Developpement Overview 01
May 22, 2009 Movies 1 commentDeveloppement Overview - 01 =========================== Illustrates all the work realised on Logistiquemod during those last months. Logistique is searching...

3 comments by Khelben on Sep 29th, 2011
Hello everyone ! First things first, welcome to my very first Devblog , i hope you will appreciate it, and if you do like it, other posts will follow for sure! I will now present to you how i've created the alarm sound of the shop “ from the scratch” portico. In order to fully understand my explanation, you will need to listen to every sound tracks in the order they are shown in this post. To do my work, i use a Frequency Modulation, the “Fruity dx10”. While they exist a lot of other modulators in the market, i like using this one because it can combine 2 distinct sound waves while staying coherent.

With the settings you can see above, i obtain this first sound:
Alone, this sound is not much, but still, we can feel the possibilities that it can offer to us
2]Amélioration spectrale
Here's what the sound looks like in the spectral view.

The spectral improvement consist of deleting the tones you do not like in the sound. I fist begin this by taking out the high-pitched sounds, that are too strident.

Here is the high-pitched sound separate from the rest. By hearing it, we can understand that they are of no interest for the final product.
We then obtain
Once this is done, i erase the sound that is giving me the most trouble, the one that create the continuity of the alarm. I have to do that since i want it to be discontinued. Because of that, i say goodbye to the high-pitched sound that bind it. Once cleaned, i obtain this in the spectrum

And for your ears
3] The effect (exemple of)
Thanks to a assortments of effects(including a reverb since i don't like the dps of the source engine) i increase the tonality of the sound as well as his speed. I then obtain the final version of the sound that you can hear below. This is not the sound I am using into the game, mine is more dirty ans worked-on. But I based my sound on this.
Well, it seem we have arrived at the end of this dev-blog, i hope that you liked it. I know that they are quicker ways to arrive at the final product, but i preferred to start from scratch in order to obtain a sound as original as possible
Until next time!
Kisses,
khelben
Developpement Overview - 01 =========================== Illustrates all the work realised on Logistiquemod during those last months. Logistique is searching...
This is the full verison of the demo (1.1) in ENGLISH this time
The first demo of logistique, release the May 23 2008. This include the patch 1.0->1.1 . Warning: This version is in FRENCH .
Latest tweets from
It can take up to a few hours for tweets to begin appearing.
Hi. Will you finish Logistique this year? What do you think?
I really like the music and the atmosphere, it´s kind a cool.
can´t wait anymore.. :D best regards from germany.. :)
Thanks guy.
We won't finish it before the fall of this year, this mod will really be the interface for our futur standalone game so our goal is to do the best thing we can.
Btw we are developing the mod called "Dniepr" for l4d, which will be pretty cool too. And it's done this summer :)
No wounder why that mod looks great. It's done by you guys!
Anyways logistics has honestly been the best looking hl2 mod. Please don't let it die.
Another update would be awesome, it sure would keep my hopes up! I really hope this project keeps going, the demo was really fun.
hope its going well!
yes it is ;)
still Alive?
Very promising.
yes, it's still alive, just got some time to prepare the first episode.
I played the demo, and for the most part is was fun. The gun is very fun to use. Something about it.
Hopefully your not dead, but I look forward to writing a review on this once the entire mod set sails. No pressure. :)
Yeah i got that too. Something about the way it fires for me. It recoils like the person doesn't quite know how to handle a gun. Makes it more immersive and gritty.