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 FCM: HD

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Eddy99
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PostSubject: Re: FCM: HD   Tue Jun 28, 2016 4:00 pm

i love it! Very Happy
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PostSubject: Re: FCM: HD   Tue Jun 28, 2016 5:17 pm

@EtherealOcean wrote:
I agree, that one Brachio sound does occur a bit too much. Razz Still though, they sound fantastic. In the scene in Jurassic Park where Alan and the kids are listening to the Brachiosaurs calling to one another while up in a tree, there's a low call that one of the Brachiosaurs makes that I think would be better for the one they use often, answered if possible by the response the other Brachiosaurs make in that scene (that's probably very difficult to achieve, though).

In adherence to JW canon, are you going to give the Apatosaurs the same vocalisations as the Brachs, and potentially keep the Camara calls for the Mamenchis (which I don't think make any vocalisations in their scene in TLW)?

I have most of the calls they do when they're up in the tree in the but I need to fix the order because they do that one sound way too much. The call and response I don't think is possible unless you edit their FSM files, then it might be doable. Since I don't have those skills though that won't happen sadly.

I actually gave the apatos 3 sounds of their own from JW; at first I tried to save space and edit the pitch of the brachio sounds through the inx to mimic the sound but I couldn't get it to sound right so I just used their real sounds.

The mamenchis do have calls they are just very deep and hard to hear over them music and other sound effects in that scene. DPJ was the first one who told me about this and he sent me some of the sounds he found of this.



Watch from 1:35 to about 1:53 and listen closely. The most obvious one is at 1:42-1:44. That being said they have two sounds of their own in the pack and a couple of pitch edits.
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PostSubject: Re: FCM: HD   Wed Jun 29, 2016 11:34 pm

are there gonna be "revamped" isla nublar and isla sorna islands?
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PostSubject: Re: FCM: HD   Thu Jun 30, 2016 8:51 pm

@Eddy99 wrote:
are there gonna be "revamped" isla nublar and isla sorna islands?

Do you mean save files that Megaspino created? I think that'd be an awesome idea but probably unlikely.
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PostSubject: Re: FCM: HD   Thu Jun 30, 2016 11:17 pm

I was working on canon Isla Nublar and Sorna back when JPLegacy was still up. I sent beta files to Megaspino but I don't think it was considered being added to the pack. If they aren't, I was release them afterwards
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PostSubject: Re: FCM: HD   Fri Jul 01, 2016 12:19 am

Who said they weren't going to be in there Razz. I would very much like to have them in the pack.
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PostSubject: Re: FCM: HD   Fri Jul 01, 2016 10:06 am

One large carnivore got demoted to a medium carnivore, I won't tell what it is, but fyi some sacrifices were made. But all in all, I will be sending Megaspino2 two new medium-sized carnivores soon along with the almost completed Nublar tml so I don't starve you guys anymore.
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PostSubject: Re: FCM: HD   Sun Jul 03, 2016 9:54 am

I'm guessing it's Metri, because irl I think it was around Alberto size, right? And Alberto counts as a "Small Carnivore" in JP:OG. The only other option I can think of would be Bary... but I think it's the case that the Spino model can't be downsized without the hole under its sail on it back becoming really prominent.
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PostSubject: Re: FCM: HD   Mon Jul 04, 2016 5:18 pm

Downsizing the spino wouldn't make the hole bigger, in fact I think it might make it better. The metri was based around the allo so it's probably that he downsized the allo which is good because the neck was giving me headaches with that model Razz.
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PostSubject: Re: FCM: HD   Wed Jul 06, 2016 11:12 am

When you finish this mod, are you considering creating another mod? What about jurassic world mod?
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PostSubject: Re: FCM: HD   Wed Jul 06, 2016 12:53 pm

I have a few projects in mind I'd like to try so yes I'll still be doing stuff after this. As for a JW project, I'll say that at some point I do want to do it but after this I want to try other things before I come back to canon skins.
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PostSubject: Re: FCM: HD   Tue Jul 12, 2016 9:34 am

Hey guys big favor, anyone have high def pics of island ranges similar to jurassic park's own? Since I have found the sweet spot for skinning the skies, I forgot which pics I got when I made the skies so yeah if anything, make sure the links to the pics or if u have personal pics yourselves match the same colors or hues with each other. I don't know where to find those exact same mountains. Just give me whatever and I'll work with those. Thanks in advance.
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PostSubject: Re: FCM: HD   Thu Jul 14, 2016 10:17 pm

Try putting this on

BTW. Nice work on this project.
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PostSubject: Re: FCM: HD   Thu Jul 28, 2016 2:36 am

any updates? Very Happy
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PostSubject: Re: FCM: HD   Thu Jul 28, 2016 9:08 am

It's dead i think...
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PostSubject: Re: FCM: HD   Thu Jul 28, 2016 10:13 am

It's not dead. Spino has probably been busy and hasn't had time to devote to the project
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PostSubject: Re: FCM: HD   Thu Jul 28, 2016 7:49 pm

It isn't dead at all actually, my computer has been out of commission for a while so I was waiting on that to be fixed. I can resume this weekend.
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PostSubject: Re: FCM: HD   Fri Aug 05, 2016 3:41 am

still really hyped for whatever updates you got
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PostSubject: Re: FCM: HD   Tue Aug 09, 2016 6:02 pm

is the pack almost ready?
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PostSubject: Re: FCM: HD   Wed Aug 10, 2016 8:32 am

Nobody knows. Maybe the creator's looking to go to school and can't do the pack anymore.
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PostSubject: Re: FCM: HD   Fri Aug 12, 2016 5:37 pm

Hi, everyone. I would like to first say that I greatly appreciate all of the time and effort that's gone into giving JP:OG much added replay and fun that goes way beyond the default game bounds. All of the modders here and across several other forums that have put YEARS into this have remarkable ability and creative mind. I still come back to JP:OG because of the enjoyability factor, especially with the many new discoveries that have been made. Awesome work!

I just became aware and started following FCM: HD very recently after a long break from the game. This mod looks amazing. All of the "lab work" and additions have really got me anticipating the full release when that time comes. This particular mod draws me because I like the game to look, sound, and feel like the films of course.

Anyway, I have a couple of questions:

How exactly do we get separate sounds for the same species without issues? Thanks to a comment on Youtube regarding this mod, I was able to connect the dots enough to get the calls to work but now there are many sound errors (ex. water splashes sound like herbivores, JP staff have wrong commentary, etc.). The calls themselves though work perfect (using JPItalia's Movie Universe currently).

Another thing that I'm wondering, and a big one from what I understand: After watching "The Hunt" video posted earlier, I noticed that the 2 Tyrannosaurs didn't engage in territorial dispute in their encounter - FTK, has the issue of differing skinned T-rex not tolerating eachother been resolved?

Thanks again! Smile
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PostSubject: Re: FCM: HD   Fri Aug 12, 2016 7:09 pm

The pack isn't dead guys, I've just been busy with prepping for this semester of college that's all. I will still do work on the weekends and when I can during the week once it starts.

LostWorld: If you changed any of the dialogue of the park staff then that is where your problem is. For some reason the game bugs out when you change any of the characters dialogue sound files and messes up a whole bunch of sounds in the process. I'm not sure why this is but this method seems to work the best when either replacing other dinosaur sounds (the generic ones included) or the environment sounds. The guest sounds can also be changed but it gets dicey due to the fact that there are two separate sets of sound files.

I'm sure if FTK was able to successfully make the rex clones peaceful but in my experience the only way to get them to become passive is if you give them the acro or carchar tclass. The only problem is that this gets rid of the death duels which is a bummer.
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PostSubject: Re: FCM: HD   Sat Aug 13, 2016 9:11 pm

Thanks, megaspino.

Hmmm, about the sounds: I've only added the primary  call sounds for 1 dino so far, and haven't edited any other sound files. The sound goes back to normal when I restore the original Sound.ini. I added just one sound slot in there, but it was done on guesswork. Perhaps someone can provide a step-by-step at some point.

About the Trex issue: I haven't gotten around to tclass swapping, but I do have a  possible workaround that others may be interested in that keeps original tclass & death duels. I'll have to get to my computer for that though.


Edit: Regarding #2, a thread has been created Here as to not derail FCM:HD discussion.


Last edited by LostWorld on Sun Aug 14, 2016 5:57 pm; edited 3 times in total
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PostSubject: Re: FCM: HD   Sun Aug 14, 2016 2:40 pm

The T.rexes are actually using their own TClasses. With proper training and guidance, they will tolerate each other, until one gets hungry. So now, it's been confirmed that they don't get into arguable disputes minus the hunger statuses. Other than that they get along pretty well and actually if u get lucky, they'll cooperate in hunts together sometimes. Just be sure that they are well fed.
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PostSubject: Re: FCM: HD   Mon Aug 15, 2016 3:23 pm

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PostSubject: Re: FCM: HD   Tue Aug 16, 2016 1:14 pm

^^ FTK:

It's interesting about how some of the behaviors work. I'm not sure about this, but it seems that the game may keep tabs on experience over time. That's why it's difficult to pinpoint what is influencing how one large carn reacts to another. It seems that age, kill count, and possibly even HP could factor into perception. Of course, there's potentially so many other little variables that may determine actions/reactions. Sadly, T.rex (multiples anyway) in this game will just have none of it unless someone goes outside the box to try to make it happen.

Also, wanted to say that the newer model is looking good for TLW buck in "The Hunt" vid. I prefer the skins in that one compared to the OP, since this mod is following FC after all. Liking those trees a lot as well.

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PostSubject: Re: FCM: HD   Tue Aug 16, 2016 2:55 pm

TY, in the meantime, I am deciding wether I shud make a cerato-allo model so we get an accurate allosaurus size, or... =w= keep the allosaurus that is already resized for accurate purposes. just need to fix arms though. its about the same size as alberto. and you can say good bye to Dr. Python-Jaw. though he took away tonguey and mouthy, so allo cannot grab small herbs at the moment.
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PostSubject: Re: FCM: HD   Wed Aug 17, 2016 11:59 pm

@LostWorld wrote:
^^ FTK:

It's interesting about how some of the behaviors work. I'm not sure about this, but it seems that the game may keep tabs on experience over time. That's why it's difficult to pinpoint what is influencing how one large carn reacts to another. It seems that age, kill count, and possibly even HP could factor into perception. Of course, there's potentially so many other little variables that may determine actions/reactions. Sadly, T.rex (multiples anyway) in this game will just have none of it unless someone goes outside the box to try to make it happen.

Also, wanted to say that the newer model is looking good for TLW buck in "The Hunt" vid. I prefer the skins in that one compared to the OP, since this mod is following FC after all. Liking those trees a lot as well.


I've always been very interested in looking into the FSM files. I would love to not only have dinosaurs that look and sound like JP dinosaurs but also act like them. If I ever do mod FSM files all the behavior would be complied into a huge update for this particular project.

The female and male skins on the first page are being used, the ones in the video are FTK's personal work.

FTK: Go with the resized allo or if you want I can make a slightly smaller allo or at least a skinnier one. The reason I say this is because we already have the skin for it.

As for the picture of the I.rex skin that Dragon Scales asked about, I'll say that this wasn't the exact time I wanted to release or show it but the I.rex was the surprise 40th dinosaur that will be release day or next day DLC. It won't be using the allo model though and will instead use it's own model that I created. Also I didn't create that skin, Mayer did so a huge thanks to his great work on that.
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PostSubject: Re: FCM: HD   Fri Aug 19, 2016 4:50 pm

^ Yeah, the fsm's are where my main interest would be if I could ever devote time consistently to understand how it all works together. I like authentic representation and dynamic AI for this kind of game, although understanding that it of course has its limits. Would very much like to see someone discover some new behavior possibilities.

My mistake, I thought that the video was showcasing one of the updates.

And I had no idea that an original model could be added. Looking forward to the release. Much appreciation to everyone involved!
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PostSubject: Re: FCM: HD   Fri Aug 19, 2016 5:35 pm

i think the plan for the apatos mentioned back on JPL was that they would have the brach sounds clearly shown in the movie and modified vanilla brach sounds for the rest

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