View Full Version : [WIP] SH4 effects for SH3
java`s revenge
09-18-07, 01:01 PM
Thank you for the mod jcwolf. I have search this mod for so long time and now
i own it. I can read the target figures well now again. The favorite taste is a great
mod but the figures were bearly readable.
So now only i have to await THE great mod.
:up: :up: :up:
TheDarkWraith
09-18-07, 01:29 PM
Here is seven large images - sorry - i couldn't resist...
Swordfish
And I haven't even ported the plane_small_splinter_explosion and plane_splinter_explosion yet.....those will be even better!!
This leads me into a small problem. I'm currently in Venezuela and was going to sit down with my laptop and port some more items on the SH4 effects for SH3 mod but realized that I didn't install SH4 on my laptop! I own a legitimate copy of SH4 so what I'm about to ask isn't illegal or anything. Would someone be willing to zip up the \data\Textures\TNormal\tex from SH4 and give me a link to it so I can work on this while away on work? Please PM me with link if someone is willing to do so. Thanks in advance.
onelifecrisis
09-18-07, 02:02 PM
I have a quick question ... does anybody force anisotropic filtering through either the ATI or the Nivida control panel? I know forcing AA will work (as I have mine set to 16Q). Is there any graphics glitches or incompatibility?
Yes you can force AF, and yes it improves image quality (especially reflections) but there are some drawbacks, namely:
-A severe performance hit at very high AF levels (especially when using my improved wave textures, which are included in RB's mod). Just keep AF at a low/medium level and this won't be a problem.
-Some graphical anomalies at the horizon
e.g. slightly messed up land reflections at long distance and, at certain times of the day, a "line" on the horizon separating the sea from the sky. The former obviously doesn't matter when you're out at sea and the latter I have found depends to some extent on which scene.dat you are using.
Racerboy - unfortunately i don't bought yet SH4 so i cannot help you...:-?
But...what you want to port and correct? That was an incredibly awesome explosion of Swordfish!
Swordfish is a bomber [too] - he is carrying three bombs and that was luckily shot of my gunner...he shot Swordfish's bombs!
I have enabled mod in JSGME named ''Increased Allied Air'' [for hardest game] - in effect
allied planes are extremely effective, they are incoming more often and they are incoming
always after i send a message to BDU [Enigma code is broken]. In my game airs are
nasty and very strong so when i succesfully shot one of them down i look at his amazing
blow and take it as my reward.
Swordfish was first downed plane by me after enabling your effects...It's relatively
small plane and i wonder what i see when i shot down a Sunderland or Liberator...
For me your effects are ready for final release. After enabling Urfisch particles i
noticed a big falling of frames per second. Finally i'm deleted Urfisch particles and now
i play only with your effects, and i'm happy man:up:.
TheDarkWraith
09-18-07, 02:32 PM
Racerboy - unfortunately i don't bought yet SH4 so i cannot help you...:-?
thanks! Let me let you in on a little secret....DON'T buy it (that's my personal opinion). I bought a pre-release copy and couldn't have been more disappointed. :nope: It was a BIG step down from SH3 in every regard except for graphics. So part of the motivation for this mod was from that experience. I wanted SH4 graphics with the SH3 game.
brotebjo
09-18-07, 02:39 PM
Yes you can force AF, and yes it improves image quality (especially reflections) but there are some drawbacks, namely:
-A severe performance hit at very high AF levels (especially when using my improved wave textures, which are included in RB's mod). Just keep AF at a low/medium level and this won't be a problem.
-Some graphical anomalies at the horizon
e.g. slightly messed up land reflections at long distance and, at certain times of the day, a "line" on the horizon separating the sea from the sky. The former obviously doesn't matter when you're out at sea and the latter I have found depends to some extent on which scene.dat you are using.
Thanks for the info, I'll know what to expect.
Racerboy - unfortunately i don't bought yet SH4 so i cannot help you...:-?
thanks! Let me let you in on a little secret....DON'T buy it (that's my personal opinion). I bought a pre-release copy and couldn't have been more disappointed. :nope: It was a BIG step down from SH3 in every regard except for graphics. So part of the motivation for this mod was from that experience. I wanted SH4 graphics with the SH3 game.
I think exactly like you, dear Racerboy - i saw SH4 and for me there is no power, no climat, no rock and no roll;) - and Kriegsmarine are ''bad boys'' like from Morts motto;) .
And of course - graphic from SH4 rulez, but not for long - thanks to you.
:up: :up: :up: :up: :up:
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:
Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.
I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:
I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).
PS: I know about Atl Sharks.
TheDarkWraith
09-18-07, 04:27 PM
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:
Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.
I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:
I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).
PS: I know about Atl Sharks.
SH4 IS SH3's file structure. I laughed so hard when I started porting over the SH4 particles.dat and materials.dat. The devs were so lazy that they didn't even change 90% of the ID's used! There are some new controllers and effect controllers but it's basically SH3 on a little roids with a different campaign and screens.
Which illustrates my point;)
Give it time, it is SH3 LOL!
d@rk51d3
09-18-07, 05:40 PM
Maybe we should be porting SHIII over to SHIV instead.:hmm:
TheDarkWraith
09-18-07, 05:44 PM
Maybe we should be porting SHIII over to SHIV instead.:hmm:
would be a lot of work.....seems like it could be done. Screw it, let's just make a new one of our own! I would love to make a modern era sub sim...nuclear powered subs, Trident class and all, modern ships, we have more than enough talent here on this forum to do it. That should be a new thread let's keep this one on track!
d@rk51d3
09-18-07, 05:47 PM
Hell no! I just love SHIII too much.:up:
TheDarkWraith
09-18-07, 06:23 PM
Hell no! I just love SHIII too much.:up:
as do I. To me it's getting to be almost perfect. I can sit for hours and hours and play this sim and never get tired of it.
skwasjer
09-18-07, 06:54 PM
I laughed so hard when I started porting over the SH4 particles.dat and materials.dat. The devs were so lazy that they didn't even change 90% of the ID's used! There are some new controllers and effect controllers but it's basically SH3 on a little roids with a different campaign and screens.
Well, there's no point in changing id's or data in general that can be reused in a sequel. Even in a different game the same underlying engines are used over and over again. Pretty much every game developers builds sequels on existing code base and content. Nothing wrong with that. I do agree there are things to laugh about, the file structure in itself is just horrible, brr... and the fact that they have been sloppy by leaving non-used files/data in (leftovers from SH3).
iambecomelife
09-18-07, 07:15 PM
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:
Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.
I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:
I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).
PS: I know about Atl Sharks.
SH4 IS SH3's file structure. I laughed so hard when I started porting over the SH4 particles.dat and materials.dat. The devs were so lazy that they didn't even change 90% of the ID's used! There are some new controllers and effect controllers but it's basically SH3 on a little roids with a different campaign and screens.
And yet we still ended up with FEWER rooms modeled on the submarine than SH3, LESS crew interaction, little if any AI torpedo behavior, no wolfpacks, and who knows what else. All this, even though they were NOT starting from scratch.
Man, I love sequels, don't you? Worth every cent. :rotfl: :roll:
Anyway, at least some nice shiny distress flares and 2ndary explosions for SH3 would help console me (hint, hint)...:)
TheDarkWraith
09-18-07, 07:43 PM
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:
Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.
I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:
I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).
PS: I know about Atl Sharks.
SH4 IS SH3's file structure. I laughed so hard when I started porting over the SH4 particles.dat and materials.dat. The devs were so lazy that they didn't even change 90% of the ID's used! There are some new controllers and effect controllers but it's basically SH3 on a little roids with a different campaign and screens.
And yet we still ended up with FEWER rooms modeled on the submarine than SH3, LESS crew interaction, little if any AI torpedo behavior, no wolfpacks, and who knows what else. All this, even though they were NOT starting from scratch.
Man, I love sequels, don't you? Worth every cent. :rotfl: :roll:
Anyway, at least some nice shiny distress flares and 2ndary explosions for SH3 would help console me (hint, hint)...:)
secondary explosions are added. Working on the flares.......
d@rk51d3
09-18-07, 09:27 PM
SSchwiiiiiiiiiiiiing! :|\\
tinitoon
09-19-07, 10:28 AM
This is fantastic!
Can't wait for the next version!
java`s revenge
09-19-07, 11:24 AM
Maybe we should be porting SHIII over to SHIV instead.:hmm:
would be a lot of work.....seems like it could be done. Screw it, let's just make a new one of our own! I would love to make a modern era sub sim...nuclear powered subs, Trident class and all, modern ships, we have more than enough talent here on this forum to do it. That should be a new thread let's keep this one on track!
I hear nobody about destroyer command 2 or 3.
Why not mod a destroyer?????
Have you guys even tried SH4 with TM 1.62, LBO, Krillers Environment, Reflections, NSM 3.3, and sundry other new mods. I do believe you will be impressed.:up:
Remember it is like SH3 when it first came out and had few mods, certainly not the caliber of mods we have today, Racerboys, GWX, WAC, NYGM, Open Hatch etc.
I also was unimpressed at first with the vanilla game as I also was with bog standard SH3.:hmm:
I just hope some group eventually does Atlantic with SH4's engine(especially since it seems SH3 underpinnings are just under the surface of SH4, check out the menu1024_768.ini file LOL).
PS: I know about Atl Sharks.
''PS: I know about Atl Sharks.''
- What do you mean with those words, JHereg?;)
GoldenEagle8
09-19-07, 03:45 PM
Hey, can I make a humble request for the next update to this great mod? can the ship's smoke stack smoke be better? I would like to have a better smoke effect from the smoke stack, please?
thank you.
Woof1701
09-20-07, 06:03 AM
Hey, can I make a humble request for the next update to this great mod? can the ship's smoke stack smoke be better? I would like to have a better smoke effect from the smoke stack, please?
thank you.
It's done when it's done :arrgh!:
(Sorry couldn't resist)
sh3rules
09-20-07, 01:55 PM
These effects just keep getting better. I'm looking forward to the release version.
And if SHIV had been an expansion pack, maybe we wouldn't be disappointed.
TheDarkWraith
09-20-07, 04:21 PM
Hey, can I make a humble request for the next update to this great mod? can the ship's smoke stack smoke be better? I would like to have a better smoke effect from the smoke stack, please?
thank you.
It's done when it's done :arrgh!:
(Sorry couldn't resist)
That is being worked on. Currently I'm having to do some international travel and thus modding comes to screeching hault while work becomes priority.
GoldenEagle8
09-20-07, 06:27 PM
I don't mean to rush, I'm just asking.
sorry.
Shepelly
09-20-07, 07:28 PM
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure with the initial Torp explosion.:hmm:
Thanks for the intrest RB:up:
Sorry to interupt but was there an answer to this?:doh:
TheDarkWraith
09-20-07, 08:58 PM
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure with the initial Torp explosion.:hmm:
Thanks for the intrest RB:up:
Sorry to interupt but was there an answer to this?:doh:
My mod doesn't have wind affected smoke so the 'problem' posted isn't caused by me. The user must have been using someone else's mod and thought they were using mine.
That was caused by the Urfish:hmm: mod I think !
urfisch
09-21-07, 04:35 AM
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure with the initial Torp explosion.:hmm:
Thanks for the intrest RB:up:
Sorry to interupt but was there an answer to this?:doh:
sure. if you use my "mod" without racerboys materials.dat and without the "ajm-mod" textures, you get white boxes, due to missing materials/wrong materials paths.
:know:
tinitoon
09-21-07, 05:23 AM
Dammit. I still get these white boxes. I installed everything how I should.
It seems like the boxes appear during explosions under water and from debris that flies away from ships.
Two questions:
What is "ajm-mod" ?
Is it correct that my TNormal\tex folder is empty originally?
Thanks for your help guys.
urfisch
09-21-07, 05:40 AM
"attack japan mod" d.kruger has the files on his filefront account...
TheDarkWraith
09-21-07, 08:58 AM
I include all TGAs needed in the \data\TNormal\tex folder included with my mod. If that folder is empty then you will get white boxes with my mod.
TheDarkWraith
09-22-07, 09:07 AM
let's talk about flares. What do you all think should be the trigger(s) for the flare(s)? Currently I have a flare being produced by the ship under attack whenever a torpedo impact happens on it. This holds true for every torpedo impact - if you torpedo the ship 4 times in a row due to a salvo being used then 4 flares will appear. Not much I can do about this so I ask should I removes this, change it to something else, leave it, or ??
Should there be an additional trigger(s) for producing flares?
oh and BTW, the particles.dat and materials.dat are now 100% ported over from SH4! :rock: All TGAs needed are packed into the materials.dat file also.
onelifecrisis
09-22-07, 09:13 AM
let's talk about flares. What do you all think should be the trigger(s) for the flare(s)? Currently I have a flare being produced by the ship under attack whenever a torpedo impact happens on it. This holds true for every torpedo impact - if you torpedo the ship 4 times in a row due to a salvo being used then 4 flares will appear. Not much I can do about this so I ask should I removes this, change it to something else, leave it, or ??
Should there be an additional trigger(s) for producing flares?
Not sure what can and can't be done, but if you want just one flare to go up, maybe try to trigger it when the spotlights turn on? Also, can the flare be delayed a second or two? A flare going up a few moments after the first torpedo hit would be more realistic than one that goes up instantly :up:
TheDarkWraith
09-22-07, 09:18 AM
let's talk about flares. What do you all think should be the trigger(s) for the flare(s)? Currently I have a flare being produced by the ship under attack whenever a torpedo impact happens on it. This holds true for every torpedo impact - if you torpedo the ship 4 times in a row due to a salvo being used then 4 flares will appear. Not much I can do about this so I ask should I removes this, change it to something else, leave it, or ??
Should there be an additional trigger(s) for producing flares?
Not sure what can and can't be done, but if you want just one flare to go up, maybe try to trigger it when the spotlights turn on? Also, can the flare be delayed a second or two? A flare going up a few moments after the first torpedo hit would be more realistic than one that goes up instantly :up:
What you speak of probably can be done but would require the editing of every ship used in the game to make it work (if could be done). I have tried to use my delay controller for this but it doesn't work correctly. Thus as soon as torpedo impact the flare shoots up and is visible currently.
onelifecrisis
09-22-07, 09:28 AM
What you speak of probably can be done but would require the editing of every ship used in the game to make it work (if could be done). I have tried to use my delay controller for this but it doesn't work correctly. Thus as soon as torpedo impact the flare shoots up and is visible currently.
I see.
:hmm:
I'm confused about the delay... don't you have secondary explosions taking place? How come you can trigger those with a delay, but not the flare?
Edit: also, if your flare trigger is not ship-specific, does that mean military ships will also send up flares?
(trying to be constructive here not critical :))
TheDarkWraith
09-22-07, 09:36 AM
I'm confused about the delay... don't you have secondary explosions taking place? How come you can trigger those with a delay, but not the flare?
I can trigger the seconday (and terciary and so on) with a time delay if they don't have movement from the source (the point of impact per se). Since the flare moves (shoots up - or attemps to with the delay) I haven't been able to make it shoot up with the delay added. It always wants to stay on the plane of the water. The moment I take the delay away it shoots up. Baffling really and I can't figure out why. The only thing that seems to be the problem is when I use the delay it has to create an object that's based on 0000000000000000 as the parent ID whereas when I incorporate the flare into the torpedo explosion it's based on that ID as the parent. Seems to be the only logical explanation. That %$&*!@# 0000000000000000 as a parent ID is throwing more wrenches into my plans than anything else! :damn:
Any ship that receives a torpedo impact from your sub (and maybe others??) will send up a flare.
onelifecrisis
09-22-07, 09:45 AM
I'm confused about the delay... don't you have secondary explosions taking place? How come you can trigger those with a delay, but not the flare?
I can trigger the seconday (and terciary and so on) with a time delay if they don't have movement from the source (the point of impact per se). Since the flare moves (shoots up - or attemps to with the delay) I haven't been able to make it shoot up with the delay added. It always wants to stay on the plane of the water. The moment I take the delay away it shoots up. Baffling really and I can't figure out why. The only thing that seems to be the problem is when I use the delay it has to create an object that's based on 0000000000000000 as the parent ID whereas when I incorporate the flare into the torpedo explosion it's based on that ID as the parent. Seems to be the only logical explanation. That %$&*!@# 0000000000000000 as a parent ID is throwing more wrenches into my plans than anything else! :damn:
Any ship that receives a torpedo impact from your sub (and maybe others??) will send up a flare.
How about using the funnel smoke as the parent ID instead of 0000.... ?
AtlantikEel
09-22-07, 09:55 AM
Personally, if my ship were hit by even one torpedo I would be sending up flares all over the place in the hope that someone spots the attacking sub.
I have no problem with one torpedo=one flare; the flares don't last long anyway.
coronas
09-22-07, 12:19 PM
I don't know, only an idea: can be the trigger "torpedo impact" or "she´s going down"?
TheDarkWraith
09-23-07, 01:11 AM
spent almost all day working on this 'flare' problem. Here's what I've been able to come up with through some thinking WAY outside of the box and clever coding and trickery:
a new 'gun' has been created in the guns.dat file that is called 5InchStarShellGun with a barrel for it named 5InchStarShellGun_barrel. New code to support it was also made for the guns.sim and shells.sim files. This new gun is not visible but will fire it's shells. The only shells it has are 'HE' shells but they're not really HE (here's the clever trickery part). They are in fact starshells set to burst at a range of 650. Now here's where more clever coding comes into play: this new gun is attached to the ships (merchant) as a new cfg#Mxx node. Now when the enemy AI 'sees' you this new gun becomes active and will fire starshells at you high up in the air to a) warn others and b) illuminate a big round piece under it to make you (hopefully) more visible. This new gun fires it's shells at an angle (elevation) of anywhere from 35-55 degrees and can train the full 360 degrees (both AI controlled). The reload time is set so that after you are first 'seen' it takes time for the AI crew to load the gun and fire it. After each round is fired another round doesn't fire until the visible starshell isn't visible anymore + ~15 seconds more. I have given the new gun a total of 30 shells. I will hopefully have a preview available tomorrow for testing. My testing of it so far shows no problems. :rock:
AtlantikEel
09-23-07, 01:27 AM
:D :up: :rock:
I am in awe!
Wow, that are grand news RB! Keep up with the mojo!
coronas
09-23-07, 05:25 AM
An elegant solution. Good work!:up:
onelifecrisis
09-23-07, 05:30 AM
spent almost all day working on this 'flare' problem. Here's what I've been able to come up with through some thinking WAY outside of the box and clever coding and trickery:
a new 'gun' has been created in the guns.dat file that is called 5InchStarShellGun with a barrel for it named 5InchStarShellGun_barrel. New code to support it was also made for the guns.sim and shells.sim files. This new gun is not visible but will fire it's shells. The only shells it has are 'HE' shells but they're not really HE (here's the clever trickery part). They are in fact starshells set to burst at a range of 650. Now here's where more clever coding comes into play: this new gun is attached to the ships (merchant) as a new cfg#Mxx node. Now when the enemy AI 'sees' you this new gun becomes active and will fire starshells at you high up in the air to a) warn others and b) illuminate a big round piece under it to make you (hopefully) more visible. This new gun fires it's shells at an angle (elevation) of anywhere from 35-55 degrees and can train the full 360 degrees (both AI controlled). The reload time is set so that after you are first 'seen' it takes time for the AI crew to load the gun and fire it. After each round is fired another round doesn't fire until the visible starshell isn't visible anymore + ~15 seconds more. I have given the new gun a total of 30 shells. I will hopefully have a preview available tomorrow for testing. My testing of it so far shows no problems. :rock:
Good thinking batman! Sweet :up:
You cease to amaze me RB!:up:
urfisch
09-23-07, 07:12 AM
keep your words. we want some screens!
:rock:
A6Intruder
09-23-07, 07:44 AM
spent almost all day working on this 'flare' problem. Here's what I've been able to come up with through some thinking WAY outside of the box and clever coding and trickery:
a new 'gun' has been created in the guns.dat file that is called 5InchStarShellGun with a barrel for it named 5InchStarShellGun_barrel. New code to support it was also made for the guns.sim and shells.sim files. This new gun is not visible but will fire it's shells. The only shells it has are 'HE' shells but they're not really HE (here's the clever trickery part). They are in fact starshells set to burst at a range of 650. Now here's where more clever coding comes into play: this new gun is attached to the ships (merchant) as a new cfg#Mxx node. Now when the enemy AI 'sees' you this new gun becomes active and will fire starshells at you high up in the air to a) warn others and b) illuminate a big round piece under it to make you (hopefully) more visible. This new gun fires it's shells at an angle (elevation) of anywhere from 35-55 degrees and can train the full 360 degrees (both AI controlled). The reload time is set so that after you are first 'seen' it takes time for the AI crew to load the gun and fire it. After each round is fired another round doesn't fire until the visible starshell isn't visible anymore + ~15 seconds more. I have given the new gun a total of 30 shells. I will hopefully have a preview available tomorrow for testing. My testing of it so far shows no problems. :rock:
Could there be a problem with different guns.dat files? I could bet that GWX and WAC will not use the same file.:huh:
Kind regards
sh3rules
09-23-07, 10:57 AM
Awesome!
nikbear
09-23-07, 11:37 AM
You cease to amaze me RB!:up:
The man is on fire:rock: ;)
TheDarkWraith
09-23-07, 11:39 AM
keep your words. we want some screens!
:rock:
Screenies don't do justice. Here's a test mission so you all can view it for yourself. Unzip directly to MODS folder and enable via JSGME. Load game and select single missions --> Enemy_AI_SS_test.
Feedback, as always, is needed and much appreciated.
http://rapidshare.com/files/57725535/Racerboy_Enemy_AI_StarShell_test.7z.html
This is only the new idea. It doesn't include the new version of the SH4 effects (and more) for SH3 (current version is now 2.0). I will incorporate this into the mod if most like it.
Woof1701
09-24-07, 02:46 AM
keep your words. we want some screens!
:rock:
Screenies don't do justice. Here's a test mission so you all can view it for yourself. Unzip directly to MODS folder and enable via JSGME. Load game and select single missions --> Enemy_AI_SS_test.
Feedback, as always, is needed and much appreciated.
http://rapidshare.com/files/57725535/Racerboy_Enemy_AI_StarShell_test.7z.html
This is only the new idea. It doesn't include the new version of the SH4 effects (and more) for SH3 (current version is now 2.0). I will incorporate this into the mod if most like it.
This idea of yours is simply ingenius!! :o :cool: :up: :rock::sunny:
Thanks a lot.
slipper
09-24-07, 05:21 AM
Racerboy,
Tried out the mission and it works great, really does add a lot of atmosphere to the game. I came across one small problem though.
Whenever the merchant ship fired a starshell, i would hear the sound of my own crew firing and loading the deck gun ( although they were not actually firing), so that it seemed that the firing of the starshell was somehow activating the firing sound for my U -Boat, i am running GWX 1.03 and have a load of other mods running aswell so it could just be a problem at my end, but just to let you know.
Thanks for all your continued support
slipper
I downloaded the lastest version of your mod and I'm really enjoying it. The new explosions and oil slicks make sinking a merchant a much more satisfying experience.
Many thanks for your efforts. Please keep up the good work. :up:
Capt. Shark Bait
09-24-07, 07:45 AM
this is gonna be the first mod enable for SH3. the crew for SH4 did a helluva job on this one:rock: , and it's good to see it brought over to SH3:rock:. there's one thing i'm wondering about ,tho. this: TGAs needed (ports from SH4). is that something i need to get from Sh4 for RoWSH3 to work?
TheDarkWraith
09-24-07, 08:13 AM
this is gonna be the first mod enable for SH3. the crew for SH4 did a helluva job on this one:rock: , and it's good to see it brought over to SH3:rock:. there's one thing i'm wondering about ,tho. this: TGAs needed (ports from SH4). is that something i need to get from Sh4 for RoWSH3 to work?
TGAs came included with v1.06. A new version will be out soon (v2.0) that is a complete 100% port of SH4's materials.dat and particles.dat and all needed TGAs packed into the materials.dat
TheDarkWraith
09-24-07, 08:15 AM
Racerboy,
Tried out the mission and it works great, really does add a lot of atmosphere to the game. I came across one small problem though.
Whenever the merchant ship fired a starshell, i would hear the sound of my own crew firing and loading the deck gun ( although they were not actually firing), so that it seemed that the firing of the starshell was somehow activating the firing sound for my U -Boat, i am running GWX 1.03 and have a load of other mods running aswell so it could just be a problem at my end, but just to let you know.
Thanks for all your continued support
slipper
You found a bug! Good work. I will correct this. I have verified it on my end. Being that I was always near the merchant watching the effects and not on my uboat I missed this.
Capt. Shark Bait
09-24-07, 08:34 AM
this is gonna be the first mod enable for SH3. the crew for SH4 did a helluva job on this one:rock: , and it's good to see it brought over to SH3:rock:. there's one thing i'm wondering about ,tho. this: TGAs needed (ports from SH4). is that something i need to get from Sh4 for RoWSH3 to work?
TGAs came included with v1.06. A new version will be out soon (v2.0) that is a complete 100% port of SH4's materials.dat and particles.dat and all needed TGAs packed into the materials.dat
:hmm: :-? , not sure what version i got:doh:. i think it's 1.06, being the only link i found on the front page
Adriatico
09-24-07, 10:33 AM
Racerboy, did you ever think ( I don't think it would be a problem ) to release a version with a slightly decreased secondary explosions, at least on escorts... for people who like your effects but ...still want to preserve GWX effort.
After inastalling your mod 1.06 I started new patrol in 1941 , and:
- in a single attack on convoy I blasted 8 allied ships (2 escorts + 6 capital ships) which is not my magic u-boat skill but 70% due to secondary explosions...
Especially decreased are escort capabilities... so you only need to run flank speed on surface, score the first hit on escort boat, and it is likely that you would be a cannon-duel winner, after furter exchange of fire !
You should admit that it is not a WW2 feeling , at least not in GWX...
Please, consider such a version, there are many people who like your great visuals... but don't want Chinese New Year every time they attack in 1941.
With my (average sub skills and good cannon skills) admiral Donitz would need three u-boats to finnish with Allies by the spring 1942...
slipper
09-24-07, 11:34 AM
Racerboy,
Tried out the mission and it works great, really does add a lot of atmosphere to the game. I came across one small problem though.
Whenever the merchant ship fired a starshell, i would hear the sound of my own crew firing and loading the deck gun ( although they were not actually firing), so that it seemed that the firing of the starshell was somehow activating the firing sound for my U -Boat, i am running GWX 1.03 and have a load of other mods running aswell so it could just be a problem at my end, but just to let you know.
Thanks for all your continued support
slipper
You found a bug! Good work. I will correct this. I have verified it on my end. Being that I was always near the merchant watching the effects and not on my uboat I missed this.
Racerboy,
Just to let you know i removed the test mission using jsgme, but the sound is still there. Like i said i have a host of other mods so i might have had a conflict. i was looking through the files in the test mission and there is no sound file, and also i have not installed any other sound file for quite a while.
cheers
slipper
TheDarkWraith
09-24-07, 01:37 PM
Racerboy, did you ever think ( I don't think it would be a problem ) to release a version with a slightly decreased secondary explosions, at least on escorts... for people who like your effects but ...still want to preserve GWX effort.
After inastalling your mod 1.06 I started new patrol in 1941 , and:
- in a single attack on convoy I blasted 8 allied ships (2 escorts + 6 capital ships) which is not my magic u-boat skill but 70% due to secondary explosions...
Especially decreased are escort capabilities... so you only need to run flank speed on surface, score the first hit on escort boat, and it is likely that you would be a cannon-duel winner, after furter exchange of fire !
You should admit that it is not a WW2 feeling , at least not in GWX...
Please, consider such a version, there are many people who like your great visuals... but don't want Chinese New Year every time they attack in 1941.
With my (average sub skills and good cannon skills) admiral Donitz would need three u-boats to finnish with Allies by the spring 1942...
I'm a little confused on your claims. I haven't changed anything that deals with the game play, I only changed the effects used by the game play. Whenever the game engine calls for an effect or event this is what I have changed. Purely visual changes. Can you elaborate some more on the decreased escort abilities and secondary explosions?
TheDarkWraith
09-24-07, 01:43 PM
Racerboy,
Just to let you know i removed the test mission using jsgme, but the sound is still there. Like i said i have a host of other mods so i might have had a conflict. i was looking through the files in the test mission and there is no sound file, and also i have not installed any other sound file for quite a while.
cheers
slipper
Yes there are no sound files included in the test mission but one of the files has a reference (parent ID) to an event that has a sound event that has this reference (parent ID)...confused yet? :doh: That's why the sound was there. I have to make a new event for the starshell to get rid of this problem.
Cant wait for the next version of this cool mod! Soon perhaps?
Adriatico
09-24-07, 04:35 PM
Don't uderstantand what happened after mode installation, but it I don't remeber escorts being so "vulnerable" and "fragile"... and bearly remember large cargo ships being sunk with a single torpedo hit... maybe I just run into clumsy convoy ?
Usually, in GWX, I would score something and try to get out alive, but this was a carnage!
I could have scored even more, beleive it or not, but my 2G of RAM started to faint after all those fireworks... and I started to lose motivation, what is the point of chasing one or two more ships...
Maybe I mastered flank speed cannon aiming... but i doubt it, just have a feeling that something is wrong with "allied woulnerability".
( By the way, huge oil flame smoke still seems to be too fast, but it is issue of personal feeling, ...just openned mini-tweaker and decreased "velocity" by 50% )
TheDarkWraith
09-24-07, 04:46 PM
Cant wait for the next version of this cool mod! Soon perhaps?
I sense a disturbance in the force........:cool:
TheDarkWraith
09-24-07, 06:37 PM
Racerboy,
Tried out the mission and it works great, really does add a lot of atmosphere to the game. I came across one small problem though.
Whenever the merchant ship fired a starshell, i would hear the sound of my own crew firing and loading the deck gun ( although they were not actually firing), so that it seemed that the firing of the starshell was somehow activating the firing sound for my U -Boat,
Here's a new test version of the new idea that fixes the above reported bug:
http://rapidshare.com/files/58037717/Racerboy_Enemy_AI_StarShell_test.7z.html
What do you all think? Add it into the SH4 effects (and more) for SH3 mod? :yep:
Woof1701
09-25-07, 03:12 AM
Here's a new test version of the new idea that fixes the above reported bug:
http://rapidshare.com/files/58037717/Racerboy_Enemy_AI_StarShell_test.7z.html
What do you all think? Add it into the SH4 effects (and more) for SH3 mod? :yep:
Absolutely!
Here's a new test version of the new idea that fixes the above reported bug:
http://rapidshare.com/files/58037717/Racerboy_Enemy_AI_StarShell_test.7z.html
What do you all think? Add it into the SH4 effects (and more) for SH3 mod? :yep:
Absolutely!
Maybe keep it as a seperate download, I prefere not to have the star shell addition. Or just activated seperately in JSGME somehow.
TheDarkWraith
09-25-07, 05:29 AM
Maybe keep it as a seperate download, I prefere not to have the star shell addition. Or just activated seperately in JSGME somehow.
I'll make an 'Optional' folder and put it there. This way those that want to use it can and those that don't don't.
slipper
09-25-07, 06:45 AM
Racerboy,
Downloaded your updated starshell mission, but i'm still getting the U-Boat firing/reloading sound when the merchant fires starshells. I unactivated your last mission mod in jsgme and deleted it then replaced it with this one, but still no joy.
just to let you know
regards
slipper
TheDarkWraith
09-25-07, 07:19 AM
Racerboy,
Downloaded your updated starshell mission, but i'm still getting the U-Boat firing/reloading sound when the merchant fires starshells. I unactivated your last mission mod in jsgme and deleted it then replaced it with this one, but still no joy.
just to let you know
regards
slipper
Let's make a distinction between the firing sound and the unloading sound. When the merchant fires it's new starshell gun you will hear a firing sound. Now depending on how close you are to the mechant will determine the strength of the sound heard. Is this what you are hearing? Or do you also hear the crew reloading a new shell into the gun? From my testing I've only (now) heard the merchant firing it's new gun and if I go to external camera and move closer to the merchant the strength of this sound is more (louder).
Being that I gave the gun new ID's for it and it's shells there should be no external sounds connected to this. The only one that could be giving you problems would be the effect used during the firing of the shell. Do you have any mods enabled that have changed the sounds used in the game? Please check this.
slipper
09-25-07, 08:28 AM
Found the culprit, had a sound mod called "Command and Combat" enabled, which was giving me the sound of my deck crew firing and reloading everytime a starshell was fired. I have now disabled it and your test mission is working fine. Shame about the sound mod as i liked it but i think your graphics mod more than makes up for it.Thanks for the help much appreciated
regards slipper
TheDarkWraith
09-25-07, 08:47 AM
Found the culprit, had a sound mod called "Command and Combat" enabled, which was giving me the sound of my deck crew firing and reloading everytime a starshell was fired. I have now disabled it and your test mission is working fine. Shame about the sound mod as i liked it but i think your graphics mod more than makes up for it.Thanks for the help much appreciated
regards slipper
Actually slipper I'm glad you let me know this. I can change, and will change, the ID of the sound used for this new idea of mine. This way I don't interfere with other mods that have changed sounds. Thanks for the report.
slipper
09-25-07, 08:56 AM
Another update, the file causing the problem was P09_$Gun_muzzle_flash of "Command and Combat" sound mod. i disabled the sound mod, deleted this file, then re enabled and all appears to be working fine.
Thanks again
Slipper
TheDarkWraith
09-25-07, 09:11 AM
Another update, the file causing the problem was P09_$Gun_muzzle_flash of "Command and Combat" sound mod. i disabled the sound mod, deleted this file, then re enabled and all appears to be working fine.
Thanks again
Slipper
you don't want to delete the file you mentioned above. By deleting this file you have also now disabled the sound effect used when you fire your deck gun. I'm creating a new sound and ID for the effect used for the AI gun so that I don't interfere with sound files used by the game and other mods.
slipper
09-25-07, 10:04 AM
No, i still have the deck gun sound, but i think thats because i've installed one sound mod over another and the original deck gun sound is now in place. To many good mods around. cheers
AOTD_MadMax
09-25-07, 10:10 AM
Congratulations Racerboy, your Mod is fantastic.
There is only 1 Point i would change.
The Smokeelevationspeed from Fire is to fast. I hope you understand what i mean.
Best regards
Maddy
tinitoon
09-25-07, 10:26 AM
That's a great idea with the two versions.:up:
Concerning secondary explosions:
I've read somewhere that secondary explosions were quite frequent no matter what loading the ship had during WWII especially when relatively cold water came in contact with the ship's boiler during a flooding.
Just wanted to add this to the debate how many and which kind of ships should show secondary explosions.
I am really looking forward to V 2.0!!!
Don't uderstantand what happened after mode installation, but it I don't remeber escorts being so "vulnerable" and "fragile"... and bearly remember large cargo ships being sunk with a single torpedo hit... maybe I just run into clumsy convoy ?
Usually, in GWX, I would score something and try to get out alive, but this was a carnage!
I could have scored even more, beleive it or not, but my 2G of RAM started to faint after all those fireworks... and I started to lose motivation, what is the point of chasing one or two more ships...
Maybe I mastered flank speed cannon aiming... but i doubt it, just have a feeling that something is wrong with "allied woulnerability".
( By the way, huge oil flame smoke still seems to be too fast, but it is issue of personal feeling, ...just openned mini-tweaker and decreased "velocity" by 50% )
Which files need to altered to slow down the smoke, I also think it moves a little quicky. Visualy it's amazing, it just needs to be slowed down to give it more 'presence'.
TheDarkWraith
09-26-07, 07:56 PM
Don't uderstantand what happened after mode installation, but it I don't remeber escorts being so "vulnerable" and "fragile"... and bearly remember large cargo ships being sunk with a single torpedo hit... maybe I just run into clumsy convoy ?
Usually, in GWX, I would score something and try to get out alive, but this was a carnage!
I could have scored even more, beleive it or not, but my 2G of RAM started to faint after all those fireworks... and I started to lose motivation, what is the point of chasing one or two more ships...
Maybe I mastered flank speed cannon aiming... but i doubt it, just have a feeling that something is wrong with "allied woulnerability".
( By the way, huge oil flame smoke still seems to be too fast, but it is issue of personal feeling, ...just openned mini-tweaker and decreased "velocity" by 50% )
Which files need to altered to slow down the smoke, I also think it moves a little quicky. Visualy it's amazing, it just needs to be slowed down to give it more 'presence'.
version 2.0 will be releasing here soon with that as one of the changes. But if you want to slow it down yourself you need to alter the particles.dat file:
smoke_small - rate (change this value) & velocity (change this value)
smoke_big - rate (change this value) & velocity (change this value)
you'll have to play around with them or wait for the next version to be released.
you'll have to play around with them or wait for the next version to be released.[/quote]
Excellent, I will wait for the new version. Probably safer that way. :p
http://img136.imageshack.us/img136/6271/largetanker1140cancoastjs8.png
TheDarkWraith
09-26-07, 09:31 PM
Here's a list of what's been accomplished with Version 2.0 so far (this upcoming release will be a Beta now instead of Alpha as it's a complete 100% port):
2.00 Complete redo of files. 100% port of SH4's materials.dat and particles.dat
All needed TGAs are packed into the materials.dat file
Removed flying debris for shell explosions from Shell_fire_explosion
Added a new event called Shell_fire_explosion_debris (this adds the debris to Shell_fire_explosion and gets rid of bug where debris disappeared after ~4 seconds)
extended the life of the shell_fire_explosion (deck gun shell impact explosion)
Removed flying debris for ref_torp_great_explosion
Added a new event called ref_torp_great_explosion_debris (this adds the debris to ref_torp_great_explosion)
Adjusted life of numerous ParticleGenerators and FastParticleGenerators to get rid of bugs with flying debris
Added a splash event when AI crewmember hits the water
Added a sound event for the above event
Added an event to Fire_big that spawns after 10 seconds. The event is small_crewmans_splinter_explosion01 *************** needs work
Adjusted funnel_smoke values
Adjusted smoke_small values
Adjusted smoke_big values
Adjusted fire_small to get more realistic looking flames
Adjusted fire_big to get more realistic looking flames
Adjusted Burning_oil to get more realistic looking flames
Adjusted Burning_oil_smoke values
Added Enemy AI detection Starshell gun for merchants (currently only NKSQ has been done). When the gun is fired it uses the new sound 'FlareLaunch'
Added new Splash sound to Object03_splash event (now you see and HEAR the splash) - watersplash.wav
Added new Splash sound to Object02_splash event (now you see and HEAR the splash) - watersplash.wav
Added new Splash sound to Object01_splash event (now you see and HEAR the splash) - watersplash.wav
more to come yet.
Adriatico
09-27-07, 01:33 AM
you'll have to play around with them or wait for the next version to be released.
Excellent, I will wait for the new version. Probably safer that way. :p
http://img136.imageshack.us/img136/6271/largetanker1140cancoastjs8.png[/quote]
Racerboy,
I think that boys are talking obout "smoke" that is in fact big_oil_smoke, ...just as I did.
I slowed it's velocity 50% and it looks much more realistic.
Keep it up mate. I hav elots of fun playin the earlier version.
messenger42
09-27-07, 11:04 AM
Does this mod works with NYGM or GWX, also do I need to install SH4 to use this mod.
TheDarkWraith
09-27-07, 11:20 AM
Does this mod works with NYGM or GWX, also do I need to install SH4 to use this mod.
See post #1 of this thread.
messenger42
09-27-07, 11:28 AM
Thanks for the reply RB, Great Mod!
sh3rules
09-27-07, 12:38 PM
This great mod just keeps on getting better.
Very interesting thread and idea. :up:
When will be available 2.0 beta?
Stuntman
09-27-07, 03:36 PM
VERY VERY VERY NICE work you have done, Racerboy!
I'm using it with full enjoyment!:up:
TheDarkWraith
09-27-07, 09:28 PM
here's one small step for SH3, one giant leap for players:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/ayfenlceqc.jpg
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/xvcephbkmb.jpg
I've gotten the smoke to be affected by the movement of the ship but still not by the wind itself. This is not forced smoke at all! Still trying, not giving up.
This also shows the new smoke_small and the new fire effects. You can also see the new funnel smoke under development also.
mkubani
09-28-07, 02:22 AM
Very nice Racerboy. Looks very realistic.
Looking nice :up:
When you will relese new version for download ?
TheDarkWraith
09-28-07, 07:48 AM
Looking nice :up:
When you will relese new version for download ?
Some of the smokes still need to be adjusted and 'fixed', new sounds still have to be added, some secondary explosions still have to be added, some new effects have to be made (body parts, flaming body parts, floating body parts, floating debris, etc.), effects for planes have to be added (pilot and parachute like SH4 has), liferafts and lifeboats, and that's just some that come to mind. The wait will be worth it.
Looking nice :up:
When you will relese new version for download ?
Some of the smokes still need to be adjusted and 'fixed', new sounds still have to be added, some secondary explosions still have to be added, some new effects have to be made (body parts, flaming body parts, floating body parts, floating debris, etc.), effects for planes have to be added (pilot and parachute like SH4 has), liferafts and lifeboats, and that's just some that come to mind. The wait will be worth it.
I always wanted floating debris, in RL I think convoys were sometimes tracked by the debris trail from sinkings. Would there be a version available without the body parts. I never had the flying crew installed anyway. I would rather do without that.
The rest of it, great from what I have seen so far in the game. A real improvement on the SHIII effects, certainly on tankers.
Some of the smokes still need to be adjusted and 'fixed', new sounds still have to be added, some secondary explosions still have to be added, some new effects have to be made (body parts, flaming body parts, floating body parts, floating debris, etc.), effects for planes have to be added (pilot and parachute like SH4 has), liferafts and lifeboats, and that's just some that come to mind. The wait will be worth it.
:o (I'm speechless)
Outstanding! This sounds like magic and I'm willing to wait as long as it takes to see this magic in action. Please take your time and do whatever you think it should be done. Of course the wait will be worth it.
:rock::rock::rock:
iambecomelife
09-28-07, 12:22 PM
Some of the smokes still need to be adjusted and 'fixed', new sounds still have to be added, some secondary explosions still have to be added, some new effects have to be made (body parts, flaming body parts, floating body parts, floating debris, etc.), effects for planes have to be added (pilot and parachute like SH4 has), liferafts and lifeboats, and that's just some that come to mind. The wait will be worth it.
:o (I'm speechless)
Outstanding! This sounds like magic and I'm willing to wait as long as it takes to see this magic in action. Please take your time and do whatever you think it should be done. Of course the wait will be worth it.
:rock::rock::rock:
I agree. The motion-directed smoke is as good as wind-driven smoke IMO, and all those other extras will add up to a whole new level of immersion. Better environmental & special effects are great. Feeling like you're no longer attacking empty ship and aircraft drones is even better.
sh3rules
09-28-07, 01:08 PM
Yes RB, take your time. I think we know too well the consequences of rushed products. Awesome!
TheDarkWraith
09-28-07, 10:56 PM
You cease to amaze me RB!:up:
oh I'm just getting started........would anyone like some floating debris with their explosions?? :rock: Oh yeah, I've done it. When you torpedo a ship or cause explosions with your deck gun or shell the ship and the debris flies off from my mod you get the splash, you get the sound, and now you get the floating debris (large and small pieces)! The debris will roll around in the water, float for a little while, then sink to the bottom and disappear. :rock: :rock:
Here is the debris floating after I torpedoed a merchant and it exploded. You can also see the new big_fire effect and new oil_fire effects and smokes:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/jkntrzaqes.jpg
tinitoon
09-29-07, 01:22 AM
I am really speechless.
Definitely take your time Racer!
...but please do not let us wait too long for it. :)
Kaleu_Mihoo
09-29-07, 01:53 AM
Now, that's one of the best ideas i saw here on subsim :up: :up: If we can wait for GWX, we can wait for your mod also. Please take your time and finish this mod because those effects are just amazing!
Woof1701
09-29-07, 03:17 AM
Hey Raqcerboy. Great work. Will it also be possible to spawn crates and other debris (or lifeboats) and let it float indefinitely?
Why not make the new flying-debris/bodies/lifeboats items part of a seperate new mod. As a working artist I know the point I reach where I have to decide if a piece of work has done what I intended it to do and to call it finished and start a new piece. Personaly I find the existing 1_06 version very close to what I prefer. Apart from the big smoke ( I think it's called) from tankers needing to be a little slower, which is only a small issue.
TheDarkWraith
09-29-07, 08:43 AM
Hey Raqcerboy. Great work. Will it also be possible to spawn crates and other debris (or lifeboats) and let it float indefinitely?
Float indefinitely? Hmm....what impact would that have on the game? I'm thinking in regards to ships here. The more ships in a certain area the more 'slowly' the game runs at that time. Allbeit the debris are small and non-complex objects but having the game constantly track all the debris from every ship seems like would slow the game down considerably over time. Can someone verify this or correct me if I'm wrong? I'd love to have debris that floated indefinitely but currently made it the way I did because I was worried about slowdowns.
TheDarkWraith
09-29-07, 08:50 AM
Why not make the new flying-debris/bodies/lifeboats items part of a seperate new mod. As a working artist I know the point I reach where I have to decide if a piece of work has done what I intended it to do and to call it finished and start a new piece. Personaly I find the existing 1_06 version very close to what I prefer. Apart from the big smoke ( I think it's called) from tankers needing to be a little slower, which is only a small issue.
Ultimately I will start a new thread for this mod titled 'SH4 effects (and more) for SH3'. The debris and others yet to be mentioned will be part of the (and more) part. I'm not ready to call this finished because it's not. There are sound files to add and more visuals that need to be addressed.
I am considering releasing v2.00 BETA for testing and feedback purposes as it is now because the change log so far is long and needs to be verified and tested. I brought Vader1 on to assist in finding sounds and testing but being a two man team we don't have the time to test everything and tweak and develop at the same time (not to mention give time to all my other projects also!) :doh:
iambecomelife
09-29-07, 10:33 AM
Hey Raqcerboy. Great work. Will it also be possible to spawn crates and other debris (or lifeboats) and let it float indefinitely?
Float indefinitely? Hmm....what impact would that have on the game? I'm thinking in regards to ships here. The more ships in a certain area the more 'slowly' the game runs at that time. Allbeit the debris are small and non-complex objects but having the game constantly track all the debris from every ship seems like would slow the game down considerably over time. Can someone verify this or correct me if I'm wrong? I'd love to have debris that floated indefinitely but currently made it the way I did because I was worried about slowdowns.
I would also like to have at least some of the debris float for a long time, especially lifeboats and rafts. I have a system that's nearly a year and a half old and the survivors & boats from Silent Hunter 4 never gave me any trouble, even when I had an old, faulty 7900GT video card installed. At least make it easy to adjust the flotation time using minitweaker or SH3d Editor - please? :yep: You mentioned that there will be floating body parts; I assume we could also have floating survivors, too? :hmm: If we can only have one or the other then I would much prefer whole survivors than pieces of bodies.
I like the picture of the floating debris - is there a way to have it float lengthwise, as well, instead of just vertically? It would make a nice contrast to all those pieces that seem to be placed upright.
Thanks again for all your great work.
TheDarkWraith
09-29-07, 10:46 AM
[quote=Racerboy][quote=Woof1701]I would also like to have at least some of the debris float for a long time, especially lifeboats and rafts. I have a system that's nearly a year and a half old and the survivors & boats from Silent Hunter 4 never gave me any trouble, even when I had an old, faulty 7900GT video card installed. At least make it easy to adjust the flotation time using minitweaker or SH3d Editor - please? :yep: You mentioned that there will be floating body parts; I assume we could also have floating survivors, too? :hmm: If we can only have one or the other then I would much prefer whole survivors than pieces of bodies.
I like the picture of the floating debris - is there a way to have it float lengthwise, as well, instead of just vertically? It would make a nice contrast to all those pieces that seem to be placed upright.
Thanks again for all your great work.
The screenshot of the debris was just after I got it working. I have since adjusted all the debris particles to lie flat on the water initially. Due to being 'floatingobjects' and 'debris' they will roll, change pitch, etc. in the water as the waves act upon them. It's pretty realistic.
I'm probably going to leave out the body parts. Whole bodies though I'm still working on. Flaming bodies being ejected from the ship also working on.
Didn't somebody once make floating survivors? Did they ever release it? Maybe they would like to collaberate with me on this part?
iambecomelife
09-29-07, 11:12 AM
[quote=Racerboy][quote=Woof1701]I would also like to have at least some of the debris float for a long time, especially lifeboats and rafts. I have a system that's nearly a year and a half old and the survivors & boats from Silent Hunter 4 never gave me any trouble, even when I had an old, faulty 7900GT video card installed. At least make it easy to adjust the flotation time using minitweaker or SH3d Editor - please? :yep: You mentioned that there will be floating body parts; I assume we could also have floating survivors, too? :hmm: If we can only have one or the other then I would much prefer whole survivors than pieces of bodies.
I like the picture of the floating debris - is there a way to have it float lengthwise, as well, instead of just vertically? It would make a nice contrast to all those pieces that seem to be placed upright.
Thanks again for all your great work.
The screenshot of the debris was just after I got it working. I have since adjusted all the debris particles to lie flat on the water initially. Due to being 'floatingobjects' and 'debris' they will roll, change pitch, etc. in the water as the waves act upon them. It's pretty realistic.
I'm probably going to leave out the body parts. Whole bodies though I'm still working on. Flaming bodies being ejected from the ship also working on.
Didn't somebody once make floating survivors? Did they ever release it? Maybe they would like to collaberate with me on this part?
Thefretmaster did release a survivors' mod recently. He was going to continue working on it but we haven't heard from him since the first release, as far as I know. Iguess you can PM him to see if he's interested.
http://www.subsim.com/radioroom/showthread.php?t=107208&highlight=survivors
TheDarkWraith
09-29-07, 02:36 PM
continuing on with the debris work I couldn't forget the non-survivors (he he...the dead floating ones):
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/zourrxpgmh.jpg
Yes or no? I think it looks wonderful! :rock:
A6Intruder
09-29-07, 02:38 PM
Absolutly Y E S!:rock:
Kind regards
Hellraiser
09-29-07, 02:50 PM
YES!
Please....:up:
mrbeast
09-29-07, 03:08 PM
continuing on with the debris work I couldn't forget the non-survivors (he he...the dead floating ones):
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/zourrxpgmh.jpg
Yes or no? I think it looks wonderful! :rock:
The pitty of war.
A no from me, it looks ghastly.
TheDarkWraith
09-29-07, 03:28 PM
A no form me, it looks ghastly.
Remember, as morbid as it seems, this really happened in the war. Bodies were ejected on explosions and floated on the water before sinking to the bottom. It's unavoidable with war at sea. I'm not trying to make some new effects just for eye candy, I'm doing it to recreate effects that are real and happened during that time. :yep:
ryoga_77
09-29-07, 03:33 PM
A naval conflict without floating corpses is like tea without water!
iambecomelife
09-29-07, 03:43 PM
Hmmm... not a very pleasant sight but then again, I suppose the North Atlantic between 1939 - 1945 was not a happy place to be. :hmm: Well done, once again. Out of curiosity, does the game maintain the bodies' ragdoll physics to go along with the wave action or do they float stiffly? If it's the latter it might not necessarily be unrealistic, though, since after a while the person would have started to undergo rigor mortis...
Is there a way to have different bodies/survivors? Perhaps an officers' model or one in civilian clothes? Maybe add tattered, oil-soaked clothing instead of the default clean shirt & pants? I have some experience reskinning human figures for SH3 so I can help if necessary.
As for the body parts, I wouldn't mind them personally as long as you can make a version of the mod without them.
Could you at least make it optional? :hmm: I mean, two versions of the mod...with and without bodies:88) I understand you can't do it for each effect, but this one is pretty annoying for many people, so it could be worth it :yep:
TheDarkWraith
09-29-07, 03:59 PM
Could you at least make it optional? :hmm: I mean, two versions of the mod...with and without bodies:88) I understand you can't do it for each effect, but this one is pretty annoying for many people, so it could be worth it :yep:
I didn't think this would strike such a nerve. What I will do is include a tweak file (as I always do) where you will be able to go in and change a value that decides whether the floating bodies are rendered or not.
mrbeast
09-29-07, 04:03 PM
Bodies were ejected on explosions and floated on the water before sinking to the bottom.
Many bodies were washed up on the west coast of Ireland the local authories and army reaped a very grim harvest during the war. :dead:
TheDarkWraith
09-29-07, 04:09 PM
Hmmm... not a very pleasant sight but then again, I suppose the North Atlantic between 1939 - 1945 was not a happy place to be. :hmm: Well done, once again. Out of curiosity, does the game maintain the bodies' ragdoll physics to go along with the wave action or do they float stiffly? If it's the latter it might not necessarily be unrealistic, though, since after a while the person would have started to undergo rigor mortis...
They float stiffly. I could probably make them animated but the time and effort required for such a detail that doesn't last that long isn't worth the effort.
Is there a way to have different bodies/survivors? Perhaps an officers' model or one in civilian clothes? Maybe add tattered, oil-soaked clothing instead of the default clean shirt & pants? I have some experience reskinning human figures for SH3 so I can help if necessary.
I can make as many different bodies/survivors as needed. An Officers' model would be ideal! Currently I extracted the 3D model for the crewmember used by the game and made a new node for my floating bodies using it as the 3D model (with a new name of course). I did this so that the clothing can be changed! I can send you the TGA used for the clothing and you can make some different ones for this mod. Sound like a plan?
As far as making new crewmembers and officers I can send you the 3D model of the crewmember so you can get an idea of the size of the 3D model used. Maybe you can make some new positions of the body for this mod? I don't have the time to make new 3D models of crewmembers or make new ones for Officers so if anyone would like to help out and join my team on this mod PM me.
As for the body parts, I wouldn't mind them personally as long as you can make a version of the mod without them.
I'm leaving body parts out. It appears I struck a nerve with these floating bodies.
see above comments in yellow.
TheDarkWraith
09-29-07, 04:29 PM
I need some BETA testers. Looking at my list of changes done and what's been added it all needs to be tested and tested and tested. Any takers? You will be testing the entire mod so far, there are no optionals (i.e. floating bodies and AI starshell gun). There is still more to add but I need to know that it's stable so far. :yep:
I'm at sea with W@W now, other wise i would've jumped at that offer!
But any way mate...keep rokcin and give us thefull war experiance!:rock:
Yes to War!
iambecomelife
09-29-07, 05:17 PM
Hmmm... not a very pleasant sight but then again, I suppose the North Atlantic between 1939 - 1945 was not a happy place to be. :hmm: Well done, once again. Out of curiosity, does the game maintain the bodies' ragdoll physics to go along with the wave action or do they float stiffly? If it's the latter it might not necessarily be unrealistic, though, since after a while the person would have started to undergo rigor mortis...
They float stiffly. I could probably make them animated but the time and effort required for such a detail that doesn't last that long isn't worth the effort.
Is there a way to have different bodies/survivors? Perhaps an officers' model or one in civilian clothes? Maybe add tattered, oil-soaked clothing instead of the default clean shirt & pants? I have some experience reskinning human figures for SH3 so I can help if necessary.
I can make as many different bodies/survivors as needed. An Officers' model would be ideal! Currently I extracted the 3D model for the crewmember used by the game and made a new node for my floating bodies using it as the 3D model (with a new name of course). I did this so that the clothing can be changed! I can send you the TGA used for the clothing and you can make some different ones for this mod. Sound like a plan?
As far as making new crewmembers and officers I can send you the 3D model of the crewmember so you can get an idea of the size of the 3D model used. Maybe you can make some new positions of the body for this mod? I don't have the time to make new 3D models of crewmembers or make new ones for Officers so if anyone would like to help out and join my team on this mod PM me.
As for the body parts, I wouldn't mind them personally as long as you can make a version of the mod without them.
I'm leaving body parts out. It appears I struck a nerve with these floating bodies.
see above comments in yellow.
Sure! PM me a link to your stuff and I'll work on it.
Sailor Steve
09-29-07, 06:21 PM
I like the bodies, but I agree there should be an option. The Cruel Sea and Das Boot both talk about survivors...and non-survivors.
TheDarkWraith
09-29-07, 08:14 PM
finally, the one thing that was missing from every major explosion:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/hbldndiqng.jpg
TheDarkWraith
09-29-07, 08:24 PM
Sure! PM me a link to your stuff and I'll work on it.
You have PM. Include some charred versions if you would please. I have a need for them.......Thanks for helping out also! :up:
coronas
09-30-07, 05:03 AM
Racerboy, Can I help being a betatester? Woul be my first time but I like to help :yep:
nikbear
09-30-07, 05:38 AM
I'm simply stunned with what you have acheived Racerboy:o :huh: amazing stuff:rock: :rock: :rock: Don't have a problem with the floating bodies or parts myself,the grim realities of war in a realistic simulation,I thought thats what we were all after:hmm: each to there own I suppose;) keep up this amazing work,my patrols are visual feasts with the mod you have created,thank you for all your hard work and time and to all those who have helped along the way,onwards and upwards matey's:arrgh!:
brotebjo
09-30-07, 10:58 AM
I too agree that you should keep up the work of the floating bodies, it makes the game more realistic. I guess if people are getting upset about it and if you have the time, you could have this as an option pack. Thanks for the great work sofar!
TheDarkWraith
09-30-07, 11:17 AM
Racerboy, Can I help being a betatester? Woul be my first time but I like to help :yep:
PM will be coming to you shortly! As a BETA tester for me all I'm asking for you to do is play the game with my mod, note any problems/errors, take screenshots of the problems/errors and send them to me along with description of the event (what was happenning before, during, and after the problem/error). Also note anything that could be improved/changed, added, etc. and send to me also. :|\\
TheDarkWraith
09-30-07, 07:06 PM
I'm simply stunned with what you have acheived Racerboy:o :huh: amazing stuff:rock: :rock: :rock: Don't have a problem with the floating bodies or parts myself,the grim realities of war in a realistic simulation,I thought thats what we were all after:hmm: each to there own I suppose;) keep up this amazing work,my patrols are visual feasts with the mod you have created,thank you for all your hard work and time and to all those who have helped along the way,onwards and upwards matey's:arrgh!:
Prepare to be really stunned.....you have PM. Enjoy! :|\\
iambecomelife
09-30-07, 08:22 PM
Racerboy, check your PM please. :D
TheDarkWraith
09-30-07, 09:28 PM
another port over from SH4. This is the liferaft that I hope to incorporate into the mod. I'm going to try and make it a 'ship' so that it's destructible:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/liferaft.jpg
Kaleu. Jochen Mohr
09-30-07, 11:12 PM
Racerboy, Can I help being a betatester? Woul be my first time but I like to help :yep:
PM will be coming to you shortly! As a BETA tester for me all I'm asking for you to do is play the game with my mod, note any problems/errors, take screenshots of the problems/errors and send them to me along with description of the event (what was happenning before, during, and after the problem/error). Also note anything that could be improved/changed, added, etc. and send to me also. :|\\
:hmm:
AtlantikEel
09-30-07, 11:15 PM
another port over from SH4. This is the liferaft that I hope to incorporate into the mod. I'm going to try and make it a 'ship' so that it's destructible:
Wonderful news! I've wished for life rafts since first purchasing stock SH3. :D
(Hmmm..... I wonder if GWX 1.04's dirigibles will call in ASW units when they spot my victim's rafts?).
Rimfaxi
10-01-07, 01:26 AM
Wonderful news! I've wished for life rafts since first purchasing stock SH3. :D
(Hmmm..... I wonder if GWX 1.04's dirigibles will call in ASW units when they spot my victim's rafts?).
The life rafts should be red cross units.
Nice work RB!
Wonderful news! I've wished for life rafts since first purchasing stock SH3. :D
(Hmmm..... I wonder if GWX 1.04's dirigibles will call in ASW units when they spot my victim's rafts?).
The life rafts should be red cross units.
Nice work RB!
Completly Suporte this idea!
They should be at the same level as Red Cross Ships in the game!
Or undestruct.:hmm:
Woof1701
10-01-07, 03:54 AM
Wonderful news! I've wished for life rafts since first purchasing stock SH3. :D
(Hmmm..... I wonder if GWX 1.04's dirigibles will call in ASW units when they spot my victim's rafts?).
The life rafts should be red cross units.
Nice work RB!
Completly Suporte this idea!
They should be at the same level as Red Cross Ships in the game!
Or undestruct.:hmm:
Destructable as Red Cross unit will do nicely. :up:
A6Intruder
10-01-07, 07:50 AM
Hi Racerboy,
your PM-box is full and i could not send you a PM, so i do it this way.
After playing 2 hours, i found love and hate into this mod.
First love:
Secondary exlosions
Flying Debris after impact
but, i am sorry, there is some hate (for me) into this mod:
Funnel smoke! It is thin, and has a horrible colour, i would like to use my own smoke tga`s, please remove the tga`s from the materials.dat again.
Even the smoke of burning ships is in my opinion much to bright,
self light up of every debris, i do not like that and it is so unrealistic.
Until now i did not find any bugs to write about. I hope the guns.dat will not come in conflict with my installed ships.
I will report after playing again.
Kind regards:up:
Mush Martin
10-01-07, 08:28 AM
the bodies should be part of it.
War is Hell!
TheDarkWraith
10-01-07, 08:48 AM
Hi Racerboy,
your PM-box is full and i could not send you a PM, so i do it this way.
After playing 2 hours, i found love and hate into this mod.
First love:
Secondary exlosions
Flying Debris after impact
but, i am sorry, there is some hate (for me) into this mod:
Funnel smoke! It is thin, and has a horrible colour, i would like to use my own smoke tga`s, please remove the tga`s from the materials.dat again.
Even the smoke of burning ships is in my opinion much to bright,
self light up of every debris, i do not like that and it is so unrealistic.
Until now i did not find any bugs to write about. I hope the guns.dat will not come in conflict with my installed ships.
I will report after playing again.
Kind regards:up:
There is room in my inbox once again. :)
The funnel smoke still needs some work, yes, I agree. As this BETA release to you all was to evaluate the changes and give feedback this is what I'm needing to hear.
Smoke of burning ships is too bright...:hmm: ....can you give me screenshots of which smoke(s) you think is/are too bright? PM those please.
Self light up of every debris....once again screenshots please so I can understand what you're trying to tell me.
Huskalar
10-01-07, 09:05 AM
Yes or no? I think it looks wonderful! :rock:Yes. :yep:
A6Intruder
10-01-07, 09:22 AM
Here a shot how i like funnel-smoke:
http://img116.imageshack.us/img116/4509/shot1191247646gy8.jpg (http://imageshack.us)
@Racerboy: You will get screenis of smoke and debris on fire soon.
Kind regards:up:
mkubani
10-01-07, 09:24 AM
Great job Racerboy, ist there a chance for a variety of floating debris? like barrels, boxes, etc.? Maybe Diving Duck can offer you his 3D models? Please take a look here:
http://www.subsim.com/radioroom/showthread.php?t=103846&highlight=floating+debris
TheDarkWraith
10-01-07, 09:37 AM
Here a shot how i like funnel-smoke:Kind regards:up:
Tell you what, can you please send me the particles.dat of whatever mod this funnel smoke comes from and I'll look into. It looks much better than what I've done currently.
TheDarkWraith
10-01-07, 09:46 AM
Great job Racerboy, ist there a chance for a variety of floating debris? like barrels, boxes, etc.? Maybe Diving Duck can offer you his 3D models? Please take a look here:
http://www.subsim.com/radioroom/showthread.php?t=103846&highlight=floating+debris
The debris (and bodies) from explosions and all are coded as 'debris' and thus float on the surface for a little while and then slip under the surface and disappear. They do not remain indefinitely. I have posted an inquiry on DD's thread about his debris he made.
A6Intruder
10-01-07, 09:52 AM
Here a shot how i like funnel-smoke:Kind regards:up:
Tell you what, can you please send me the particles.dat of whatever mod this funnel smoke comes from and I'll look into. It looks much better than what I've done currently.
I think you will have fun because the paricles.dat is from your mod 1.07. :huh: Only the smoke tga`s are different. I will upload to my filefrontpage. You still have the link?
Kind regards
iambecomelife
10-01-07, 11:22 AM
Hi Racerboy,
your PM-box is full and i could not send you a PM, so i do it this way.
After playing 2 hours, i found love and hate into this mod.
First love:
Secondary exlosions
Flying Debris after impact
but, i am sorry, there is some hate (for me) into this mod:
Funnel smoke! It is thin, and has a horrible colour, i would like to use my own smoke tga`s, please remove the tga`s from the materials.dat again.
Even the smoke of burning ships is in my opinion much to bright,
self light up of every debris, i do not like that and it is so unrealistic.
Until now i did not find any bugs to write about. I hope the guns.dat will not come in conflict with my installed ships.
I will report after playing again.
Kind regards:up:
There is room in my inbox once again. :)
The funnel smoke still needs some work, yes, I agree. As this BETA release to you all was to evaluate the changes and give feedback this is what I'm needing to hear.
Smoke of burning ships is too bright...:hmm: ....can you give me screenshots of which smoke(s) you think is/are too bright? PM those please.
Self light up of every debris....once again screenshots please so I can understand what you're trying to tell me.
He is probably referring to the pale yellow and reddish area of the smoke plumes. This is an unrealistic feature dating from the stock SH4 particles file. In actuality, smoke from burning ships should be dark black with well-defined billows and ripples close to the fire, gradually lightening and thinning out at higher altitudes. However, even smoke at the top of the plume should still be black or dark grey. I will post some pictures of what I mean in a little while.
I have a question: how do you adjust the smoke rate and volume? I am not sure which tweak files to use for SH4-based particle mods like yours.
TheDarkWraith
10-01-07, 12:27 PM
He is probably referring to the pale yellow and reddish area of the smoke plumes. This is an unrealistic feature dating from the stock SH4 particles file. In actuality, smoke from burning ships should be dark black with well-defined billows and ripples close to the fire, gradually lightening and thinning out at higher altitudes. However, even smoke at the top of the plume should still be black or dark grey. I will post some pictures of what I mean in a little while.
I have a question: how do you adjust the smoke rate and volume? I am not sure which tweak files to use for SH4-based particle mods like yours.
I will make you a tweak file so you can play with it.
iambecomelife
10-01-07, 02:50 PM
He is probably referring to the pale yellow and reddish area of the smoke plumes. This is an unrealistic feature dating from the stock SH4 particles file. In actuality, smoke from burning ships should be dark black with well-defined billows and ripples close to the fire, gradually lightening and thinning out at higher altitudes. However, even smoke at the top of the plume should still be black or dark grey. I will post some pictures of what I mean in a little while.
I have a question: how do you adjust the smoke rate and volume? I am not sure which tweak files to use for SH4-based particle mods like yours.
I will make you a tweak file so you can play with it.
Thank a lot.
Below are a couple oil fire pics - there's no evidence of a yellow or red smoke color at the base of either fire. Perhaps they were trying to imitate the fireballs you can see suspended in a fire's smoke clouds? :hmm: That would be an interesting feature if properly implemented.
http://photos.orr.noaa.gov//Photos/PCD4455/IMG0065.JPG
http://photos.orr.noaa.gov//Photos/PCD4454/IMG0074.JPG
A6Intruder
10-01-07, 03:05 PM
Very interesting pictures, thats the smoke we need!:yep:
Kind regards
iambecomelife
10-01-07, 03:19 PM
BTW Racerboy, your PM box is full. I have a couple of comments about the mod...
TheDarkWraith
10-01-07, 04:30 PM
PM box has at least 10 empty slots since last night. Don't see how it can be full. Just checked it and it has 14 empty slots. One bug has been reported, self lighting debris. Looking into it.
TheDarkWraith
10-01-07, 07:52 PM
Another part of this mod is fixing missing sounds and adding new sounds for the hydrophone. Hawk-U375 is working his magic on turning the sounds into underwater effect sounds. Your hydrophone station will be much more 'alive' after this. I have a small problem that I'm hoping the members here can help with.
All these are in regards to sitting and listening with the hydrophone. Given the following sounds at what distance from the surface would the sound start to diminish in strength and what distance from the surface would you not be able to hear the sound for: (all distances are in meters I'm assuming)
(here are some examples from the files for underwater)
deck gun shell explosion min 500 max 5000
depth charge explosion min 600 max 6000
torpedo impact explosion min 800 max 8000
shell water explosion min 60 max 600
dud torpedo min 50 max 500
now I'm looking for values for these:
light rain
heavy rain
burning oil fire (large)
burning oil fire (small)
cannon firing (like a turret)
Collision with anti submarine net
object collision (objects bumping into ship from explosion)
ship collision with another ship
a big fire
a small fire
deck gun firing ( <= 88mm)
big deck gun firing (>88mm)
machine gun firing
Thunder
Water splashes (from objects and bodies impacting the water)
:|\\
Hey Racerboy as a Sonarman I can tell you that depending on the size of the explosion it can range up to hundreds of miles. Explosive Echo Ranging and Seismic Profiling sure do degrade sonar for a goodly distance(passive sonar).
Fire itself does not transmit hardly any energy directly to the water column so ranges should be nil to extremely short.
Thunder can be heard for a ways from the strike...say 5-9K yards ish.
Splashing objects such as debris etc(smallish) up to around 6K depending on the energy of the object and size.
Light rain pretty much only when it is literally above you, but heavy rain/storm systems can be heard for miles.
Deck guns firing, depend on the caliber of the weapon and how much of the firing forces are transmitted to the hull and also the surface area of the hull that is submerged, quite a ways tho even for smaller guns. The shell splashes of a 20mm can be heard out to at least 6000 yards in good weather.
Hope this helps you out.:up:
iambecomelife
10-01-07, 11:27 PM
PM box has at least 10 empty slots since last night. Don't see how it can be full. Just checked it and it has 14 empty slots. One bug has been reported, self lighting debris. Looking into it.
OK - good. You have a long PM from me. :cool:
Racerboy, the depth really does not change the propagation of the sound(range) as usually our sub is being modeled as in the surface duct above the thermal layer.
The sound arrives either direct path or thru a combination of ducting and reflection, however if you go below the layer there is attenuation to deal with and areas that are no longer in the path of sounds generated on the surface.
I do not know if it is possible to realistically model the layer and belows effects on the sounds propagation. Heck below the surface duct you can have a deep sound channel in which the sound can carry for thousands of miles......:o .
Hawk U-375
10-02-07, 03:54 AM
Hey Racerboy as a Sonarman I can tell you that depending on the size of the explosion it can range up to hundreds of miles. Explosive Echo Ranging and Seismic Profiling sure do degrade sonar for a goodly distance(passive sonar).
Fire itself does not transmit hardly any energy directly to the water column so ranges should be nil to extremely short.
Thunder can be heard for a ways from the strike...say 5-9K yards ish.
Splashing objects such as debris etc(smallish) up to around 6K depending on the energy of the object and size.
Light rain pretty much only when it is literally above you, but heavy rain/storm systems can be heard for miles.
Deck guns firing, depend on the caliber of the weapon and how much of the firing forces are transmitted to the hull and also the surface area of the hull that is submerged, quite a ways tho even for smaller guns. The shell splashes of a 20mm can be heard out to at least 6000 yards in good weather.
Hope this helps you out.:up:
You kidding that helps out a TON!:up: . This gives me some sort of meter to go by. Thankyou Sir! Trying to figure out what Rain/Thunder would sound like at a Sonar station is difficult.....specially when I never personally was a Sonarman. Look for me calling on you for examples.....:sunny:
mkubani
10-02-07, 04:48 AM
Jhereg, sorry for a stupid question, but your sound ranges refer to the sound being heard on the surface or those being heard underwater only by sonar? Sorry, just being a bit confused.
TheDarkWraith
10-02-07, 07:45 AM
Racerboy, the depth really does not change the propagation of the sound(range) as usually our sub is being modeled as in the surface duct above the thermal layer.
The sound arrives either direct path or thru a combination of ducting and reflection, however if you go below the layer there is attenuation to deal with and areas that are no longer in the path of sounds generated on the surface.
I do not know if it is possible to realistically model the layer and belows effects on the sounds propagation. Heck below the surface duct you can have a deep sound channel in which the sound can carry for thousands of miles......:o .
Just from examining the SH3.sdl file they (developers) made provisions for a min radius and max radius the sound can be heard. From my testing it appears that the min range is the range at which the sound 'volume' starts to diminish in strength. Max range being the maximum range at which the sound isn't heard anymore. There is a doppler factor in there but I'm not sure what it's purpose is or what it does as I haven't found an entry that uses it (has a value other than 0h in it). They also made provisions for pitch and pitch variance and volume variance to add some randomness to the sounds.
EDIT: the only objects that use this doppler factor are airplanes and the shell noises you hear in the air
Can you hear airplanes (their engines and all) from underwater?
I presume the dopler-shift for aircraft would help the watch crew to determine it's direction of travel relative to the u-boat. Perhaps at night when a visual tracking might be more problematic.
*Actually having thought about it, it might be more relevant to the u-boat radar detection of aircraft.
I'm getting even more excited about the next version of this mod than I am about GWX 1.04 if that's possible. :up:
urfisch
10-02-07, 09:58 AM
same for me! that might be reasoned by the visible progress...there are too less updates for gwx 1.04 - but racerboy really lets us take part in his work, nearly every day. very nice indeed!
but im sure gwx 1.04 will be blasting as well.
:up:
@ mkubani, I am referring to the propagation of sound in the water as heard from any sensor that is submerged.:yep:
Racerboy, just to clarify I am a Surface Sonar Tech tho I have ridden on the Pittsburgh (SSN). We do however, use sensors at variable depths, sonobouys etc...
Aircraft can pretty much only be heard when they are directly overhead or mark on top as the prop or jet noise can not easily couple with the water column as it is airborne. The doppler shift would be very fast due to limited range but still noticeable.
Just remember something must be directly vibrating in contact with the watermass in which the sensor is immersed to ensure a valid/likely propagation path. An airburst nuke of course being an exception...LOL! Just a matter of relative strengths(Db, Overpressure, and such).:up:
Here is a good link that goes over Spherical/Cylindrical spreading of sound in the water http://solmar.saclantc.nato.int/solmar/education/edu_sound_propagation.html and http://www.dosits.org/science/adv/cvss1.htm HTH.
Racerboy the doppler setting may also have been there for an unimplemented feature of measuring the doppler on an active return to determine the contacts speed in the line of sound. If you have that and a course from the plot table you could determine the contacts actual speed for fully submerged attacks. All this is of course easier if your sub is motionless as I do not know if they had a means to nullify own ships doppler in WWII on U-boats.
3Jane, the aircraft will be heard thru the air long before it is close enough to be heard over sonar. Would have been good for the submariners tho if that was reversed.:|\\
Maybe RB could mod us up a U-boat with one of those huge listening devices the Brits used vs the Zepplins in WWI.....:rotfl:
TheDarkWraith
10-02-07, 12:09 PM
3Jane, the aircraft will be heard thru the air long before it is close enough to be heard over sonar. Would have been good for the submariners tho if that was reversed.:|\\
Maybe RB could mod us up a U-boat with one of those huge listening devices the Brits used vs the Zepplins in WWI.....:rotfl:
now the question remains on how to model the airplane noise underwater.....:hmm: ....I want to be able to hear the aircraft if it flies over my sub and I'm at periscope depth or slightly deeper.
I think we can already, I hate trying to remember LOL which mod I had or did not have, but I have heard planes while submerged in game.
I was at 150ish meters and it was a bit to strong.
TheDarkWraith
10-02-07, 12:28 PM
I think we can already, I hate trying to remember LOL which mod I had or did not have, but I have heard planes while submerged in game.
I was at 150ish meters and it was a bit to strong.
Oh I can add the code necessary to make it no problemo. Problem is what values to give it for minradius and maxradius. Any suggestions?
How quick is the drop off after max over a given distance?
I would think you should not be able to hear it beyond 40 meters depth or thereabouts, thru the hull. Can you enable a tapering off till this depth?
There has to be a Submarine Sonar Tech on this board who can comment generally on this, from actual experience. I never got overflown while on the Pittsburgh. It was a three day joyride.
TheDarkWraith
10-02-07, 12:52 PM
How quick is the drop off after max over a given distance?
I would think you should not be able to hear it beyond 40 meters depth or thereabouts, thru the hull. Can you enable a tapering off till this depth?
from my testing it appears that minradius and maxradius apply to the sound source. They (devs) didn't enable any kind of tapering off. Let's say the airplane is at 100m height. Sub is at 10m depth. If I give minradius a value of 10 and max radius a value of 1000 then the sound will be 9/10 the volume of it's source at the hydrophone.
Yeah they probably did a straight linear fall off, therefore there may be no way of simulating the attenuation of the layer, distance traveled thru the water (Spherical/Cylndrical spreading), etc.
Good rule of thumb is a loss of 3Db per distance doubled (cylindrical spreading in water) with an initial measuring point at 1 yard/meter from the source. Maybe we could put mics up to our speakers and record the Db of the aircraft LOL.:arrgh!:
Hawk U-375
10-02-07, 02:12 PM
On my Sound program ...I have a "Dopler effect"....Just thought i"d mention before my head explodes......:doh: from all the jargin...:ping:
sh3rules
10-02-07, 02:19 PM
same for me! that might be reasoned by the visible progress...there are too less updates for gwx 1.04 - but racerboy really lets us take part in his work, nearly every day. very nice indeed!
but im sure gwx 1.04 will be blasting as well.
:up:
Agreed, RB's mod kicks some serious ass, but GWX1.04 is building on GWX which has lots of hours behind it. I'm grateful for both mods :rock:
brotebjo
10-02-07, 02:38 PM
I took some screen captures showing some of the debris that comes from explosions and what the performance impact it has on the game. Though the FPS that is shown at the top of each photo is a little deceiving because I have my Nvidia 8800 Ultra forcing AA at 16xQ and AF at 8x through the control panel. Also the patrol was getting towards the end of the patrol, so things were starting to slow down.
The two photos are two torpedo hits on a Fiji Class Cruiser.
http://static3.filefront.com/images/personal/b/brotebjo/112730/jhyljcnfqc.jpg
and
http://static3.filefront.com/images/personal/b/brotebjo/112730/zsdokgqcox.jpg
brotebjo
10-02-07, 02:48 PM
These next photo's show a small freighter sinking after a gun battle...notice the higher FPS and how thick the smoke is!
http://static3.filefront.com/images/personal/b/brotebjo/112730/hvewrymrne.jpg
http://static3.filefront.com/images/personal/b/brotebjo/112730/ajthmdoudu.jpg
http://static3.filefront.com/images/personal/b/brotebjo/112730/wtrvcgmoeg.jpg
http://static3.filefront.com/images/personal/b/brotebjo/112730/ivwxvpggek.jpg
http://static3.filefront.com/images/personal/b/brotebjo/112730/ztzjgmwcmx.jpg
TheDarkWraith
10-02-07, 04:47 PM
same for me! that might be reasoned by the visible progress...there are too less updates for gwx 1.04 - but racerboy really lets us take part in his work, nearly every day. very nice indeed!
but im sure gwx 1.04 will be blasting as well.
:up:
Agreed, RB's mod kicks some serious ass, but GWX1.04 is building on GWX which has lots of hours behind it. I'm grateful for both mods :rock:
wait till I release v2.00 of it....;) My BETA testers will post teasers for all to enjoy until then...:cool:
KrvKpt. Falke
10-02-07, 04:53 PM
Now, this is amazing; seeing such effects in SH3:
http://i187.photobucket.com/albums/x185/Infanticide_81/SH3Img2-10-2007_199.21_609-1.jpg
http://i187.photobucket.com/albums/x185/Infanticide_81/Clipboard01-1.jpg
http://i187.photobucket.com/albums/x185/Infanticide_81/SH3Img2-10-2007_2131.30_687.jpg
(http://s187.photobucket.com/albums/x185/Infanticide_81/?action=view¤t=SH3Img2-10-2007_1323.30_328.jpg)
I am using your mod with gwx 16km scene.dat and fps hit is maybe 2-5 fps (gf6600gt, AA on). But ive tried it also with reeces sh4 scene and i had 10-20 fps less. Whats more: game seems to run better when there is smoke, fire and so on nearby. Usually it stutters when i move camera near burning ship.
Anyway, great job and thanks Racerboy!
Huskalar
10-02-07, 05:00 PM
wait till I release v2.00 of it....;) My BETA testers will post teasers for all to enjoy until then...:cool:All these screenshot are really testing my patience. ;) I'm just hoping that my pc is capable of running this mod properly. :roll:
3Jane, the aircraft will be heard thru the air long before it is close enough to be heard over sonar. Would have been good for the submariners tho if that was reversed.:|\\
Maybe RB could mod us up a U-boat with one of those huge listening devices the Brits used vs the Zepplins in WWI.....:rotfl:
I fail to see any relevance whatsoever of this statement to anything contained in my post. I made no mention of aircraft being audible either surfaced or via the hydrophone, infact having read the post by Jhreg I doubt it would be possible anyway. My comments regarded simply the presence of the dopler-shift vis a vis aircraft.
TheDarkWraith
10-02-07, 05:24 PM
wait till I release v2.00 of it....;) My BETA testers will post teasers for all to enjoy until then...:cool:All these screenshot are really testing my patience. ;) I'm just hoping that my pc is capable of running this mod properly. :roll:
If you meet the minimum specs for SH3 plus just a tad more nads you'll be fine! Even at stock specs you'll be ok. The only thing that will hit you will be the oil fires and smoke (but that really affects everyone). I'm working on fixing this currently.
Huskalar
10-02-07, 05:26 PM
If you meet the minimum specs for SH3 plus just a tad more nads you'll be fine! Even at stock specs you'll be ok. The only thing that will hit you will be the oil fires and smoke (but that really affects everyone). I'm working on fixing this currently.Well, in that case I should be ok. Thanks and keep up the good work. :up:
coronas
10-02-07, 06:27 PM
Here we go:
http://img411.imageshack.us/img411/5066/picture026vv7.jpg
Explosion
http://img408.imageshack.us/img408/7992/picture027wo4.jpg
Flare
http://img408.imageshack.us/img408/3190/picture039bi7.jpg
Big ball of fire
http://img408.imageshack.us/img408/240/picture040sf4.jpg
Bodies and debris
http://img408.imageshack.us/img408/9363/picture052zw6.jpg
Funnel smoke (real like life)
http://img408.imageshack.us/img408/3815/picture057dr4.jpg
Big fire
http://img408.imageshack.us/img408/2442/picture058qc6.jpg
Fierce smoke and fire from tanker
http://img408.imageshack.us/img408/1153/picture059uz1.jpg
Torpedo impact
Very good FPS.
A visual impact for your eyes.
Greetings
Spruence M
10-02-07, 06:30 PM
What is the latest release on this? Its looking so great! I would say more but I am in a hurry.
3Jane: "I presume the dopler-shift for aircraft would help the watch crew to determine it's direction of travel relative to the u-boat. Perhaps at night when a visual tracking might be more problematic.
*Actually having thought about it, it might be more relevant to the u-boat radar detection of aircraft."
3Jane, I am sorry if I misinterpreted your meaning as I inferred you were talking about the U-boat using sonar to determine the course/approach vector of a plane. The range at which the plane can be heard on sonar is relatively small, thus my statement to the speed of the doppler shift(which is large) as it goes over the sub.
The whole listening device thing was just a joke, I apologize if I have upset you, it was not poking fun at you. The joke was actually leaning towards RB and his unstoppable modding skills.
I hate having to communicate on forums where everything is so easy to misconstrue.:damn:
Sailor Steve
10-02-07, 06:50 PM
Now, this is amazing; seeing such effects in SH3:
Yes, it certainly is. The pictures posted by coronas are quite remarkable too.:rock:
mrbeast
10-02-07, 07:09 PM
This looks very cool!:up: I know its lifted from SH4 but some of the effects like the debris and floating bodies, go beyond what SH4 has, could do with them being included actually!
TheDarkWraith
10-02-07, 07:39 PM
What is the latest release on this? Its looking so great! I would say more but I am in a hurry.
first off I'm going to apologize now for the large screenies. I will make an effort to post smaller ones from now on. :oops:
the latest release is still Alpha 1.06. What is being tested and further refined is v2.00. It will be in BETA test for awhile as the changes I have made (and continue to make) are long. Just got done redoing the oil fires...BIG improvement! For the big oil fire the flames now look like a raging oil fire with pockets of it rising into the air and whipping about :rock: Now to work on the oil smokes.
for my BETA testers: I'll be sending out a revised version 2.00 to you all shortly
Here is the new big oil fire:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img2-10-2007_big_oil_fire_1.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img2-10-2007_big_oil_fire2.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img2-10-2007_big_oil_fire3.jpg
and once the ship slips under the water and big oil fire hits the water and turns into a surface oil fire:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img2-10-2007_big_oil_fire_sur-2.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img2-10-2007_big_oil_fire_surfac.jpg
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img2-10-2007_big_oil_fire_sur-1.jpg
KaustikSoda
10-02-07, 08:09 PM
wow :rock:
nautilus42
10-02-07, 08:13 PM
Nice work RB !!!!!!! Five Stars :up: :up: :up: :up: :up:
Hawk U-375
10-02-07, 08:17 PM
Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:
Check your email...I sent some sounds for you to check...;)
TheDarkWraith
10-02-07, 09:12 PM
Nice work RB !!!!!!! Five Stars :up: :up: :up: :up: :up:
thanks. It needed revamping bad, even the SH4 one. Did I mention that it also has sound? :smug: Yep, you get close to it and you can hear the raging oil fire...:rock: I have since added sound to all the fires. We are adding new sounds and fixing missing sounds and or bad sounds (even missing underwater sounds for the hydrophone and adding new ones to it also).
TheDarkWraith
10-02-07, 09:15 PM
Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:
Did you ever have an explosion? You get bodies from a splinter explosion, small splinter explosion, and an oil explosion. If you never had one of these events then you'll never see floating bodies. The big oil explosion (red-orange mushroom cloud looking thing) gives the best bodies effect...he he..:yep: I have to add flaming bodies to that one yet.
Hawk U-375
10-02-07, 09:25 PM
Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:
Did you ever have an explosion? You get bodies from a splinter explosion, small splinter explosion, and an oil explosion. If you never had one of these events then you'll never see floating bodies. The big oil explosion (red-orange mushroom cloud looking thing) gives the best bodies effect...he he..:yep: I have to add flaming bodies to that one yet.
I saw them.....:o after farther testing....And the Explosion!!!!!:rock: :rock: ....
This is really awsome RB, will you include a tweak to have less debri? Not to be a party pooper, just that I'd prefer less.:D
Thanks.
TheDarkWraith
10-02-07, 09:41 PM
This is really awsome RB, will you include a tweak to have less debri? Not to be a party pooper, just that I'd prefer less.:D
Thanks.
Yes. For each explosion or event that makes debris (bodies, metal pieces, wood pieces(?), etc.) there will be an entry in the tweak file where you can select how many of each you would like to see.
johnno74
10-02-07, 09:51 PM
Hi Racerboy
Can't wait to try 2.0 - who ever knew the SH3 engine could do this stuff!
Another idea - Apparently (I haven't got it) one of the features in SH4 is the speed of sound is simulated, so you see explosions before you hear them etc etc. I always thought that was a pretty cool idea.
Have you seen anything in your travels through the data files that indicates that this is possible in SH3?
Cheers
TheDarkWraith
10-02-07, 10:11 PM
Hi Racerboy
Can't wait to try 2.0 - who ever knew the SH3 engine could do this stuff!
Another idea - Apparently (I haven't got it) one of the features in SH4 is the speed of sound is simulated, so you see explosions before you hear them etc etc. I always thought that was a pretty cool idea.
Have you seen anything in your travels through the data files that indicates that this is possible in SH3?
Cheers
ah, maybe that's what the doppler factor is...:hmm: :hmm:
SH3 can do much more.....I'm still learning the files and all the different controllers and effects. I stumble upon a new one, play with it to figure out how to use it, and them blam....I got a new idea for my mod. If I only had the SH4 controllers I'd have much more fun....:yep: Sometimes I have to make sacrifices and substitutions because an SH4 controller is used and I don't have that available in the SH3 arsenal.
iambecomelife
10-03-07, 12:12 AM
Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:
Did you ever have an explosion? You get bodies from a splinter explosion, small splinter explosion, and an oil explosion. If you never had one of these events then you'll never see floating bodies. The big oil explosion (red-orange mushroom cloud looking thing) gives the best bodies effect...he he..:yep: I have to add flaming bodies to that one yet.
I like this system since it sort of represents that catastrophic damage to a ship would be more likely to result in casualties.
BTW, can we ensure that for the flaming bodies the game only uses the burned crew skins I'm working on?
I have a PM for you w/additional progress.
urfisch
10-03-07, 03:39 AM
the debris look really cool. but the fire is too unrealistic. please look into my particles.dat i send you - the emission area has to be increased. also the rate of the fire particles has to be modified. watch the photos of burning oil that where posted...your flames are to bright and too compact.
but i guess you will create some nice stuff there...keep it on.
:up:
sh3rules
10-03-07, 04:31 AM
Here's a suggestion: some people like less debris, some (like me) prefer some more explosions. How about a tweak file that we can use with the Mini Tweaker? Then we can all have it our way.
http://www.prip.tuwien.ac.at/%7Enabil/belbachir/supernova_explosion.jpg
TheDarkWraith
10-03-07, 04:37 AM
BTW, can we ensure that for the flaming bodies the game only uses the burned crew skins I'm working on?
I have a PM for you w/additional progress.
Yes sir! That's how I'm going to make it happen. ;)
TheDarkWraith
10-03-07, 04:47 AM
iambecomelife gave me an update on the liferaft:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/Raft1.jpg
Looks like it's coming along quite nicely! :rock:
TheDarkWraith
10-03-07, 04:55 AM
the debris look really cool. but the fire is too unrealistic. please look into my particles.dat i send you - the emission area has to be increased. also the rate of the fire particles has to be modified. watch the photos of burning oil that where posted...your flames are to bright and too compact.
but i guess you will create some nice stuff there...keep it on.
:up:
Urfisch,
Would you like to join my team on this and then I can hand this off to you to fix/adjust/tweak? I personally like it (the flames) but I'm always open to other ideas.
johnno74
10-03-07, 05:06 AM
ah, maybe that's what the doppler factor is...:hmm: :hmm:
SH3 can do much more.....I'm still learning the files and all the different controllers and effects. I stumble upon a new one, play with it to figure out how to use it, and them blam....I got a new idea for my mod. If I only had the SH4 controllers I'd have much more fun....:yep: Sometimes I have to make sacrifices and substitutions because an SH4 controller is used and I don't have that available in the SH3 arsenal.
Doppler factor is the change in pitch of a noise dependnig on its speed away or towards you - When a car is heading twoards you notice the pitch of its engine noise is shifted up, and when it is heading away it is shifted down
If SH3 doesn't simulate the speed of sound (most likely not, I can't see why they would have not used this feature if it was coded in) then maybe you could fudge it.... if there was some way of having a sound effect that was only played if you were greater than a certain distance away then you could have one sound effect for an explosion nearby, but if you were say > 1000m away then a different sound would play that had 3 seconds of silence before the actual sound (speed of sound is ~ 330m/s)
Of course if this was possible you could have several sounds with varying delays, it wouldn't be exact but you'd get some of the effect.
Just an idea. Good luck! :up:
urfisch
10-03-07, 05:42 AM
the debris look really cool. but the fire is too unrealistic. please look into my particles.dat i send you - the emission area has to be increased. also the rate of the fire particles has to be modified. watch the photos of burning oil that where posted...your flames are to bright and too compact.
but i guess you will create some nice stuff there...keep it on.
:up:
Urfisch,
Would you like to join my team on this and then I can hand this off to you to fix/adjust/tweak? I personally like it (the flames) but I'm always open to other ideas.
sure! but i already spend several days of testing, and tweaking of the particles.dat. thats why i mentioned to use the data given in the dat i sent you. just copy paste the specific values, and you are done.
:know:
TheDarkWraith
10-03-07, 06:42 AM
ah, maybe that's what the doppler factor is...:hmm: :hmm:
SH3 can do much more.....I'm still learning the files and all the different controllers and effects. I stumble upon a new one, play with it to figure out how to use it, and them blam....I got a new idea for my mod. If I only had the SH4 controllers I'd have much more fun....:yep: Sometimes I have to make sacrifices and substitutions because an SH4 controller is used and I don't have that available in the SH3 arsenal.
Doppler factor is the change in pitch of a noise dependnig on its speed away or towards you - When a car is heading twoards you notice the pitch of its engine noise is shifted up, and when it is heading away it is shifted down
If SH3 doesn't simulate the speed of sound (most likely not, I can't see why they would have not used this feature if it was coded in) then maybe you could fudge it.... if there was some way of having a sound effect that was only played if you were greater than a certain distance away then you could have one sound effect for an explosion nearby, but if you were say > 1000m away then a different sound would play that had 3 seconds of silence before the actual sound (speed of sound is ~ 330m/s)
Of course if this was possible you could have several sounds with varying delays, it wouldn't be exact but you'd get some of the effect.
Just an idea. Good luck! :up:
This is feasible. There is a 'delay' attribute that can be used. Not too much work to make this happen. I think you're on to something here.....:up:
iambecomelife gave me an update on the liferaft:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/Raft1.jpg
Looks like it's coming along quite nicely! :rock:
When a Master works (iambecomelife) he doesn't have to
add a sig to his work cause everyone knows he has done it !:rock: :rock:
Hawk U-375
10-03-07, 07:13 AM
Race,
Will work on Ambient noise...for Rain.....:up:
How was the Thunder?....
How do I get my hands on a beta copy? Are you open to bribery at all? :hmm:
:rotfl:
Racerboy, 330M/sec is the speed of sound thru air, and the speed of sound thru water is 1524M/sec (5000ft/sec) so that Hawk can possibly do the same thing for the sonar side of things.
Awesome work you do, thanks for the Mods!:up:
Edit: The above value is for Salt Water.
I check this thread all the time like some kind of effects junkie! Great work!
GoldenEagle8
10-03-07, 06:03 PM
Wow, this looks like it could easily replace the RealDamage Mod!.
Increadable work!
Keep it up!
Venatore
10-04-07, 06:45 AM
Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:
iambecomelife
10-04-07, 03:27 PM
Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:
Thanks. At first the UV map looked difficult but it was pleasantly easy to skin. Only a few minor adjustments were needed to get text on the side of the raft - moreover, the texture is still quite small & will hopefully not produce slowdowns. We're going to work on implementing lifeboats too, hopefully with survivors.
danurve
10-04-07, 04:20 PM
You guys are going to cost me upgrades - I can see it ̃ :hmm:
Fubar2Niner
10-04-07, 04:28 PM
RB......
I've been AWOL for some time from subsim and just stumbled across this. Shipmate your a bloody hero ! I've owned SH4 since day 1 but always played SH3, now it looks like the best of both worlds will soon be in our grasp. All the screenies I have seen so far have left me drooling for more. Each day seems to bring a new idea, and so far as I've seen not just that, but an idea that works. Thanks for your tiresome and gifted work. Kudos to you shipmate, your name will be carved in stone on the mod boards. :rock:
Best regards.
Fubar
Fubar2Niner
10-04-07, 04:43 PM
Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:
Maybe a touch of Pythonesque cannibalism too ;)
iambecomelife
10-04-07, 05:27 PM
Two of the figures that will be used as survivors and corpses. Eventually there will be several different types of ship crewmembers used - maybe several different officer models, deckhands, stokers, and signalmen. Racerboy said it's even possible to add furniture & personal posessions to the effects if we want. (Does anyone have ideas about other appropriate shipboard characters? Preferably characters who would not look out of place on any type of ship, since all of the ship models will be required to use the same figure models - thus, we can't make sure that doctors and nurses only spawn on hospital ships, for instance).
http://i33.photobucket.com/albums/d54/iambecomelife/Chef.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Officer.jpg
Hellraiser
10-04-07, 05:55 PM
Thinking about debris...
Automobile/truck tires seemed to be fairly common floating debris after a sinking.
Also, shattered wood planking.
AtlantikEel
10-04-07, 06:54 PM
Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:
Thanks. At first the UV map looked difficult but it was pleasantly easy to skin. Only a few minor adjustments were needed to get text on the side of the raft - moreover, the texture is still quite small & will hopefully not produce slowdowns. We're going to work on implementing lifeboats too, hopefully with survivors.
Lifeboats too! :D Very happy, I am!
AtlantikEel
10-04-07, 07:08 PM
(Does anyone have ideas about other appropriate shipboard characters? Preferably characters who would not look out of place on any type of ship, since all of the ship models will be required to use the same figure models - thus, we can't make sure that doctors and nurses only spawn on hospital ships, for instance).
A lot of the below deck crew on some merchants were dark-skinned (Moroccans, etc) so they should be represented too, as they sacrificed much for the Allied cause.
Perhaps the odd empty life jacket :cry: could be included in the debris, for poignancy.
mrbeast
10-04-07, 07:26 PM
Is there any way of adding the little red lights found on Allied lifejackets to survivors? Would be very atmospheric at night to see them twinkling on the sea showing the position of survivors.
iambecomelife
10-04-07, 07:58 PM
(Does anyone have ideas about other appropriate shipboard characters? Preferably characters who would not look out of place on any type of ship, since all of the ship models will be required to use the same figure models - thus, we can't make sure that doctors and nurses only spawn on hospital ships, for instance).
A lot of the below deck crew on some merchants were dark-skinned (Moroccans, etc) so they should be represented too, as they sacrificed much for the Allied cause.
Perhaps the odd empty life jacket :cry: could be included in the debris, for poignancy.
It would be nice to have some Indian & African crewmembers as long as we could find a way to ensure they were only on Allied & neutral ships. After all, b/c of Nazi Germany's racial policies there would have been few if any non-white crewmembers in the Kriegsmarine. This is also why I am trying to keep the uniforms fairly generic, since currently every sinking ship from every nationality will spawn the same figures. However, we ARE at least able to get a mix of models for each incident - for instance, when a single ship sinks we can spawn 10 sailors, 1 chef, 2 signalmen, etc.
I am going to give that empty life jacket a shot. Maybe I can do it by taking the life-jacketed chest of the default AI crewmember and deleting the rest of the body.
Hawk U-375
10-04-07, 08:37 PM
iambecomelife......Seeing Race is generating sounds on cues......Dare i say make sounds to life-boats? :hmm: ...I was tinkering with ....Sinking ships having voices...asking for help.........:hmm: Must speak to Race.....;)
anzacmick
10-05-07, 03:57 AM
gday all...have been following this thread since its concept.....`ken great work racer:|\\ ....to be commended...
in regards to the sh3.sdl, i have tinkered with this for some time now and got some good results and some ****e ones also:rotfl: ...... depthcharges and distances are a success though.... am very interested in new sound events though.
Theres alot that can be done in there...:sunny:
;doppler, a good native example would be the shell noise in the air and yes the aeroplanes...
;delay seems to be a constant... for example if u were 100 or 5000 meters form a torp explosoin and delayed the sound playing for 2 seconds its a 2 second constant...100 or 5000, i have found no other entry to varaise that delay entry....
would love a shot at makin some sounds for ur new added events:lol:
slightly off topic now....any way of introducing some of the lost or missing phrases, i read somewhere u were having a look at this too...just seems to be alot of good immersive stuff missing...ive had a muck...but no real joy
cheers
mick
TheDarkWraith
10-05-07, 07:24 AM
would love a shot at makin some sounds for ur new added events:lol:
slightly off topic now....any way of introducing some of the lost or missing phrases, i read somewhere u were having a look at this too...just seems to be alot of good immersive stuff missing...ive had a muck...but no real joy
cheers
mick
thanks for sharing your findings with the doppler and delay items.
I will keep your name handy in case we can't find/make sounds we are looking for.
Lost/missing phrases will be looked into but a little while later. Currently we are working on other items at the moment.
I've been real busy with a Dupont project currently. It's basically taken my mod time down to 0 during the week so the weekends are the only time I have to play. :down: :damn:
coronas
10-05-07, 12:51 PM
Take a breath.
Some pictures while we wait
http://img406.imageshack.us/img406/5123/picture009qz4.jpg
Secondary explosion. The sound is terrifying!!
http://img77.imageshack.us/img77/5307/picture011ey0.jpg
Flare
http://img413.imageshack.us/img413/4316/picture004ru4.jpg
Funnel smoke, secondary explosions and debris
Greetings!
A6Intruder
10-05-07, 01:21 PM
Something new about a second Beta for testers?:yep:
Kind regards
sh3rules
10-05-07, 01:38 PM
Nice explosions.
http://planetsmilies.net/happy-smiley-611.gif
rascal101
10-05-07, 04:05 PM
Can any one tell me where to hget this perescope view mod, also is it more historically accurate?
Thanks
Rascal
OK...small problem, I've seen it mentioned previously but cant find if it was addressed or upcomming release.:hmm:
White box arond explosion?
eg.http://i153.photobucket.com/albums/s237/Shepelly/Image2.jpg
http://i153.photobucket.com/albums/s237/Shepelly/Image1.jpg
Thanks , and sorry if already addressed:oops:
Yes swapped attack and Obs scopes to reflect outer view of scopes.
Its Church's Observation periscope, and I will upload it to my FF http://hosted.filefront.com/TheJhereg/ (http://hosted.filefront.com/TheJhereg/)
It should be there, just remember this alters your 1024x768.ini so if you have other mods that use that you will need to manually input the mod.:up:
Yes it is accurate for the Obs Peri.
nikbear
10-05-07, 10:22 PM
Found some problems with the mod while playing,some debris floats just above the the surface when looked at through the periscope,splinters,that sort of thing,also shot down 3 swordfish in a patrol,2 where at a distance so can't comment but the third kindly pancaked by the turm so I went to have a look,what I thought was debris turned out to be air crew,about 20-25 of them lying in the water with mae west's on:nope: don't think that was supposed to happen;) hope this helps,apart from that it looks pretty awesome:up:
TheDarkWraith
10-05-07, 10:28 PM
Found some problems with the mod while playing,some debris floats just above the the surface when looked at through the periscope,splinters,that sort of thing,also shot down 3 swordfish in a patrol,2 where at a distance so can't comment but the third kindly pancaked by the turm so I went to have a look,what I thought was debris turned out to be air crew,about 20-25 of them lying in the water with mae west's on:nope: don't think that was supposed to happen;) hope this helps,apart from that it looks pretty awesome:up:
Did you happen to catch some screenies so I could see what you're talking about? Screenies really help me pinpoint problems.
TheDarkWraith
10-05-07, 10:37 PM
Something new about a second Beta for testers?:yep:
Kind regards
revised v2.00 BETA will be 'shipping' here soon as soon as it's done uploading for my BETA testers. I've redone all the smokes to eliminate the yellow and orange colors, to make them more FPS friendly, and to change the colors (thick black smoke for oil, black to grey fade for big smoke, and grey to light grey fade for small smoke). All the fires have been redone (including the oil_fire again - I think you'll find them very pleasing along with their respective smokes). Adjusted the life on all the smokes so they don't seem so disproportioned. Smoke has 'hang time' after it's fire goes out - you'll see it drifting in the wind while slowly fading away.
Removed the secondary bomb explosion that was tied to torp_great_explosion due to bug reported (deals with premature torp detonations).
Ejected bodies values have been adjusted also (a little less for each explosion event)
This weekend I'll be concentrating on sounds and getting the lifeboat working.
Funnel smoke has been adjusted again also (no color change though).
Fubar2Niner
10-06-07, 03:13 AM
Something new about a second Beta for testers?:yep:
Kind regards
revised v2.00 BETA will be 'shipping' here soon as soon as it's done uploading for my BETA testers. I've redone all the smokes to eliminate the yellow and orange colors, to make them more FPS friendly, and to change the colors (thick black smoke for oil, black to grey fade for big smoke, and grey to light grey fade for small smoke). All the fires have been redone (including the oil_fire again - I think you'll find them very pleasing along with their respective smokes). Adjusted the life on all the smokes so they don't seem so disproportioned. Smoke has 'hang time' after it's fire goes out - you'll see it drifting in the wind while slowly fading away.
Removed the secondary bomb explosion that was tied to torp_great_explosion due to bug reported (deals with premature torp detonations).
Ejected bodies values have been adjusted also (a little less for each explosion event)
This weekend I'll be concentrating on sounds and getting the lifeboat working.
Funnel smoke has been adjusted again also (no color change though).
Waiting with baited breath :up:
Best Regards.
Fubar
java`s revenge
10-06-07, 05:44 AM
Can any one tell me where to hget this perescope view mod, also is it more historically accurate?
Thanks
Rascal
OK...small problem, I've seen it mentioned previously but cant find if it was addressed or upcomming release.:hmm:
White box arond explosion?
eg.http://i153.photobucket.com/albums/s237/Shepelly/Image2.jpg
http://i153.photobucket.com/albums/s237/Shepelly/Image1.jpg
Thanks , and sorry if already addressed:oops:
Yes swapped attack and Obs scopes to reflect outer view of scopes.
Since several weeks i have also this mod. It`s the greatest pericope view and other details. It was very difficult to find it.
nikbear
10-06-07, 09:54 AM
The new Beta is fantastic,but you get a hell of a graphics hit when watching,in a downpour it took a real heavy hit;)
TheDarkWraith
10-06-07, 10:05 AM
The new Beta is fantastic,but you get a hell of a graphics hit when watching,in a downpour it took a real heavy hit;)
Please explain what you mean. Screenies also please! I don't like graphics hits, I purposedly spent many many hours on revising the smoke and fire to minimize FPS loss. Also another revised BETA will be 'shipping' here soon due to a bug reported from a couple testers and confirmed by myself.
D.Kruger
10-06-07, 12:49 PM
The new Beta is fantastic,but you get a hell of a graphics hit when watching,in a downpour it took a real heavy hit;)
Please explain what you mean. Screenies also please! I don't like graphics hits, I purposedly spent many many hours on revising the smoke and fire to minimize FPS loss. Also another revised BETA will be 'shipping' here soon due to a bug reported from a couple testers and confirmed by myself.
Where I can take yours BETA version, I want to try. :ping:
wildchild
10-06-07, 01:00 PM
@ 3jane where did you get that hud from :|\\ would like to dl that
TheDarkWraith
10-06-07, 01:43 PM
The new Beta is fantastic,but you get a hell of a graphics hit when watching,in a downpour it took a real heavy hit;)
Please explain what you mean. Screenies also please! I don't like graphics hits, I purposedly spent many many hours on revising the smoke and fire to minimize FPS loss. Also another revised BETA will be 'shipping' here soon due to a bug reported from a couple testers and confirmed by myself.
Where I can take yours BETA version, I want to try. :ping:
IIRC you were one of the first ones to try and port the SH4 particles.dat and materials.dat no? :hmm: Did you ever finish it?
D.Kruger
10-06-07, 02:19 PM
The new Beta is fantastic,but you get a hell of a graphics hit when watching,in a downpour it took a real heavy hit;)
Please explain what you mean. Screenies also please! I don't like graphics hits, I purposedly spent many many hours on revising the smoke and fire to minimize FPS loss. Also another revised BETA will be 'shipping' here soon due to a bug reported from a couple testers and confirmed by myself.
Where I can take yours BETA version, I want to try. :ping:
IIRC you were one of the first ones to try and port the SH4 particles.dat and materials.dat no? :hmm: Did you ever finish it?
I make only skins, bat particles.dat and materials.dat have made "Kys2000" in "Attack Japan Mod"
If you like my skins, you can take them, If they should be corrected, I shall correct.
TheDarkWraith
10-06-07, 02:43 PM
I make only skins, bat particles.dat and materials.dat have made "Kys2000" in "Attack Japan Mod"
If you like my skins, you can take them, If they should be corrected, I shall correct.
by skins I'm assuming you mean sub skins? If not, what are you referencing it to?
D.Kruger
10-06-07, 03:40 PM
I make only skins, bat particles.dat and materials.dat have made "Kys2000" in "Attack Japan Mod"
If you like my skins, you can take them, If they should be corrected, I shall correct.
by skins I'm assuming you mean sub skins? If not, what are you referencing it to?
I mean FX skins.
@ 3jane where did you get that hud from :|\\ would like to dl that
You mean the picture?. It's a mod called 'Churche's Observation scope'. http://www.subsim.com/radioroom/showthread.php?t=118829&highlight=church%27s+periscope
panzer 49th
10-06-07, 05:04 PM
Where did you get the mod that puts the TDC in the periscope?
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