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Level Designer - Star Wars:
The New Era

Posted by Lindsey
July 3, 2009

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July 3, 2009

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Articles
By DeltaRomeo
Published: June 28, 2009
Updated: June 28, 2009
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Thinking about Melodies and creating ideas for the Track: THE BATTLE BEGINS

It is 8PM night time, right after I just came home from work and school. I fired up the computer, mixer, keyboard, and other connected devices all ready to start composing music for TNE. During a brainstorm session and a piano improvisation session, I was looking at the New Wallpaper Sebastian Kreutz have created. I thought to myself although an ambient track seems more appropriate for menu music, I was requested to provide an epic track, presumably relating to a space battle. This required some referencing to several of John William's previous works with Star Wars. Stylistically, the track "The Battle Begins" is a combination of William's earlier Star Wars pieces from  The New Hope and more recently Revenge of the Sith.


Writing, Recording, and Mixing
While John Williams was writing Star Wars, he was only responsible for writing music. In my case however, to bring high quality realistic orchestral sounds to Star Wars The New Era, I had to write, record, and mix this time. All of these three can be quite time consuming.



Notation




First, I open up the Music Notation program called MakeMusic Finale 2008. I open a pre-existing sheet music template for a full orchestra consisting of woodwinds, Strings, Brass, and standard orchestral percussion such as Snares and Timpani. After setting the tempo, timing, and key signatures, I start composing music and the orchestration process begins.


Recording




After completing the score, the next step would be the recording process. Instead of using a VST softsynth called Garritan Personal Orchestra provided from Finale 2008, rendering the new piece with the East West Quantum Leap Symphonic Orchestra is more preferable since the samples provide realistic reverb trails and are recorded in full stereo sound.

Essentially, I opened up a sequencer, imported the MIDI file which is the music score in MIDI format and began adjusting notes through Piano Roll view. Before the adjustments, it is extremely important to load the instruments from the EWQL VST (Virtual Studio Tech) plugin and properly assign the Virtual Instruments to their respective MIDI channels. For example, you want to assign the first violin patches to the first violin MIDI channel. Assigning articulations and effects are more advanced and complex, which I will not go into right now.



Mixing



The last process would be the mixing process, where I mix all the instrument .wav files into one multi-track audio mixing process. Here I can do equalization and putting in audio effects.


And here is the final result for your hearing pleasure:


Star Wars : The New Era Mod for Half-Life 2 Videos & Audio - Mod DB



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By Lindsey
Published: June 25, 2008
Updated: June 25, 2008
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The first video dev diary, about ammunition pickups, including the design process, ingame shots and early concepts. Narrated by Jean, team mapper and Zaswed, team render artist/modeler.


To watch in HD at 720p, click here: http://www.vimeo.com/1226696


TNE Dev Diary - 1 - Ammunition from Jean Dellac on Vimeo.

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By Millz
Published: March 17, 2008
Updated: March 17, 2008
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Hey folks, I'm Emiel Regis - The New Era's coder. Although there are many things I work on, I'd like to share my experience with dynamic scope system I finally got to work lately.

Dynamic scope means that there is a texture in appropriate place in the viewmodel (the scope of course) which is a render target. What does that mean? The current view of the character is drawn dynamically into the scope, which, combined with ironsights, gives a very realistic feel for zooming with scope-equipped weapons. Instead of just drawing a full-screen zoomed overlay, you see a realistically zoomed image appearing on the three-dimensional scope.

Question arises - how to do it? I started with MirrorView article on developer.valvesoftware.com. Theoretically, the code there would work for scopes with only little modifications. The reality proved otherwise - after many hours of coding, changing the render target texture (which needs to be compiled with an external tool) and cursing over, it became apparent that the method lacks a certain detail - initilization of the very render targets. Without this, a purple checkboard or just a plain black texture would appear on the scope. After searching the MP SDK which TNE is built on I was quite puzzled: There wasn't any reference for render targets initilization in the code - but it must be done somewhere, otherwise things like water reflections would not work, while they did.

At this point I started asking fellow coders from hlcoders mailing list. It was not until I joined their IRC channel and talked with guy named omega, who happened to have working render targets in his mod and willing to share - huzzay I thought 8-) After another few hours of work and cursing, the thing actually started to work! Here are a few screens of dynamic scope on the A-280:


Looks cool, doesn't it? The obvious disadvantage of this method over a simple overlay is that all pixels in the view need to be drawn twice - however, with current optimizations of Source Engine and moreover multi-threaded Orange Box code, which is out there and waiting to be merged with existing TNE codebase, the problem does not seem so acute anymore and peformance decreases only slightly.

 



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