Author Topic: Positions Open!  (Read 21449 times)

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Offline Tempest

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  • The Star Wars Conversion
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Sound effects are much more pressing then music right now. I'm not sure where our current SFX came from, but they suck. Hi-quality renditions of lasers (as many types as possible) and missile-launch sounds are a must. We can probably invent a few new sounds, but for the most part we'll be sticking to canon.

And we need a texturer, not modellers. We have 3 dedicated modelers, but only 2 dedicated texturers (although Admiral Mackay will possibly bring that up to 3). We've got a LOT of meshes laying around that need to be textured. Those need to be dealt with ASAP.

About the music thing, I disagree that classical music will be appropriate, and enjoy the possibility of having all-custom stuff. Are you familiar with FS2's music format? If we can harness the impressive abilities of the engine in that area we can make the FotG experience just that much better.
"... and the klingons also were the soviet's space program. i mean can you really believe that a bunch of communist farmers can make rockets like that?"
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Offline chief1983

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Are you familiar enough with classical music to say there's nothing appropriate?  Because I'm only vaguely familiar with what it has to offer (aside from being free) and know that there are definitely some songs I could fit to many different environments in a game.
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Offline Tempest

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I Love classical music. That doesn't mean it should go into the game though. It's great to listen to on its own, and COULD be put in for special sequences, but it doesn't usually lend itself to fighting well. Yes, I'm very familiar with it.
"... and the klingons also were the soviet's space program. i mean can you really believe that a bunch of communist farmers can make rockets like that?"
-Axem

My photobucket: with all my shiny new stuff on it! http://s118.photobucket.com/albums/o116/Tempest_77/

 
This may be a dum thing to say, but I'm more than willing to help out with anything that does not involve modeling, texturing, sound effects (basically everything listed in the first post of this thread) because I have no real technical skills with that whatsoever.  So basically, if you have problems with continuity or whatever, I'd be willing to help out with that (like research and stuff) or just whatever I can do with general problems to help out

 
Are you familiar enough with classical music to say there's nothing appropriate?  Because I'm only vaguely familiar with what it has to offer (aside from being free) and know that there are definitely some songs I could fit to many different environments in a game.

I'm sure that there's plenty of fitting classical music out there, probably alot that could actually be mistaken for Star Wars. Unfortunately, it's probably pretty obscure and hard to find. Also, the music itself is free, but if you want an actual recording, you'll have to pay or steal it. If you want to plug the music into a music program and recreate it, that would probably be free.
« Last Edit: November 26, 2007, 09:21:57 pm by Scourge of Ages »

 

Offline chief1983

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I was actually thinking of having some of my band geek friends in Rolla record some pieces if we decide we wanted to go that route (or band geeks elsewhere, we all know them, and most of them love Star Wars).
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline colecampbell666

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I might be able to help with some texturing, if i could get my hands on the B-wing, (EDIT: just noticed, B-wing skin is in progress) I'd show you what im capeable of, or you could just google for Star Wars Legacy of War, and look at the shots of the SSD i did :D
You made the LoW SSD! Wow. You are my hero. (except for BrandX)
Gettin' back to dodgin' lasers.

 

Offline Killer Whale

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You can make ships with sketchup? What about turrents? There doesn't seem to be any rotater thingy for them.

Also, for the tie fighters and SD, can we download some?

  

Offline colecampbell666

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Gettin' back to dodgin' lasers.

 

Offline chief1983

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turrents?
How?

Turrets, I think.  He wants to know how you can do turrets in Sketchup.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Turambar

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he needs to learn how to use a real modelling program.
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline chief1983

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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Mobius

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I'd like to help as FREDder in the future. What about it? :)
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Offline Bossk

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Hi all! I am completely new to this mod, but I think it looks really promising already!

Since I'm not especially good at neither modelling nor texturing (besides that I haven't been doing it for a long time), and I'm very eager to see this mod finished, I thought I maybe could help out with some of the sound effects for it...

...wich leads to a few questions; have you planned using aready existing sounds from other SW-games? (that question might already have been answered somewhere, I don't know...)

Is somebody already working on soundeffects?

However, I think I could come up with some usable soundeffects for explosions, engines and such things...
« Last Edit: February 17, 2008, 09:45:29 am by Bossk »

 

Offline chief1983

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We don't plan to use any existing material, but if we had to sneak some in to prevent delaying a release any longer, it'd be preferable to go straight to the movies first, rather than the low quality game sounds.  Anything that's new, original, public domain, etc is preferable.  Taking from other games would be a last resort and probably only used for internal testing releases, just to help with the atmosphere.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Mobius

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Do you really consider game sounds inferior to sounds coming from the movies? The second ones are integrated with music and, sometimes, dialogues. Do you think they can be extracted easily?

Oh, this one's for Bossk...

:welcomesilver:

Welcome to the HLPBB!!! :D
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Offline Bossk

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We don't plan to use any existing material, but if we had to sneak some in to prevent delaying a release any longer, it'd be preferable to go straight to the movies first, rather than the low quality game sounds.  Anything that's new, original, public domain, etc is preferable.  Taking from other games would be a last resort and probably only used for internal testing releases, just to help with the atmosphere.
I see. Is there a list with all the sounds needed or anything like that? I think it would help a bit. Don't know if I can create sounds for e.g. the laser-sound effects, TIE-engines and other very characteristic sounds, but I can do some samples for more universal sounds, to start with.


Welcome to the HLPBB!!! :D

Thanx!  ;)

 

Offline Mobius

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You need to take in consideration a normal FS2 sounds table file. FS2 sounds will be replaced with SW ones(like flyby, afterburner, laser shots, explosions).
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Offline chief1983

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What he said.  There are launch sounds, impact sounds, flyby sounds, explosion sounds, engine hums, comm sounds, interface sounds, all that is in the original FS2 sounds.tbl file and would hopefully be replaced with original stuff.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Bossk

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Ok, this is what I just came up with, it's four sample sounds for large explosions and engines (from inside the cockpit, i think...): http://rapidshare.com/files/92870282/Sound_effect_samples.rar.html

I think at least the explosion sounds are quite realistic... engines and especially flybys are harder to make realistic sounds for. And have in mind that I have never been doing exactly this stuff before.   :)