![]() ![]() It's unfortunately very inefficient, but nothing developers of UE games can do about it. If they want to update just one small file that's inside one of the paks, the update is going to be big because there's no way to just push that one file as an update, it has to be combined into the pak. Think of it like a much more complicated zip/rar file. it patches the game's data, it doesn't download the entire thingThey are correct, the way Unreal Engine works almost all of the game's content files are tucked into a handful of "pak" files. That's the correct and authentic way of implementing it.Origineel geplaatst door potato:no. So, if they are gonna implement this to the game, it should be the higher pitched mechanical sounds for when moving the camera, and the lower pitched mechanical sounds when you see Robo move his limbs from his point of view. So, those lower pitched sounds should instead be for the limbs, while the higher pitched sounds that you hear first at 0:27 are for the head. So, authentic wise, those are the wrong sounds for the camera because when moving the camera, that means that Robo is just moving his head. At 0:24 when the player moves the camera, those sounds I implemented there were actually from when Robo moves his limbs. Really hope Teyon implements that in the end. ![]() Like I mentioned before, just hearing Robo’s footsteps and mechanical sounds when turning the camera makes such a huge difference, and the game instantly gets it’s own identity right away. This really is so essential for the immersion. Originally posted by badatthis:This is really good! Thanks for showcasing how it should sound.
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