Author Topic: Joining The Diaspora Team  (Read 79696 times)

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Offline Ace

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Re: Joining The Diaspora Team
The capship railgun sound is very good, sounds close to the show. The Viper hum sounds a bit more like the engines for a civilian ship, it doesn't have the higher pitched fighter whine that the Viper engines in the show have (which sound a bit more like a modern jet fighter).

The MKII burst is very bassy, it could work for a higher caliber gun though.

The Cylon eye though, doesn't quite sound like a Cylon eye. It's once again much lower pitched than the show effect.

Overall though, sound effects like these are great for filling in the gaps of those taken from the show.

One question, do you have a good filter trick to do the shortwave interference for the radio... *ahum* wireless comms? :)
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline Drummer

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Re: Joining The Diaspora Team
Hey Ace,

I uploaded the sample (official sound clip) of the cylon eye effect that I was using as a reference to the same page listed before. In a side-by-side, the pitch is correct, but I agree it does sound like it needs another layer (another "note" maybe), almost as if it has the tonic of a chord but is missing the rest. Probably wouldn't be too difficult to fix.

The MkII gun effect was made as an effect that would be heard from outside the cockpit, so you'd get this "muffled" sound (all effects with the exception of the eye were created as my "audition" sounds for a BSG mod that never happened). Agreed, this clip couldn't work as a first-person effect though, especially given it's missing that "charge" sound that's made when the gun starts firing. And after listening to an official clip, even as an outside effect it still far too low-end heavy.

The same goes for the engine effect, I made it so that I could tweak the pitch to match more than one ship (and the sampled one was also meant for an out-of-cockpit viewpoint). But for an in-cockpit sound, I can see what you mean. It needs that turbine "whine."

Fortunately the MKII gun would have to be remade anyway (and I'll have to check my old work files but this may apply to the rail gun as well). Given that this was originally intentioned as a basis for the effects to be used in a BF2 mod, stock BF2 effects were fair game for modification. For a completely different game these effects would have to be built using either self-recorded clips or free-to-use clips that could be tweaked and mixed to fit the sound looked for.


I did put in a bit of thought to that comm effect at the beginning of my work on the mod but never moved forward (mod went bust). Let me see what I can do though and I'll get back to you.


Thanks!
« Last Edit: March 30, 2009, 06:15:25 pm by Drummer »

 

Offline Locutus of Borg

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Re: Joining The Diaspora Team
There's no sound in space; the shots wouldn't be heard outside.

All the sounds should be heard as if inside the Viper, as that's all you'd hear if you were in it. (xD)
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Resistance is FUTILE

 

Offline karajorma

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Re: Joining The Diaspora Team
The game should sound exactly like the show. End of discussion. :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline Locutus of Borg

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Re: Joining The Diaspora Team
Yes, of course
We are the Borg
We will add your biological and technological distinctiveness to our own

Resistance is FUTILE

 

Offline Drummer

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Re: Joining The Diaspora Team
There's no sound in space; the shots wouldn't be heard outside.

All the sounds should be heard as if inside the Viper, as that's all you'd hear if you were in it. (xD)

While I'm fully aware there is no sound in space, this doesn't carry over into the show (which follows the "enhanced reality" route, where we're constantly hearing engines, explosions, thrusters, etc). Otherwise, every time there was a space battle with a shot viewed from outside a cockpit we'd get dead silence with the exception of music. And although this may be fully realistic, it doesn't necessarily make for good entertainment. ;)

The game should sound exactly like the show. End of discussion. :)

I agree. Don't get me wrong, I wouldn't put up any of the samples I had and say "DONE!"


I'll tell you what; I'll look into recreating the comm ("wireless") effect and get an example up here...then you'll at least have one accurate, would-be-final-quality sample.


Thanks guys.

 

Offline General Battuta

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Re: Joining The Diaspora Team
Drummer -- just in case nobody has said this before, HLP is always looking for talent. I can't speak for Diaspora, but your skills would be invaluable for any number of mods around here.

 

Offline Drummer

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Re: Joining The Diaspora Team
Thanks General,

The majority of my audio experience is in recording, but I want to get into doing game audio (and mods are a good place to get my feet wet). I'm a BSG fan so this was a obvious first stop, but I'll keep that in mind.

 
Re: Joining The Diaspora Team
Hi, first post here, i was a long time follower of BTRL but have had enough of affairs over there after seeing an entire thread deleted for people having an oppinion.

I'm Ender btw.

I never really contributed to the BTRL team but i like the look of whats going on here and was wondering if i could offer my services, As a story writer, I've got a few good ideas in my head but i don't want to post them here incase they get stolen or something.


Also if it helps the College that i study computing at has an entre games developers section, i'm not sure on the specifics but if you want i'll print something off and post if in a notice board and on the local forum with that whole "what we need" what we don't need" list.


Good to be back in mix and a forum that has more than 1 post per week.

 

Offline karajorma

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Re: Joining The Diaspora Team
Hi Ender, welcome aboard. I heard about the whole thread deletion thing but I hadn't seen the post you made before it happened.

We've certainly got no objection to you spreading the word that we could use some help. Just don't make us seem desperate or needy. :D We do have the people needed to get R1 out. Hiring new people would just make the task easier and quicker.


When it comes to joining us as a scriptwriter, it's probably best if I explain how things currently work.

We have a list of ships we need modelled, missions we need FREDded, etc and work is handed out to those best suited to doing that task. Hiring extra modellers, coders, etc is a good thing because the list is longer than the number of people we have to work on it.

When it comes to the script though, the reverse is true. We can only work on one campaign at a time and everyone on the team has ideas. Since we lack a professional scriptwriter on the team we've taken to letting everyone pitch ideas for campaigns and then working on our favourite. So for us to hire someone to do that task they'd have to prove that they can do it much better than anyone on the team can or it becomes rather pointless. We'd be getting rid of our system where anyone on the team can submit a plot line for consideration and replacing it with a system where we've set one person up as the story writer even though they aren't actually any better at it than the rest of the team.

In other words if you can show that you've done scriptwriting professionally or semi-professionally then we'd be interested. Especially if it was for games (since scriptwriting for an interactive game is different from scriptwriting for a linear TV show or play). But otherwise it would simply result in us being swamped by people who haven't got an idea what is required from the team and whose qualifications amount to little more than having written a few fan fictions.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
Re: Joining The Diaspora Team
Hey, Yeah after following BTRL since 05 and giving you guys support and still stuck around after the split after all the "unpleasantness" and still showed support to the done when it's done rule he had doing but i'd had enough and just said that it was the first forum i'd ever joined and felt like part of the community but felt sad that there'd been nothing in about a year. and that i wasn't going to stick around without an update simply saying "we're here and we're getting there albiet slowly". even a little upsate on whose still there and then i checked up the next day and it was gone.

To be honest i felt really offended because i didn't think i was asking for much and after all this time it was just a bit of a slap on the face.

I don't feel welcome there anymore so yeah.

About my offer to scriptwrite, i've got no experiance and was just making the offer if it helped you at all.


About trying to bring you fresh meat.

I talked to the lecturer in the games site and even made him a little poster i made ( i really should be researching the fetch execute cycle) and he seemed pretty intrested so hopefully it's gonna come in for you guys.

Also passed the word to a guy who owns the local custom computer shop who knows a few people who might be intrested so with any luck you'll have a few new members with some talents.


 

Offline Deckard

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Re: Joining The Diaspora Team
Hi,

I'm interested in joining up as a Sound Engineer. I've had a few years worth of formal digital audio training and a bit of mod experience. I'm up for creating sound effects, doing audio for cut scenes/briefings/etc, ambient atmospheres, cleaning up/prepping voice-overs, whatever needs to be done. I've put together a few FX samples that can be heard here. Send me PM and let me know. Thanks!

-Drummer

Interesting samples. Could you post a cropped 4 seconds version of the Viper_Hum_Single.mp3?
-------------------------------
Deckard a.k.a The Silencer

 
Re: Joining The Diaspora Team
I've been following this project for a while now, and I'm excited to see the work coming out of this.  Ever since the tease of the BTRL demo, I've eagerly awaited a GOOD BattleStar Galactica game; I believe this is that GOOD game.  I'd like to lend any of my skills to this project.  I like to dabble in animation and model making - here's a link to some of my work on YouTube http://www.youtube.com/watch?v=a2d8hyWfqsE and my website http://www.rightascensionstudio.com -  I'd also like to contribute to some voice acting.  I'm part of the podcast over at www.podculture.net - so I have access to some high quality audio equipment.  I'll be recording the script posted in the other thread to contribute chatter for the Viper pilots.
« Last Edit: April 18, 2009, 04:49:48 pm by Casivona »
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Offline Lt.Cannonfodder

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Re: Joining The Diaspora Team
Email sent :)

 

Offline Jifman

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Re: Joining The Diaspora Team
Hi,

My name is Geoff Samuel. I'm intrested in helping out your project. I work as a pipeline technical director, creating scripts and plugins to convert data between programmes or just automate simple tasks. the last major project i was involved in was creating tools to convert 3ds Max into a level editor for a commercial game engine!
I can programme using C++, C#, python, maxscript and I'm currently learning Mel.
My other skills are as a motion capture specialist; recording, cleaning and solving of motion data onto rigs, although i doubt it is applicable to this project.

my website is www.geoffsamuel.com, but the site isn't completely up and running yet, but the main elements are there!!

cheers for reading, and if I can be of any help, please email me at [email protected]

Geoff

 

Offline karajorma

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Re: Joining The Diaspora Team
Certainly an interesting offer. We've been looking for someone with experience with 3DS Max for ages so we can definitely use you. I'll have to find out from Meleardil if we have the source code for the 3DS Max converter. In which case we definitely could use some fixes to that. Mele can probably help you with that more than I can.

If we don't. We still have a lot of coding tasks we could use you for. I'll wait and see what Mele has to say first though.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline sirukin

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Re: Joining The Diaspora Team
I did fire off an email last night, however I'll hold off on making any contributive statements until I've read up on both the freespace 2 code project itself, the 3d modeling/texturing threads and generally this entire board.

 

Offline dnkids

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Re: Joining The Diaspora Team
Hi all, I am an amatuer modeler. I am doing low poly stuff for the HW2 team. I am branching out into higher poly stuff and if it is something you all could use, give me a shout... Here is 2 examples on my wips right now...

http://img219.imageshack.us/my.php?image=poseidonhigh5.jpg

http://img260.imageshack.us/my.php?image=watcherhigh5.jpg

Have a good day,

D

Links fixed FOR GREAT JUSTICE
« Last Edit: May 22, 2009, 10:45:41 pm by Axem »

 

Offline newman

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Re: Joining The Diaspora Team
Can you uvw map/texture? Just modeling isn't really a bottleneck for us right now. What we need is someone who can model, uvw and texture a ship from the ground up, just having untextured models waiting for the handful of people on the team that can texture to get at them doesn't really solve us much..
You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here! - Jayne Cobb

 

Offline dnkids

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Re: Joining The Diaspora Team
I can uvmap, and I use a bake on high poly to give detail to low poly... here is an example of my UV map...This is very low poly of course...



FYI - Use lvlshot tags for really large images. :)
« Last Edit: May 30, 2009, 09:43:58 am by Axem »