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Sound Effects & Visuals

Posted: Sat Feb 27, 2016 1:30 pm
by Syrena Exan
I don't know about anyone else, but the base JKA sound effects for abilities like jump and force powers feel extremely dated, obnoxious, and are a bit of a dead-give away for stealth and some other situations. The same goes for the big, immersion-breaking overlays for powers like absorb and protect. I'd like to open a project for replacing these with more imersive things, but I wanted to open the suggestion to see how others, and Soh, felt about it first.

What does everyone think?

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 1:38 pm
by Kro’jan Touru
Force speed is the role-playing breaker master '^' +1

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 1:46 pm
by Zeros Darok
I have to agree with Krojan, the speed sound has to go. And a few others could do with changing.

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 1:53 pm
by Duncan Therin
I agree. I'm in full support of this idea of an overhaul for the animations and sounds. For almost all the powers.

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 2:04 pm
by Karmarie Zar
Yeah, I'd love it, if we removed the overlays for protect, would be gooooooood!

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 2:23 pm
by Atrya Vyken
Do it. (insert Palpatine face here)

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 2:51 pm
by Jago Mirax
Glad you mentioned this Sy!

I've been working on a pack the last couple of weeks that includes replacements to force sounds & effects, among other things.

Nearly got a beta version ready for testing and feedback, which I'm happy to hand out once it's compiled.

Bare with me! :P

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 5:56 pm
by Aiden Kezeron
Speaking of force speed, is it possible to like- change that running animation so it looks less awkward. Your feet moves faster than your arms do, and that was probably cause speed was only set up with that slow motion thing from SP in mind, rather than the developers changing it in multiplayer.

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 6:03 pm
by Syrena Exan
Animations are a whole different ballgame than overlays and sounds. It requires knowledge of animation programs and is a bit more advanced.

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 9:30 pm
by Wen-Ordo
I have to agree, certain sounds should be turned off or altered for instance the mind trick effect is another dead give away, specially for stealth purposes.

Re: Sound Effects & Visuals

Posted: Sat Feb 27, 2016 11:48 pm
by Delmi N'jork
I have a mod that has a few changes for sound (Mind Trick, Push, Pull, Lightning I think is all). I can post them when I'm back home!

Re: Sound Effects & Visuals

Posted: Sun Feb 28, 2016 2:12 pm
by Delmi N'jork
Alright, as promised! Keep in mind that this was a WIP that I forgot about so the pull sound wasn't ever added, so it's silent. The changes are as follows:

Sense: Silent.
Mind Trick: Silent.
Push: A more "cinematic" sound effect, along the lines of EPI.
Pull: Silent, WIP.
Lightning: A more "cinematic sound, similar to EPVI.
Jump: Silent (Note: this doesn't change the landing sound).

Enjoy!


Re: Sound Effects & Visuals

Posted: Sun Feb 28, 2016 2:22 pm
by Syrena Exan
Awesome Delmi, thanks!

Still, it'd be great to see this become part of RPMod so everyone gets the same effects. Only fair when it comes to stealth and such.

Re: Sound Effects & Visuals

Posted: Sun Feb 28, 2016 2:40 pm
by Delmi N'jork
Syrena Exan wrote:Still, it'd be great to see this become part of RPMod so everyone gets the same effects. Only fair when it comes to stealth and such.
With Soh's agreement, perhaps it and any other effects or changes could be provided as a add on for RPMod?

Re: Sound Effects & Visuals

Posted: Tue Mar 01, 2016 11:32 am
by Jerex Sol
There are commands that can remove the 'motion-blur' effect from speed, as well as the bright overlay that turns on whenever you use sense. I don't remember the commands off-hand but I will look for them again.