Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Well Obviously not too many. WAV files get huge and will bloat the map to a massive size. I could try and set things up to use BIKs instead since they use much less space. (yes it's possible to have audio on a mesh texture. Crazy ain't it! )
But as I recall I don't know of a limit for random geometries on a PCO. I do know Soldiers are limited to 3, but not so for PCOs. So a reasonable track list will definitely be do able.
The only downside to using BIK textures for audio is that there is no fade in/out function when you move away from the source object like with sound effect system. The BIKs will be tied to a lod system so they have the same audio range the original disco building had. BUT once you get out side the LOD range, the music will cut off abruptly. BIK audio levels are tied to the music volume setting in the settings pane, so if someone had their music volume set to zero, they won't hear anything when they enter the building.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Here's a quick preview rendered from Max. I'll do a static version to test how it looks ingame before I render out all the animation frames.
(I didn't start the animation start and end point correctly in the animation settings, so in this preview, the lights slow down/speed up at one point in the video, I will use different key frames to avoid the part where this occurs)
It probably won't be that dark once ingame. Everything in Max seems to be darker overall then how it appears once in the BF1942's lighting system.
FYI...Reegad created a new disco which first appeared in the map Deathrace Extreme 2.....looks like you're using the "classic disco building"....not a bad thing...can u add drinks on the shelves? I'm forever thirsty:)
GOLD MAP PACK coming soon!!
146 's............................................................"I said GOODDAY SIR!!"............................sig by FlaMiN!!
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Yeah. I'm mainly using assets from the main mod besides the custom city blocks and such.
Little too late to look at the other one. I'll just stick to using the main mod stuff for now as pulling stuff from other maps will take longer (since I would need to get permission to use whatever content I pull from them).
EDIT:
Light levels seem good. I will render out the frames and patch them together in VirtualDub, then conversion to BIK. I'll show the final result looks like.
I have Cameras in your head!
Shrooms
[ 05:07 ] [ 26 Oct 2013 ]
Guest
I would update disco fever with that idea that disco is funky
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Here's how it looks ingame. I still plan on redoing a new render since I want to slow down the movement of the lights (there's only 50 frames in the first render, so it would be too jerky if I slowed it down in the BIK playback speed). But this is roughly what the final result will be. Just note it will animate at half this speed in the final version:
The interior of the building is a seperate object so the exterior can have it's own normal lightmap for whatever map this is placed on, so the interior is pretty much a universal drop in and shouldn't clash much with any map no matter the lighting conditions.
Out of curiosity, is it possible to remove the landscape image in the disco ball to and make it resemble an actual disco ball? That always caught my eye...
GOLD MAP PACK coming soon!!
146 's............................................................"I said GOODDAY SIR!!"............................sig by FlaMiN!!