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LostWorld
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PostSubject: Re: FCM: HD   Tue Sep 06, 2016 5:05 pm

@Megaspino2 wrote:
I don't think you can get an echo but I believe you can make it so the call can be heard far away which would be fine in my opinion.

Coincidentally, I played around with the distance settings for a few minutes last night out of curiosity and got a good result. The far distance sounds were more a muffle than echo, but it sounded good. I really like the way that it can be customized for individual calls. The Brachs sound so nice from way far off.

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Also for Osh's sound requests, while I'd love for there to be that much sound diversity there is just not enough sound slots both in the sound ini and in the dinosaur's inx. The raptors have a lot less vocalization than I had originally hoped because of this fact.

Hmmm... this is just a thought, but is it possible to add an additional sound file? Kind of like how additional (albeit still limited) species can be added in. For example, making a Sound2.ini. If it can't use the same directory folder as Sound.ini, then maybe an additional directory can be created as well (directory=Dino2)... ?  

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Carno will not be making an appearance, however you may very well see one done off of the PSX game as a separate project simply because I love the design.

The compy will not reuse dilo calls, they have three or four of their own. The only dinosaurs which reuse calls are the procerato and the metri, aside from that ever other dinosaurs has new sounds.

That would be great to see that Carno realized one day. It's too bad that it didn't make the final cut for this mod. Compies running around with their own sounds on the other hand, I'll take it.

And, I'm liking the pick and choose option that you're going with for the Dino list. Easy enough.


My advice, is that this project isn't something for anyone to be pressured over. It should be a fun, relaxed learning experience for all involved, and when it's done... it's done. The sound design alone I can imagine will take quite some time to get it all right without little errors or imperfections, especially having to go by limitations. Time is limited and priorities come first. Look at PMEP2... I hear that one is still another year away - that would make FIVE YEARS development time!!... ! Yeah, let's keep patience.
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PostSubject: Re: FCM: HD   Wed Sep 07, 2016 7:14 pm

Actually the sounds weren't too bad; long before I did them I had the numbers planned out so it was just putting them into the files. There are a few things I want to change like the brachio calls (one call is way too frequent) and I have to make sure the raptors give their sound correctly (specially when climbing the fences and when pouncing on humans.) The really tedious thing is the models because you don't actually know to what magnitude of the change in values until you go into the game. Basically you're going back and forth from the hex editor to the game to see if your changes are matching what you want to get. I kind of liked it when I first learned how to model but now I'm starting to not nearly enjoy it as much. For example, when you skin you can have the skin open in Nifskope to see how it's coming along but with modeling you don't have that back and forth reference.

It can take a few days to really hammer down one model and then you have to make sure you write everything down or you might forget where you were.
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PostSubject: Re: FCM: HD   Sat Sep 10, 2016 1:43 pm

Yeah, I used a smaller part of the whole as an example about compiling all the sounds and having them sound right in-game... mainly the lesser or repetitious sounds. The volume and pitch too. The modeling work, that goes without saying. The process seems borderline nightmarish and discouraging.
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PostSubject: Re: FCM: HD   Sat Sep 17, 2016 1:37 pm

Will you add a Baby T-rex?
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PostSubject: Re: FCM: HD   Tue Sep 20, 2016 9:30 pm

No, simply put, it wouldn't act like the infant rex from TLW. Experiments have been done but there was mixed success.

Also I have an announcement to make: I'm going to need someone to help me finish some of the models. Honestly, modeling for me is not fun and I just can't do it anymore. It's extremely frustrating for me personally and the method annoys me. If anyone would help me I would greatly appreciate it.
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PostSubject: Re: FCM: HD   Wed Sep 21, 2016 12:59 am

have you tried making a baby rex model from the raptor? it's not the best equivalent, but i think it'd get the behavior just about right, or at least the animations since the raptors and baby rex both jump on people

unless you're saying it's too hard to make the adult rexes act like parents around the baby rex
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PostSubject: Re: FCM: HD   Wed Sep 21, 2016 8:25 pm

I am willing to work on finishing the models, but progress will be slow due to personal issues.
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PostSubject: Re: FCM: HD   Thu Oct 06, 2016 4:15 pm

Well, this forum just died. Everyone's at school and/or doing a job. Oh well.
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PostSubject: Re: FCM: HD   Thu Oct 06, 2016 8:05 pm

@deinocoop wrote:
Well, this forum just died. Everyone's at school and/or doing a job. Oh well.

Relax. Like you said, we've got lives outside of this forum.
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PostSubject: Re: FCM: HD   Tue Oct 11, 2016 11:46 am

Mmhm and jst to give a bit of hope, trees are 90% done as we speak. yes almost done with the entire biome pack! And also as a side project, I have been writing a very laid-out manual on how to train your raptors. ;D
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PostSubject: Re: FCM: HD   Tue Oct 11, 2016 12:08 pm

Since i wasnt onle or one the forum for more then 4-4 months i think, did you already told what your 'new' dino is? Other then novel dino's or skins form JW?

Or even beter, are there things in general i have missing that you could share with me? Smile
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PostSubject: Re: FCM: HD   Fri Oct 14, 2016 1:20 pm

^ I believe that the I. rex was revealed to be the new dino for this mod.


@FTKchuuNINJA wrote:
Mmhm and jst to give a bit of hope, trees are 90% done as we speak. yes almost done with the entire biome pack! And also as a side project, I have been writing a very laid-out manual on how to train your raptors. ;D

Thanks for the update.
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PostSubject: Re: FCM: HD   Fri Oct 14, 2016 11:01 pm

When you will post a picture?
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PostSubject: Re: FCM: HD   Sun Oct 16, 2016 6:36 pm

are there no real big updates atm?
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PostSubject: Re: FCM: HD   Sun Oct 16, 2016 6:58 pm

i think most of what's going on at the moment is coding. the other important thing is that the mod team is mostly still in school and has much more important obligations IRL. my guess is that we can expect a serious update at Christmas break. remember: patience is a virtue Wink
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PostSubject: Re: FCM: HD   Sat Oct 29, 2016 9:29 pm

Any updates megaspino?
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PostSubject: Re: FCM: HD   Mon Nov 07, 2016 11:00 pm

Hey FTK, can we see a little sneak peek of your biomes pleaseeee?
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PostSubject: Re: FCM: HD   Tue Nov 08, 2016 12:14 am

I know megaspino is busy with school at the moment but coming into holiday season I am sure he would be more active.

_______________
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PostSubject: Re: FCM: HD   Sun Nov 20, 2016 5:22 pm

Yeah, but he might have to work in the season Wichita make slower the work in this mod.
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PostSubject: Re: FCM: HD   Wed Nov 30, 2016 9:52 am

When will it be launched?
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PostSubject: Re: FCM: HD   Tue Dec 06, 2016 7:48 am

FTK, is the will be available this year ?
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PostSubject: Re: FCM: HD   Tue Dec 06, 2016 10:09 am

This is frustrating!!!! =( no updates in a long time.
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PostSubject: Re: FCM: HD   Tue Dec 06, 2016 2:33 pm

remember, everyone: patience is a virtue. Christmas break has only just started for some people, and not yet at all for some. all good things come in time Wink
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PostSubject: Re: FCM: HD   Mon Dec 12, 2016 8:41 pm

Do Sorna flora still a DLC? What kind of trees will have?
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PostSubject: Re: FCM: HD   Wed Dec 21, 2016 9:21 pm

Okay guys, I'm back. Holiday break is nearly upon me and most of my class work is finish (just tying up a few loose ends tonight and maybe tomorrow.) Now, I want to actually finish this mod or at least get a 0.5 version out. Some of the skins need to be cleaned up which I can do, and the ini mods which I can also do. I do need some help with the models simply because I cannot stomach using the hex editor to edit them any longer. FTK was changing the trees but I'm not sure where he is nor what his progress was. If I don't hear from him I will release what I have in my possession and do my best to fix the terrain. I'm looking to get this out in January so I can finally put this mod to bed. There are other projects I'd like to try my hand at and while I do like canon mods, I'm getting a bit tired of this one. Plus, I'm sure you guys are eager to try the game with the mod.

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PostSubject: Re: FCM: HD   Thu Dec 22, 2016 1:04 am

Glad to have you back at least! We missed you so much.
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PostSubject: Re: FCM: HD   Thu Dec 22, 2016 1:39 am

good to see you again, Megaspino Smile 

see, everyone? patience paid off Wink
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PostSubject: Re: FCM: HD   Thu Dec 22, 2016 8:04 pm

Hello MegaSpino we were missing you here in the forum. It's good to see you around here again.

We are looking forward to the mod eagerly
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PostSubject: Re: FCM: HD   Sat Dec 24, 2016 1:42 pm

You are going to do more canon mods? Like novel canon and jurassic wold canon?
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PostSubject: Re: FCM: HD   Sat Dec 24, 2016 7:16 pm

^No, I have no interest in doing a Novel Canon mod nor do I have an interest in doing a JW canon mod anytime soon. I have other ideas and plan to go in a completely opposite direction.
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PostSubject: Re: FCM: HD   Sun Jan 01, 2017 12:23 pm

hi guys my name is Dinonerd343 and i just want to let everyone know that i love this mod.
so thank you megaspino2 for making this mod and i hope it get's released sometime soon
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PostSubject: Re: FCM: HD   Sun Jan 01, 2017 6:53 pm

How are all the skins going?
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PostSubject: Re: FCM: HD   Tue Jan 03, 2017 6:54 pm

@tigris115 wrote:
How are all the skins going?

The skins are essentially done, they just need some touching up (like fixing some of the teeth.) However, due to recent developments in modding, specifically modeling, I am going to delay this pack to play around with this method. You may or may not know that a tmd exporter has been created by Equinox- and this opens a whole new realm of possibilities for this mod. With the ability to edit models in blender and even change animations I'm going to look into completely revamping every dinosaur model that is in this mod. Essentially, I will be looking to get them to be the closest thing to the films as possible; not only will they be of correct shape but also correct size. Hopefully this means size accurate brachios and mamenchis Very Happy. I may even look to change the tree models if its possible to resize them to scale with the dinosaurs.

This new technique offers exciting possibilities for me and I want to take some time to try and take full advantage of this.
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PostSubject: Re: FCM: HD   Tue Jan 03, 2017 10:50 pm

This mod still has life? I thought that they had abandoned the project
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PostSubject: Re: FCM: HD   Wed Jan 04, 2017 8:45 am

How about revealing that secret dino I skinned a while back? Wink
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PostSubject: Re: FCM: HD   Wed Jan 04, 2017 9:22 am

Wonderful! Have you considered changing some of the non-JP dinosaurs' (Carcharodontosaurus, etc) models to be more skeletally accurate?
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PostSubject: Re: FCM: HD   Wed Jan 04, 2017 3:15 pm

@Mayer wrote:
How about revealing that secret dino I skinned a while back? Wink
You mean the indominus rex?
Mayer,  you should create a skin pack of jurassic park  trespasser. I guess no one else is interested  on reviving the old pack. Is just a suggestion.
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PostSubject: Re: FCM: HD   Wed Jan 04, 2017 7:09 pm

Oh, so not so secret haha. Got my hands full with zoo tycoon 2 stuff right now and no time to take on anything else, sorry.
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PostSubject: Re: FCM: HD   Wed Jan 04, 2017 9:20 pm

i forget, are the dilos gonna be full-sized here?
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PostSubject: Re: FCM: HD   Thu Jan 05, 2017 2:39 am

Mayer: I had to give them something over the long dry stretch Razz.

Osh: If the modeling through blender goes well we might have full sized dilos even though they weren't planned.
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PostSubject: Re: FCM: HD   Thu Jan 05, 2017 5:36 am

I hadn't realised you already revealed it. Was it on this on this site?
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PostSubject: Re: FCM: HD   Fri Jan 06, 2017 2:00 pm

Every few weeks, I've been checking up on what's going on in this modding community and FCM:HD. After reading about the possibilities of what the new .TMD processing tool can offer, I was certain that the release of this mod was going to be pushed back - and it's the right decision. If the tool sees a full stable release, it will only go to further serve this mods authenticity and overall quality.

Megaspino: I remember reading how discouraged you'd become with the trial and error of modeling - you are now free from the Hex editor.

Now we need an FTK sighting to keep the positive momentum going.

Looking forward to this everyone.


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PostSubject: Re: FCM: HD   Fri Jan 06, 2017 6:12 pm

@Mayer wrote:
I hadn't realised you already revealed it. Was it on this on this site?

I just told them about it, they haven't seen a screenshot of it.

Lost World: It wasn't so much that the trial and error part bothered me, it was more the fact that I couldn't tell how much of an impact my edits would make on the model. Thankfully, I have experience in Blender so using it to model is not a foreign concept to me. I have yet to get the conversion program to work correctly though so I'm going to play around with it some more to see what's possible and what isn't.
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PostSubject: Re: FCM: HD   Fri Jan 06, 2017 6:32 pm

Hey megaspino how are you ?
When did the mod will coming ? In your idea ^^
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PostSubject: Re: FCM: HD   Sun Jan 08, 2017 12:06 pm

Megaspino: Well, renewed vigor nonetheless I'm sure.

Is there a plan down the line to have an update or two showcasing a little of what this mod is up to, or is it all going to be a surprise for the final release? Looking forward to seeing that biome and film accurate islands that I'd seen mentioned a while back.

jpog2: Looks like the team has decided to go back to the drawing board with some areas of this mod - which means that it has been pushed back a ways. Maybe in a few months we'll all have a better idea on an estimated release date.
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