Page 110 of 176 FirstFirst ... 1060100106107108109110111112113114120160 ... LastLast
Results 1,091 to 1,100 of 1755

Thread: WarFX : Blastcore

  1. #1091
    nice

    btw

    is there somewhere a tutorial on how to create a weapon sound for arma 2 ?

    I have the Sound Tool and the pbo packer, but i couldnt find anything on where they have the scripts and so on. Would be cool if someone could point me in the right direction .

    Anyway, cant wait for your sound mod OS
    War is hell, but the sound is well!

  2. #1092
    Quote Originally Posted by Opticalsnare View Post
    I have tried this before, setting it up so theres differnt sounds for differnt distances so it does indeed work but theres a major drawback with the way the scripting method in the mod has been setup, for every sound you add for the differnt distance it uses up the sound channels available so one weapon can have 4 sounds playing all the same time, doesnt matter with distance but when you got a couple of dozen of soldiers blasting away it can quickly use up the channels x4 or x2 (so 64 sounds x2 = 128 channels = busted), and simply cutoff the sounds playing, so therefor only 2 sounds play and one has max range of about 300m so it eases off the chances of a sound being cutoff because of lack of channels. If i could find a way of having the sounds with min range and max range then it would work perfectly via scripts.

    -

    The soundmod overall is changed since the beta the sounds were mostly unfinished bases so i woundnt worry about the reviewing the actual sound of weapons till proper full release.
    Well, too bad there's no workaround with sounds playing at the same time.
    You did your best OS. Damn this Arma2 soundsystem!

    Yeah thought so too. Also wanted to test the final cause I knew you would've change alot of the beta sounds.

    GJ OS... Hope to play with this soon.

    Comp specs:
    ASUS P6T Deluxe V2
    Intel Core i7 920 @ 4GHz
    Corsair 6GB DDR3 Dominator
    XFX HD6870 in Crossfire
    Intel SSD X-25 G2 160GB
    Creative X-Fi Fatal1ty FPS
    Track IR 5 with Track Clip Pro

  3. #1093
    First Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
    Posts
    5,002
    Instead of them all playing at once, can certain sounds be given higher priority?

  4. #1094
    is there somewhere a tutorial on how to create a weapon sound for arma 2 ?
    Arma 2 Sound Modding 101.
    http://forums.bistudio.com/showthrea...nd+modding+101

    Hosting Missions for Invasion-1944, Iron Front: Liberation 1944, & Hell in the Pacific

    WarMod Series - Massive Addon & Mod Customizable Compilation Mods for Arma1, Arma2, & Arma2CO
    WarMod | A2WarMod |A2WarModACE | COWarMod | COWarModACE | COWarModI44 |COSLX

  5. #1095
    Hi Opticalsnare,

    thanks for your effort in creating this mod, which everybody is using.
    I enjoyed to play this game much more and thats the reason why i donated some bucks for your expenses.

    Keep it updated,

    HuxFlux

  6. #1096
    Apologises if this has been asked before but is it possible to use the latest version with ACE? I adore this mod's explosions but ACE seems to overrule them.

  7. #1097
    Quote Originally Posted by luckylewis View Post
    Apologises if this has been asked before but is it possible to use the latest version with ACE? I adore this mod's explosions but ACE seems to overrule them.
    It works with ACE for me, just don't activate ACEX_SM.

  8. #1098
    Thanks for replying, yeah, I've disabled ACEX_SM and I seem to have some of Blastcore's features, although the destruction explosions are still standard for me. No large rising smoke or those huge explosions that occur when a plane crashes.

    Guess I'll keep tinkering about in my folders until I come across a solution.

    Lewis

  9. #1099
    can you please change the fx for satchels and IEDs
    http://www.youtube.com/watch?v=vqN8jC6ZnGs
    some nice in there

  10. #1100
    +1 for that.

    IED's would really deserve an improvement.

    Currently the explosion looks more like a simple smoke effect

    I think for the big one, an explosion at the scale of this http://www.youtube.com/watch?v=aTt_s0m8F2c&hd=1#t=25s would be good

    maybe you can use this one to continue and enhance your concept of the new artillery and mortar impacts, which contain a very nice dirt effect. This style of explosions really gives you the idea of something smashing into the ground and exploding, which looks much more realistic. You once said to me that those particles are not eating too much performance up, so maybe you can try to make the perfect illusion.
    I think you have the abilities to achieve an awesome result with this idea, which could look like this
    Last edited by PurePassion; May 28 2011 at 18:09.

Page 110 of 176 FirstFirst ... 1060100106107108109110111112113114120160 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •