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Movie Accurate Sounds
Posted: Mon Oct 11, 2010 1:23 pm
by MrCrayon
One of my biggest pet peeves is thus: Why oh, why, are the sounds not accurate to the movie? All the blasters (most of all the imperial ones) are not even close to sounding like the movie! Is there a reason for this? If not, is it possible to have a mod that replaces the sounds? Or would this be too big?
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 2:39 pm
by Fiodis
MrCrayon wrote:If not, is it possible to have a mod that replaces the sounds? Or would this be too big?
It is possible to have a mod that puts in new blaster sounds. Depending on your inclination for work, it may be too big. Toss it in the
MOD/MAP Idea Thread.
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 2:43 pm
by Teancum
MrCrayon wrote:Is there a reason for this?
I betcha it all came down to budget. Developers are given so many months and so much money at the beginning of a project - once you're out of money you have to cover the costs yourself; if you run out of time... well, just look at what happened to SWBF3. I guarantee it was WAY over budget AND time, thus the axe.
But I digress. It probably came down to needing to get things done, and at the end of the day they didn't have time to fish through all of Lucsarts' sound bytes to fill in all of the placeholder weapon sounds they used (If you've done sounds for SWBF1/2 it's a lot more involved than most games).
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 3:07 pm
by poop
Are any of the files from the SWBF3 project going to be released to modders?
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 3:59 pm
by Teancum
That'll never happen. Plain and simple. The assets are still usable to Lucasarts, and probably have been (or will be) used in other next-gen Star Wars titles. Besides, nothing there would look very good in SWBF2. The best thing SWBF2 can do is circa 2005 Xbox 360 graphics... at very best, and the engine isn't really optimized for it, so it'd slow everyone's comp down.
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 4:18 pm
by MrCrayon
Teancum wrote:MrCrayon wrote:Is there a reason for this?
I betcha it all came down to budget. Developers are given so many months and so much money at the beginning of a project - once you're out of money you have to cover the costs yourself; if you run out of time... well, just look at what happened to SWBF3. I guarantee it was WAY over budget AND time, thus the axe.
But I digress. It probably came down to needing to get things done, and at the end of the day they didn't have time to fish through all of Lucsarts' sound bytes to fill in all of the placeholder weapon sounds they used (If you've done sounds for SWBF1/2 it's a lot more involved than most games).
that sounds plausible. They were probably told they had to get it done around Revenge of the Sith so were rushed to get the job done. I guess they just said, "oh well, lets copy/paste the BF1 sounds to BF2"
Sigh...and yes, it is a little more work than I can do to make a mod that fixes this. There was one map though that had accurate sounds, but it was taken down because of some issue with another site being angry or something...
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 4:56 pm
by giftheck
Teancum wrote:That'll never happen. Plain and simple. The assets are still usable to Lucasarts, and probably have been (or will be) used in other next-gen Star Wars titles. Besides, nothing there would look very good in SWBF2. The best thing SWBF2 can do is circa 2005 Xbox 360 graphics... at very best, and the engine isn't really optimized for it, so it'd slow everyone's comp down.
While not next-gen, Elite Squadron used many of the BFIII assets.
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 5:09 pm
by Twilight_Warrior
ggctuk wrote:Teancum wrote:That'll never happen. Plain and simple. The assets are still usable to Lucasarts, and probably have been (or will be) used in other next-gen Star Wars titles. Besides, nothing there would look very good in SWBF2. The best thing SWBF2 can do is circa 2005 Xbox 360 graphics... at very best, and the engine isn't really optimized for it, so it'd slow everyone's comp down.
While not next-gen, Elite Squadron used many of the BFIII assets.
Elite Squadron's story also eerily fits in with the cutscenes seen in the BFIII leaked Alpha trailer, leading us to believe that ES was supposed to be the handheld version of BFIII...
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 6:31 pm
by MrCrayon
Okay, I know we all miss Battlefront III (I even signed a petition to bring it back before I found out pandemic was bankrupt) but let's stay on task here. Why hasn't anybody tried to fix the sounds (other than their own maps)?
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 6:36 pm
by Fiodis
Maybe because no one wants to.
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 6:39 pm
by MrCrayon
Fiodis wrote:Maybe because no one wants to.
lol. Well put my friend.
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 9:36 pm
by Teancum
And you'd have to fix it individually for every single map. New ODFs, new sound lvls, and other things.
Re: Movie Accurate Sounds
Posted: Mon Oct 11, 2010 10:56 pm
by TGB
how big would a sound.lvl file be for maps if it contained every gun sound?
asking because that would be very useful for those who cant quite get the sound stuff right like me
Re: Movie Accurate Sounds
Posted: Thu Oct 21, 2010 10:01 pm
by Press_Tilty
But why couldn't they just take sounds that were already made?
Re: Movie Accurate Sounds
Posted: Fri Oct 22, 2010 7:51 am
by Teancum
I'll quote myself again on this one:
Teancum wrote:I betcha it all came down to budget. Developers are given so many months and so much money at the beginning of a project - once you're out of money you have to cover the costs yourself ... It probably came down to needing to get things done, and at the end of the day they didn't have time to fish through all of Lucsarts' sound bytes to fill in all of the placeholder weapon sounds they used (If you've done sounds for SWBF1/2 it's a lot more involved than most games).
Re: Movie Accurate Sounds
Posted: Fri Oct 22, 2010 11:09 am
by THEWULFMAN
Teancum wrote:I'll quote myself again on this one:
Teancum wrote:I betcha it all came down to budget. Developers are given so many months and so much money at the beginning of a project - once you're out of money you have to cover the costs yourself ... It probably came down to needing to get things done, and at the end of the day they didn't have time to fish through all of Lucsarts' sound bytes to fill in all of the placeholder weapon sounds they used (If you've done sounds for SWBF1/2 it's a lot more involved than most games).
Yes, putting sounds ingame kinda sucks because of how hard it is, ive only got it working like three times, and thats out of dozens of tries.
It comes down mainly to how rushed they were to get bf2 on the shelves, they did not want to put themselves through the tortue of making all the sounds movie-accurate, besides, only hard-core fans like me even notice that kind of stuff anyway
Re: Movie Accurate Sounds
Posted: Fri Oct 22, 2010 9:41 pm
by Havoc 526
It is possible. It can be done. One member (or mod, I forget) has already made a sound file with the movie accurate sounds. Deviss even made a mod that utilized those sounds. That sound file still exists. You just have to look for it.
Re: Movie Accurate Sounds
Posted: Sat Nov 13, 2010 4:52 pm
by giftheck
It's easy if you know where to get the sounds and how. That's all I will say on the subject but a good place to start would be the official Star Wars soundboards.