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pakmannen

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Everything posted by pakmannen

  1. Yep. Wouldn't be very hard though. You just put a shader on every loot item right?
  2. Wow! I really love your work! Some of it looks amazing really.
  3. There is a color option for light entities, if that's what you mean.
  4. If you are standing in a blue moon-lit room, I always thought it would be cool if the gem shined with a blueish tone.
  5. It looks great! Could be a little smaller though. Question: Would it be possible for the gem to have the same colour as the light in the room you are in?
  6. Tashi: Could you check in at the Soundeffects/Music forum? Check out the threads, comment on them if you like. If you have msn or icq, please post it in the Email/Instant Messenger thread. Also, if you have IRC, check out the IRC thread. Oh, and yay for using Cubase SX!
  7. Wow. Yeah, I love it too. Well, the face anyway. It looks almost mummy like.
  8. A brighter version of the picture i used in the mockup above,
  9. "Valid sound files are 1 or 2 channel, 16 bit OGG or WAV files at 11025, 22050 or 44100 Hz." So, what about: Ogg, 44100Hz, 96kbps, mono? That page also talks about sound-shaders. Is that something we should look into?
  10. I want creatures. I like them. All my favourite missions are monster related: The cathedral, the cradle and the bonehoard. I did like the kurshok more than the craymen though.
  11. I agree that the arrow swoosh sounds should be played low. It was too loud in T3. Also, those are some pretty rough cuts, all the sounds can be tweaked a little imo. I'm going to start doing the filestructure and filenames, then we decide on a format, and then we're on our way!
  12. Sure I know who they are. Don't really listen to hip-hop though. Have you heard about Latin Kings? Also a swedish hip-hop group. Funny guys.
  13. The Doom 3 sounds seems to be recorded at 44.1kHz, 86Kbps (0.4q), mono
  14. As Renzatic said, it's fine by me. You seem to be able to do a lot of different styles, which is always useful. So it's up to Fingernail.
  15. This is only the "categories". The folder structure for where the sounds will be placed. Even if you do a city mission, you can add sounds from all the other categories as well. That would be the ambient tunes. Great idea! Very cool actually. Yes, but we have to remember that we're doing a mod for other people to make their missions with, so it would be a mistake to design our sounds around one or two levels made by us. We should try to do a broad range of sounds that can be used for a lot of different missions. Still, I guess it could serve as inspiration. Edit - Added a new category: The Scary Place
  16. The links on the first page seems to be broken. Edit - Downloaded some things from the second link. Sounds good!
  17. This is a first draft of the Ambient design document. Please come with suggestions on things to add/remove. Weather Rain Outside Inside (against windows) [*] Wind [*] Thunder The City People crowd Animals Dogs Cats Horses(?) Birds (crows/ravens/pigeons) [*] General city sounds (people working, distant machines/bells etc) [*] Ambient tunes (short musical loops which fits the category) The Mansion/Castle Alarms(?) Musicbox Classical music (gramophone) Clocks Ambient tunes The Factory Different machines Electricity sparkling Chains rattling Belching fire Ambient tunes The Church Bells Ambient tunes (Organs/Gregorian etc) The Scary Place Strange voices Loud bangings รก la Cradle Buzzing flies Distant screams Ambient tunes Underground Water dripping Rats Bats Ambient tunes The Forest Trees/Leaves rustling Crickets Birds (sparrows/owls) Wolves(?) Ambient tunes The Ocean Waves Seagulls Creaking of ship rigging Ambient tunes
  18. god is my goldfish: i can't hear the audio in the video file. says i'm missing a codec. liquid: thanks!
  19. Jesus christ! That's frickin amazing! You did that in one weekend!? Heh, post that one over at TTLG. They'll probably die from excitement.
  20. No worries. Keep up the good work!
  21. First of all, those aren't soundeffects, but ambient sounds. Think like this: If the sound is generated by something the player does, ie shoots an arrow, walks around, pushes a button, then it's a soundeffect. If on the other hand, the sound is put in the level by the level-designer to bring some athmosphere to the level, ie crickets, the ocean, factory sounds.. Background sounds if you want, then it's an ambient sound. Second of all, those are some really great sounds! I love the factory. Right on! Third of all, great work.. Fourth of all, I'm gonna start doing an ambient design doc soon. It should hopefully clear up a few things.
  22. Objective complete is an ambient sound, as is the start of the mission sound and the oh no i have died a horrible death and must start over sound. (I'll start with an ambient design doc soon) Loot pickup is a soundeffect though, I'll add it to the list. (And yeah, the Thief lootpickup is greeat) Drinking sound should be under the vocal category, I think. Do we really need a can't put this there sound? I hated it in Thief 3.
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