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#1
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Hi guys,
My name is Pantera and I am a Sound Designer. I have been interested in this line of work since the tender age of 15 and have always been experimenting with sounds and games. Anyway, I have long wanted to make my own Sound Mod for a WW2 game (i had previously made Sound Mods for Modern Games that i did not release publically) and I wanted Ro2 to be my first WW2 Sound Mod. I have already started recording some sounds and have begun playing around etc. My mod aims to replace ALL of the ingame sounds (Multiplayer) by its 1.0- release. I am aiming to make it loud, dirty and with a good subwoofer - make your neighbours complain - as well as keeping it realistic. I have never made a mod on the UE3 engine, so i wanted to know what are the guidlines for creating a Sound Mod? In specific are there any bit-rate restrictions as well as bit-depth restrictions (from minimum to maximum if possible) or any other restrictions that affect sounds. Im not too worried about the coding aspect of things but a small guidline on coding for UE3 would be appreciated (we all gotta learn somewhere). Aside from that I look forward to sharing my work with you in the future ![]() Pantera. Ps. Why doesnt anyone like the sound guys? countless guides out there all for modelling and texturing but no sound stuff. WHERE IS THE LOVE!?
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![]() "The Sound Guy"
Last edited by P|anterA; 09-03-2011 at 12:32 PM. |
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#2
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you will record weapons live?
![]() good luck
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#3
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Yes I will record what i can live, others i will "create" either via sound foley or some synth work
![]() Here on one of my videos i show how to turn a kick drum into an areoplane propellar: Sound Test - YouTube Its just like in the song "One" by Swedish House Mafia, except mine is better
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![]() "The Sound Guy"
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#4
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nice propeller sound,sounds real
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#5
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Please mod the Mosin-nagat! It sounds like a pellet gun and I can´t play with it.
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#6
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any news OP?
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#7
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Yes,
Been busy with recording sounds and designing the ones i couldnt record Moving onto next stage for the mod: Testing it ingame. Now, has anyone have any clue how i can do that I have never modded Unreal before and it all seems a bit confusing, could find no useful tutorials online. Work goes on though, spicing up the sounds a bit with careful EQ, lets just say that if you have a good audio system (subwoof and all) you will feel the kick of the KAR or Mosin
__________________
![]() "The Sound Guy"
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#8
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I'm guessin' you've packed the sounds using the SDK right? If so, you could try simply copying them over and replacing the old audio packages. Then find a nice empty server and a few freinds with the mod to help you test them out. ^^
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#9
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No i havent packed them yet since i have a fair few to finish up, i havent used the SDK much at all, are there any guides to packing sounds and coding?
Maybe i should just do trial and error and learn the hard way
__________________
![]() "The Sound Guy"
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#10
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I seem to have issues finding anything relating to sound editing for UE3, but this is what I've managed to get.
http://udn.epicgames.com/Three/Sound...UserGuide.html |
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#11
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Thats more than i've found, this thing is like an enigma code or something!
Cheers for the link
__________________
![]() "The Sound Guy"
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#12
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could we have some preview of the sounds?
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#13
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Yup, i will upload some of them to youtube later on this week
__________________
![]() "The Sound Guy"
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#14
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thanks mate
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#15
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Can't wait , hopefully everything is going well.
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#16
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Any preview yet?
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#17
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news?
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#18
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neeeeeews?
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#19
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Last visit from P|anterA on this forum was more than 2 month ago,... I don´t hink that there will be any news on this one,... sadly
![]() Regards Culti |
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#20
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Its gone, probably because the game has very little following
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