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COMPLETE SFX OVEHAUL - Printable Version

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COMPLETE SFX OVEHAUL - Prox_y - 26-09-2021

Hello, today i want to share with you guys a mod that brings back almost all PSX SFX sound effects for all levels, plus the original psx OST for all levels, not cropped or compressed, just like the original, i hope you guys enjoy: https://www.nexusmods.com/crashbandicootnsanetrilogy/mods/23


RE: COMPLETE SFX OVEHAUL - Prox_y - 01-10-2021

Might be in the future, let's hope something will come out


RE: COMPLETE SFX OVEHAUL - Prox_y - 03-10-2021

(02-10-2021, 08:29 AM)Guyus The Raptor Wrote:
(01-10-2021, 11:21 PM)Prox_y Wrote: Might be in the future, let's hope something will come out

Oh, and the font as well.

Btw, someone did open and modify NST levels with Unity, so replacing models with completely custom ones might be possible. And as someone who prepared some of the PS1 assets for Unity, I could help a bit

That would be nice, but i wonder how we will work about animations. There's a git repo that contains crash 1 and 2 source codes from PS1 versions, that might help.


RE: COMPLETE SFX OVEHAUL - Prox_y - 05-10-2021

(03-10-2021, 09:10 PM)Guyus The Raptor Wrote:
(03-10-2021, 09:43 AM)Prox_y Wrote:
(02-10-2021, 08:29 AM)Guyus The Raptor Wrote:
(01-10-2021, 11:21 PM)Prox_y Wrote: Might be in the future, let's hope something will come out

Oh, and the font as well.

Btw, someone did open and modify NST levels with Unity, so replacing models with completely custom ones might be possible. And as someone who prepared some of the PS1 assets for Unity, I could help a bit

That would be nice, but i wonder how we will work about animations. There's a git repo that contains crash 1 and 2 source codes from PS1 versions, that might help.

I've also been thinking about the scenes with cutscenes in 'em. Recreating 'em in Blender with use of PS1 assets, importing them into empty scene and overwriting NST's pre-existent cutscene scenes with mine. Or just emptyinh the pre-existent scenes and importing my own animated assets. Either way I assume it's possible, and a good start.

If we ever manage to work with animations, we should restore this full dance version: https://www.youtube.com/watch?v=kYyu67BZgyg


RE: COMPLETE SFX OVEHAUL - Prox_y - 07-10-2021

(06-10-2021, 03:50 PM)Guyus The Raptor Wrote:
(03-10-2021, 09:43 AM)Prox_y Wrote: we should restore this full dance version: https://www.youtube.com/watch?v=kYyu67BZgyg

I doubt we need that, as there's no place it would be put in. However, giving each game its own title screen and game over screen would be better idea. As well as removal of the VV intro.

as for animations, what about these 3DS Max scripts? https://thewarproom.com/showthread.php?tid=71&page=2


RE: COMPLETE SFX OVEHAUL - Erdrick The Hero - 26-10-2021

The original games' animations are stored fundamentally differently than NST's. There's no instructions as to how the original models animate, each frame of every animation exists separately. (It's a little more complicated than that but my level of understanding isn't high enough to explain any better.) As I understand, NST uses bones/physics to animate models in realtime. It's like the difference between a spritesheet of multiple frames vs stretching/squashing/warping a single image in 2D. The only way to use the original animations in NST would be to change the display model every frame.

Besides the Crash Dance and anything involving Crash's mouth, NST's animations are pretty much the same anyway. If importing models and animations becomes possible, I think a better solution would be to tweak the existing animations.


RE: COMPLETE SFX OVEHAUL - npzman - 29-10-2021

I think the Crash Bandicoot PS1 games uses vertex animation actually to be more specific. If you want your game to have a genuine classic crash experience. Then don't use bone animations. Otherwise your fan game is another imposter.