Plan for David Michael
by DavidRM · 06/17/2002 (10:14 am) · 0 comments
Paintball Net is still incrementing its way through the Phase 1 task list.
We had our first tests with our first player model today, and that was...well...interesting... ;-) A combination of disorientation in the weapon mount point, and an error ("he's got hemorroids") in the base pose made for a rather...odd...and disturbing...visual experience. But, hey, it's progress. =)
When we get the model skinned (and posed less oddly), and get the first map completed, we'll be posting some screen shots.
Finally installed OpenAL on my PC over the weekend, so I could integrate some test sounds into our project. After a couple of reboots and installing updated audio drivers, I seem to have it working...though there seems to be a problem with running the Torque demo with OpenAL active and WinAmp at the same time. I'll dig more into it later.
In any case, we've integrated our first sounds into the project, and it's always cool to move from a silent movie to a multi-media experience.
In case someone finds it useful:
To make life a bit easier on the sound engineer, I've created "sound stubs" for all the sound effects we need for the current development phase. These stubs are simply a 0.25 second .WAV file of silence. I copied the stub as many times as I needed, renaming the copies to reflect the final sound resource file name. I used my old copy of CoolEdit96 to generate the silence.
This way, the sound engineer can just replace the WAV file and restart to hear it in the game. Not perfect, but better than teaching him how to edit the script files.
Have fun!
-David
Samu Games
We had our first tests with our first player model today, and that was...well...interesting... ;-) A combination of disorientation in the weapon mount point, and an error ("he's got hemorroids") in the base pose made for a rather...odd...and disturbing...visual experience. But, hey, it's progress. =)
When we get the model skinned (and posed less oddly), and get the first map completed, we'll be posting some screen shots.
Finally installed OpenAL on my PC over the weekend, so I could integrate some test sounds into our project. After a couple of reboots and installing updated audio drivers, I seem to have it working...though there seems to be a problem with running the Torque demo with OpenAL active and WinAmp at the same time. I'll dig more into it later.
In any case, we've integrated our first sounds into the project, and it's always cool to move from a silent movie to a multi-media experience.
In case someone finds it useful:
To make life a bit easier on the sound engineer, I've created "sound stubs" for all the sound effects we need for the current development phase. These stubs are simply a 0.25 second .WAV file of silence. I copied the stub as many times as I needed, renaming the copies to reflect the final sound resource file name. I used my old copy of CoolEdit96 to generate the silence.
This way, the sound engineer can just replace the WAV file and restart to hear it in the game. Not perfect, but better than teaching him how to edit the script files.
Have fun!
-David
Samu Games
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