Recent Posts

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Content for Games/etc. / Re: Sharing My Music / SFX - Over 2000 Tracks
« Last post by Eric Matyas on June 16, 2021, 04:39:34 PM »
Greetings Fellow Creatives!

This week’s new sounds are on my SFX – Weather page.

LIGHT RAIN + THUNDER (1-4)

https://soundimage.org/sfx-weather/

If you feel that my 2000+ free tracks of music and sound effects are helpful, please consider making a small donation on my website to help support my efforts. Soundimage is 100% community supported.

Thanks in advance and have a good week!
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on June 13, 2021, 11:26:41 AM »
Hi Folks,

I hope everyone’s having a good weekend.

Brand new free texture images are ready on these pages on my site:

BRICK (Artistic)
ROCK/STONE (Artistic)
WOOD (Artistic)

You can access them from here:
https://soundimage.org/images-home-page/

Feel free to edit them as needed, generate maps from them, or whatever you like.

OTHER NEWS

I’ve finally begun my quest to begin expanding the ambient sounds section of my website… sound effects, too. Both sections really need it and it’s taken much too long to get around to it, but life has been hectic. Anyhow, I hope some of them are helpful. More to come!
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Content for Games/etc. / Re: Sharing My Music / SFX - Over 2000 Tracks
« Last post by Eric Matyas on May 18, 2021, 07:46:56 AM »
Hi Everyone,

This week’s new free music tracks are:

On my Fantasy 12 page:

“FLIGHTS OF FANTASY”
https://soundimage.org/fantasy-12/

On my Puzzle Music 6 page:

“DANCE OF THE SNOWFLAKES”
https://soundimage.org/puzzle-music-6/

And on my Sci-Fi 10 page:

“FUTURE CLOCK CHIME”
https://soundimage.org/sci-fi-10/

Enjoy…and keep on creating!
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Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on May 14, 2021, 08:24:47 AM »
Hey Fellow Artists,

You’ll find this week’s new seamless texture images are on these pages on my site:

GROUND (Artistic)
METAL (Artistic)
ORGANIC (Artistic)

https://soundimage.org/images-home-page/

NEWS

It’s great to see that people are starting to use my Ogg music packs…I’m glad they’re helpful!

SOUND EFFECTS PACKS?

Is anyone interested in sound effects packs? Just an idea I’m thinking about.

OGG MUSIC PACKS

I’ve also created a page where all my Ogg music packs live together. It’s here:

https://soundimage.org/ogg-music-packs-2/

Enjoy...and please stay healthy.
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id Tech 3 Mods / Re: American McGee's Alice modding
« Last post by caedes on May 07, 2021, 11:31:45 AM »
I don't have experience with reverse engineering either, but that sounds like the right way to do it.
Apart from decompiling and  trying to understand from the disassembly (or however IDA represents it), it could also help to (additionally) run the game in a debugger to see what happens at runtime (maybe IDA/Ghidra support that as well, no idea)
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id Tech 4 Needs Help / Re: Methods to make cutscenes
« Last post by The Happy Friar on May 06, 2021, 08:25:30 PM »
I thought there were some on moddb & youtube, but looks like they're all gone.  :(
But yeah, you use set influence, changed to a camera, move the camera around, etc.
You could do prerecorded but that would take up more space vs doing in game.  Now instead of recorddemo you could use the windows game recorder or amd/nvidia recorder to make your movies.
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id Tech 4 Needs Help / Methods to make cutscenes
« Last post by bitterman on May 06, 2021, 08:52:57 AM »
Hi!

Can you remind me what methods (witch is based on engine or prerendered movies) can be used in IDTech4 to make cutscenes?

And some related question - it is possible to create prerendered movie directly in engine (not in Maya or Blender)?

I remember only something about 'switch to cinematic camera' and 'recordDemo' but not remember any details.

Links to tutorials are heartly appreciated.

Thanks.
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id Tech 3 Mods / Re: American McGee's Alice modding
« Last post by VulpesVulpes on May 05, 2021, 10:07:44 PM »
Thank you for the responses! I'll look into the Fakk2 source code and see what it looks like. Do you know what the best route would be for reverse engineering Alice? I know there are programs like Ghidra and IDA that decompile games. Could I do that and use the Fakk2 source code as a guide?
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id Tech 3 Mods / Re: American McGee's Alice modding
« Last post by caedes on May 01, 2021, 11:48:32 PM »
Alice is very similar to Fakk2 technically, so you'll have to use the FAKKTools.
relevant links for Alice modding:
https://machinations.fandom.com/wiki/Machinations_Wiki
https://sites.google.com/site/yannhennequin/ esp. https://sites.google.com/site/yannhennequin/geartools

changing behavior is not gonna be easy as no modding SDK had been released for Alice (fucking EA...), so you'd indeed have to use reverse-engineering.
probably the fakk2 game SDK source code (which I think is part of fakktools) helps a bit, as alice uses the same base
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id Tech 3 Mods / Re: American McGee's Alice modding
« Last post by LDAsh on May 01, 2021, 09:21:06 PM »
I haven't seen support for it with any Radiants, that I recall, although QuArK claims to support modding for it:-
http://quark.sourceforge.net/download_addons.php

It's not as straight-forward as just adapting Quake 3 Arena support, mainly you're going to need the .def files to get all of the entities to show up correctly so that you can actually use them, and something tells me Alice would have some tricky ones in there.  You might be better off adapting your own 'gamepack' based on RtCW, since that's another SP game released around the same time.

https://www.moddb.com/games/american-mcgees-alice
https://www.nexusmods.com/americanmcgeesalice
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