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Thread: HQ animation question     submit to reddit submit to twitter

  1. #21
    Oh, you've got green eyes.
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    Oh, you've got grey eyes.

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    Re: HQ animation question

    Quote Originally Posted by chewbar
    nope, the sounds are similar. =/ Just in case you wanted to hear for yourself, here are the mp3s I made to compare them.
    http://rapidshare.com/files/104932427/HQsounds.rar.html
    HQ1vHQ2.mp3 - HQ1 on left stereo channel, HQ2 on right stereo channel
    HQ1vHQ3.mp3 - HQ1 on left stereo channel, HQ3 on right stereo channel
    HQ2vHQ3.mp3 - HQ2 on left stereo channel, HQ3 on right stereo channel

    Works best if you listen through headphones I think. As far as I can tell, all 3 are exactly identical.
    great work, im sincerely impressed

  2. #22
    I have no idea tbh
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    Re: HQ animation question

    I posted this question some time back and the general response is that while there are some variations to the sound/animation, it is not conclusively linked to the actual HQ tiers.

    viewtopic.php?f=12&t=20193&hilit=animation

  3. #23
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    Re: HQ animation question

    Well there's actually no variation in the sound at all (if you account for how the animation varies on the first part). In those sound files I posted, they sound exactly identical in tones and timing.

  4. #24
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    Re: HQ animation question

    Quote Originally Posted by Jackyl
    For an earth crystal synth:

    HQ1 goes: kzzzzzzttttt~~~ wahwahwahPOW!
    HQ2 goes: kzzzzzzttttt~~~ wahWahWahPOW!
    HQ3 goes: kzzzzzzttttt~~~ WAHWAHWAHWAHPOW!
    Made this topic win.

  5. #25
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    Re: HQ animation question

    not being adept at mucking around in the dat files, this may be a dumb question. if indeed the different tier HQs have a different sound associated with them, wouldn't that make it follow that you'd have a different audio dat file associated w/ each rather than SE adding in code to bugger w/ the pitch on the HQ from the same sound file? given that, assuming that there are different sounds, we should be able to find them and replace them with our own even, making identification of tier of HQ even easier. if there's only 1, that should put this to bed forever.

  6. #26
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    Re: HQ animation question

    I think its more of a hassle than most people would care about. Just loaded up POLUtils and saw thousands upon thousands of SFX for FFXI (and not expansions/tetra master either). But unless I'm missing something, did I not show that all the HQs sounded exactly alike, including tones and pitch?

  7. #27
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    Re: HQ animation question

    Quote Originally Posted by chewbar
    I think its more of a hassle than most people would care about. Just loaded up POLUtils and saw thousands upon thousands of SFX for FFXI (and not expansions/tetra master either). But unless I'm missing something, did I not show that all the HQs sounded exactly alike, including tones and pitch?
    crafting theories are like zombies. they won't stay down until you've beaten them into a pulp.

  8. #28
    Love-God among men.
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    Re: HQ animation question

    Quote Originally Posted by Spekkio
    Quote Originally Posted by chewbar
    I think its more of a hassle than most people would care about. Just loaded up POLUtils and saw thousands upon thousands of SFX for FFXI (and not expansions/tetra master either). But unless I'm missing something, did I not show that all the HQs sounded exactly alike, including tones and pitch?
    crafting theories are like zombies. they won't stay down until you've beaten them into a pulp.
    I don't think you're giving the colossal vitality of stupidity enough credit.

  9. #29
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    Re: HQ animation question

    Spekkio's right even if they are identical. My understanding is that SE uses identical music files for dungeons that have no actual music (Ghelsba, Quicksand Caves, etc)-- different files, even if they're identical. There's a chance they did the same with HQ sounds and with way too much effort we could see.

    For all practical purposes, Chewbar laid this one to rest.

  10. #30
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    Re: HQ animation question

    I recall reading once in the long, LONG ago that when you HQ'ed you got a different amount of !'s at the end of the message but that it was changed. So there used to be a way to determine the difference in tiers but not anylonger.

  11. #31
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    Re: HQ animation question

    my suggestion was half out of interest if it would be possible to increase the distinction between the sounds, letting me craft my crap w/o even looking at my screen for results. just increases the time i can stare at the TV between synths. ^^

  12. #32
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    Re: HQ animation question

    Wow lardass, is looking at something other than the TV for 4 seconds really that difficult?

  13. #33
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    Re: HQ animation question

    Quote Originally Posted by Skeetaru
    Wow lardass, is looking at something other than the TV for 4 seconds really that difficult?

    Skeet is on a KILLING SPREE.

  14. #34
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    Re: HQ animation question

    Quote Originally Posted by Skeetaru
    Wow lardass, is looking at something other than the TV for 4 seconds really that difficult?
    meh. by the 400 synth of the same damn thing, it gets rather boring. thanks for the input though...

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