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Please do not feed the trolls.
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CaptainObvious
Thug
Joined: Tue May 06, 2008 3:27 pm Posts: 33
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I was just grumpy yesterday because they're renovating the rooms on each side of my room und under it, and whenever I came back after fleeing somewhere else they started drilling into the walls again as if they knew I was back into the room.
Just to mention it, opposed to some people's sayings, Deus Ex' art direction wasn't exactly up to par when it came out and ranged wildly from good to terrible which was noted in most reviews. It's strength was the gameplay and story and not sound or graphics, which many titles of the same time did much better (Just take the first level on that island with the statue of liberty), otherwise there wouldn't be so many things to redo in that mod. So the art style is iconic, but the execution may be not so much.
From the looks of it the assault rifle now has something like a silencer, so the sound of it'd fit more. And you wouldn't have to completely change the sound of the gun, just refine it.
The assault rifle was just an example, there, but in any case it's a bit weird to say shooting the would feel different with another sound when the new model already has some visual differences in design to the old one which would then also result in a different feel shooting it^^
A while ago I worked with a bunch of other people on a total conversion for the FreeSpace engine where I did some sound design before Real Life(tm) made me quit. Not much since my main occupation was 3d modeling and textures, I just took some criminally sounding old 22kHz sounds from an old game and tried to make them sound less offensive, and it wasn't that hard in most cases.
If I still had CoolEdit it probably wouldn't be that hard to whip up at least some sounds sounding more pleasent with dx soundfiles or some stock sounds as base to work on.
But anyways it's not a big deal so there's nothing to be worked up about.
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| Thu Oct 09, 2008 11:25 am |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3656
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The silencer will only be visible on the Agun when you actually apply a silencer mod to it: normally it'll have a barrel like the original.
Coz we're clever like that. 
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| Thu Oct 09, 2008 11:32 am |
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Mr Fossy
Thug
Joined: Wed Oct 01, 2008 6:35 am Posts: 19 Location: Shanghai, China
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If I were going to do anything with the assault rifle, I would want to keep, as DDL said, the spectral patterning and envelope the same. When I have worked on sound designs in the past, as a practise I use analog synthesisers to boost certain frequencies/frequency ranges that make a certain sound unique. I do this because it's fun (I like synthesisers), and because I prefer the extra control I have when layering an original sound with others that I generate, as opposed to just attentuting and truncating certain frequencies with an equaliser.
In typical film soundtracks, gunshots are created by layering a mixture of different sounds (gun shot, ice pick hitting ice, leg of ham thrown at brick wall, foot stomp on custard pie), then modifying and compressing them to make something that sounds right for the scene. I wouldn't want to do this - it takes longer (because it means I would, effectively, be coming up with new sound ideas), and many people would not find my interpretation of sound in the world of DX agreeable.
So, when it comes to sound effects, I wouldn't be remastering them George Lucas style (no RnB song in Jabba's Palace, thank you very much). I would just be trying to boost the unique timbral characteristics of the current sounds. Incidentally, this also lessens the chance that the sound effects will look ridiculously out-of-sync with the animations (ie. pairing the assault rifle a with sound that gives the impression of a gun with enormous recoil, or a sound that doesn't seem fit for a small sized weapon like the AR).
_________________ Slug bait. Can't wait.
Last edited by Mr Fossy on Thu Oct 09, 2008 2:25 pm, edited 1 time in total.
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| Thu Oct 09, 2008 11:36 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13868 Location: Hafnia
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Han shot first!
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Oct 09, 2008 1:45 pm |
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encinodude
NSF
Joined: Wed Oct 01, 2008 12:36 am Posts: 60
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I still find the environments to be magnificent. It's the atmosphere they generate, even with the low-res textures. It's the character models I couldn't stand from day one. Paul looks alright, maybe it's the beard, but JC looks like a pretty fat dude for someone who's supposed to be a top-of-the-line government superagent.
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| Fri Oct 10, 2008 2:22 am |
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CaptainObvious
Thug
Joined: Tue May 06, 2008 3:27 pm Posts: 33
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Damn straight.
It's been ages since I played Dx, but IIRC the weapons appearence didn't change when modded in the original, right? Awesome job with making that more visible.
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| Fri Oct 10, 2008 6:53 pm |
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Mr Fossy
Thug
Joined: Wed Oct 01, 2008 6:35 am Posts: 19 Location: Shanghai, China
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Sorry to resurrect this old thread, but it was the only way I could get in touch with the people who can help me out!
DDL - About a month ago, you offered to help me get started to see if I could replace/improve some of the original dx sound files, suggesting the slightly more laborious (but preferable) option of rebuilding the sound packages myself, with new sounds but the same name references...
If this offer is still there, I'd really appreciate the help... I've finished my thesis, and have some time now 
_________________ Slug bait. Can't wait.
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| Tue Nov 11, 2008 11:49 pm |
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r00tb33r
MJ12
Joined: Mon Apr 16, 2007 5:21 am Posts: 409 Location: fuckin' A
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 Re:
Examine the bottom rifle in this picture: http://www.defensereview.com/1_31_2004/ ... apua_1.jpgTruth is, its correct both ways.
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| Thu Nov 13, 2008 6:40 am |
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r00tb33r
MJ12
Joined: Mon Apr 16, 2007 5:21 am Posts: 409 Location: fuckin' A
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 Re:
Don't leave out the flash suppressor on the barrel without silencer.
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| Thu Nov 13, 2008 6:44 am |
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Jonas
Off Topic Productions
Joined: Sat Apr 24, 2004 9:21 pm Posts: 13868 Location: Hafnia
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 Re: Re:
Well I'll be. Then I don't understand how this shit works. It's almost as opague as video card naming schemes. Too late, it's been left out. They tried including it first, but it looked incredibly silly. It looks a lot better without.
_________________ Jonas Wæver
Chief Poking Manager of TNM
Random Outbursts of Creativity
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| Thu Nov 13, 2008 12:48 pm |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3656
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 Re: New sound effects
Wait, what? If we're talking about the rifle (rather than the Assault gun) then the HDTP rifle does have a flash suppressor. As soon as you add the silencer it overlaps the entire flash suppressor, so it's just a barrel with a silencer on the end (I think this is what Jonas is referring to: we tried with the silencer stuck on the end of the whole barrel+flash sup and yeah: it looked stupid -so we're kinda taking it as read that a silencer doubles up as a flash sup). But without a silencer it has the flash sup. And it has no muzzleflash in either state. The assault gun, on the other hand, never has a flash sup when unsilenced (it does, after all, have a muzzleflash). Silenced it will behave like the rifle: no muzzleflash, visible silencer. Hope this clears that up. 
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| Thu Nov 13, 2008 1:36 pm |
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r00tb33r
MJ12
Joined: Mon Apr 16, 2007 5:21 am Posts: 409 Location: fuckin' A
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 Re: New sound effects
 |  |  |  | DDL wrote: Wait, what? If we're talking about the rifle (rather than the Assault gun) then the HDTP rifle does have a flash suppressor. As soon as you add the silencer it overlaps the entire flash suppressor, so it's just a barrel with a silencer on the end (I think this is what Jonas is referring to: we tried with the silencer stuck on the end of the whole barrel+flash sup and yeah: it looked stupid -so we're kinda taking it as read that a silencer doubles up as a flash sup). But without a silencer it has the flash sup. And it has no muzzleflash in either state. The assault gun, on the other hand, never has a flash sup when unsilenced (it does, after all, have a muzzleflash). Silenced it will behave like the rifle: no muzzleflash, visible silencer. Hope this clears that up.  |  |  |  |  |
You can't leave it on when you put the silencer on, it always has to be on the tip. The flash suppressor is just holes and channels pointed backwards to direct fire and hot gases away from the enemy and not give away the location of the shooter. However the sound also escapes through the holes, and if you are going to silence the rifle, its either at the tip of the silencer, or not at all. As I'm googling around for silencers with flash suppressors (I can already see MIBs knocking on my door) I see quite a bit of combinations of flash suppressor and silencer that screws on top of the silencer. That doesn't make whole lot of sense to me but oh well. So anyway, the 3D model should be like flash suppressor while no silencer, no flash suppressor with silencer. Oh, and make sure the muzzle flash is different for both. Btw if you are going for realism of sound effects, real silencers don't sound like airguns, more like popping a cork off champagne.
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| Thu Nov 13, 2008 7:37 pm |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3656
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 Re: New sound effects
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| Thu Nov 13, 2008 8:28 pm |
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r00tb33r
MJ12
Joined: Mon Apr 16, 2007 5:21 am Posts: 409 Location: fuckin' A
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 Re: New sound effects
I misread about the flash suppressor, my bad.  However you DO need muzzle flash. Its HDTP isn't it?
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| Thu Nov 13, 2008 8:48 pm |
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DDL
Traditional Evil Scientist
Joined: Mon Oct 17, 2005 10:03 am Posts: 3656
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 Re: New sound effects
The gun never had a muzzleflash at any point in the original game. Muzzleflashes DO generate light (they're coded up to do so). The AI can detect light, and thus this would be a gameplay change. Which we don't do. Plus, really: the idea that adding a silencer to a rifle makes it more visible is just..dumb. 
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| Thu Nov 13, 2008 9:01 pm |
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