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Skepsis

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Everything posted by Skepsis

  1. This is for everyone enjoying Frank's awesome mod(which isn't completed yet,but I have some info that it will be soon:cool:),including me!;) Initially,I started doing the sound on the r32,but I switched to audi tt, because it doesn't have that stuttering sound issue(some cars have,including r32) and has a very similar, really quiet turbo like the real 2.0 tfsi engine has. Additionally,I made two versions,one with a discrete BOV sound added and the other without.Lastly,I made the exterior gauge and Lorinser rims(similar style to original) for Scirocco for added realism.:D p.s. I think the Scirocco model looks even better on the TT and also, the views are ok,the hood one being even better!:) +if you don't wanna move your Scirocco from the r32,that's fine,just rename everything to it's r32 names,but on the other hand,you won't hear the turbo anymore(not a biggy since the real turbo is really quiet)and there's that stuttering... Scirocco pack @ http://files.filefront.com/scirocco+packzip/;13645248;/fileinfo.html Quick run to the carwash and back:cheeky: p.p.s. btw. I have modified common.bnk file(louder turbo and almost mute transmission whine). You can take that too here: http://files.filefront.com/Commonbnk/;13273413;/fileinfo.html real car example
  2. Crazy!:D ...don't forget the evolution continues...nudge,nudge,wink,wink;)
  3. This is not modding,this is import-export-fast-delivery business!!!;)Nice:D What's next reaper?
  4. wow mate,that's impressive!:) If you're that fast,please finish the evo X in that quality while you're in the groove!;) (puts the flame suit on and runs away to play with these cool tuned versions!)
  5. I'm working on something else at the moment,but maybe I'll do a mustang(depends on the samples),so you could stick that one in the gto. ;)
  6. Great job man! Just trying it!:) But what about this?? "Stock & Tuned Versions" p.s. I'm too waiting for the evo x,when is it coming?:D (best looking evo ever ,definitely!)
  7. oh yeees,that's the best looking mustang of them all throughout the history!:D (ok,if you forget about the special editions like shelby's for example) RACING STRIPES please?:) (or 2 versions,with and without) p.s. You're popping new mods almost every other day now,you installed some robotic parts to yourself recently?;) Keep up the good work!
  8. @ Danger Sponge You're right mate, you need start up sound,idling sound and then low-mid-high revs(steady-flat-loops of say,5 seconds(the more the better)) on and off sounds,although sometimes there's even very high,but on the other hand you can use the on sounds as off sounds(little quieter) to keep it simple.;) Ideally,(fantasy mode on:D)the sound should be recorded on a dyno(rollers),because if it's recorded in neutral,with no load,it sounds flat and lacks grunt and real caracter. That's why Gran Turismo's engines always sounded underwhelming(it got a little better in gt5 prologue but...)unlike at least 5 last NFS titles which weren't that good as games ,but those engine sounds are definnately in top 3 ever in gaming(I tryed a lot of games in my time,since commodore 64:cheeky: onwards)! As for youtube videos,they could be used for sound samples(as any other sound source could), but since you need steady samples at as much rpms as possible,with a minimum of extra noise, youtube videos 99% of the time fail(start up and idle sounds are easier to find though)! One interesting thing I've found is that some sound samples from gtr2 and tdu are identical which leeds me to believe that there is a third party firm doing these recordings and then selling it to gaming studios. I wish I could get my hands on those dvds!:twisted:hehehe btw. in gtr2 the samples were in standard wav format which you could use with no problem,but from the last one(gtr evolution)wav files got coded(damn!),so I had to do my own virtual recording sessions:D,which went something like this. I would rename all the folders which contained any other sounds other than engines,so they don't get in the way,and then choose a car I liked the sound of,and then record steady samples on the nuerburgring nordschleife's long straight by sticking it in 3rd gear for example(momo wheel)and then flooring the gas pedal while dosing the rpms with the brake pedal all the while recording this from windows!:lol: Ok,I ment to write a short messagge and now look what it turned into,and my girl is starting to protest from the bad,so...duty calls!:D Until next time,CYA! p.s.probably :badspelling::)
  9. really? Ok,I know bmw engine is a bmw engine,but there's certainly a difference between V8 and V10,I admit,I haven't driven neither,but I watched videos/top gear and they don't sound very similar except that mechanic sound in high rpms that bmw engines have...
  10. That's because it wasn't there until you asked for it!;):D:lol:
  11. That's my M3 E92 (V8 engine,M5 has V10) sound,but if you like it I'm not gonna stop you.;)
  12. Why not,I love to give!;) ...and btw I made them.:cool: Check the first post!
  13. Well,I'm Croatian,so I struggle a bit too when I'm trying to explain something in English!;) Pitch means the perceived "height" of the sound and it can be expressed in Hertz or tones for example,so basically,you need to listen to original sample,ie onhigh, and compare it to the new one. If the new one sounds higher,you have to lower it by pitch shifting,in audacity "change pitch" option. you select the wave,then click change pitch option,in the window that opens you have the possibility to change the pitch by tones,Hertz or percentage and you have a preview button so you can hear straight away how it sounds. So, you've selected the new part which loops(shift+play) nicely without glitches and you've selected pitch change,then you can open from outside with your regular "windows recorder"(for example) little program the original onhigh sample so you can keep comparing it to the new one you're making until they sound like the same tone and when that's done,just export it in the proper wav format and repeat that for mid,low,idle too and that's it.:cool: Probably.:cheeky:;) And yeah,sound modding certainly isn't easy and there are nuances between good sound and a great one,and you have to have ear for it.:) Also,it's not like 3D modeling where you have a huge database of models online, there's only a couple of games that you can borrow:cool: the sounds from,they are mostly coded so you can't use them,but have to resort to some fishy techniques like recording it from windows while you try to keep the steady rpms so you can have usable samples for editing later...it's a big subject and I've been typing this for too long now:cheeky:,so I hope I helped you...others could chip in too you know:nanananana:;). p.s. I wish there was a sound database with quality samples for all sorts of cars with steady samples recorded for every thousand RPM...ahh...you know,when you know what you're doing,it's just down to quality of your samples,so if we had such a database with quality samples,it would be a breeze to make quality soundmods!:D If someone has some ideas,let's hear them!(and please no links to youtube videos of someone revving the "x" car,that's useless,thx.)
  14. I supposed it were gtr samples,but you didn't understand me. The samples are not the problem(depends how you look at it),it's you.;) You can't just put gtr's low mid high samples to any car's low mid high samples in tdu(and you obviously did just that),they have to be correct in pitch so one can follow the other seamlessly! you have to listen to the original tone of the samples and transpose the new samples to those tones or it will sound like it does now,wrong. I mean,when you get that,you'll understand you don't have to allways synch the new ones to old ones exactly(they can all be EQUALLY higher or lower),but you have to know precisely what tonal difference there is between the low-mid-high so you can adjust the new samples acordinglly. Uf...gotta run now! Good luck again!;)
  15. SUVs suck,but this was an awesome idea and the model is nicely done!:D rep!
  16. Ok,few quick tips for you. I don't know if you're tone deaf(not an insult,some people just are),but your progression through the samples low-mid-high is all messed up pitch-wise. To give you a simple example,normal engine pitch should go smoothly and uninterrupted through the RPMs ,so let's represent that with ascending row of numbers ie. (low)12345(mid)678910(high)1112131415 Now,yours go something like this (low)12345(mid)34567(high)56789 I've seen this many times when people do the sound mods,so this is just a heads up.;) btw.samples alone are not bad quality(not great either;)),so you could make a solid mod with it.:) +you could put the same samples on their "off" counterparts,so that there isn't such a volume difference between the on and off. Good luck!:D
  17. Anyhoo,I said great little car tool!:) p.s. and something about french pronunciation of the car's name which little children would find offensive.;)
  18. I don't think he'll release it that way!;)
  19. why wouldn't it,it's just that it wont go to 7500,but 7000rpm on C6,enjoy.
  20. It is stock,but it's not yet finished and also,those are pontiac rims,so there's a hint on which car it maybe goes...;)
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