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Goldchocobo

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Posts posted by Goldchocobo

  1. Just wondering if our wonderful art team could do a couple street sign textures. Names like "Main st", or "1st St." I could fit them on a brush no problem, though of course models would be convenient as well.

  2. @Goldchochobo: After reading as many reviews as i could stand, i went ahead and ordered the Auzentech Forte 7.1., which has a built in and separate headphone and mic amps, something i need anyway. I thought about the Xonar STX, but i really like EAX and some people were saying its reproduction of it was sub par. It also allows balanced mic operation through the use of an adapter (which i need to remember to order). THEN, I immediately found a forum full of people having problems with it.... so we'll see i guess. Speaking of mics, the mic is a used $40 Yamaha Mz102Be, it says "Beryllium Diaphragm, Cardioid Dynamic, IMP. 250 OHMS". *Redneck mode on:* Its made in Japan, so you know its good....*Redneck mode off:*. Anyway, thanks for the info on the cross-fade. Do you interleave the two separated segments together after cross-fading, or attach them at there ends?

     

    I just googled the card... a lot of the creative cards are locked at 24 bit, last time I checked. Luckily this one isn't, so it should serve your needs, assuming you only ever need to plug in a mic at a time.

    A crossfade IS an interleaved fade in fade out, so yes. Interleaved = good.

  3. 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.

     

    The pop is from a lack of proper crossfade, if I understand correctly what's going on. Google "audacity crossfade" to get a faq.

    You easily can delete a bad section of ambient, crossfade the two split parts, then copy/paste them.... remember to crossfade everything, otherwise you will hear the "jump" (pop) from one wav to another.

    Hope this makes sense.

  4. 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.

     

    You mean that (or those types) of sound cards for recording specifically?

    The are great for gaming, but literally useless for recording . They are locked at 24bit 91,000khz, rendering them un usable.

    What kind of mic/power source are you using? A bad phantom power or pre amp will do it. Heck, a fluorescent light will do it.

    You could probably get rid of the noise in post, but always best to have a crystal base recording.

  5. @GoldChocobo: is it easier for you if we gave you all 4 scripts in a bunch or would you rather have it one after one?

     

    Just dump em all on me and I'll have them done pre 1.1. Personally I think the tough girl is the most important, but the Diva is pretty important too.

  6. Well, my job in the A/V dept is to be the sound technology master. And as such, I often do record wind ensembles, choirs, joint symphony & choir (This weekend I record Handel's Messiah), Pipe organ recitals (one of the hardest to record), mass Handbell festival (14 groups of ~30 bells each), and others. I think I'm the only good mic technician because I'm the only musician in the whole A/V dept.

    Yes: Sound Forge is laughably expensive compared to the free Ardour.

     

    Wow, that is quite a lot of work! COOL.

  7. I'm rather fond of using Ardour (or Sound Forge if it's available) for my editing. Audacity is okay for simple tweaks and conversion, but nothing beats a good pro-tool for mastering.

     

    It's wonderful to work in the A/V dept. I've borrowed our really nice MXL and Behringer condenser microphones on more than one occasion.

     

    I lawl at pro-tools. Unless its recording an 80 mic symphony, I find it to be pointless and expensive.

    Cubase 5 all the way!

  8. Stay tuned for Politics though, its an incredibly authentically Thief feeling map imo, and a big one.

     

    Thanks for the plug Noisycricket!

    Keep in mind me and MD already have the 3 mission followup (each one of which dwarf Politics) already 70% done!

    It's a good time to be a thief :D

  9. 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?

     

    Yup. You'll need a few bucks for cubase, wavelab, a few great mics (recommend the NTK for directional recording), a granular synthesis module (ie gigastudio) and an external recording rig for outdoor recording.

    And don't expect to make any money from it for a few years, if ever.

  10. A question: to what extent should contestants be allowed to use architectural prefabs? I am thinking nothing vs. windows/columns/staircases/single architectural elements vs. buildings. The latter should obviously be limited - maybe completely, maybe to non-gameplay space. But what about the rest?

     

    I certainly think you can use as many prefabs as you want, anywhere. It's an optimized, quicker part of the building process made awesome by DR. Just make sure not to infringe on someone else's work.

  11. Woot! You're fast, didn't expect these so soon - thanks a lot, I'll be splitting them up and bringing them in-game.

     

    edit: huh, did your partner bail out?

     

    More like he never did any work, so I gave him the boot. I'm tired of representing us at GDC, film festivals, etc while he ditches for 4 months of the work year on vacation (what? You spent your GDC money on Hawaii?!)

    Great guy - lazy guy, but still a great guy.

  12. In our decidedly "hard soled" thief style, here are the metal footsteps. The levels are very balanced. They are in the exact same format as I delievered them last time, so they will need to be split up, renamed, and converted to OGG.

    Download them at my as of yet unfinished website (new hosting, new website, new music, less business partners :P)

     

    www.marcuszuhr.com/TDM/METAL_SFX.zip

     

    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...

  13. Ah, sounds promising. :)

     

    On a related note: does the werewolf have "footsteps" sounds or does he still need some?

    The rapid fire "phhdt" sounds that comprise the werewolf footsteps are terrible... we should implement some sort of generic "werewolf shuffling movement" sfx that is the same over all surfaces - if the engine allows it of course (me knowing nothing about the technical aspects of the engine)

    Edit: Those werewolfs scare me as it is... once these sfx are done, they are gonna make me squeal pathetically.

  14. i just played happycheeze's halloween special, got inspired, and think Im up for the challenge. Besides, I have some experimental techniques I've wanted to try out! I'll just copy the zombie scripts, only in werewolf form, as I assume they are interchangeable, as far as the sounndshader goes. Gonna be some f-ing scary shit coming out of The Dark Mod!

  15. @GoldChocobo: how high are the chances of improved metal footstep sounds for the next release? Not wanting to sound ungrateful (given the fact that you contributed a lot of studio time already), but it would be great to have quality metal footsteps in all movetype variations in-game. :)

     

    I'll see what I can do, maaayyybe next weekend. Things are really tight for getting some free studio time.

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