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Старый 20.02.2010, 12:56      #41
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Friday Update - Build 137 and Sound Montages

Помимо обновления и фиксов у нас есть три звуковых монтажа демонстрации работы Simon Kamakazi, саунд-дизайнера для NS2.
Вот полный список изменений в патче:
  • Исправлено падение редактора после выбора операции отменить создание инструментов
  • Исправлены элементы освещения вызванные представлением интервалов между нормалями с отрицательными значениями оси z
  • Исправлен сбой при загрузке текстур DDS формат, которые были неправильно отформатированы
  • Добавлена поддержка NULL цели на картах, которые это поддерживают (GeForce 6 + и Radeon HD 4xxx +)
  • Добавлены модели торговых автоматы и бутылок
  • Добавлены кофеварка и модели чашки
  • Добавлен ленточный конвейер и конвейер добывающий породу
  • Добавлена машинная модель очистительного завода

vending_machine.jpg
Автомат принимает ресурсы?

3 звуковых монтажа, описание каждого из них, но на английском:
Ambient montage (crank it up!)
Спойлер
Simon says: "This one essentially simulates a fly-through of a few corridors of a typical NS2 map, this is a compilation of some of the many background sounds that can be placed around maps using the editor. I wanted to keep some of the feel from NS1 with the background sounds in NS2, the ethereal sounding synths you can hear near the start of this piece are a reference to the background music you could hear at the start of an NS1 game."

"An important theme in NS2 is nature, although the environments are dark space stations, and refinery's on alien planets, we wanted to have hints of natural sounds coming through the industrial buzzing and humming. So for example toward the end of this montage you can hear what sounds like breathing, the sound was actually made from recordings of industrial machines and the heavily processed to sound like breathing. Some of the newer sounds not in this montage are things like, cicadas buzzing made to sound like a transformer or neon light buzz, and rain forest recordings turned into creepy industrial sounding atmospheres."

Marine + Ambient montage
Спойлер
"This one combines the ambient track with some of the marine teams sounds. In this one you can hear most of the marine weapons firing, as well as a few reload and deploy sounds and the new distress beacon. The NS2 rifle folds up when its not being used, so its deploy animation shows it unfolding, for this sound I combined various metal clicking sounds, with sounds of my printer, and a CD players opening to get the little mechanical layers. For NS2 we wanted to avoid using commercial sound libraries whenever possible (they are so over used), so most of the sounds you will hear in the game are things in my garage or have been synthesized, for example the flame-thrower fire sound is completely synthetic apart from the little metal clank at the end which is the sound of a metal tool box."

Alien montage
Спойлер
"The Kharaa in NS2 have a very slimy gooey texture to them, the base sounds used to make these are recordings of squishing oranges, wet rags, fresh and dry leaves (anything I find that goes 'plop'). For the alien voices I used recordings of my voice which have been mixed with the NS1 alien sounds and the sounds of animals. All of these elements are processed and treated so that they fuse into what sounds like a single alien."

"At the start of this montage you can the hear the hive with its ultra low breathing sound and creaking as it hangs there, this sound was captured from in-game, and is a combination of 5 independent layers of sound. FMOD lets us use many individual sounds to make up a single sound event, so in this case the hive idle is using loops of different lengths and oneshot sounds that trigger randomly within given parameters, we did this so that the hive could be listened to for a long time without becoming repetitive, even though it has the constant in and out breathing you will not hear distinct loop points and repetitions as you would with a single looped sound."
Источник: unknownworlds.com/ns2
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