Doesn't Strelok just use mixed sounds of things he finds on the internet?
[QUOTE=Shirky;41242856]Doesn't Strelok just use mixed sounds of things he finds on the internet?[/QUOTE]
Doesn't everyone? It's how you mix them and the effect they have that matters.
[QUOTE=Shirky;41242856]Doesn't Strelok just use mixed sounds of things he finds on the internet?[/QUOTE]
Does it really matter so long as it sounds good?
[QUOTE=Shirky;41242856]Doesn't Strelok just use mixed sounds of things he finds on the internet?[/QUOTE]
Sometimes, I use bases from a place called sound ideas, they provide sounds for films and video games (their packs are vey expensive), hl2 actually uses a lot of sounds from there, the physics and weapon sounds, most come from there. Lucky for me, someone has provided me with a lot of these and can be legally used for anything, but I can also make my own stuff, I do have all the tools for formatting, editing, and creating sounds, I sometimes record things with a mic.
A good example of who uses these, is the black mesa source dev team, their bases are from there or similar as sound ideas is not the only commerical sound site.
[QUOTE=Shirky;41242856]Doesn't Strelok just use mixed sounds of things he finds on the internet?[/QUOTE]
Basically fucking everything on the internet.
I don't know if someone already suggested this but, what about trying to improve Source water effects ? I mean, I hate the fact that it always look too flat, there should be some way to make it more 3D, idk.
Would be awesome if possible. Btw. very nice content on this mod.
i think flow maps do a good job in prettying up the water.
[QUOTE=ferdam;41244262]I don't know if someone already suggested this but, what about tying to improve Source water effects ? I mean, I hate the fact that it always look too flat, there should be some way to make it more 3D, idk.
Would be awesome if possible. Btw. very nice content on this mod.[/QUOTE]
I'm sure it's possible, look at Earth Special Forces mod. They got [I]Goldsrc[/I] water looking like Crysis water. I'm amazed how good that looks.
But I'm sure it would require major reworking of the ASW Source.
[QUOTE=ferdam;41244262]I don't know if someone already suggested this but, what about tying to improve Source water effects ? I mean, I hate the fact that it always look too flat, there should be some way to make it more 3D, idk.
Would be awesome if possible. Btw. very nice content on this mod.[/QUOTE]
The water doesn`t look flat, unless you look directly at the edge which is never moving.
The water in goldsource (hl1) did move and had waves for real, but it was more of a mapping trick or something.
You should see if one of your sound engineers is willing to make a shortened version of Apprehension and Evasion for the trainyard scene. I tried to make one, but it's very obvious where I cut it because I'm no good at this. :v:
[QUOTE=SpotEnemyBoat;41245159]I'm sure it's possible, look at Earth Special Forces mod. They got [I]Goldsrc[/I] water looking like Crysis water. I'm amazed how good that looks.
[/QUOTE]
video?
[QUOTE=Shirky;41242856]Doesn't Strelok just use mixed sounds of things he finds on the internet?[/QUOTE]
That's basically what sound design is. Do you think every fucking engineered sound in videogames and movies were recorded on the spot? No, dude. They come from libraries, the internet, stuff mixed for older projects and repurposed, the list fuckin goes on.
[QUOTE=ferdam;41244262]I don't know if someone already suggested this but, what about trying to improve Source water effects ? I mean, I hate the fact that it always look too flat, there should be some way to make it more 3D, idk.
Would be awesome if possible. Btw. very nice content on this mod.[/QUOTE]
I was already working on this.
[video=youtube;IXjKDsEJNNs]http://www.youtube.com/watch?v=IXjKDsEJNNs[/video]
Looks meh on video, but that's because youtube compression is shite.
[QUOTE=glitchvid;41246925]I was already working on this.
[video=youtube;IXjKDsEJNNs]http://www.youtube.com/watch?v=IXjKDsEJNNs[/video]
Looks meh on video, but that's because youtube compression is shite.[/QUOTE]
Water moving that slowly would not have such an unsmooth surface.
[QUOTE=~ZOMG;41248756]Water moving that slowly would not have such an unsmooth surface.[/QUOTE]
Yeah, maybe in large ponds: but most of the water is at-least flowing so it would be more like:[t]http://www.uncp.edu/home/rwb/amsterdam_canals.jpg[/t]
drunk tree shader on water?
[QUOTE=MrBunneh;41249167]drunk tree shader on water?[/QUOTE]
Water is not a mesh: and the shader would not support it.
Get somebody to write a nice vertex shader and I'd be happy to tweak it to look nice for HL.
[QUOTE=glitchvid;41249029]but most of the water is at-least flowing[/QUOTE]
In this case the water isn't flowing, there's no gravity to pull on it since the canal is a flat bed. The push you're seeing is from wind currents. I'd suggest having a play with that. In the video it's really noticeable that it's flowing the same way. Realistically wind pockets will differ the direction in which it's being pushed. Unless it's a strong directionary wind.
[QUOTE=glitchvid;41249211]Water is not a mesh: and the shader would not support it.
Get somebody to write a nice vertex shader and I'd be happy to tweak it to look nice for HL.[/QUOTE]
I doubt this is possible since the reflection/refraction effects of Source water are based on the assumption the the water geometry is always flat (the world geometry is clipped at the surface plane).
[QUOTE=glitchvid;41246925]I was already working on this.
[video=youtube;IXjKDsEJNNs]http://www.youtube.com/watch?v=IXjKDsEJNNs[/video]
Looks meh on video, but that's because youtube compression is shite.[/QUOTE]
Looks good enough for me.
[editline]30th June 2013[/editline]
[QUOTE=glitchvid;41249211]Water is not a mesh: and the shader would not support it.
Get somebody to write a nice vertex shader and I'd be happy to tweak it to look nice for HL.[/QUOTE]
Why not convert all the prexisiting water on the level into a displacement. Then keep the current water brushes but make them the beneath texture. Then try something with that (for now) broken displacement controller.
Incase you haven't seen the entity in action. Heres the video from the old tech demo.
[video=youtube;zHH5L39YtDE]http://www.youtube.com/watch?v=zHH5L39YtDE[/video]
Start at 1:56
I am 300% certain that would not work.
[QUOTE=xalener;41246383]That's basically what sound design is. Do you think every fucking engineered sound in videogames and movies were recorded on the spot? No, dude. They come from libraries, the internet, stuff mixed for older projects and repurposed, the list fuckin goes on.[/QUOTE]
No need to get angry, I was simply asking if that was the case. Im uneducated when It comes to sound, and was asking to be informed.
[editline]30th June 2013[/editline]
[QUOTE=Sally;41255029]Looks good enough for me.
[editline]30th June 2013[/editline]
Why not convert all the prexisiting water on the level into a displacement. Then keep the current water brushes but make them the beneath texture. Then try something with that (for now) broken displacement controller.
Incase you haven't seen the entity in action. Heres the video from the old tech demo.
[video=youtube;zHH5L39YtDE]http://www.youtube.com/watch?v=zHH5L39YtDE[/video]
Start at 1:56[/QUOTE]
Im not sure if you are talking about applying a water texture to the displacements or not, but if you are, source doesn't allow it. With any material that is "water" you cant place it on an angle other that 0 or 90 degrees, and you also cant apply it to an entity or displacement.
[QUOTE=Shirky;41255781]No need to get angry, I was simply asking if that was the case. Im uneducated when It comes to sound, and was asking to be informed.[/QUOTE]
Like the others said, sound mixing is quite normal/the best way. Depending on how you edit a sound, the result might sound completely different.
I'd show you an example of mine (i.e. something I made), but I feel it'd derail the topic.
[QUOTE=Sally;41255029]Looks good enough for me.
[editline]30th June 2013[/editline]
Why not convert all the prexisiting water on the level into a displacement. Then keep the current water brushes but make them the beneath texture. Then try something with that (for now) broken displacement controller.
Incase you haven't seen the entity in action. Heres the video from the old tech demo.
[video=youtube;zHH5L39YtDE]http://www.youtube.com/watch?v=zHH5L39YtDE[/video]
Start at 1:56[/QUOTE]
That wouldn't look too good since Source can't update reflections. So it'd basically look like butts.
[QUOTE=Shirky;41255781]
source doesn't allow it. With any material that is "water" you cant place it on an angle other that 0 or 90 degrees, and you also cant apply it to an entity or displacement.[/QUOTE]
But you can.
In the image im holding a func_physbox with some water parented to it using fun_analog_water.
I also have some water rotated at angles.
Also includes some displacement water!
But it did look like butts because of all the water.
[IMG]http://cloud-2.steampowered.com/ugc/884112244183685101/8B2B9F127852653451A6153D7E38E39312DAF229/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/884112244183703380/EE60888C366D818A6D00CC0D0A2558F32CDFDFDF/[/IMG]
[QUOTE=Sally;41256498]But you can.
In the image im holding a func_physbox with some water parented to it using fun_analog_water.
I also have some water rotated at angles.
Also includes some displacement water!
But it did look like butts because of all the water.
[IMG]http://cloud-2.steampowered.com/ugc/884112244183685101/8B2B9F127852653451A6153D7E38E39312DAF229/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/884112244183703380/EE60888C366D818A6D00CC0D0A2558F32CDFDFDF/[/IMG][/QUOTE]
No reflection or refraction, it would look horrible in-engine: we'd actually need a shader with a mesh for it to work.
[editline]30th June 2013[/editline]
[QUOTE=Snood_1990;41250335]In this case the water isn't flowing, there's no gravity to pull on it since the canal is a flat bed. The push you're seeing is from wind currents. I'd suggest having a play with that. In the video it's really noticeable that it's flowing the same way. Realistically wind pockets will differ the direction in which it's being pushed. Unless it's a strong directionary wind.[/QUOTE]
I always just followed VALVe's thoughts on it, to have water "flow" in the direction the player should go.
But there are pockets and such on the flowmap: I'm also going to be updating the flowmap once I get my better software working for it.
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/d1_canals_06_cropscale.png[/t]
Man, if you guys could pull off even Halo 3 level water in source, I'd... whmph...
[QUOTE=Shirky;41255781]No need to get angry, I was simply asking if that was the case. Im uneducated when It comes to sound, and was asking to be informed.[/QUOTE]
Forgive me for my hostility. It just really seemed like you were starting to imply he was doing hackwork.
but halo 3 had shit water
[QUOTE=a-cookie;41257316]but halo 3 had shit water[/QUOTE]
I disagree. I can guarantee I've played the game much longer than both you and Butthurter combined, and that I am an authority on this matter.
[IMG]http://i.minus.com/iNyUPo2z6rwur.gif[/IMG]
[IMG]http://img.photobucket.com/albums/v292/hragged/halo3thread/gif2.gif[/IMG]
There's good and bad in everything. Despite the cubemap only reflections, it's got dynamic deformation, the translucency is more controllable and gets "thinner" where it should be, and coloration is approximated from the colors nearby (as it is in real life) in the lightmapping phase so that the water color stays consistant, and it's way more fucking flexible because it works on slopes. Also it had artist defined foam which is very fucking important. Also also, idk what it was about the way it calculated its ripples, but whatever it was turned out more interesting shapes and deformations than just expanding circles which make the whole thing look way more realistic in motion than its contemporaries imo. The circle ripple thing is like a misconception for realism brought on by cartoons or something. Like water being blue.
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