in the pipeline
Re: in the pipeline
are you talking about the quality of the models?? or the fact that some of them are unavailable to some people??
-
- Posts: 4891
- Joined: Sun Jan 13, 2008 5:22 am
- Team: Privateer
- Location: Southern Vermont
- Contact:
Re: in the pipeline
I'm optimizing my Washougal replica, and waiting on JLV for the new textures before I release it to you guys.
Re: in the pipeline
what i meant buy the sounds need to improve is that the engine noise needs to improve. the way the revs match the sound is far better then any other game i have played on but it still doesn't sound like a motocross bike, liek a 250f would backfire and crackle coming off the power thats all i meant
YAMAHA privateers moorin,
if you aint rubbin you aint dubbin!
if you aint rubbin you aint dubbin!
Re: in the pipeline
I reckon it needs another sound mixed with it, one with a lower frequency, so it has a bit of a bark to it
Re: in the pipeline
yeh that would make it a bit better but then again a 250f is quite high pitched compared to a 450f. how about a proper rev limiter could that be possible?
YAMAHA privateers moorin,
if you aint rubbin you aint dubbin!
if you aint rubbin you aint dubbin!
Re: in the pipeline
Yeah, i agree with the rev limiter, ive seen that needle go quite far
Re: in the pipeline
i know that a 250f revs really high but the actual noise of the rev limiter needs to be changed to a quick bounce like the revs bouncing off the limiter.
YAMAHA privateers moorin,
if you aint rubbin you aint dubbin!
if you aint rubbin you aint dubbin!
Re: in the pipeline
careful with people wanting mva models, its not exactly legal i dont think.
As for sounds, JLV, i'd check the system that R FACTOR uses for their sounds, soooo realistic, fairly simple, but effective.
http://youtube.com/watch?v=_LNU2Gvae0U&feature=related just amazing really, listen to the engine wind up as he clicks through the gears, and the little ratlles n stuff as he comes into corners.
As for sounds, JLV, i'd check the system that R FACTOR uses for their sounds, soooo realistic, fairly simple, but effective.
http://youtube.com/watch?v=_LNU2Gvae0U&feature=related just amazing really, listen to the engine wind up as he clicks through the gears, and the little ratlles n stuff as he comes into corners.
Dont ever question my determination and my will to win - Chad Reed
Re: in the pipeline
The rev limiter is implemented with negative torques past the redline in the dyno info. I add -1 ft/lb for every 1000 rpms over the redline. Maybe I should raise that? The real numbers would be hard to get since you would need a dyno that actually powers the motor past its redline.
The R Factor sounds are nice, although it's hard to say how well they would work for a single. I looked all over for papers on synthesizing motor noise but it seems like it's a well guarded trade secret.
The R Factor sounds are nice, although it's hard to say how well they would work for a single. I looked all over for papers on synthesizing motor noise but it seems like it's a well guarded trade secret.
Re: in the pipeline
jlv wrote: The R Factor sounds are nice, although it's hard to say how well they would work for a single. I looked all over for papers on synthesizing motor noise but it seems like it's a well guarded trade secret.
single?
rfactor is pretty open source, you can edit pretty much 100% of anything you want. Their system is fairly easy to understand when your looking at the files, but the most difficult thing would be to get recordings, you could probably get good sound from various helmet cams on youtube or the like.
Dont ever question my determination and my will to win - Chad Reed
Re: in the pipeline
dont get me wrong jlv the games awewsome but a proper rev limiter and maybe some crackles and pops form the exhuast would be great
YAMAHA privateers moorin,
if you aint rubbin you aint dubbin!
if you aint rubbin you aint dubbin!
-
- Posts: 3131
- Joined: Fri May 09, 2008 1:51 am
- Location: San Diego, CA
Re: in the pipeline
all else aside, i think rider lean (foward back) should be addressed before anything else gets looked at. Its really the only thing holding this game back from being the most realistic motocross game ever. After this is addressed, sound refinements, model refinements, texture mapping refinements, all can be done fairly easily. I say we get the big stuff out of the way right from the get go so it can be tested and tweaked, so that the game structure is established early on.
ShackAttack12
| 2010 Supercross Champ | 2011 Supercross Champ | 2019 Supercross Champ |
-
- Posts: 658
- Joined: Fri Nov 30, 2007 1:34 pm
Re: in the pipeline
Agreed...I can't wait for rider lean...cornering will be better, whoops will be better, jumping will be better...basically everything will be better.ShackAttack12 wrote:all else aside, i think rider lean (foward back) should be addressed before anything else gets looked at. Its really the only thing holding this game back from being the most realistic motocross game ever. After this is addressed, sound refinements, model refinements, texture mapping refinements, all can be done fairly easily. I say we get the big stuff out of the way right from the get go so it can be tested and tweaked, so that the game structure is established early on.
Re: in the pipeline
Single cylinder.tobz173 wrote:jlv wrote: The R Factor sounds are nice, although it's hard to say how well they would work for a single. I looked all over for papers on synthesizing motor noise but it seems like it's a well guarded trade secret.
single?
rfactor is pretty open source, you can edit pretty much 100% of anything you want. Their system is fairly easy to understand when your looking at the files, but the most difficult thing would be to get recordings, you could probably get good sound from various helmet cams on youtube or the like.
Are you sure it's open source? I can't find any source code on rfactor.net.
Re: in the pipeline
well... after rider lean i was hoping maybe just maybe there would b a foot of the peg....