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Tch

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Posts posted by Tch

  1. Must have been mistaken about the servant or beggar. Perhaps I was thinking of the earnest younger-sounding Builder, or Farrell. Anyway, I'll see if I can get either a natural English speaker or coax an affected dialect out of someone.

     

    Speaking of the pagans, is there a guide for their dialect? Is it similar to the Thief pagan Gollum-like grammar?

  2. Well, quite a few suggestions in this time, but there's no need to worry about the hiss. I have access to several studios, and can record the final takes there.

     

    But this is all moot if she needs to put on an accent, which this actress cannot do. The description Springheel gave in the script was "Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate." That was why I pictured this voice as the servant type, like the servant female voice from Thief 2 (the one who talks to Benny about the mead on the rug, and others like Viktoria), or the existing city watch and servant voices in the Dark Mod.

     

    @SneaksieDave: What you're hearing is an edited session. I edited out all the pauses, fumbles, consideration, and any alternate takes of the lines that I didn't think were usable.

     

    At any rate, what I'll probably do is record a few full sets of lines with various actresses at the local sound studio where I used to work, and put them up for download for Springheel or any FM-makers who want to incorporate them.

     

    Hoping to hear efforts from some other users here, as well.

  3. It's a 500 ohm impedance unidirectional dynamic mic plugged into the sound card. I could upload the alternate take with a different mic, which didn't have any hiss, but there was some bad distortion with it. I think I can troubleshoot the former to get rid of the hiss. I'll know in a day or two.

     

    I don't think this would be a noblewoman. More likely the townswoman/barmaid, or whatever other role is available.

  4. Here's a small sample. The hiss is a problem, but I'm seeing what I can do about that. The purpose of this one is to see if the actress is usable, and all the lines will be re-recorded after the recording levels are fixed up. I've included a noise-reduced version as well, though that has obvious flaws.

     

    Another actress is trying out as well, and I should have some sample lines from her later.

     

    File Name: voice sample 1.zip

    Size: 1.70MB

    http://www.sendspace.com/file/45fdnq

  5. And your point is? Since you were unaware of it, then I'm not telling the truth?

    No, the point was that it needs a sticky, or at least a dedicated thread, so that those who can help can be aware of it, instead of coming across it randomly as I did. Looks like you've done that here, so good work. Has nothing to do with calling your honesty into question. I apologise if my no-nonsense approach to things is terse or irritating. My intent is to give what aid I can, in those areas that I can, and I think it serves everyone well to be able to easily find what needs doing. It will not hurt my feelings if what I provide can't be used, if it's not up to standards.

  6. First I came across it, and I've been in and out of these forums since the beginning. I did a search just now, and the most recent ones I found were a couple of posts from January, one of which said "I have a voice actress lined up," and when BrokenArts offered her voice, Crispy said there was no need, as the situation was in hand. I've seen you and others state that a female AI was more or less ready (and of course I've seen a couple of mute ones in the FMs), but no one mentioned soliciting voices for them in those threads.

     

    How about a sticky in the "I want to help" forum for things other than models that need to be done? The other sticky there is a vague, general recruitment thing asking for specific skills instead of specific items. And is that model list up to date?

     

    As for voices, you might want to update the sticky in the "I want to help" forum, which states "**Please Note** Vocal Sets are being handled in house. No vocal set submissions please."

     

    Secondly, not everyone who might be willing to do it has either the recording equipment or acting ability necessary to do a decent job. It's not particularly useful to have huge audio files dropped in our laps that we can't actually use; it's a waste of both the actor's time and ours.

    Pfah, no one knows that better than I. Some of us have done this sort of thing before, you know. In my line of work I've had to solicit many voice actors over the years, and winnow out the poor recordings from the usable ones, before selecting which of the usable ones best fit the roles. I wasn't going to send you complete scripts all at once, obviously. My plan is to send you a sampling from various actresses, from which you can select whatever is appropriate.

     

    And yes, of course we're all busy, and none of us like to waste our time.

  7. Just post it up on the wiki. Someone will pretty it up, I'm sure. This could have been done months ago if anyone had known you needed female voices before now.

     

    I got the PM, and I'm shopping that one character around. How many other characters and types are there? I know you said you make up characters on demand based on the actor's range, but I know there are a lot of actors out there of all types who can just give you what you need.

     

    And to everyone else, don't let the fact that I'm getting some auditions going dissuade you from doing it too. The more the merrier, I say.

  8. I share that view. The more unknown it is, the bigger it seems. I like the idea of some common landmarks like a clocktower or whatever can be seen off in the distance, past the line of buildings in the missions, where you won't be able to actually visit them.

  9. So ASE is an alternative to LWO in TDM?

     

    I upgraded to the latest version of Blender, and the model now appears in DR, but now the problem is that I can't see how to apply the MTR to it. If I have it selected, and open the shader in the surface inspector, it seems to load fine when I click OK, but doesn't apply it to the model, and when I click any of the buttons or close the inspector, the shader name disappears. Is there some "apply" button I'm missing, or is the surface inspector not the place the MTR is supposed to be applied?

  10. So, I took one of the Lightwave models from TDM's model pk4, imported it into Blender, and re-made the UV maps so I could give it a better texture. That went fine. But now I can't get it back into DR. It shows up in the list, and I can select it, but it shows no polygons, and does not appear in the 3D space. I can reopen this same edited LWO in Blender, and it works fine. What's wrong here?

     

    For additional information up front, I have the model and textures both in the proper folder structure, with the proper naming conventions as listed on the wiki.

  11. I do hope people are reading the wiki; there's a whole page about arrows:

    Was that there all along? Glad it's part of the lore, anyway. Of the pages on the wiki that I've read, "arrows" was not one that immediately came to mind as one that would need reading, since the use of them is pretty self-explanatory.

  12. I doubt there are any fire wagons, even in this industrialized city... a line of bucket men maybe or they might even be so advanced as to have water mains but no one has instituted something like that in missions so far so it's probably a far off idea. As it is the streets are to narrow and winding and narrow to allow for that kind of service.

    How about archers armed with water arrows? A legitimate use for the things, explaining why they're manufactured by the inventor's guild without people shutting them down due to their use in thievery.

  13. At one point I posted a series of inspirational pictures (including some of the above) for mappers. I'll see if I can find it and move it to the public forums.

    Are you saying there's a lot of information that would be useful to people who are starting to dabble with the editor, like me, which is hidden away from us? I would think you'd want it all to be public at this point, to encourage more FMs.

  14. If any of this is tldr I'll summerize.

    I think it's pretty safe to assume that a community of players, used to waiting in the shadows and sneaking around, probably has a long attention span, and doesn't require its information in tiny bites. :rolleyes:

  15. I've done UV texturing for Oblivion, Morrowind, and higher poly models for rendering, but I have no idea how these brushes and patches work in this game at the moment. I imagine it would be more difficult than texturing static meshes, since I'm assuming those are oriented toward more generic tiling, whereas I'm used to doing detail work for individual models, based on their UV template. Does any of it work that way here? If so, then I can probably take on a request or two now and then.

     

    One thing I'd really like to do is make a new texture for the bathtubs (especially the interiors) and that very boxy hedge I've been seeing.

  16. I just downloaded the game yesterday, and it immediately struck me as Thief-inspired, what with the light gem, the mission objectives, the briefing screens, and limits on knockouts (because he "doesn't like to use it"), much suited to the ghosting style of Thief play. Even the flashbomb to escape reminded me of Thief. If not for the pictures showing Trilby as a well-dressed Brit, I could easily imagine Garrett's voice reading the scrolling briefing text.

     

    So I came here to suggest it, but searched first to see if anyone else had, and indeed you did. I didn't think I'd enjoy a 2D Thief game, but it works pretty well for a quick bit of fun.

     

    @Baddcog: About Elevator Action on the PC, you can probably find some emulator online somewhere that'll run it. I seem to vaguely remember playing it that way when I was big into emulators in the 90s.

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