Dev Vlog #8
#41
Posted 22 September 2014 - 05:31 AM
#42
Posted 22 September 2014 - 05:45 AM
#43
Posted 22 September 2014 - 06:45 AM
Epickzilla, on 22 September 2014 - 05:31 AM, said:
IS only for now.
curently Clans only have Omnimechs (frontline class mechs) and no Battlemechs (garrison class mechs).
More likely garrison battlemechs for Clans are:
The Kodiak (100t) and the Hunchback IIC (50t)
Any unmodified standard IS mechs like the King Crab or even Dragon, Awesome etc. will not likely be useable by Clans at all.
#44
Posted 22 September 2014 - 10:36 AM
I'm also a sound enthusiast, though not professionally.
But I did have some questions for ya..
Aside from the samples, which I assume you drop effects, eq, and mix later, what VST's do you use?
I created a thread a while back to see what the community thought about community created warhorns.
Some sounds I think I can identify are from Native Instruments Razor VST but I'm not sure.
Are VSTs like Razor and Massive good places to start for sound design like this? They're obviously heavily used in the electronic music genre which is where I've been using them, but what's a good VST to go to? I'm using Ableton 8 & 9 at the moment and have been curious about game sound design for quite some time now!
Regards!
Edited by Bokuden, 22 September 2014 - 10:42 AM.
#45
Posted 22 September 2014 - 12:54 PM
Nikolai Lubkiewicz, on 22 September 2014 - 12:50 PM, said:
Give him (or her!) my extra thanks!
Edit:
Edited by Shar Wolf, 22 September 2014 - 12:55 PM.
#46
Posted 22 September 2014 - 01:24 PM
#48
Posted 23 September 2014 - 03:59 AM
Curse my animators eyes
Edited by GlycerineOxide, 23 September 2014 - 04:03 AM.
#51
Posted 24 September 2014 - 01:26 AM
As for the King Crab, words fail me
Edited by Yosharian, 24 September 2014 - 01:26 AM.
#52
Posted 24 September 2014 - 02:09 PM
#53
Posted 25 September 2014 - 08:35 AM
GlycerineOxide, on 23 September 2014 - 03:59 AM, said:
Curse my animators eyes
That's probably because they are not using inverse kinematics in the game like they did on MW4. Which is a shame because having the feet adapt to the terrain would be truly awesome. Even nowadays I prefer the walk cycles of MW4 compared to MWO ones - each step feel more decisive and solid.
#54
Posted 30 September 2014 - 05:24 AM
Edited by Kes Kotare, 30 September 2014 - 05:25 AM.
#55
Posted 03 October 2014 - 05:05 PM
Keep up the new and improved PGI.
#56
Posted 08 October 2014 - 09:28 PM
#57
Posted 10 October 2014 - 07:18 AM
But....
That concept art for the king crab looks superb! it was all looking pretty good until they painted the silly face on it. Anyway that's just paint. Its interesting to see how the artist builds the mech up in layers. Now pgi please don't make the KC walk the Daishi or stormcrow which look like their trying to tiptoe everywhere and as a result just look amusingly stupid.
#58
Posted 20 October 2014 - 07:52 PM
#59
Posted 21 October 2014 - 12:11 AM
Lil G topa101, on 20 October 2014 - 07:52 PM, said:
The Bushwacker comes out into full production 3053.
http://www.sarna.net/wiki/bushwacker
The Bushwacker was originally a failed BattleMech designed to have a smaller forward profile to make the 'Mech a harder target to hit. The Bushwacker's unique design caused problems with the engine shielding, the side-effects of which manifested themselves as various gremlins in the 'Mech's on board electronics on the prototypes fielded during the Clan Invasion. The 'Mech was redesigned after schematics for an OmniMech known as the Vulture were captured during a raid into Clan territory. Information gleaned from the schematics was used to overcome the aforementioned engine shielding problems. Finding the schematics had given the Bushwacker a second lease on life. Full production of the corrected Bushwacker began just after the Truce of Tukayyid, and the 'Mech has since become a favorite of MechWarriors in the Draconis and Capellan Marches of the Federated Suns.[3][1]
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