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- Hello!
-
- <> What about mpeg2, if I convert it to a module, it wont be as good as
- <> if I sample the original... + you know what I think about
- <> trackers...
-
- <Yup, but it would take much less diskspace...
-
- Well it depends, since many of the sounds that I use must be sampled
- in a chord and canot be used really as an instrument sample, but more
- than an effekt sample and you have listen to the intro song so you
- know I use alot of voices and different sounds etc, but of course I
- could lower the quality and use less voices and sounds..
-
- <> mod format?? 4 channel is for sure not enough...
-
- <Well, as we will only have music while in menues and intro and other
- <places except the actuall game you could probably have as many as you
- <like. I would say not more than 16 channels. :-)
- <I saw that Anthoiny uses replay routines for Digital Tracker. Maybe we
- <could use them? How much CPU time from the 030 does 16 channels take?
- <Then there are also replayroutines from the Graumf tracker which
- <sounds better.
-
- Well 16 channels could do, as for replay routs for digital tracker,
- the use the dsp, so then we have the same problem as if I would use
- the mpe2 rout, that the dsp is being used, wich maybe will cause some
- troubles for the intro coders, if they want to use the dsp for some
- intro efects..
-
- <> Ok, but could someone please enlighten me in what size (x,y) the
- <> textures can be in, so I can draw and rip them right.
-
- <I don't think it realy matters. Maybe they have to be a multiple
- <of 8 or something? I think you can have any size.
-
- Well I would say it matters a whole lot, since it would not look so
- good to convert a 320x200 pixel size texture into lets say 100x200,
- because it would look very skewed. Of course I could cut it to nearly
- the right size, by making some sort of pussle:-))
-
- Cheers,
-
- Sebbe Gustin
-
-
-