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Darkness_Falls

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Everything posted by Darkness_Falls

  1. Okay, I've registered there now. I'm doing concept artwork and sounds/ambience. Darkness_Falls is my name there.
  2. Peruse away! I've seen some things with regards to Sapphire Scar and you all look to be doing a great job. Good luck with your endeavor!
  3. That's great news, Sparhawk! Thanks for letting us see.
  4. I would like this sound effect added to the Noises from World list: * Foliage rustling It was mentioned long ago that we thought it would be cool if bushes and trees made a subtle rustling sound if you walked through or brushed their leaves.
  5. We had briefly discussed (in a different thread) using different sounds for the same object in relation to musical instruments that a player might come across (e.g., a harp). I thought it was pretty much a given that we'd want to do this for most sound effects.
  6. I'm not aware of any door rattling sound yet. Perhaps one of us can work on that. Unfortunately, I think I'm pretty much limited to my keyboard for sounds, so I won't be able to help with this one yet.
  7. Good luck! Looks like you'll be having a nice system once it's up and running!
  8. What is the DDS plug-in for? (What does DDS stand for?) The link isn't working. I'm just curious
  9. Yep! I was thinking the same, that we should have gold/silver/coppper.
  10. Grant had some buildings and furniture to look at.
  11. Yeah, both are great so far. I can't wait to hear more. It took me a few listenings to realize Jen didn't mean to laugh in that one clip Ernest's servant voice was actually pretty good. But I think it sounded more like a butler. I didn't think it was that bad; the only thing I noticed with was a pacing problem on that one. The transition from the statement to the question was too fast maybe. As a side note: I saw the northern lights last night! Only the 2nd time I've seen them. The other time was a few years ago. You who live north (Norway, Canada, etc.) are very fortunate to have frequent northern lights.
  12. Of the ones posted, I preferred this one most: Was thinking a Hammer symbol could replace the lady. EDIT: On 2nd viewing, maybe it's not a lady. LOL.
  13. Testing out my new Wacom tablet... made some coins (loot): Click here for slightly larger version
  14. Oh, excellent! That'll be very helpful for me, Pak. I wasn't aware of that feature.
  15. I also favor textures over shinyness, but think shinyness could be used as a cheap workaround for us and/or FM authors who don't want to take the time to make different (i.e., more ornate) textures for everything. Some (maybe most) loot objects should certainly have different textures to distinguish themselves. But New Horizon's mockup really shows that different textures wouldn't be needed for every piece of valuable loot, and I think it's cool to just have the slight variation NH's image shows for some loot. Sometimes just a more enhanced or brilliant texture like that can go a long ways.
  16. LOL, well, I *tried* to record them all at 96kbs. Maybe I missed one or two, but I'm quite certain I saved the majority of them at 96kbs, according to the options Goldwave gave me. Are we sure we want all our sound files saved in 'mono'??
  17. Good job, Pakmannen. Wow, I really like the louder sound you made of the HumAmb file!! It really brings out just the right things to make it sound great! I could see that working for some parts in a campaign. The 'wet finger around a crystal glass' part of the sound, though, may be just slightly a little to pronounced. I've had your revised HumAmb playing for a couple minutes here and it does get kind've piercing to the ear, unfortunately. For the most part, though, I love it. Or, if it were ever to get used in game as is, then it would just need to be for a short time. I kinda knew BellAmb was lacking -- I think it maybe needs more solid foundations. I just kept it in it's raw format for now, but I'll try to layer other sounds with it to bring out more fullness and richness to it. Yeah, I need to do something different to record sounds here, but I'm not sure what. Any advice? I have to record at a very low level, otherwise the sound wavelenghts that show in Goldwave go all the way to the top and bottom and get cut off, hence distorting my sounds and losing a lot of the cool sutbtleties of the sounds. I don't know if the issue is Goldwave software 'cheapness,' my sound card or what. Would a more professional audio program solve this dilemma? Right now, I have two cords coming out of the stereo phono plugs of my keyboard into a Y-splitter that take it down to a single stereo 1/8" jack, which then gets plugged into my nForce 2 (SoundStorm) sound portion of my motherboard. Using the nVidia Mixer software (from nVidia), I have to turn the 'Mic Booster' on to get decent recording levels and hear the sounds better thru my PC. But it's all so touchy. I can then only turn the volume up on my keyboard about 1/3 of the way, otherwise I'm at a great risk to have the recording go 'in the red' on Goldwave's VU Meter. I'm hoping you know what I mean. Here's a pic showing the VU Meter maxed out. A very common occurrence for me: Yet, when I record at lower levels and try to use Goldwave's effects to 'increase volume,' I can rarely increase it by 150% or 200% without it clipping the wavelenghts at the top and bottom again. All's I know is if I plug my keyboard into my home stereo system and crank it, it sounds awesome. My PC is a lot more touchy. PS... YES!!! I'd love to give FM authors the ability to have instruments lying around in their maps (pianos, harpsichords, harps, guitars, cellos, etc.) and have sounds tied to them in case the thief chooses to touch them. Is it possible to tie two sounds to a given object, so the 1st time the object is touched it's a quiet sound, and the 2nd time a louder sound?
  18. Most of the HUD isn't supposed to be in the game world, but I always thought the light gem as part of the game world. In retrospect, though, I don't know why I thought this, since if you're actually Garrett in real life you wouldn't really need a light gem... but it just seemed like a tool he used in the game world. Even though I sometimes wondered why it didn't pick up the surrounding light colors of the environment, I think it makes more sense for it not to, too. There's predictability and consistency in it always using the same colors, allowing for more informed responses to situations.
  19. What's the final decision on this? I just made some Ogg files using these standards: Ogg, 44100Hz, 96kbps, mono (per Parkmannen). I don't know what the final decision was on the 'q', but I used (0.5q). I have no clue what 'q' is (0.5q) was the only available option for me in Goldwave when selecting the other Ogg settings.
  20. It's what I thought the gem should've looked like all along. Makes most sense.
  21. Nope, i don't think so. Not yet.
  22. These are pretty basic sound bits. Not much layering going on. I wanted them to remain in a raw format for now; they can always be layered later. It's hard to 'unlayer' once you've layered Other sound guys can also layer these on their files, if desired. I'm having troubles recording loudly with my setup. Not sure why. Thus, HumAmb1 is pretty quiet. Here are some new files, in .OGG format. Note: If you're not on the sound team, you may need to instead listen to the identical .MP3 counterparts at the bottom of this post: MachineHum1 HumAmb1 BellAmb1 CutsceneAmb1.ogg Harp-Soft Harp-Loud If you can't hear the above, you probably don't have the right software. Try these MP3s instead: MachineHum1 - Loop it. Some sort of weird machine hum. Could also be layered with other ticks, drones and hums to make an interesting machine sound. HumAmb1 - Loop it. Background hum. I wish this was a bit louder; you may have to crank your speakers. Intro/End can be chopped off for a continuous hum. BellAmb1 - Loop it. CutsceneAmb1 - Might work well as some background ambience in a FM slideshow cutscene, as 'Garrett' talks. Harp-Soft - I loved plucking the strings of that harp in T2! I think we should try to have different music instruments, so when touched they produce a sound. Harp-Loud - A louder version of the above. I didn't like that it was so loud the first time you plucked the harp in T2. I think this louder version could be used for if the player repeatedly plucks the harp. Maybe have soft/loud versions of other instruments for the same reason. Let me know what feedback/suggestions you have.
  23. oDDity - are the models avail for download in the FTP area? I'm not finding them...
  24. I wonder if there were stacks that tall in T1 or T2? It seems like there might've been. If so, it didn't bother me at all. There were usually varying stack heights, as God (or goldfish ) notes.
  25. Your 'Library Cavern' gallery has some pics that look pretty thiefy to me. Good work.
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