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| PR Community Modding : Discussion on PR community mod projects. |
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#11 |
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PR Operations Lead
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Livings, it was me that you spoke to. I remember
The way we coded the distant sounds is kind of tricky to get right. We used the muzzle flash effects and attached the distant sounds to them, then it took two releases to get the crossover distance right(Improved it in 0.75), but that's just touching the surface of the sea of problems we ran into. Worked out in the end though With regards to these sounds, it's impossible to judge the quality because of how you recorded the in game footage and the fact that it's youtub'd. Youtube converts all audio to a 64kbps Mono file so it's the last place you ever want to show off audio work. I used it to show off the 0.7 distant sounds in the Dev Journal but I was only showing the fact that we coded them and had them working. So, did you record the weapons? If so, what gear did you use? |
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Last edited by [R-DEV]Jaymz; 04-03-2008 at 12:53 AM..
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#12 |
![]() Join Date: Aug 2007
NetherlandsLocation: Groningen
Posts: 1,546
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Actually in the &fmt=18 mode the audio quality is 44.1KHz 128 kbps Stereo
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#13 |
![]() Join Date: Mar 2008
Posts: 37
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[R-Dev]Jaymz, I recorded the sounds using a various of microphones, that I own, and from a friend. My friend likes to record music and rap demos, because he wants a future in that category. I used MAudio and Sony Preamps. Everything varies... Not all mics pic up the actual sound; some get very distorted, some pic up the actual sound just not the loudness of it, others pick up a very loud sound, but not something you'd want to hear; and lots of mics have different quality levels. I recorded them at different gun ranges, environment locations, distances; so I can look at them from there, and determine which would be best for the source I'm adding it to. Its a expensive process, so if you don't have a decent income it'll take some time.
I think it's best to record them in an outside location, with a more open-range. And I recommend Studio microphones; That are used for recording music...etc... For my questions; do you guys know how to override the "material" folder, with the impact sounds? |
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#14 |
![]() Join Date: Mar 2007
Location: Grand Caymans
Posts: 130
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You should be able to do it quite easily. What I do is open the compressed file with a program like WINRAR or in my case 7-zip.
Then I just drag and drop the files that I want into the applicable folder. It should work. If not drag the folder out, and confirm that it's not set to read-only by checking the properties. If it is, uncheck add the files and then drag them back in. [R-Dev]Jaymz I assume that more distant sounds are being added to the other effects? Inspired by what's been done I've been playing around with adding distant sounds to the PKM, sniper, rockets and 25mm. |
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#15 |
![]() Join Date: Mar 2008
Posts: 37
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Dr_Tubesteak, I do that. But, it doesn't override the system... When you add the impact folder into the .rar or .zip; and replace the in-sounds with your own, nothing overrides. It's the same sounds from Battlefield 2.
I'm thinking Project Reality team had the same problem, because they didn't change the explosions. |
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#16 | ||
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PR Operations Lead
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Quote:
Quote:
Each calibre has it's own distant sound. 5.56, 7.62, 50cal, 9mm. | ||
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Last edited by [R-DEV]Jaymz; 04-04-2008 at 12:19 AM..
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#17 |
![]() Join Date: Mar 2007
Location: Grand Caymans
Posts: 130
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I noticed that. Are you working on adding additional sounds to the autocannons, sniper rifles, rockets etc?
Living I'll check mine out to see if I can add in a different sound. Edit: Works for me. Just a simple drag and drop and it overwrote the PR files. |
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Last edited by Dr_Tubesteak; 04-04-2008 at 02:03 AM..
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#18 |
![]() Join Date: Mar 2008
Posts: 37
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I looked in the PR Common_Client and I saw you guys did change the explosions; sorry for doubting I guess. Didn't sound like it, ingame. I did notice the slight difference in the explosions.
I figured out the problem with the material folder and stuff. I had to make another folder called "Common_sounds.zip" And put this line in the Clientarchives, "fileManager.mountArchive mods/Common_sound.zip Common" Got to have the Objects and Common sounds/folders seperate or it doesn't work properly. It works fine now. I'll try to test the explosions out some more and get some videos up demonstrating. I'll also get a USMC gun video up. Hopefully better quality then the MEC version. |
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#19 |
![]() Join Date: Mar 2008
Posts: 37
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YouTube - Battlefield 2 Sound Demo 2
Another short demonstration video. Sorry about the quality again. It's explained in the video description. I am now satisfied with the Echoes; about the Gun Bangs; idk yet... I was satisfied, but I think they don't fit for Battlefield 2. I think I may have to use the other recordings from a different mic. And, I don't know the results on this sound mod yet; because I got request from Darkest Hour mod team from Red Orchestra for the sounds for their mod. And I've been sick lately, while slowly working on those. But I'll try to get more videos with explosions and stuff when I get the chance. |
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#20 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 902
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really nice !
i especially like the M16 although i cant say if any these sounds are better than the the current ones...I like them all |
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| guns, modification, real, recorded, sound, sounds |
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