control which types of transformations (translate/move, rotate, scale, joint orientation) are reset or frozen.

     

    NoteFreeze Transformations does not affect the translation transforms of joints because their translation transforms are required to define the lengths of their bones. Normals The normals on polygonal objects will be frozen.

     

    NoteYou only need to turn on Normals if you are applying Modify > Freeze Transformation to an object that has been sheared, skewed or non-proportionally scaled. Turning on Normals will bake the normals so they will not update if you make subsequent tweaks to the object's shape. Normals will not be frozen on a polygonal object that has been negatively scaled.

     

    [/url]Only for non-rigid deformations The normals on polygonal objects will be frozen only if it's a non-rigid transformation matrix (that is, a transformation that does not contain shear, skew or non-proportional scaling).

     

    <a name="WS73099cc142f487553b93539f117ea10ce8f4165">This option is only available when Normals is on.

     

     

    Hope this helps

  3. 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?

  4. Let's not even think what it'd look like then! :laugh:

     

    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

    • Like 1
  5. 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.

  6. 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.

  7. 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.

  8. On another note, I am going to play through some TDM and jot down some notes regarding the sound volumes of footfalls vs running, running vs walking, creeping, etc... because I know there are some flaws with how it sounds, currently. It's not too bad, but still...

    :wub::wub:

  9. 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.

  10. 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.

  11. 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?

  12. 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.

  13. I searched youtube videos for reference of the bow movement and tried to stay away from professional athletics, the only video that showed any significant bodily movement was of a small 8ish year old girl using a bow. But, as promised, I made at least some exaggerated movements that will be visible from across a room, which I uploaded as aim_idle. I also renamed the non-moving version to aim_pose.

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