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Schatten

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Everything posted by Schatten

  1. Ok, here are some new ones.. http://208.49.149.118/TheDarkMod/audio/unf...en/amb_down.ogg http://208.49.149.118/TheDarkMod/audio/unf...n/amb_ruins.ogg http://208.49.149.118/TheDarkMod/audio/unf...mb_solitude.ogg "Ruins" uses a rather lengthy sample from the Alien Trilogy OST, so maybe we can't use that one... Please note that I didn't have had the time yet to transfer the older ambients to the ftp, but I plan to do so soon-ish.
  2. Aye, I used the old pass. http://208.49.149.118/TheDarkMod/Art-Conce...s/ravenharp.jpg
  3. Ah, seems my friend who hosted it for me finaly canceled his ISP contract. This means I'll have to relocate my ambients and stuff like this on the FTP. I don't have the bandwidth here to upload all ambients now, but I will attach the ravenharp image to this post for the time being. [edit: hmm that didn't work, and I get invalid pwd or username for the ftp]
  4. Nah, I don't mind at all. I'm just eager for some feedback on stuff like this - helps me to improve. Pak, if you chance to read this - we really need to run a few tests like this and maybe create a little guideline (ie "environmental sfx must be mono and have no verb, no phasers and flangers in stereo samples...") (Edit: Oh yeah, testing how sfx and ambients stack would be a good thing too. What does it sound like if the shaders of two electric coils, one generator, ambient woo and a frienzied zombie cross-over etc...)
  5. If you try the sound I provided in-game, please tell me how it turns out. There are several things I'm intrested in (of course, depending on the settings in your soundshader): This is a stereo file, so if you shade it to Mono (to allow the game to assign a direction to it), does the quality reduction cause the bell tone to sound broken/bad/icky/poo? There's a lot of reverb on it. Does the long verb-trail sound ok or does it sound akward (again, especialy if you set it to Mono)? (Of course, if you just wanted a new windows error beep, ignore this )
  6. DUNG! (made in a hurry, so might not be adequate to your needs)
  7. FYI, my friend who's hosting the files is changing his ISP, so the links will be dead until after the move. In other news, I'm slowly starting to overcome my lack of productivity. I've got a shitload of stuff to do IRL - I promise I didn't forget you guys.
  8. I'm still around, but work has dowsed plenty of my energy. I only recently made a few attempts on creating something, but as my current mood swings between *blank* and *exhausted*, everything I did sounds exactly like that But those are lame excuses, I just need to get my arse up!
  9. Yup, what Dom & Sax said. Also, effects that will make looping more tricky are verb and phaser/chorus/flaser. Dealing with verb can be managed, but when it comes to phasers making a sound loop seamless is VERY hard, because of the problem Sax mentioned. If you have sharp clicking sounds, like a hat or a snare, you may try to loop at this point because the high frequencies can hide some of the popping. If the solution of trying to manage a 0dB start and end of the waveform is not an option (or will produce a pop itself, as it happens), I always employ a technique I learned from creating seamless textures: I cut the waveform in half, reverse the order of both pieces, and mend them together in the middle. This way you can see the parts left and right of the cutting point and mend it according to the "flow" of the waveform. But while we're on topic, has anybody figured out a good way to deal with phased sounds? For the larger part of the ambients I created so far, I tried to mimick the effect with frequency splitting and other static mono-to-stereo gizmos, but I begin missing ye' olde phaser swirl.
  10. While I agree their style should be more Gothic than Renisance (or god forbid, Roccoco), I think when it comes to elaborately working iron, wood or stone, the people I'd ask would be the Builders. Style is a completely different beast than talent though. Personaly, I'd like to see the statues and gargoyles like if they leaped out of Tim Burton's Batman - designed to intimidate rather than to be enjoyed.
  11. I tried a bit with the menu score, but didn't come up with anything good. Guess I'm out of the flow after listening to too many chip tunes. Anyways, I did a few menu sounds, but SFX isn't really my playground. http://www.m-tex.net/schatten/mnu_hover.ogg http://www.m-tex.net/schatten/mnu_inout.ogg http://www.m-tex.net/schatten/mnu_scroll.ogg http://www.m-tex.net/schatten/mnu_select.ogg
  12. Sorry, I should clarify: as menu in/out sound I thought of the sounds played when accessing the menu while a game runs. On second thought, I don't even know if D3 has such sounds.
  13. Yeah, I actually tried around with that earlier. I imagine a small *shlick* sound when hovering over a menu point (like metal sliding over metal and finding a gap) and a distinctive metalish click sound for pressing. We'll also need a "Menu in" and "Menu out" sound. I picture something like winding up a clock here.
  14. Okies, I will try something more melodic then. Btw, if it turns out we have to use a static picture, I'd prefer something hand made rather than a screenshot. I'm sure you can come up with something amazing.
  15. Ok, here's a rather traditional go at it. http://www.m-tex.net/schatten/amb_menu.ogg I know it's very silent, but I wanted to keep it inoffensive. Maybe a tad too ambient?
  16. Do we have a concept for the menu? I remember you posted some screenies, but if I recall correctly, you said the background was placeholder material. The menu ambient would depend on what's going on in the background, like the waves in T2X or the machinery in T2... If we have some action going on behind the menus (UT / Quake style), a menu ambient would be more likely a theme or song. Sorry if I'm asking stupid questions that all have been answered elsewhere, but my time is somewhat limited atm.
  17. Sure can try.. only, without the voices, there isn't too much left. [EDIT] Ok, here goes: http://www.m-tex.net/schatten/amb_kyrie2.ogg I also left the organ out, it was a bit offensive.
  18. Just a quick note on how the RLE compression works. See here. Obviously, the more "planar" the normal-map is, the better RLE will compress it. So if you create a normal-map that has lots of same colored spaces, you might consider going for a 1024² normal. Brick walls come to mind here.
  19. Hey, you have a good ear Renz. I shamelessly raided the "Requiem" for some of the vocals and rearranged/modifed them. I love the Akira soundtrack - it's f'in HUGE.
  20. You could say it's composed of phonetic debries Yeah, it doesn't have that distinctive Thief feel, but I didn't want to drop it entirely. Maybe we can recycle it for a cutscene or something.
  21. Mmmh, very good. Great mood - keep both of them, as a set. As rule of a thumb, I'd say keep environmental ambient seperate from a track, but if the sounds go with the "song", I see no harm in combining them. Which brings me to another thing: Did you note how in T3, the city ambients were used to make up for what couldn't be in the game? Horses, carts, dogs... Here's the question: Should we include ambients/sfx of things that aren't physicaly in the game? You could say, the sounds make up for the lack of the models/objects. On the other hand, you could say it makes the player realise (or feel) that something has been "left out"... Personaly, I loved the cart sounds in T3. I didn't really mind that there wasn't an actual model driving around.
  22. 2005/07/11 Another city loop up 2005/07/19 Uploaded one with a choir. Now where to fit this one in...
  23. Not really sure where this could fit in.. maybe some cinematic. http://www.m-tex.net/schatten/amb_kyrie.ogg EDIT: Hmm, strange. I get a php error when I try to edit the first post...
  24. Hmm, I have trouble downloading.. seems it always times out. Anyone else having this?
  25. Sorry for the silence, but I finaly got not only my copy of T3, but also the gear to play it!! http://www.m-tex.net/schatten/amb_city04.ogg Does it show?
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