Modified official maps.

iNv|roKis-iNv|roKis- Posts: 420Player
I am here to complain about sounds...obviously.

Anyway to port official maps into an editor, get rid of the unnecessary sounds from the ambient? or modify the official map to be more competitive and balanced...cough crossfire cough.

Idk anything about editing or creating maps so I ask.
Bhop is a string of jumps with no interruptions.
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Comments

  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Yes, you can pretty much do anything you want with them. Only problem, they are no longer official map, just UMMs.
  • iNv|roKis-iNv|roKis- Posts: 420Player
    Don't care if they are UMM, as long the league takes the changes we'll run UMM instead of the official for comp play. Pubbin is pubbin. But for comp, a reduced ambient would be a lot better, at least imo.

    Now If i only knew how to do the changes would be great.... haha
    Bhop is a string of jumps with no interruptions.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Well! If you guys have enough back bone to all this comp thing, and the interest is really there to do this. As a group compile a change log list and I'll be more than happy to help you guys.

    But it has to be as a comp group agreement and just one person.
  • iNv|roKis-iNv|roKis- Posts: 420Player
    Will get back to you on this once I get a discussion going at the FN forums
    Bhop is a string of jumps with no interruptions.
  • .6ix.AliGator.6ix.AliGator Posts: 165Player
    LOL someone misses AlAudio.
    ss_4_AliGator...png


  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Is it possible to remove sound occlusion would probably fix most peoples issues with sound right there. Then from there we can see if we need more tweaking. Hearing people at a distance better than up close is unacceptable. Would love to see some UMM official maps try and fix that.
    Pie charts + Graphs= Very Bad.



  • SacchoSaccho Posts: 1,577Player
    edited January 2016
    No idea why you're opposed to occlusion as a concept for sound. 1m35s for occlusion demo


  • iNv|roKis-iNv|roKis- Posts: 420Player
    sent you a pm wolverine.
    Bhop is a string of jumps with no interruptions.
  • iNv|eKCommiNv|eKComm Posts: 394Player
    This is ingenious. I keep forgetting that we now have some control of the sound stage via the editor. Intriguing
    2016 Flank Gaming Network Season 1 Champion
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    2015 ESL Test Cup Second place
    2014 FraggedNation UMM Tournament Champion
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  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Saccho wrote: »
    No idea why you're opposed to occlusion as a concept for sound. 1m35s for occlusion demo


    your video pretty much explains it for me.
    Pie charts + Graphs= Very Bad.



  • IO_i_OIIO_i_OI Posts: 1,107Player
    Saccho wrote: »
    No idea why you're opposed to occlusion as a concept for sound. 1m35s for occlusion demo


    Perfect example! B)
    googley avatar aapg


  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    Remember when nearly everyone complained about being able to hear perfectly clearly through walls? that it was giving yourself away affording the camper an easy kill? probably one of the deciding factors in reasoning for the engines getting switched up in favor of something with a few more options :lol:

    Pretty sure I can remember it, but then.. I could be wrong :lol:
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited January 2016
    Remember when nearly everyone complained about being able to hear perfectly clearly through walls? that it was giving yourself away affording the camper an easy kill? probably one of the deciding factors in reasoning for the engines getting switched up in favor of something with a few more options :lol:

    Pretty sure I can remember it, but then.. I could be wrong :lol:

    I never complained about this. Nobody in competition ever complained about this. The only issue that I think most had was how above you sounded and currently it is still just as bad if not worse. You hear above or below better than your own surroundings on same level.
    Pie charts + Graphs= Very Bad.



  • Bashar_al-AssadBashar_al-Assad Posts: 580Player
    Saccho wrote: »
    No idea why you're opposed to occlusion as a concept for sound. 1m35s for occlusion demo


    This is how it should be. Dont understand why people want anything different.
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited January 2016
    .dc-colts^ wrote: »
    Remember when nearly everyone complained about being able to hear perfectly clearly through walls? that it was giving yourself away affording the camper an easy kill? probably one of the deciding factors in reasoning for the engines getting switched up in favor of something with a few more options :lol:

    Pretty sure I can remember it, but then.. I could be wrong :lol:

    I never complained about this. Nobody in competition ever complained about this. The only issue that I think most had was how above you sounded and currently it is still just as bad if not worse. You hear above or below better than your own surroundings on same level.

    In 12 months I could say remember when everyone complained about revives and you'd likely say you didn't, and I wasn't being specific or placing blame :lol:

    You wanna deny you helped get us Z-axis sounds? (the very thing you talk about above) and don't even know its in the game, or if you do, you aint happy with it, I dont know but maybe all them sound tweaks you do to make the game better.. actually don't?

    It's not perfect I'm pretty sure nobody is saying that here and we all have our likes and dislikes of various aspects of the game. We all just look at things differently that's all. I mean no harm or malice in things I say and I certainly dont think the game is perfect, I'd adopt many of the changes most here ask for not just because they are good ideas.. but also to see how these things would pan out, but.. unfortunately when we get them and they don't, we all have to live with it :wink:
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • SacchoSaccho Posts: 1,577Player
    .dc-colts^ wrote: »
    Remember when nearly everyone complained about being able to hear perfectly clearly through walls? that it was giving yourself away affording the camper an easy kill? probably one of the deciding factors in reasoning for the engines getting switched up in favor of something with a few more options :lol:

    Pretty sure I can remember it, but then.. I could be wrong :lol:

    I never complained about this. Nobody in competition ever complained about this. The only issue that I think most had was how above you sounded and currently it is still just as bad if not worse. You hear above or below better than your own surroundings on same level.

    In 12 months I could say remember when everyone complained about revives and you'd likely say you didn't, and I wasn't being specific or placing blame :lol:

    You wanna deny you helped get us Z-axis sounds? (the very thing you talk about above) and don't even know its in the game, or if you do, you aint happy with it, I dont know but maybe all them sound tweaks you do to make the game better.. actually don't?

    It's not perfect I'm pretty sure nobody is saying that here and we all have our likes and dislikes of various aspects of the game. We all just look at things differently that's all. I mean no harm or malice in things I say and I certainly dont think the game is perfect, I'd adopt many of the changes most here ask for not just because they are good ideas.. but also to see how these things would pan out, but.. unfortunately when we get them and they don't, we all have to live with it :wink:

    http://archive2.forum.americasarmy.com/viewtopic.php?f=45&t=13634

    Take your own conclusions from the thread. I'll just say the Devs are remarkably patient people. If any of them have meditation routines they'd like to share, they could do the world a great service.
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Not sure how many know about it, but this is part of AAPG now. They have set it up to do per-mesh occlusion. I was going to do whole tutorial on this, however, back when they first integrate it, it was still buggy. Some sounds would still bleed through, but for the most part it worked great. So maybe taking 1 BDX map and stripping all the ambient sounds and setting up all the per-mesh occlusion and see how it reacts with player sounds would be the way to go.

    Why don't you guys agree on 1 map, and let me see what I come up with. Once a map is picked, I'll make a new thread for it, this way we can keep all the feedback/testing info in the thread.
  • iNv|roKis-iNv|roKis- Posts: 420Player
    It's very hard to get a consensus from the comp players, it takes days. Right now I am spearheading the changes because I am indeed not happy with the current state and apparently others aren't either.
    I'd say let's use Springstreet as it is the most played map in comp.
    I have no idea what per mesh occlusion is, so if you could explain, I would take the time to try and understand it. I think we all have an idea of what we would like to hear. AA2 had some sweet sounds, the open beta was great compared to what we have now imo.
    Bhop is a string of jumps with no interruptions.
  • SacchoSaccho Posts: 1,577Player
    Per-mesh occlusion ==> does sound travel through that part of the object/wall/whatever
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Correct. Each mesh is been set with occlusion value in its property. By enabling it, it allows you to control how much sound travel through it. So just like in the video. Let's say I have a wall and on the other side of the wall I have a car engine sound, I can control how much of that sound gets to bleed to my side. It works pretty good with ambient sounds, however, I haven't tested it enough to see how it would work with footsteps aound.
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