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DJoyTinnio

Modders
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Everything posted by DJoyTinnio

  1. [ATTACH]23599[/ATTACH] [ATTACH]23601[/ATTACH] [ATTACH]23602[/ATTACH]
  2. Its not from shmee150's video. The sourcevideo got something to do with the number 22 :-). And its not available anymore, because the uploader got some problems with the rights for it. So i can't upload to show it, too. What a pitty. Tnx for the reputation. I investigate the onmid about sounding like in the original video again. I remember having it in more roaring yet, but that was distortion. So i lowered it, yes i remember doing so. Should be ok like that. The other car you mentioned is a v10 engine too, maybe it is because of that. In mid range of an engine sound, there can be similarities to same number of volume buildt ones, because there the sound of the volumes, the pure engine sound, is more present, relating to the exhausts. Anyways i listen to it again. In fact, the source for the onboard version is an audi r8v10 S-tronic. No problem, i'm enjoying the videos when they are done then. No need to hurry.
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  4. Tnx a lot. Since it can cope with a highly paid product like nvidea's technology, i guess its worth keeping on working on it :-) . Especially regarding the fact, that i only started it yet. Some may say, no big thing, only a game, not a big fan of 3d. For a single person like me its such a great fun yet. TDU is just awesome. Thinking this 3d mod using zero additional cpu ressources, compared to almost the double amount with other techniques. And it is maybe also better for the eyes, being a slightly, and not so strong effect. Don't know if nvidea's 3d can be adjusted to be lighter. IZ3D can be. But its also needing double cpu ressources. Anyway, big tnx for the compliment.
  5. Mee too. And with my engine booster, even having it louder with same good quality :-) . http://forum.turboduck.net/threads/32937-enginesound-booster
  6. Tnx. I updated the audi r8v10 onboard sound yet again today btw. I found out that i didn't have aniosotrophic filtering activated in my ATI card settings. Now that i have it 16x , everything is looking good :-) . So the issue with the yellow lines is gone, and the streets don't look washy any more. You've got to not choose application settings, because there are none in TDU. Take custom settings for it.
  7. Big tnx everybody. Yes it got its charme, the 430 :-) . And for the 458, i found yet again a sourcevideo. A one i can't let on my disc without doing something very nice with it this time. I'm laughing everytime i see it. Only can imagine what it'll feel like driving it ingame.
  8. Tnx again. And good progress with your future projects. Now that you know how to straighten down or upreving enginesounds, its more easier, and less time consuming.
  9. Tnx again. I know some don't really care about a not driving related detail. Finding it less confusing, if weather doesn't change by anything but the time. And its more romantic also. Releasedate 13.05.2015. Edit : Need more time. Because i worked on the summergreen addon version 2 ( 96% done ) : http://www.file-upload.net/download-10613093/Sommergruen-update.rar.html Edit : Tnx for driving jzamm. 360 driftsession yesterday was nice. Me in white countach. Original atari model yet looking good :-) . [ATTACH]23398[/ATTACH] [ATTACH]23399[/ATTACH] [ATTACH]23400[/ATTACH]
  10. Tnx. Yet there are a few files to do. Edit : 96% done.
  11. O good. If you want the latest version, you've got to load it again, because i updated yet. Lot of fun everybody.
  12. I've got a big YES moment :-) . Finally, the sun sometimes, and the actual ingame weather from outside, visible from inside buildings. Weathercycle apply to everything but car rent, and painter, done. Not released yet. Next step, doing special weather for at flat, car dealers, traders, at night. [ATTACH]23366[/ATTACH] [ATTACH]23367[/ATTACH] [ATTACH]23368[/ATTACH]
  13. All straight from ingame, no editing. Weathercycle applied to interiors, not released yet. Last foto, tnx for driving JDMDrifter. [ATTACH]23365[/ATTACH] [ATTACH]23369[/ATTACH] [ATTACH]23362[/ATTACH] [ATTACH]23363[/ATTACH] [ATTACH]23370[/ATTACH] [ATTACH]23364[/ATTACH]
  14. Thank you very much. Second version updated with weather, also including better settings for, sun, grassupbuilding, and saturation. Textures in far distance are 90% done. Sorry, but it is really much time consuming. Since i changed the colour of the textures, i have to make a newly selection for all treestumps in them seperately, for being able to copy paste the original ones in again, for example. Enjoy.
  15. Weather updated. Especially for the summergreen addon 2 .
  16. Thank you, and wow. So great fotos. If i wasn't myself, i would imediatly go get that weather, and summergreen addon by DJoyTinnio ;-) . In the next weather update, colours stay, brightness stays, contrast at midday maybe up a bit. The thing is, at midday, when its lightening all up, green and brown/beige tones turn into yellow and orange, if saturation is at 100%. I found that, i dont have to change the colour itself, but its saturation. You can try the then new settings yet. Go to midday, and slide the saturation 6 steps from all the way right, to the left. I find this is looking more real, what do you say. If then someone want more colour, can just put the monitor settings for it up. Then the colouring, the display receives from the game, are powered, and not calculated into another colour. I think of releasing a second weatherversion, with more contrast at midday, and same colouring like the then new setting. http://forum.turboduck.net/threads/33094-DJoyTinnio-TDU-Fotolounge
  17. Lookie lookie :-). [ATTACH]23225[/ATTACH] [ATTACH]23226[/ATTACH]
  18. Improved sunmodel. [ATTACH]23205[/ATTACH] I reduced saturation for the middaytime. For other times like here, what do you think. Better like this foto, or like next one.? [ATTACH]23206[/ATTACH] [ATTACH]23207[/ATTACH] [ATTACH]23208[/ATTACH] [ATTACH]23209[/ATTACH] [ATTACH]23210[/ATTACH] Me and lonewolf. Drove a bit today, mom, night, whatever. Wow, what a case foto, the WOLF, the MOON, WOOW, SPOOKY and ROMANTIC, hehe. [ATTACH]23211[/ATTACH] [ATTACH]23212[/ATTACH] [ATTACH]23213[/ATTACH] [ATTACH]23214[/ATTACH] [ATTACH]23215[/ATTACH] [ATTACH]23216[/ATTACH] [ATTACH]23217[/ATTACH] [ATTACH]23218[/ATTACH] [ATTACH]23219[/ATTACH] [ATTACH]23220[/ATTACH] And the last fotos from today. Me (in Subaru 22b STI WRX), TDU-Driver (same), and ebk 56...somewhat, don't remember right. [ATTACH]23221[/ATTACH] [ATTACH]23222[/ATTACH] [ATTACH]23223[/ATTACH] [ATTACH]23224[/ATTACH]
  19. Plenty are, not all. At the moment i'm in the mood for citrusyellow toned by sunyellow. And this way this doesn't change only because changing a car. Bit strange it seems, i know. But it's actually not.
  20. Tnx. But i yet have to find out whats going on with the yellow stripes there. Why they are so dark you know. I have to check the gloss texture format i guess. Edit : I set the aniosotrophic filtering in graphic card panel to 16x. That was fixing it. And on goes the fotojourney. [ATTACH]23194[/ATTACH] [ATTACH]23195[/ATTACH] [ATTACH]23196[/ATTACH] [ATTACH]23197[/ATTACH] [ATTACH]23198[/ATTACH] [ATTACH]23199[/ATTACH] These fotos are summergreen addon at normal rendering ;-) .
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  22. And if you only lowered their volume to let's say 50%, you would not have a strange feeling outside, and yet gain more incar feeling. I'm not a fan of just deleting things. As i wrote, some trafficsounds are the same files used for the car you are driving. Those you deleted now, and that is not good. A quick guess : You use audiacity wich can minimum handle 16 bit sounds, but TDU using 4 bit sounds. And you don't know how to get rid of the little gap caused by exporting 16 bit in 4 bit format ? That's why you simply deleted it, instead of working with it ? Well if so, you need to find a common multiplier dataspacewise, between the wavelengh in 16 bit and the 4 bit version of it. Therefore do these steps. Export the 16 bit wave you want to loop in the right 4 bit format. Reimport this 4 bit wave into audiacity. Lay this wave close to the 16 bit wave and you see, they are not exactly the same lengh, and in the amount the 4 bit wave is longer, there is a little silence, wich ruins the loop. Now make the 16 bit wave exactly the same lengh than the 4 bit wave. This should only be 1 % to 3 % speedchanging the file, not way more, because then the tone changes too much. In this case, you've got to find the next common lengh. To make it REALLY good :-). Yes, and then export the 16 bit wavefile again to the TDU 4 bit format. Then it has the right lengh. You can prove that by again reimporting it, and comparing it. You'll see the gap is not there anymore, so good looping. It would be nice being able to work in audiacity in the 4 bit format directly. Then without all these steps it would be very easier. Nice day.
  23. Man you just don't want to understand and get it. Are you really thinking, the louder the better ? For example the SLR sound is at highest peak volumewise in sound program. Put into TDU without this mod, it is a bit too silent. I tried the highest volume where it yet is keeping the character of the carsound. Anymore louder would distort it. Distortion allways starts at the highest frequencies, then with more and more distortion, come the middles, and finally the basses. I put the SLR sound in louder, to hear the result, and what i got was it sounding of course audible, like you would call it maybe. But in fact, it sounded that little bit too much deeper in general, because like i told you, the distortion took away some high frequencies from it. It sounded just like a bugatti veyron then. This crap is not what i'm aiming for you know. So i put the right nondistortet volume in, and all good. So it was a bit too silent. Now, with this mod here, it's got a comfortable loudness, and has the character like the real deal. It depends on the engine type surely too. A screaming engine, there distortion maybe is leading to a relatively good result yet. But i want ideal surcumstances for all engine types, that's about it. I'm an educated soundtechnician, so please stop treating me as if you know everything better. Constructive discussion, yes. Arrogance, no. Of course this is an engine booster, in an indirect, in this case, better way. To bring a good balance in an unbalanced sound cheme, you have to unbalance the unbalance for it being a good balance. If you want to think so complicated, your choice. I talked to people over the years, and read enough things about what they find annoying in TDU soundwise. Shifting sounds too loud and annoying, swoosh sounds of every streetlamp passing by, transmission wines annoying and all that. And i myself play not only racing games 22 years now, and have my own thoughts about how everything should be in a game. When i put my hands on something, then only to make it better. If i did something wrong, since nobody is perfect, just tell here. But you didn't even try the mod, and act as you did, so. Btw, i like and respect your work with the sounds. But they could be even better with their original volume, and this mod here. If you don't agree now yet, then i couldn't care less, because i did my best to explain everything. I keep on with my style, because i'm not one of those guys who put in their sound distorted, just to say yey, it is very loud wow, louder than original sounds yey, people will love it yey, and compared to a proper done sound it is in fact a piece of crap then. No no, not with me ... . --- Post Updated --- Urm, i find closing the windows reduces enough the outside sounds. Also this is adding more bass to the carsound, wich is like in real too, so. But the swoosh question is simply answered with a yes. The external or internal rolling sound, don't remember right now, is good for that, because it is also linked to the traffic rolling sound. This way , you've got 2 things in one done. A better rolling sound for your car, and with windows closed, your own rolling sound is away, but the traffic rolling is yet hearable as a nice swoosh then. I release my rolling sound one day together with a soft interior bass instead of the engine wines for every car. The wines are changing the tone with the speed, not with the rev, programmedwise, and get louder the faster you drive, just like the interieur of a car is vibrating more too, the faster you go, wich should cause a bassy sound.
  24. No, its not too much work for me. I mean i've done it allready. The only things left to do are horns, shifting sounds, and the music, when leaving or entering a store or a flat. I think really easier would be, when people use other sounds than mine, just to put engine noise lower again in menu, if its too loud. I don't really get, what you mean with HIGH and LOW. This here is about the volume (silence & loudness ) of the sounds, not about their frequency (lowness & highness). Volumewise my sounds are more like the original sounds of the game. I noticed, when i turn my stereo really loud, then most of the original sounds are sounding really great surprisingly. So this means, they have more detail in them, then thought before. But then the problem comes in, that the tirequiieking and sliding and all driving related sounds, that are not the engine, are just way too loud, when having the stereo put up volumewise. You can't adjust that, because they are linked with the enginevolume trigger in menu. And this is what i fixed with this mod. How often must i say this. TDU doesn't REQUIRE loud sounds, in order to they are hearable. TDU makes them being more silent actively through its ingame software settings. The reasons ? Again, if 8 sounds from 8 multiplayer or ingame bot enginesounds are played all at the same time, without being reduced volumewise, they would sound like a really bad broken musicbox, distortet, and just like a really bad adjusted radioreceiver. And INSIDE of EACH single sound, there are TWO SOUNDS played at the SAME TIME also sometimes, when off an on sounds transform into each other, when releasing and pushing the throttle very slowly. Even with my original like, but a bit louder, volumed sounds, this function is reduced yet a bit. So it is not only about the quality of the sounds. Its also about functionaltity. You say i unbalance the game ? NO, the other way too loud soundmods are doing so ! They are so loud, you barely hear the original carsounds anymore, compared to them. For those who read and dont know the game yet. You can't seperately adjust the volume of the own driven car, and the cars others are driving with ! Wich means, if you are using a too loud soundmod, all other with the game balanced enginesounds are too quiet ! THIS is UNBALANCED modwise, no doubt about it. So why should i care about my compatibility to other soundmods, wich are not even compatible with the original ?! I want to really make the game better, not ruin it, like some others try to do, or dont't know it better yet. Thats why i allways help, and tell people whats important in TDU, and how to do it right, when they ask me. I even reveilled how to straighten a down or up reving enginesound from videos, to acevt and t0m3k for example. This saves weeks of work and nerves loss ! My trick was, before i discovered an addon for audiacity : I put in the upreving sound as is into the carsound backwards, and reved it straight :-), while recording that at the same time. Then i had the straight sound to work with, and to put it reverted again and polished back into the carsound. Thats where the flangering came from you noticed. It is created by that process sadly. O and of course i had to put all other sounds out of the game while recording. Windnoise etc. This was a lot of work. Now with the program addon its easier and less flanger. But that only told besides. Back to your comment. You are basically saying, what i do is being not good at all, allthough you understand why i do it, hmm. What are you afraid of ? That other soundmods than mine get too loud with this engine booster ? Allthough you can set the enginevolume to a lower level in menu ? Oh ok then the sliding and driving related sounds are too silent with your loud soundmod ? NO, your soundmod is too loud if so ! My sounds stick with original for being functional. By now there only wasn't a guy doing all the work for balancing the other sounds right, you can't adjust in menu seperatly. And this is what i did. Because the game had not good balanced sounds here and there. Example, zoom in and out of map, BOOM BOOM BASS every time you change zoom. Things like that are fixed now also. Another one. Go into garage and hold throttle stable with a normal soundmod. You'll notice offs and ons are played at the same time melting into each other, how it should be. Go into the outside gaming world with a too loud soundmod. You'll hear the sounds are not melting anymore. Why ? Because other sounds come with the environment, taking their for them reserved working space, calculationwise and volumewise. With a silent like original soundmod, they keep melting like suspected. I only took the hard and better way to give more working space to the engine sound, for being able to yet FUNCTION right, while being able to be louder without QUIIIIIIIIIIIIIIIIIIIIIIIIIlk, and GRRRRRRRRRRRRRRRRRRK and WFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFD, slide,brake,tire,and windnoises being louder too, because it is linked with the engine volumemenu. You don't like it ? Very simple. Don't install it !
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