HaloGirlAsh117

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HaloGirlAsh117 last won the day on May 6 2017

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12 Jedi Padawan

About HaloGirlAsh117

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    Jedi Apprentice
  • Birthday 07/07/1995

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    http://triggergamestudios.net
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    HaloGirlAsh 117

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    Tython

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  1. It's been a while since I gave anyone an update on this little side project of mine. Long story short... it's well under way. I'm about half done with all the sounds and the music is pretty much fully finished, but I've had to put this and many other things on the back burner for a bit while I renovate my new place before I move in as well as having to finish building my car so I can re-insure it and put it back on the road. I'll be sure to drop a post here when I'm back to working on this. It shouldn't be too long - a couple months at most before I'm working on it again. Hang tight guys, don't worry. This isn't something I'm going to bail on. I love this game too damn much to do that... besides.. I've invested too much into it to quit now.
  2. Thanks for that post.. it helped me to figure out the issue. Because my waveform audio is processed in 'Reaper' and my MIDI form audio is rendered in 'Ableton' which i then render down the comp of midi tracks into a single waveform track and combine with the other waveform tracks in Reaper... It means once i rendered my audio as a .wav in reaper... i had to import and re-export it through Ableton into a ableton encoded .wav file. then re-export from audacity as .wav and THEN convert to .mp3 using freestudiosuite. any other way and its just silent... what a nightmare..
  3. Hey so could somebody look into what it takes to get music files to play from the 'streammusic' folder. I re-exported all my new music files from audacity as wav files but they wont play ingame. not sure whats wrong.
  4. Hey guys. So long story short, my dad is fine now and I can get back to my job as well as working on K-KAO. I want to ask a favour of the community on something for this project. Since I’m really tied up trying to catch up on work backlog because I had to take care of my dad, I would really appreciate it if somebody can discern how to make something like a blaster use different sounds. Feel free to test with whatever sounds you like, even if it’s just you recording yourself saying 1, 2, 3. I just need to know how to make the soundset for explosions, blaster shots, etc... vary between sound triggers, also anyone can figure out how to make different weapons / unique weapons use specific sounds for them over others (i.e.: having Carth's blaster use a unique sound set different from normal blaster pistols) this would be a huge help for me as it saves me having to figure out on my own and right now I’m about 5 days behind schedule for both the mod and my company. Thanks guys. Appreciate the help.
  5. !>> K-KAO WORK TIMELINE UPDATE <<! Hey everybody, ok so the project is going to be somewhat delayed by at least a couple days due to some family health issues. It would seam that my father may have suffered an "acute cerebellar stroke" and has been admitted to hospital for at least a day or two. As such i will likely not be able to get any work at all done on K-KAO over the next two days and as this will cause the development timeline to conflict with other work within my studio. I dont expect this to effect development too drastically however and with any luck time can be made up for elsewhere to compensate for time lost. I dont suspect that the project should be delayed by than a week at max, though I cannot give an accurate estimate on when K-KAO will now be released. The project however WILL become the priority of myself and my studio as the one affects the other and it is of course in the best of my interest for myself and my studio to complete it and release it as soon as is possible. I will be releasing an alpha version of K-KAO as a 'sample' which will only include some of the the new weapon sounds. Most likely... - Grenades - Mines - Blasters - Swords Please Note : as an alpha release, the sounds are not guaranteed to be in their final state, or even remain the same at all. Additionally it will not include variant sounds for weapons as planned for the full release and will not be covering custom sounds for *unique* weapon types. All aspects of the mod will be totally subject to change. Thanks for understanding about the current situation and hope to see you in a galaxy far far away.
  6. Well the grenade sound effects are all done All 27 of them, with 3 variants for each! (31 if you count the bounce sounds that I replaced.) Now it’s on to the mines and blasters. One thing that is surprising me is how much I’m actually able to reuse the original sounds in some way. Sometimes cutting out a certain frequency or stretching it out super long and cutting the high end to make a bass drop sound, which is a lot of fun. And with 350gb of sound samples from various sound libraries like the 'BBC complete Sound Effects Library' from ProSoundEffects and post-effects processors in my Native Instruments software suite 'Komplete8'. I can literally create anything! Hope you guys enjoy it when I'm done.
  7. Ehhh . . . not yet . . . but from what I understand looking at the file structure it should be straight forward. There doesn’t seem to be any reason I can’t, seeing as how there are *occasionally* things in the game that have more than one sound (e.g.: lightsabers) which look to use the system exactly how I suspected. Once I can reverse engineer how they work and make the same concept work with a blaster or grenade or something: then yes, I’d be happy to share.
  8. Thanks I just worked out the math on how many sounds I have to make... I’m making new variant sound sets (around 5 sound variants per set) for each of the weapons and items... while I may not make EVERY blaster have its own unique sound set... I’m aiming for most weapons to have their own sound sets. That way blaster pistols sound different from heavy pistols, also sound different from carbines, or rifles, or repeaters... etc. Also doing the same thing for grenades, mines, usable items like medpacks and stims, and even swords. For example... - Vibroswords will now have a very subtle hum and a kind of twin toney twang sound. - Stun batons will crackle and zap - Larger swords like the Wookiee blades will be heavier and bigger sounding with large clanks and bangs - Weapons like quarterstaves will make more of a wooden or metal tube sound also making custom sound variant sets for each individual light saber color so no two lightsabers will sound alike unless they are the same type (short, single, double) as well as color. This brings the total weapon effect sounds for lightsabers and blasters (haven’t done swords or other stuff yet)... 200-250 individual blaster sound effects (doesn’t count blaster bold effects i.e.: impacts, bounces and deflections) 25 lightsaber sound sets (3 power on sounds, 3 power off sounds, 10 saber combat sounds, 10 deflection sounds... approximately per set : 25-35 sounds per saber set) *total of 625-875 individual saber sounds. Grenades have 3 explosion sounds for each - 9 grenade types - 27 sounds (not counting bounce sounds or unique grenades like the ice and fire grenades in the tombs) Mines will have different variant sets depending on grade *minor, average, deadly* - total of 37 sounds. ____________________ Now while for weapons I’m making many variations of sounds, I’m not necessarily doing that for everything... it wouldn’t be necessary. But by my estimates (weapons and items being having the majority of sounds) K-KAO will contain a total of somewhere around 4500-5000 sound effects. This doesn’t include audio in the games stream folders or the music. *I haven’t looked at what’s in there yet... but I would not be surprised if the final version of K-KAO runs somewhere close to 10,000 sound files.*
  9. T_T god DAMN i sooo wish i could find a way to make the sound files comparable in stereo... mono just sounds like total ass.
  10. ya i figured out what the issue with the sound files were... i guess working with professional recording studio class equipment can be a pain sometimes.. it would seem that when i render my audio in reaper or pro-tools... it encodes it in a way kotor dosent like... so i just take my fully compiled audio once im done making my sound effects and then re-export using audacity.. works fine now.... now just hoping that what ive heard about them only working in mono turns out not to be true.. i hope so.. mono audio sucks so bad
  11. So I’ve been offline for AGES I know... but things got busy. anyways I’m neck deep in this mod... I decided to start a new thread for this rather than repost on the old one I started back last august because I wanted to make sure it got noticed. Long story short... I’m way in over my head here and need help with how to get this mod working. spent the last 5 days working on it and I have a sound effects library of 17,000 sound effect files to work with now and my whole library counting music, effects, and voices is over 26,000 files in size. I’ve already made about half the sounds for the game. As for what I’m replacing... EVERYTHING. Alien Speech Music Music accents (battle intro/outro stuff) Ships Cinematics Weapons: Blasters, Sabers, Rockets... you name it. The only part of the game audio I’m not touching are the dialogue voice over files (for obvious reasons). One of the other things I want to do is add more sound variants for different weapons. IE: 5 different blaster sounds for blaster pistols 5 different sounds for blaster pistols A unique sound set for unique weapons (i.e.: the Sith sniper rifle using its own set of 5 or 6 blaster sounds as well as having its own model and texture) Also adding in combat dialogue to the player character for mines and critical hits and stuff like going solo or invisible. ____________________________________________________________________________________ Right now, I’m having a big issue with trying to make the sounds work... to test my method I’m trying to replace the alarm sound on the Endar Spire at the start of the game, I have tried using both .mp3 and .wav (as well as a .wav renamed to .mp3 rather than converted) I have tried this rendering the files in both 'stereo' and 'mono' at 32khz, 44.1khz, and 48khz and still none of them work. The only progress I seem to have made is that when KotOR tries to play that sound file... all I get is loud static for like 10 seconds (the sound file is only about 3 seconds long) *I’ll attach it to this post for anyone interested to listen to* Any help with this would be hugely appreciated... the original plan was to get this released for Monday but doesn’t look like that’s going to happen. as_el_alert.wav
  12. Long story short... I’m working on a complete game audio remastering overhaul... just one part of my complete KotOR overhaul that I’m working on. However, despite being half done with all the sounds I still can’t figure out how to override audio files and sounds... I exported my sounds as both .mp3 and .wav but they don’t do anything even when added to either the override folder or the streamsounds folder. Someone please help me!