ReconNinja117 has contributed to 268 posts out of 439598 total posts
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Quote: --- Original message by: OrangeJuice
If it is compiled as a WAV in the sound tag, it will start chopping up like that
Edited by OrangeJuice on May 18, 2013 at 06:42 PM
Can Tool accept sound file types besides WAVs, and does the chosen compression (Xbox ADPCM, IMA ADPCM, or OGG) matter?
Edited by ReconNinja117 on May 18, 2013 at 10:40 PM
They most likely do, but most of them are really short and have little echo or falloff so it's hard to notice. I just tested it with the stock sniper rifle sound at a higher rate of fire and it did cut off. Setting the sound type as a game event didn't work.
Is there any way to make weapon firing sounds not stop the one before it if it's still playing? When you fire a gun quickly it sounds bad most of the time and downright terrible if the sound has a long echo. Here's an example what I mean: http://www.xfire.com/videos/5fbb88
And here's what I'm going for: http://www.youtube.com/watch?list=PLFD0879ABECB55143&feature=player_detailpage&v=3wG6hqTvax8#t=18s
There's actually a forum thread somewhere on here from someone who was working on such a game, but it never was released (and probably would have run into legal trouble if it was).
Hey Yoda, that's some good work on the Nagant so far. I think you should also make strip clips for it, as well as a version with the original WWII scope.
Clip reference pics: http://www.rcarms.com/resources/SC-MN-Pole-600.jpg
Make sure you model the inside of the bolt mechanism!
Scope reference pics: http://www.deactivated-guns.co.uk/detail/nagant_sniper.htm
I was doing it correctly (triggers/firing/rounds per second) to begin with, and running Guerrilla as the administrator didn't help.
Quote: --- Original message by: Masters1337
Still no takers to be our go to sound guy? We're going to be needing all marine dialog ingame. Plus someone who can dedicate themselves to importing all the music for levels 01, 03 and 05.
Even if you can only do one levels music, or one of the marines, it would be extremely helpful. We're making good progress on Delta (almost 3/4th of the map are error free!), and we have other people beginning to clean up Old Mombasa and Cairo.
Edited by Masters1337 on Mar 10, 2013 at 07:33 PM
I may be able to help you out with the music. First off, which levels are you talking about? According to the Halo wiki, levels 1, 3, and 5 are The Armory, Outskirts, and The Arbiter. Also, do you need any work done with the tracks besides getting them into tag form?
The red and green look a bit saturated, but the orange and white are nice. Also, if you're going for accuracy, Reach's grunt heavies are a greenish brown, rather than a greenish blue.
Reach grunt heavy: http://imagenes.levelup.com/uploads/gallery/pics/gallery_pic_3519_0_30804.jpg
That's how I tried changing it, yes (firing effects created per second).
I'm trying to set a weapon's rate of fire at 800 rounds per minute (13.34 per second), but in game it only fires at about 600 (10 per second). Is there a solution to this?
Here's an example of what I'm trying to achieve: www.youtube.com/watch?v=uqdFsBSXSl4
What I get: http://www.xfire.com/videos/5ea027
If you want to prove that this is real, upload it to Halomaps instead of a generic file hosting site. It'll appear in the next update if it's legit.
Edited by ReconNinja117 on Mar 6, 2013 at 05:59 PM
A map name command should look something like this:
However, if you still can't get it to work with the console, this wonderful thing was recently released: http://hce.halomaps.org/index.cfm?fid=6617 It supports many popular SP maps straight from the menu.
Using a sound editing program (like Audacity), using the normalize function at 100% will make it as loud as it possibly can be before risking static. Once it's compiled as a tag, use a gain of 1 for maximum volume.
*Points at his previous post* I probably got weapon and vehicle (and maybe dialogue) sounds covered, but I may use those ambience and explosive sounds. And if the "bullet sounds" refer to bullet flybys and impacts, I'd definitely like a change from CE's stock ones; some of them sound like they're from a 1960s cartoon, which is a bad thing if you're trying to simulate a firefight. Thanks for being helpful as ever, Maniac.
Quote: --- Original message by: clonecam117
I would like an ambush remake, but does anyone have the weapons sounds? they're pretty good but the map's protected.
I was planning on going to an empty server in Battlefield 3, captruing the gameplay, then making weapon and vehicle sound tags from the recorded video. I'm not sure if there will be any significant loss of quality due to CE's old sound engine, but it's worth a shot. If that doesn't work out well, I also have weapon sounds from the F2P shooter Combat Arms.
Guerrilla is the current project title, but I'm always open to suggestions. As for making a new map vs. a mod of Ambush, I chose to use Ambush because the layout is great, it's just that the game balance needs work and the visual appeal could use an update. Also, because of the boatload of work ahead, I didn't want to add making a new BSP to that list (especially since I know practically nothing about 3D modeling). For sniper recoil, I do have a firing effect tag floating around my tagset somewhere for a sniper rifle that kicks your aim quite high, then settles down about halfway. How about that?
It's been over five years since the Modern Combat Team released the map "Ambush". Since then, the map has remained fairly popular. http://hce.halomaps.org/index.cfm?fid=3426
While the map itself can be very enjoyable, it is not without an array of flaws:
-- The general visual quality of the tags is sub-par. Weapon, vehicle, and character models and textures are relatively unexceptional. First person animations are mediocre.
-- The Abrams tank turret only rotates 180 degrees, and the blackhawk helicopter's minigun infrequently fires where the reticule is pointing if the chopper is not level to the ground.
-- The cliff overlooking the military base is a favorite camping spot for tankers. This issue is compounded by the army's lack of a ranged anti-armor weapon of their own, forcing them to make near-suicidal charges across open ground to get within range of the M203 grenade launcher.
-- The sniper rifles are plagued by inefficient crosshairs and very high recoil that doesn't resettle the weapon after each shot. While it is certainly possible to use these weapons in their intended roles, it can be quite difficult to do so. Almost comically, the semiautomatic sniper rifles actually perform better in close quarters since they have high power, high accuracy, and manageable unzoomed recoil.
-- The game seems to favor the military team, giving them access to a pair of tanks, a helicopter, multiple humvees, and weapons that are much more accurate than their insurgent counterparts. The insurgents receive a handful of technicals and grossly inaccurate weapons: their only noteworthy small arms are the RPG-7 and the air strike designator (which many people seem to have difficulty locating/operating).
With these things and others in mind, Echo-77 and I have started a new project with the aim of updating and revising this classic, under the name of Guerrilla. It will feature new weapons, vehicles, bipeds, and more with special attention being given to game balancing. Most of the new models are currently in-game, and I will soon begin working on learning to rig, animate, etc. Images available here: http://www.flickr.com/photos/64034437@N03/sets/72157632810190620/ Note: the shaders are just 30 second garbage I threw together, but don't actually look terrible on the M24 and vehicles.
However, if you want to help me out with anything, there are several things I would love to get help with/be taught how to do:
-- These models need LODs, big time.
-- If anyone has Polygon Cruncher and would be willing to run these models through it and give them back, they would be an absolute hero.
-- The models need collision models.
-- Vehicles and bipeds need rigging.
-- For what seems like no reason, some pieces of some of the models do not display specular properties ingame. These areas are marked with a note their respective image in the Flickr photo set.
-- The UVs on the upper part of the AK-47 are messed up, although they look fine in the render from where I found it: http://thefree3dmodels.com/stuff/weapons/ak_47_avtomat_kalashnikova_1947_hires_textures_detailed_mesh/18-1-0-1821
-- I'd like to get this UKM model ingame, but it needs texturing. http://www.turbosquid.com/FullPreview/Index.cfm?ID=702900&stgURLFragment=3d-models/free-ukm-2000-p-3d-model/
-- Probably other stuff I can't remember at the moment.
If you're wondering, I've found these models from various sources: www.facepunch.com/showthread.php?t=1221362, www.thefree3dmodels.com (huge props to Zurfer and YsUp12, without them I would have almost nothing as good as what I do now), www.turbosquid.com, and probably others I've forgotten, but the key thing is that none of them are mine.
Anyway, as soon as everything gets in-game to the point where it's usable and has no big, relatively easily fixed errors, there will be at least one public beta.
Well, that's probably it; I'm trying to port a model for a vehicle that has 45,000 triangles.
Too large... that may be a problem, the model I'm working with is very detailed. About how many triangles is Halo limited to on a non-BSP object?
It doesn't sound like you get what I'm trying to do. I'm not working on a scenario at the moment, I'm trying to make a gbxmodel tag from a JMS with Tool.