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Messages - shbaz

#721
Quote from: Davis on Wed 26/05/2004 20:35:20
Your limitations aren't everyone's limitations. Just because you or I couldn't make use of a feature doesn't mean the feature shouldn't exist.

Well put. That is exactly what I was thinking.
#722
Quote from: Geoffkhan on Wed 26/05/2004 22:34:32
Clipping is basically just a flat compression curve. Usually people use the term "clipping" to refer to sound that goes beyond the maximum volume limit, and thus gets cut off.

Clipping is not a flat compression curve.. if it was, then no information would be lost, the sound would merely be reduced in volume along a flat curve. Clipping isn't anything like compression. When you clip, you have amplified beyond the range of the maximum limit and information is lost. This is how a guitar amp distorts, the waveform is repeatedly amplified and chopped until you get distortion. So much information is gone that you just get crackly stuff that isn't anything like the clean sound, except for the notes. If you compressed a guitar signal, you'd make the quiet and loud parts sound about the same volume, for the reason that has been repeated throughout this thread: Compressing simply reduces the volume of the peaks to a set volume, usually about level with the song's average volume, or in the last decade, much lower (after which it is amplified to max, and looks like it has been clipped).

Bottom line, the two words are not interchangable and are totally different processes.

If anyone is still confused about this, download a copy of Goldwave and try compression out on your voice or something. Then amplify it until it goes beyond the range, and you'll get clipping.

Quote from: modgeulator on Wed 26/05/2004 07:14:32
Quote from: shbazjinkens on Wed 26/05/2004 04:03:13
You're still using "clipping" instead of "compressing." Totally different things.. clipping loses information.
What is your point? Who are you talking to?

You, since your post is right above mine and you used clipping and compressing interchangebly.


EDIT:
Imagine you've built a model of a GI Joe or whatever out of play-dough. If you were to compress it, squishing it from the top, you'd have the same model, only in a smaller space. If you were to clip it, you'd cut the top of it off and he'd no longer have a head.
#723
General Discussion / Re: This is truly strange
Wed 26/05/2004 22:07:07
After 27 questions..

QuoteYou were thinking of an electric guitar.
Is it pleasurable? You said Irrelevant, I say Yes.
Can you put something into it? You said Yes, I say No.
Does it have a hole in it? You said No, I say Yes.
Is it brown? You said Yes, I say No.

My guitar doesn't really pleasure me..
I can put a cord into it..
There is only one hole, I guess I didn't think of the jack..
It is brown, made of wood and sunburst finish..

But I guess it did get it, eventually.
#724
Quote from: Moebius 5.18 on Wed 26/05/2004 21:45:43
DOES gameSpace create standalone games, like AGS does? If so, I'm all for it.

Hehe.. I guess this has been overdone, but BLENDER DOES!
#725
You're still using "clipping" instead of "compressing." Totally different things.. clipping loses information.
#726
If you're talking to me Stalkey, I don't have the CD, just heard it on the radio. If you can't hear the compression on the CD, it could just be the radio. I do have CD's for similar bands that you can definately hear compression in though, it is a trend. The idea is to make them sound good in your car, since that's when most people listen to music (in the US).

QuoteThat's how it's supposed to sound, and I don't hear anything odd...

Just because that's how they all sound doesn't mean that's how it's "supposed to" sound. I like music much better with the dynamics left in, there's a big difference in home audio.
#727
Critics' Lounge / Re: colouring sketches.
Wed 26/05/2004 01:57:22
I know!

Are you familiar with the "colorize" feature? You can use freehand select to get the area you want colored and then colorize it.

Another (IMO better) way is to make a new layer above and just paint in the flat colors that you want. When you merge the layers it will look all pretty and colored. Actually, I can't remember if it was "merge" or "flatten."

Remember to use transparency so you can see what you're coloring.
#728
That guy is wrong, actually. They don't let the songs clip. They compress them, which is still annoying and IMO sounds terrible, but they aren't clipping it.

When you compress a waveform it takes the extra loud parts and adjusts the volume on just them, leaving the rest of the waveform the way it was. When they repeatedly amplify and compress the waveform, you end up with the uber-compressed songs you hear on the radio today. They look just like that, compressed to a nearly flat line and amplified to peak.

You will hear this, rather than clipping in the songs when you hear an exceptionally loud part that you *know* doesn't sound just right. In the Chili Peppers songs it'll be the bass you can notice the most, when he hits higher or especially loud slapped notes. Think about it, because I don't hear distortion.
#729
I don't get it. I can only take consolation in the statement from the professor on that page.

Somebody PM me if you feel like it. Then PM everyone else to tell them you PM'd me, and they don't need to.  ;)
#730
General Discussion / Re: Hilarious flash movie
Tue 25/05/2004 04:49:55
I guess we must like different flavors of humor..
#731
General Discussion / Re: What a buzz kill...
Tue 25/05/2004 03:26:02
Clever, Eric.  ::)

I just thought avoiding the discussing of religion vs. atheism was a good idea.

How did it go anyways Hyde?
#732
General Discussion / Re: What a buzz kill...
Tue 25/05/2004 00:50:19
Quote from: Blackthorne519 on Tue 25/05/2004 00:32:30
Religion is a commodity.Ã,  Bought and sold.Ã,  From the beggining.Ã,  It's clear we created God in our OWN image, just to give us some kind of cosmic reason for existance and rules for living.Ã,  However, some things in this universe are just too mysterious and great for us to know, and how can we be SO egocentric to think we have ONE IOTA of an inkling on how the creator, or God, works.Ã,  We don't, and if you do - you're nucking futs.

Bt


You've forgotten that this is about a girl dude. There's no need for a rant against religion as a whole.
#733
General Discussion / Re: Boom!!!
Mon 24/05/2004 13:09:20
Quote from: Las Naranjas on Mon 24/05/2004 12:11:53
<Alynn> AFK, Mortar attack.

That is funny and terrifying at the same time.
#734
Quote from: modgeulator on Mon 24/05/2004 01:40:07
Is there a way this could be handled by a plugin? Maybe some of you could take it upon yourselves to develop the tools needed for support of 3d characters?

Thats a good idea, since there are open source gaming engines that a plugin could be derived from.

I still like my dual-prog idea though.

Stuh, Mr. Collosal is correct, 3d game engines are rarely designed with a specific type of game in mind (disregarding the FPS engines like quake and etc). The Tony Hawk Pro Skater engine (PS1) was used to make the Spiderman game. The main aspects of a game engine are lighting, bones, and physics. The rest is usually coded on a game by game basis because it isn't that complicated and they can basically copy/paste code.

Your estimations of filesize are close, but a little underdone. Modern game models mostly use 1024x1024 textures, one for color, one for bump mapping, and a 512x512 for specular shading. Typically you'll see people using lossless formats like PNG because jpgs show artifacts, and the filesize would be a little higher. Consoles are different because of the vast differences in speed and RAM.
#735
Quote from: miez on Sun 23/05/2004 23:07:52
True, to a point: the 3D model itself would not take up much filesize. But keyframe information and textures might still take up quite some space.

Yes, for a grand total of about 3mb per model (maximum).

I don't expect 3d to ever be implemented, though it would be nice.

I'm more interested in ways to take advantage of AGS's plus sides and combine it with another 3d engine for the other things I mentioned (action sequences, cutscenes, world maps). I'm not familiar with any other 3d engines, but Blender requires quite a bit of scripting that you wouldn't have in AGS for simple things like dialogue and GUI. It is pretty easy to make a short racing sequence or a world map though.. thus the niceness of combining them.

Has anyone done anything like this before (executing another program to work with AGS)?
#736
Happy B-day Vel.

Don't worry about the comment you made on Yufsters GF clone, she'll get over it.Ã,  ;)
#737
Miez, making 3d characters isn't all the work you make it out to be once you get used to it. I made the model in Yufster's avatar in about 3 hours, then spent another three unwrapping (but due to new tools just being released - that's probably about 1 and a half hours now). Yufster painted the texture over a couple of days, and had never painted a 3d texture before. Rigging and posing it will take a few more hours once I get time to work on it again. I think that's comparable time to painting and animating a good 2d walkcycle in 8 different views - plus you get much more work cut off for cutscenes etc. 3D is the way to go, even if there isn't a 3d engine in AGS. Once I have the walkcycle done it's just a matter of aiming the camera and rendering the walkcycle.
#738
Using .blend files is a bad idea. It'd be best to use a standard like .obj or .dxf, maybe VRML. Not .blend though. Why? Because if you do that, people who don't use Blender will have to export their files to a format Blender will read, then open with Blender, sort out the weird things that happen with file conversions, and then save as a .blend. Not fair.

You wouldn't be able to use the MakeHuman models in realtime either, unless you decimated them, which would look not so great. Realtime models need 5000 triangles or (most of the time much) less.

Yufster, what do you think about releasing two versions of the game? If everything was already in 3d rigged and posed, why not make another version in a 3d engine? The only new work would be coding the 3d engine.
#739
It will record anything that is set as the input stream.. just like every other sound program. You could record the same way in Windows sound recorder if you wanted to. You'll actually record in .wav or some other uncompressed format and then it will be converted to mp3. What are you trying to record anyway?

Double-click the sound icon on your taskbar (it'll be a little speaker or something). Up pops the sound sliders. In the Options menu, select properties. There should be an option to select for recording controls under "Adjust the volume for." Press OK. Now you can select the input stream. If you're recording from a CD, it'll be CD audio, or if just from your sound card it'll be something like "Mono Mix" or "Stereo mix." Maybe just wave. Try it with sound recorder.
#740
Quote from: Haddas on Sat 22/05/2004 21:02:07
I would for one make 2D games only. I can't model in 3D at all, neither can I do things right in 2D. Those who like and know how to do 3D stuff might like it though. Couldn't there be a kind of "separate" AGS for the 3D people, although it might seem pointless and be too much work.

Diablo 2 is a 2D game. It just looks 3D, and It's darn nicely done. Only the cutscenes are actually in 3D.


It doesn't have to be one way or the other, so there wouldn't be a split in the program.

I'm not a programmer, so I have no idea how complicated it is, but you can download the Blender sources and get a really good idea of how this stuff works Chris.
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