View Full Version : [WIP] SH4 effects for SH3
wildchild
10-06-07, 05:29 PM
@ 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 yeah man but it dont have the tdc in it like in your hud :cry:meeeeee want it like that:cry::cry::cry:
@ 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 yeah man but it dont have the tdc in it like in your hud :cry:meeeeee want it like that:cry::cry::cry:
I think this should be moved to the right thread. I should have put my quetion there in the first place.:-? I think it's in the version I am trying to activate.
Hawk U-375
10-06-07, 09:38 PM
Race....check your Email.....:up:
iambecomelife
10-06-07, 11:07 PM
I have to say the latest Beta's a great improvement (although that hardly seemed possible).
Racerboy and Adriatico, you both have PM's
Thanks
Mikey_Wolf
10-07-07, 03:45 AM
Jesus, you really went to town with the dead bodies on page 23 of the thread. It looks good, the effects and all, but, that is a hell of a lot of bodies floating in the ocean. I really do think that is just, pardon the expression 'overkill.'
Other than that, I was just wondering how this would fare on a lower end system? By that I mean, with say a normal single core processor and 1 gig of ram for example with a 256 card.
TheDarkWraith
10-07-07, 04:35 AM
Jesus, you really went to town with the dead bodies on page 23 of the thread. It looks good, the effects and all, but, that is a hell of a lot of bodies floating in the ocean. I really do think that is just, pardon the expression 'overkill.'
Other than that, I was just wondering how this would fare on a lower end system? By that I mean, with say a normal single core processor and 1 gig of ram for example with a 256 card.
It was overkill at the time. I was trying to find the right setting for the amount of bodies per event.
Would you like to be one of my BETA testers? I need one with a lower end system to test this also to let me know how it works.
Penelope_Grey
10-07-07, 04:54 AM
Forgive my butting in... but we don't have a lower end system Racerboy.
TheDarkWraith
10-07-07, 04:58 AM
I have to say the latest Beta's a great improvement (although that hardly seemed possible).
Racerboy and Adriatico, you both have PM's
Thanks
Your PM box is full.
TheDarkWraith
10-07-07, 04:59 AM
Forgive my butting in... but we don't have a lower end system Racerboy.
You and Mikey_Wolf are a pair?
Penelope_Grey
10-07-07, 05:05 AM
Forgive my butting in... but we don't have a lower end system Racerboy.
You and Mikey_wolf are a pair?
We are, he is my older brother. Not as regular here as me though... mainly because he spends more time playing the game rather than discussing it. LOL:lol:
When he registered he put a little trick on his username. I called myself "_Grey" so he called himself "_Wolf"
"Grey_Wolf" get it? We are both GWX diehards see.:up:
Also Wolf comes after Grey in Grey Wolf, and I was here first. :up:
Best wishes from
Penelope and Michael.
Kpt. Lehmann
10-07-07, 08:56 AM
When he registered he put a little trick on his username. I called myself "_Grey" so he called himself "_Wolf"
"Grey_Wolf" get it? We are both GWX diehards see.:up:
Also Wolf comes after Grey in Grey Wolf, and I was here first. :up:
Best wishes from
Penelope and Michael.
Well that's pretty cool. :ping:
As long as you guys don't go naming your first born after the mod LOL. Methinks the other kids would give them a hard time in school.:huh:
Besides, you don't want them to grow up hating U-boats. We'll need them to work on building GWX for SHXII. :lol:
iambecomelife
10-07-07, 10:13 AM
I have to say the latest Beta's a great improvement (although that hardly seemed possible).
Racerboy and Adriatico, you both have PM's
Thanks
Your PM box is full.
There is space now. I got one message from you; did you need to send more than one?
panzer 49th
10-07-07, 11:03 AM
Oh oh let me be a BETA tester i love beta testing stuff and i have a low-mid range pc too.
TheDarkWraith
10-07-07, 09:06 PM
much progress was made this weekend. I was able to add a bunch of new sounds and add missing sounds to the hydrophone for your listening enjoyment while at this station. The list of new sounds includes (so far):
- AI_Flare_Launch_hyd
- Secondary_bomb_explosion_hyd
- Object01_splash
- Object02_splash
- Object03_splash
- Lightning01
- Lightning02
- Lightning03
- Lightning04
- gun_muzzle_flash
- fire_big
- fire_small
- burning_oil
- burning_oil_small
- ship_impact (objects that break off of ship and collide with it before falling into water)
- mgun_muzzle_flash
- big_muzzle_flash
I've also added a new distress flare to the ships (in addition to the AI flare already included by me). This flare will be fired after a time delay from the event ship_collision. This event is the one that spawns when a piece of your ship gets destroyed and falls into the water (like a mast or funnel). Here is a screenie of the new distress flare (you will also see the new small and large smokes and fires in this screenie):
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/poebbkxafk.jpg
This distress flare will fire into the air anytime one of these pieces of your ship are destroyed and fall into the water. :rock:
Much thanks to Hawk U-375 for providing some of the sounds and for taking existing sounds and giving them an underwater effect. :up:
I'll be sending out a new version of the BETA (2.01) with these new additions/changes to my BETA testers in the near future.
Racerboy :|\\
Spruence M
10-07-07, 10:12 PM
I have a semi-low end machine. I would like to beta test.
Steel_Tomb
10-08-07, 04:08 PM
Hey Racerboy, have you managed to fix the problem with the white boxes yet? I haven't had the opportunity nor the time to read through the entire thread. What is the latest version? This is great stuff by the way :rock::up:
TheDarkWraith
10-08-07, 06:44 PM
Hey Racerboy, have you managed to fix the problem with the white boxes yet? I haven't had the opportunity nor the time to read through the entire thread. What is the latest version? This is great stuff by the way :rock::up:
A full 100% port of the materials.dat and particles.dat from SH4 has been completed. I have 12 BETA testers testing version 2.00 (soon to be 2.01) and no reports of white boxes at all. Just minor bugs introduced by myself with all the new additions I have added on. The Alpha 1.06 is still the only version available to all currently.
TheDarkWraith
10-08-07, 09:24 PM
what color would you all make a distress flare? Red? Blue? This new flare I've added that fires when a piece of the ship contacts the water is working really good. I just think it needs a color change from something other than white. Opinions? :hmm:
iambecomelife
10-08-07, 09:44 PM
what color would you all make a distress flare? Red? Blue? This new flare I've added that fires when a piece of the ship contacts the water is working really good. I just think it needs a color change from something other than white. Opinions? :hmm:
Try red. Torpedoed ships used that color to request assistance. It's entirely possible that other colors were used but i have found definite historical references to red.
danurve
10-08-07, 09:50 PM
That there is one fire resistant flag :cool:
http://mysh3.info/danurve/4to3/21_27.jpg
I can't imagine Not using this mod anymore :up:
I don't know about the flare references, but red is somewhat universal for help/distress. Although the white would be a nice flash back to SH2 :ping:
Hawk U-375
10-08-07, 10:07 PM
Race...check your Email....;)
AtlantikEel
10-08-07, 10:17 PM
Red for distress flares.
Orange for smoke markers.
:up:
mkubani
10-09-07, 02:24 AM
I would say that unless you sink a big passenger liner or troop transport, 5-10 bodies (including dead and alive) floating in the water would be enough. I would rather see other debris in the water than bodies.
Just my constructive feedback. Any more screenies guys? Or better a youtube video? ;)
That there is one fire resistant flag :cool:
http://mysh3.info/danurve/4to3/21_27.jpg
I can't imagine Not using this mod anymore :up:
I don't know about the flare references, but red is somewhat universal for help/distress. Although the white would be a nice flash back to SH2 :ping:
WOw, man that looks so gooD!:huh:
coronas
10-09-07, 04:57 AM
Well, some screens:
http://img402.imageshack.us/img402/4375/picture015ow3.jpg
Air attack
http://img123.imageshack.us/img123/307/picture026ma7.jpg
Debris from U-boot
http://img292.imageshack.us/img292/9223/picture007jl9.jpg
Shotdown in flames
http://img524.imageshack.us/img524/6789/picture029wm1.jpg
Gun fire & secondary explosions
http://img265.imageshack.us/img265/3300/picture063qh8.jpg
Boom!
http://img101.imageshack.us/img101/3865/picture046jl2.jpg
Creepy harvest
http://img292.imageshack.us/img292/7753/picture057di9.jpg
Two impacts
http://img529.imageshack.us/img529/8582/picture033pn4.jpg
Fire and smoke
Cheers!
Steel_Tomb
10-09-07, 05:07 AM
Wow those screens look great. Is that stormy water effect part of the mod or is it a seperate install?
rascal101
10-09-07, 05:44 AM
Firstly I have successfully downloaded the new observation scope, it works day and night and I dont get the square shape when something explodes, so I am happy,
But I agree this mod seems to be the wrong way round, the round scope should be the observation scope view and the squarer scope view should be the attack scop view, this woudl tally with the outside views of both where the observation scope is clearly round and the attack scope has the clipped sides.
Now I have installed the new mod how do I swap it round?
Also in the screenies below, there is clearly wind affecting the smoke from the burning ship, I have installed the SH4 effects mod and I am now getting great smoke and explosions, but my smoke does not seem to be affected by wind speed or direction, is there a fix for this
Regards to all
Rascal
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.
But I agree this mod seems to be the wrong way round, the round scope should be the observation scope view and the squarer scope view should be the attack scop view, this woudl tally with the outside views of both where the observation scope is clearly round and the attack scope has the clipped sides.
Sorry but I'm afraid not...
check my comments in this thread:
http://www.subsim.com/radioroom/showthread.php?t=118829&page=7
Anyway if you like the scope mod done by Church (Which is a great job) I can't see any reason why you shouldn't use it, besides a nearly obsessive historical accurancy.:up:
iambecomelife
10-09-07, 08:33 PM
Racerboy, I've been meaning to ask, can the bodies and some of the debris be made to stay on the surface for longer? So far I have noticed little to no lag generated, even when there are over 100 figures around a ship. Having them around for many minutes would greatly improve the ambience.
AtlantikEel
10-09-07, 09:03 PM
Racerboy, I've been meaning to ask, can the bodies and some of the debris be made to stay on the surface for longer? So far I have noticed little to no lag generated, even when there are over 100 figures around a ship. Having them around for many minutes would greatly improve the ambience.
Particularly when they are survivors.
The dead should be allowed to sink, shortly thereafter, unless wearing a lifejacket.
JScones
10-09-07, 09:34 PM
Wow those screens look great. Is that stormy water effect part of the mod or is it a seperate install?
Yeah, that's what I want clarified too. If so, then I've been neglecting this thread for too long...
Ok, big kudos here. This mod is one of the coolest ever. My greatest thanks and respect!
As we are at it...do you indend to add the shaders, too, or just the particles?
TheDarkWraith
10-11-07, 09:05 PM
Ok, big kudos here. This mod is one of the coolest ever. My greatest thanks and respect!
As we are at it...do you indend to add the shaders, too, or just the particles?
Shaders....please explain. :hmm:
onelifecrisis
10-11-07, 09:08 PM
Wow those screens look great. Is that stormy water effect part of the mod or is it a seperate install?
Yeah, that's what I want clarified too. If so, then I've been neglecting this thread for too long...
It's both. The stormy water effect is my Improved Wave Textures mod, which is available here (search for a thread called Improved Wave Textures) but it's also included in RB's mod.
:up:
TheDarkWraith
10-11-07, 09:08 PM
Racerboy, I've been meaning to ask, can the bodies and some of the debris be made to stay on the surface for longer? So far I have noticed little to no lag generated, even when there are over 100 figures around a ship. Having them around for many minutes would greatly improve the ambience.
I haven't found a way to increase their time on the surface before sinking to the bottom. I have used a controller that makes them act like debris but the controller is flawed as you can see (SH3 problem). If I go the opposite route and make them instantiable objects then they persist for the game and don't sink at all. As such a compromise was struck and I used the controller that makes them act like flawed debris. I have something to try this weekend though that crossed my mind at the jobsite today which might increase their time on the surface. It's a long shot but so far my longshots have worked out. :know:
TheDarkWraith
10-11-07, 09:11 PM
Racerboy, I've been meaning to ask, can the bodies and some of the debris be made to stay on the surface for longer? So far I have noticed little to no lag generated, even when there are over 100 figures around a ship. Having them around for many minutes would greatly improve the ambience.
Particularly when they are survivors.
The dead should be allowed to sink, shortly thereafter, unless wearing a lifejacket.
I've been tossing around an idea to make these survivors wearing lifejackets (if I add them) destructible. Morbid, yes, but the reality of war. Once again another longshot but I see it as doable. :yep:
baggygreen
10-11-07, 10:29 PM
Kudos to you RB, i've just downloaded from the link on the first page and wow it looks divine. I'm really looking fwd to my first storm though, so I can see those waves. So far i've done 2 patrols over the northern 39/40 winter and going over the top of britain i havent seen anything more than a light breeze.
Tell you what though, the sea at midday with the low winter sun looks something special.
The other thing im looking fwd to is blowing a ship up. So far no luck! they're just slowly driving themselves underwater...
Ok, big kudos here. This mod is one of the coolest ever. My greatest thanks and respect!
As we are at it...do you indend to add the shaders, too, or just the particles?
Shaders....please explain. :hmm:
AFAIK Shaders are responsible of how the ocean is shown. The water in SH4 is much improved over the SH3 water, mainly because the shaders got improved. Repsonsible for shadows and lightning, but also wave complexity. Now I have no idea if it is possible to just port the shaders over, but imagine water in SH3 like in SH4. =)
water SH3
http://www.combatplanes.ca/sh3/uboat-vii-camo.jpg
water SH4
http://img411.imageshack.us/img411/9224/sh4img254200714630484fs8.jpg
Probably just a dream, but it was worth a try =)
mkubani
10-12-07, 05:47 AM
Bewolf,
I wish for that too, but I don't think it's shaders only. I am not an expert, but I recall seeing an official development video of SH4 where it showed that some ocean 3D modelling was involved as well to make the water surface smoother.
Bewolf,
I wish for that too, but I don't think it's shaders only. I am not an expert, but I recall seeing an official development video of SH4 where it showed that some ocean 3D modelling was involved as well to make the water surface smoother.
*nods* very possible. but even if ocean geomatry is not changed, the new reflections alone could be worth it. But I am by far not an expert on this, so what I talk about here is verry possible to be just total rubbish.
TheDarkWraith
10-12-07, 06:32 AM
Ok, big kudos here. This mod is one of the coolest ever. My greatest thanks and respect!
As we are at it...do you indend to add the shaders, too, or just the particles?
Shaders....please explain. :hmm:
AFAIK Shaders are responsible of how the ocean is shown. The water in SH4 is much improved over the SH3 water, mainly because the shaders got improved. Repsonsible for shadows and lightning, but also wave complexity. Now I have no idea if it is possible to just port the shaders over, but imagine water in SH3 like in SH4. =)
water SH3
http://www.combatplanes.ca/sh3/uboat-vii-camo.jpg
water SH4
http://img411.imageshack.us/img411/9224/sh4img254200714630484fs8.jpg
Probably just a dream, but it was worth a try =)
Where would I look to find these shaders? Where is an example (codewise) in SH4 where I could open the file up in a hexeditor and see how to use it?
KrvKpt. Falke
10-12-07, 11:21 AM
In Sh4s Data folder there is whole new folder with shaders. You cant find one in SH3...
Im not an expert but i think that to make some game use higher version of shaders update of engine is required (in the first place)...(?)
WolfOfCampscapel
10-12-07, 12:18 PM
In Sh4s Data folder there is whole new folder with shaders. You cant find one in SH3...
Im not an expert but i think that to make some game use higher version of shaders update of engine is required (in the first place)...(?)
Not necessarily. There are tricks. Look up Morrowind Graphics Extender. It even has source available, so you can see the tricks in detail.
You'd need to be pretty expert with DirectX to pull it off, though. I'm not.
KrvKpt. Falke
10-12-07, 12:41 PM
I know MGE. And if someone could do it for Silent Hunter III (is it possible at all?) it could be the only way to make it look better (i mean fake HDR and such).
[speaking of Morrowind: it has the best looking water i have ever seen in games; especially when rain is falling, really great effect, very realistic; and the funny thing is that Morrowind was released in 2002... - when there wasnt pixel shaders 2/3, hdr effects and so on:hmm:]
WolfOfCampscapel
10-12-07, 02:02 PM
Idealizing the memories a little there? No waves. So wouldn't be much use for SH series :nope:
Ping Panther
10-12-07, 11:06 PM
Wow!
http://i35.photobucket.com/albums/d173/EricWK/SilentHunter-Post/SH3Img12-10-2007_206.jpg
I just did a D/L on your latest version here. And here's a screen of my first hit with this mod. Zoomed in on an F12 view, and you can even hear the flames!
I watched the effect from the first eel hit, then to the next 2 that followed; very convincing effects, even to the final flames and slick residues, smoke smoldered and drifted to the last moment of flames, and up it went! Funnel smoke trails are all the best now, both day and night. Super job here.
XanderF
10-12-07, 11:59 PM
Yarrr...there is such a large gap between the uploaded version (1.06) and the latest beta (?2.01?)....any chance of a new upload any time soon?
Eagerly awaiting!
Hellraiser
10-13-07, 12:49 AM
Me too!! :rock:
sh3rules
10-13-07, 03:44 AM
I downloaded the 1.06 Alpha, and my first reaction was: "Spectacular!" I was using GWX 1.03, and apparently it runs better now, since smoke seems to be less dense in some areas, but it looks better IMO. There's only one thing I'd like to point out, namely that smoke goes up somewhat too quickly. If you watch this video, you'll see that smoke rises rather slowly. But this is an excellent mod, and a great addition to SH3. Will there be a tweak file? That way everyone can have the explosions and smoke they way they like.
http://www.youtube.com/watch?v=EQRrGQ_TI2E
Huskalar
10-13-07, 04:40 AM
I downloaded the 1.06 Alpha, and my first reaction was: "Spectacular!" I was using GWX 1.03, and apparently it runs better nowSame here. :rock: :up:
Can one hook me up with a link to the latest version.?
TheDarkWraith
10-13-07, 06:16 AM
I downloaded the 1.06 Alpha, and my first reaction was: "Spectacular!" I was using GWX 1.03, and apparently it runs better now, since smoke seems to be less dense in some areas, but it looks better IMO. There's only one thing I'd like to point out, namely that smoke goes up somewhat too quickly. If you watch this video, you'll see that smoke rises rather slowly. But this is an excellent mod, and a great addition to SH3. Will there be a tweak file? That way everyone can have the explosions and smoke they way they like.
http://www.youtube.com/watch?v=EQRrGQ_TI2E
If you liked v1.06 Alpha you'll be amazed at 2.01. I hope to have it complete here very soon. So far I've only had very minor bugs reported on the BETA and they've been fixed.
The orange and yellow smoke has been fixed so that it is black or grey, and the speed that it rises has also been fixed.
Tweak file will be included with the official release version.
wildchild
10-13-07, 06:48 AM
RB have you look in to turning the DynamicShadows on.... in sh3 as in the menu cfg file there off and in the properties in the dat file there off to :hmm: if you look
sh3rules
10-13-07, 07:28 AM
I can't play with everything maxed out, but I'm using the better textures with less particles. The game still looks and plays well. For reference, here are my specs:
Athlon 64 3000+ :oops:
Gainward 6800GT 256 MB :oops:
2 GB RAM :ping:
Wildhawke11
10-13-07, 02:34 PM
Racerboy
Go to the Top of the Class ----- Great Great Job
Thank You
AOTD_MadMax
10-13-07, 02:50 PM
RB,
thats a very good job you doing here !
Iam waiting for 2.01 cause its a " must have" !
Greets
Maddy
Kptlt. Neuerburg
10-13-07, 05:34 PM
This mod has gone past "must have" to nessity!!! Even the bad weather looks like well bad weather with this mod.
MONOLITH
10-13-07, 05:43 PM
If you liked v1.06 Alpha you'll be amazed at 2.01. I hope to have it complete here very soon. So far I've only had very minor bugs reported on the BETA and they've been fixed.
The orange and yellow smoke has been fixed so that it is black or grey, and the speed that it rises has also been fixed.
Tweak file will be included with the official release version.
Excellent work Racerboy. :up:
d@rk51d3
10-13-07, 06:50 PM
If you liked v1.06 Alpha you'll be amazed at 2.01. I hope to have it complete here very soon. So far I've only had very minor bugs reported on the BETA and they've been fixed.
The orange and yellow smoke has been fixed so that it is black or grey, and the speed that it rises has also been fixed.
Tweak file will be included with the official release version.
Aaaawwww, I liked the coloured smoke. Oh well, can't have everything. Eagerly awaiting this awesome mod.
Cheers M8.:up:
Fenris_Wolf
10-13-07, 07:05 PM
Great job guys :up:
But my patience is running thin and I want the 2.01 beta NOw!! :rock:
Please please :yep: :88)
Hawk U-375
10-14-07, 04:39 PM
Race.... Check your email........:up:
Ive been in the port for couple of days now , and looks like ill be telling my cameraden to spent more time off duty...but is worth it. :cool:
Good Job RB .
iambecomelife
10-15-07, 05:08 PM
One more thing I want to pester you about, Racerboy - can we please have gigantic orange-red secondary explosions like the ones you get as soon as you torpedo a tanker? Seeing a bunch of extra fireballs tearing apart a ship would be absolutely wonderful. If it seems excessive, maybe some of the secondary events could call for the current (little) explosions, while others could be big ones.
http://i33.photobucket.com/albums/d54/iambecomelife/Boom4.jpg
AtlantikEel
10-15-07, 06:50 PM
One more thing I want to pester you about, Racerboy - can we please have gigantic orange-red secondary explosions like the ones you get as soon as you torpedo a tanker? Seeing a bunch of extra fireballs tearing apart a ship would be absolutely wonderful. If it seems excessive, maybe some of the secondary events could call for the current (little) explosions, while others could be big ones.
http://i33.photobucket.com/albums/d54/iambecomelife/Boom4.jpg
I'll second that.
(Man, I would not want to be on that ship ....!)
brotebjo
10-15-07, 09:04 PM
One more thing I want to pester you about, Racerboy - can we please have gigantic orange-red secondary explosions like the ones you get as soon as you torpedo a tanker? Seeing a bunch of extra fireballs tearing apart a ship would be absolutely wonderful. If it seems excessive, maybe some of the secondary events could call for the current (little) explosions, while others could be big ones.
That would be neat too, but could it be randomized since not all tankers carried volatile cargo. Just a thought to keep in mind.
brotebjo
10-15-07, 09:07 PM
Racerboy,
I've been out of the SH3 world for a little while due to surgery and finely got back to playing with your beta. I was looking over your sounds and thought that you might be interested in Sound for SH3 GWX pach 1.03 from Poul - http://www.subsim.com/radioroom/showthread.php?t=120441 I've used it for quite sometime and can't play the game with out it!
brotebjo
10-15-07, 09:36 PM
This was perhaps the most impressive action that I've seen out of SH4 Effects Beta 2. I just wish that I had gotten in closer for the screen capts. The victim was a CD Destroyer hit with a magnetic torpedo amid ship.
http://static3.filefront.com/images/personal/b/brotebjo/114371/jfcojgvrqc.jpg
http://static3.filefront.com/images/personal/b/brotebjo/114371/vtiyuossvz.jpg
http://static3.filefront.com/images/personal/b/brotebjo/114371/hljpnwluom.jpg
http://static3.filefront.com/images/personal/b/brotebjo/114371/qxnrerszcs.jpg
coronas
10-16-07, 06:50 AM
A serie of images: Torpedo impact, fires; after two minutes: four big explosions.
http://img88.imageshack.us/img88/3241/picture004dv7.jpg
http://img145.imageshack.us/img145/7896/picture005zh9.jpg
http://img85.imageshack.us/img85/5243/picture006la8.jpg
http://img99.imageshack.us/img99/6787/picture007op9.jpg
http://img81.imageshack.us/img81/5465/picture008zk8.jpg
http://img99.imageshack.us/img99/6400/picture009az9.jpg
http://img90.imageshack.us/img90/6497/picture010li6.jpg
http://img134.imageshack.us/img134/2434/picture013bw7.jpg
More I see, more I like effects
Cheers!!
slow_n_ez
10-16-07, 09:20 AM
Currently using the Alpha version and love the effects .. Nice Job Racerboy :up:
waiting patiently for the next release as everyone else ................
Just a quick question ..... That smoke really goes up in the air HIGH .... Standing on the bridge admiring the destructive work my crew done and watching that smoke climb higher and higher I always wonder if it can be seen by patrols ( air and sea ) out of range of my sensors ? .................
Sometimes I'll dive and watch from periscope view but on those rare days when its calm I just float there and all of a sudden get Air craft spotted sir ! Nice knowing ya ! ..............
XanderF
10-16-07, 07:21 PM
Just a quick question ..... That smoke really goes up in the air HIGH .... Standing on the bridge admiring the destructive work my crew done and watching that smoke climb higher and higher I always wonder if it can be seen by patrols ( air and sea ) out of range of my sensors ? .................
Well, historically, that was absolutely true and possible. Many stricken ships were 'found' by nearby convoys or escorts due to the amount of smoke coming from the battle.
Whether the game models that or not (probably not) would be interesting to know...
TheDarkWraith
10-16-07, 09:10 PM
D.Kruger has provided some new TGAs for fire and effects and am currently testing them out. Results so far are :up:
I'm probably going to release 2.01 here very soon. What it will not include:
- the liferaft
- new bodies made by iambecomelife (I might have time to include some but not all)
- new effects that I haven't had time to add in yet (you'll have to wait and see what they are ;) )
These will come in the release after. I've just been swamped with work putting in 14-16 hour days 6 days a week and I have no time to myself currently. This work pattern isn't going to end until about March of next year. Instead of keeping everyone waiting for 2.01 it's about time for everyone to enjoy all the new content (thus far) my team and I have made with it.
:|\\
Hawk U-375
10-16-07, 09:19 PM
Sounds Good to me Boss man! Let me know if I can "Lighten up the Load" on you....anytime..:up:
KrvKpt. Falke
10-17-07, 06:28 AM
I'm probably going to release 2.01 here very soon. :|\\
It would be nice if i could get it before my next patrol today...:roll:
Are there any chances for that, Racerboy?:)
sh3rules
10-18-07, 03:47 PM
Good things take time. Probably all of us have had bad experiences with rushed products :damn:
Carotio
10-18-07, 05:21 PM
- new effects that I haven't had time to add in yet (you'll have to wait and see what they are ;) )
Is that what I think it is (city-port-thingy)?
Capt. Shark Bait
10-18-07, 06:10 PM
One more thing I want to pester you about, Racerboy - can we please have gigantic orange-red secondary explosions like the ones you get as soon as you torpedo a tanker? Seeing a bunch of extra fireballs tearing apart a ship would be absolutely wonderful. If it seems excessive, maybe some of the secondary events could call for the current (little) explosions, while others could be big ones.
http://i33.photobucket.com/albums/d54/iambecomelife/Boom4.jpg
I'll second that.
(Man, I would not want to be on that ship ....!)
:rock: still no drool smiley. wouldn't mind some burning fuel oil on the surface too:|\\
iambecomelife
10-19-07, 12:17 PM
D.Kruger has provided some new TGAs for fire and effects and am currently testing them out. Results so far are :up:
I'm probably going to release 2.01 here very soon. What it will not include:
- the liferaft
- new bodies made by iambecomelife (I might have time to include some but not all)
- new effects that I haven't had time to add in yet (you'll have to wait and see what they are ;) )
These will come in the release after. I've just been swamped with work putting in 14-16 hour days 6 days a week and I have no time to myself currently. This work pattern isn't going to end until about March of next year. Instead of keeping everyone waiting for 2.01 it's about time for everyone to enjoy all the new content (thus far) my team and I have made with it.
:|\\
How long do you think it will take to release if you keep working on the rafts and all of the figures? I would not mind waiting a little bit longer than usual, since the effects that you have created so far are quite good and can "hold the fort" for now.
Kptlt. Neuerburg
10-19-07, 02:43 PM
RB this has to be one of the best effect mods for SH3 out there. Heres a screenie from my last patrol using this mod.http://img507.imageshack.us/img507/1134/nightfightiw7.jpg (http://imageshack.us/?x=my6&myref=http://my.imageshack.us/v_images.php)
TheDarkWraith
10-19-07, 02:46 PM
glad you're enjoying it. V2.01 will be even better! ;)
woah, that looks so sweet! :up:
onelifecrisis
10-19-07, 04:22 PM
RB this has to be one of the best effect mods for SH3 out there. Heres a screenie from my last patrol using this mod.http://img507.imageshack.us/img507/1134/nightfightiw7.jpg (http://imageshack.us/?x=my6&myref=http://my.imageshack.us/v_images.php)
Great screeny!
And can I ask which environment mods you have? Or did you do some photoshop on the image? I ask cos I have never seen my in-game u-boat look "black as night" like it does in your screeny... that's just how it should look IMO! :rock:
In my game at night I get this annoying pale grey light on everything all the time, even when there's no moon. :nope:
http://img99.imageshack.us/img99/1107/wybuchmc0.png (http://imageshack.us)
You`ve got to love this mod... :rock: :yep:
Kptlt. Neuerburg
10-19-07, 07:11 PM
RB this has to be one of the best effect mods for SH3 out there. Heres a screenie from my last patrol using this mod.http://img507.imageshack.us/img507/1134/nightfightiw7.jpg (http://imageshack.us/?x=my6&myref=http://my.imageshack.us/v_images.php)
Great screeny!
And can I ask which environment mods you have? Or did you do some photoshop on the image? I ask cos I have never seen my in-game u-boat look "black as night" like it does in your screeny... that's just how it should look IMO! :rock:
In my game at night I get this annoying pale grey light on everything all the time, even when there's no moon. :nope:Surprizingly I ownly use this mod. But I do use GWX. As for the photo I used Infranview and decreased the color depth to 16 colors using Floyd-Steinberg dithering.
Hellraiser
10-19-07, 08:37 PM
Looking great...I'm using the Alpha too and love it. :up:
Can't wait for the Beta.
Dare I say it?
I'm looking forward to this just as much as the GWX 1.04 upgrade.
There I said it....:rotfl:
Hawk U-375
10-19-07, 09:12 PM
One of the things I love is the ability to hear all the New sounds Race has added through the Sonar room!!!!!!:up: ......This is just another addition to adding better effects to a GREAT game..:up: :yep:
TheDarkWraith
10-20-07, 11:11 AM
One of the things I love is the ability to hear all the New sounds Race has added through the Sonar room!!!!!!:up: ......This is just another addition to adding better effects to a GREAT game..:up: :yep:
I may have added the sounds and all but my team has done all the work in acquiring the sounds, providing feedback, testing, etc. Credit needs to go to you all. :up:
XanderF
10-20-07, 04:16 PM
One of the things I love is the ability to hear all the New sounds Race has added through the Sonar room!!!!!!:up: ......This is just another addition to adding better effects to a GREAT game..:up: :yep:
Yarrr....sounds TOO?!
Waaannt.....baaaadly.....
TheDarkWraith
10-20-07, 04:47 PM
One of the things I love is the ability to hear all the New sounds Race has added through the Sonar room!!!!!!:up: ......This is just another addition to adding better effects to a GREAT game..:up: :yep:
Yarrr....sounds TOO?!
Waaannt.....baaaadly.....
not only new hydrophone sounds but missing/new sounds above water also....i.e. fires, .......
sh3rules
10-20-07, 05:15 PM
Dude, stop that. This is just torture for those of us still playing the (very good) Alpha :up:
Can't wait to upgrade the alpha. Are we there yet? :)
One of the things I love is the ability to hear all the New sounds Race has added through the Sonar room!!!!!!:up: ......This is just another addition to adding better effects to a GREAT game..:up: :yep:
Yarrr....sounds TOO?!
Waaannt.....baaaadly.....
not only new hydrophone sounds but missing/new sounds above water also....i.e. fires, .......
Thats got to be worth the wait guys...hopefuly not to long. :lol:
Vader 1
10-21-07, 05:39 PM
Just a thought as your ablity to reshape the game is beyound our wildess dream would it be possible to eliminate the "NA she' going down" message as well as the red sunk ship icon from the map. I find that both are real immersion killers.
In real life the uncertainty of a ships fate was a huge unknown....do I shell it a few more times or should I send one more eel her way..
I have heard all the reasons why this can't work before however you seem to have broken every "its hard coded so it won't work " rule there is:up:
I understand you could remove the sound file from the NA but the message still appears and the red ship icon is the give away.
Thanks again Race for all your fine work..real life has me swamped but I am still looking for sound files
Vader
TheDarkWraith
10-21-07, 08:59 PM
Just a thought as your ablity to reshape the game is beyound our wildess dream would it be possible to eliminate the "NA she' going down" message as well as the red sunk ship icon from the map. I find that both are real immersion killers.
In real life the uncertainty of a ships fate was a huge unknown....do I shell it a few more times or should I send one more eel her way..
I have heard all the reasons why this can't work before however you seem to have broken every "its hard coded so it won't work " rule there is:up:
I understand you could remove the sound file from the NA but the message still appears and the red ship icon is the give away.
Thanks again Race for all your fine work..real life has me swamped but I am still looking for sound files
Vader
both requests should be easy to accomodate. I like 'em in fact. Uncertainty should abound on this one :yep:
iambecomelife
10-21-07, 09:26 PM
Just a thought as your ablity to reshape the game is beyound our wildess dream would it be possible to eliminate the "NA she' going down" message as well as the red sunk ship icon from the map. I find that both are real immersion killers.
In real life the uncertainty of a ships fate was a huge unknown....do I shell it a few more times or should I send one more eel her way..
I have heard all the reasons why this can't work before however you seem to have broken every "its hard coded so it won't work " rule there is:up:
I understand you could remove the sound file from the NA but the message still appears and the red ship icon is the give away.
Thanks again Race for all your fine work..real life has me swamped but I am still looking for sound files
Vader
I second that. Also, is it possible to not have the crews abandon their weapons as soon as the ship is destroyed? That's another dead give-away.
Woof1701
10-22-07, 02:51 AM
Just a thought as your ablity to reshape the game is beyound our wildess dream would it be possible to eliminate the "NA she' going down" message as well as the red sunk ship icon from the map. I find that both are real immersion killers.
In real life the uncertainty of a ships fate was a huge unknown....do I shell it a few more times or should I send one more eel her way..
I have heard all the reasons why this can't work before however you seem to have broken every "its hard coded so it won't work " rule there is:up:
I understand you could remove the sound file from the NA but the message still appears and the red ship icon is the give away.
Thanks again Race for all your fine work..real life has me swamped but I am still looking for sound files
Vader
I second that. Also, is it possible to not have the crews abandon their weapons as soon as the ship is destroyed? That's another dead give-away.
Both good points. If that works I'm all for it.
mkubani
10-22-07, 03:02 AM
Yep, I am for this as well! This would be a single huge immersion improvement of this game!!! But in addition to "She is going down", the red icon, and abonding the weapons, shouldn't the crew cheering the kill be disabled as well? This way there would be no indication the ship is really doomed, no?
If you feel it necessary to do those things mentioned by Vader, could you release two versions? Why does every graphic mod have to turn into a "Realism" mod? I like that stuff the way it is. Sorry if I'm not "hard-core" enough for everyone, but some people find the game challenging enough as-is.
mkubani
10-22-07, 04:10 AM
Sorry, we have hijacked this thread. :) Sure, it should be a separate mod.
Hawk U-375
10-22-07, 04:44 AM
I'm pretty sure that there is a thread...from way back when that deals with "She's going down"....I think it's just deleting the text from one of the files in
Data...folders...I'll look around. The cheering is when the "Fish" hits the ship....(Remember from Das Boat) they aren't cheering when she sinks...they cheer...."We Hit HER!!!"
If i'm talking about the wrong things...sorry for the misunderstanding.....:oops: ;)
Nippelspanner
10-22-07, 08:35 AM
Tested the Alpha yesterday with GWX. Awesome, just awesome! Smoke, fire, oil, explosions - everything looks so much better now - great work!
slow_n_ez
10-22-07, 10:04 AM
If you feel it necessary to do those things mentioned by Vader, could you release two versions? Why does every graphic mod have to turn into a "Realism" mod? I like that stuff the way it is. Sorry if I'm not "hard-core" enough for everyone, but some people find the game challenging enough as-is.
I agree with Met on this ... I am just wanting to have fun is all .. I just play as I am the Captain and bark out orders AND expect them to be carried out to the letter !
I really like seeing those red ship sunk icons on the map ( didn't " real " u-boat captains keep track of where they sunk a ship ? ) ... sometimes if I go hunting away from an area I sunk a ship or two and find nothing .....I like to be able to see those red icons where I actually had some luck and go back ( yeah , I know i can always manual mark the map but I have a nav officer thats suspose to do that for me ) ...........
The crew cheering .... Always makes me smile a bit when the 'pumps' ( valve ) guy gets excited and says YES ! ... I would think its a good moral booster to rest of the crew who don't have a clue of whats going outside the boat ( such as a a crew in a noisy engine compartment ) .......
I look forward to RB next release of this mod .. this is one of the best mods I run at the moment ....
TheDarkWraith
10-22-07, 10:16 AM
after hashing the idea over this weekend I've decided to stick with the original plan of only making this SH4 effects (and more) for SH3 mod strictly effects - graphics and sounds and events. If people are wanting additional items then I could make another mod just for those.
Just a couple of seconday explosions, terciary explosions, sounds, a few more events, and the addition of the new bodies and liferaft from iambecomelife and 2.01 should be ready for release. After that release I'll await new ideas and feedback from everyone to decide what to do in 2.02.
So....is it drum roll time?
TheDarkWraith
10-22-07, 10:22 AM
So....is it drum roll time?
I'm shooting for a release date of this weekend....;)
madmike81
10-22-07, 10:49 AM
So....is it drum roll time?
I'm shooting for a release date of this weekend....;)
Sa-weet!
Huskalar
10-22-07, 11:43 AM
I'm shooting for a release date of this weekend....;):rock:
I'm shooting for a release date of this weekend....;)
great news! :up:
You da man! Thanks for helping make SHIII the best sub-sim ever made...including SHIV as it currently stands!
I can't wait!!! Any luck on the transparent water or whatever it is that allows you to see underneath from the surface?
With this mod I actually have a reason to play SH3 again! I prefered it over 4, but it was hard to get over the graphics once you've seen SH4, but not anymore!
I'm shooting for a release date of this weekend....;)
Looks like the teasing days are coming to an end. Great news!:up:
Vader 1
10-22-07, 05:37 PM
If you feel it necessary to do those things mentioned by Vader, could you release two versions? Why does every graphic mod have to turn into a "Realism" mod? I like that stuff the way it is. Sorry if I'm not "hard-core" enough for everyone, but some people find the game challenging enough as-is.
Racerboy I can understand the above quote and agree this may not be for everyone...It inportant to have as many player involved as possible:up: I guess with all you have done that "could not be done it's hard coded" I got carried away:lol: ...however if later you could look at this request a good number of us would be in your debt.
Thanks again for all you have done...1st class sir
Vader
onelifecrisis
10-22-07, 05:37 PM
So....is it drum roll time?
I'm shooting for a release date of this weekend....;)
Great news! And perfect timing for me... after weeks of modding I'm looking forward to actually playing the damn game for a change this weekend :rotfl: and now I'll be doubly looking forward to it! :rock:
TheDarkWraith
10-22-07, 07:31 PM
So....is it drum roll time?
I'm shooting for a release date of this weekend....;)
Great news! And perfect timing for me... after weeks of modding I'm looking forward to actually playing the damn game for a change this weekend :rotfl: and now I'll be doubly looking forward to it! :rock:
well here's a surprise for you.....you'll have PM shortly to give it a test. I apologize for not including you in the BETA testing. Since your improved wave mod is included in this one I should've included you from the start in the BETA testing. :huh: What you'll be getting none of the BETA testers have received yet. It's the newest changes/additions and corrections! :rock:
onelifecrisis
10-22-07, 07:57 PM
:rock:
:cool:
Edit: no worries about the beta test thing... honestly I didn't have time... I started work on my GUI shortly after finishing the wave textures :yep:
sh3rules
10-23-07, 05:30 AM
So, the wait is OVER! :rock:
Woof1701
10-23-07, 05:37 AM
Let's go have a party in the officer's mess to make the last days of waiting more pleasurable. :up:
sh3rules
10-23-07, 07:53 AM
*Bump*
http://sexe.photos.fluctuat.net/images/dossiers/s/e/sexe/Pin-up-vintage/IM-1665-La-Pin-Up-enleve-ses-gants.jpg
urfisch
10-23-07, 04:06 PM
a really nic one...thats for sure!
MONOLITH
10-23-07, 04:17 PM
That's getting modded onto my radio room wall. :smug:
AtlantikEel
10-23-07, 07:13 PM
*Bump*
http://sexe.photos.fluctuat.net/images/dossiers/s/e/sexe/Pin-up-vintage/IM-1665-La-Pin-Up-enleve-ses-gants.jpg
"Kaleuns are warned against fraternization with the local madamoiselles". BdU.
baggygreen
10-23-07, 07:58 PM
Thats a healthy specimen - none of those waif-thin, bones-protruding skinny models for me!:D
AtlantikEel
10-23-07, 08:14 PM
That's getting modded onto my radio room wall. :smug:
Good idea! I'd like to know how to do that.
MONOLITH
10-23-07, 09:00 PM
That's getting modded onto my radio room wall. :smug:
Good idea! I'd like to know how to do that.
I'll send you a JSGME ready file. :up: Give me 24 hours.
Originally Posted by sh3rules
*Bump*
http://sexe.photos.fluctuat.net/images/dossiers/s/e/sexe/Pin-up-vintage/IM-1665-La-Pin-Up-enleve-ses-gants.jpg
Is that dark shadows on her body or is it hair?:dead::doh::roll:
sh3rules
10-24-07, 04:08 AM
Is that dark shadows on her body or is it hair?:dead::doh::roll:
http://z.about.com/d/homerepair/1/0/9/2/-/-/glasses_3_4.jpg
;) :D
AtlantikEel
10-24-07, 07:36 PM
Originally Posted by sh3rules
*Bump*
http://sexe.photos.fluctuat.net/images/dossiers/s/e/sexe/Pin-up-vintage/IM-1665-La-Pin-Up-enleve-ses-gants.jpg
Is that dark shadows on her body or is it hair?:dead::doh::roll:
It's a black silk glove.http://www.subsim.com/radioroom/images/icons/icon7.gif
AtlantikEel
10-24-07, 07:38 PM
That's getting modded onto my radio room wall. :smug:
Good idea! I'd like to know how to do that.
I'll send you a JSGME ready file. :up: Give me 24 hours.
Thank-you MONOLITH, I'll wait for it.:rock:
She's much more appealing than the standard pinups!:D
MONOLITH
10-24-07, 09:38 PM
Is it my imagination, or did someone remove the pic from the thread?
No matter, I grabbed a copy the first day. :cool:
I'll have a link here shortly.
MONOLITH
10-24-07, 11:37 PM
Here you go..
http://www.mayhemonstrings.com/Images/babe.jpg
Get it here..
http://www.subsim.com/radioroom/showthread.php?p=676031#post676031
AtlantikEel
10-24-07, 11:55 PM
Thank-you MONOLITH.:up:
I may have to check up on my radioman more often now!
:oops: I don't know how I accidently removed her picture from my last post.
Anyway....
I was just wondering if the Radiobabe mod is for a specific boat type (VIIb, VIIC) or will it work in both? Or even type II or type IX?
MONOLITH
10-24-07, 11:57 PM
I made it for both 7 and 9.
There's a thread for it. Let's not hijack Racerboys thread. Sorry Racer.
AtlantikEel
10-25-07, 12:48 AM
:oops: Sorry Racer.
sh3rules
10-25-07, 09:18 AM
Can someone at least get me a beer for posting that chick?
:()1:
MONOLITH
10-25-07, 09:46 AM
How about a beer drinking chick?
http://www.mayhemonstrings.com/Images/beerboobs.jpg
Hawk U-375
10-25-07, 10:56 AM
How about a beer drinking chick?
http://www.mayhemonstrings.com/Images/beerboobs.jpg
:o :o :o :o :rock: :rock: :yep: :up:
Ah...the classic "change the subject".We go from a delightful bump to two delightful bumps! Good show and I too apoligize to race for the thread-jacking, but behold the power of bumps! It seems we have all been out to sea far too long!
TheDarkWraith
10-25-07, 11:47 AM
with the upcoming official release of the SH4 effects (and more) for SH3 mod I think it's time we meet the new crew:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/bigoyskbjc.jpg
big thanks to iambecomelife for the skins!! (I finally got the new animations working and skinned) :up: :rock:
more to come.......
Uber Gruber
10-25-07, 11:47 AM
I had the bumps once...don't reccomend it.
TheDarkWraith
10-25-07, 11:50 AM
How about a beer drinking chick?
http://www.mayhemonstrings.com/Images/beerboobs.jpg
can I ask for another pinup on this?? Got one like this that's a blonde??? I LOVE blondes...:yep:
Hawk U-375
10-25-07, 11:59 AM
GREAT STUFF Race!!!!!! I'm working on the "Help Me"....sounds...should be sending you it in a day or two...;)
TheDarkWraith
10-25-07, 12:17 PM
GREAT STUFF Race!!!!!! I'm working on the "Help Me"....sounds...should be sending you it in a day or two...;)
I'm needing help me and screams and arrgghhh sounds (and whatever else sounds appropriate for bodies being flung from a ship because of an explosion). I've made it so that each new crew member can have it's own sound(s). ;)
Maybe multiple versions of 'help me' and 'help's and the above in different tones so that the voices can be different for each one. :yep:
TheDarkWraith
10-25-07, 12:32 PM
Deck gun attack on merchant. This was to show the new TGAs provided by D. Kruger for this mod (I didn't use all of them D. Kruger - I used the ones that gave the best effects!). This is v2.03 BETA's files at work:
ship was shelled till it exploded. On initial oil_explosion you'll see the bodies being flung from the ship (this is repeat of previous post):
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/bigoyskbjc.jpg
now I zoom out to watch the explosion:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/xepmfvmrzn.jpg
here you can start to see D. Kruger's new TGAs coming into play (I had to make some changes to the particle generators to enhance these!):
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/gxumpolgbw.jpg
amid the chaos someone on the bridge manages to send up a red distress flare:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/afrxebpfqm.jpg
ship is now splintering into pieces and the fireballs are mushrooming upwards:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/uirayyncoa.jpg
oil_explosion is coming to an end. Red distress flare is still burning brightly:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/kvvvgeocwd.jpg
ships now starts burning as it slips under the water. The fuel-oil inside the tanks now starts spilling out onto the water surface (notice it's black :rock: ):
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/zkxjjvpyyd.jpg
ship slips under the water. Oil slick speads out and catches fire:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/pyxzwpijht.jpg
now we zoom out and enjoy the spoils of a good kill:
http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/qixfmyjuux.jpg
Racerboy :|\\ :rock:
Hawk U-375
10-25-07, 12:37 PM
GREAT STUFF Race!!!!!! I'm working on the "Help Me"....sounds...should be sending you it in a day or two...;)
I'm needing help me and screams and arrgghhh sounds (and whatever else sounds appropriate for bodies being flung from a ship because of an explosion). I've made it so that each new crew member can have it's own sound(s). ;)
Maybe multiple versions of 'help me' and 'help's and the above in different tones so that the voices can be different for each one. :yep:
RgR....already on it!!!!! Will send you examples...ASAP! :up:
Ping Panther
10-25-07, 01:27 PM
Red flare! :yep: Something like the Very's distress rocket!
Racerboy,
Would the "help" sounds you are looking for need to be language-dependent?
It sure would shake up the moral of a sim. U-boat crew to end up having calls for help be heard in German to occur following an inappropriate targeting situation. :cry:
TheDarkWraith
10-25-07, 02:00 PM
Red flare! :yep: Something like the Very's distress rocket!
Racerboy,
Would the "help" sounds you are looking for need to be language-dependent?
It sure would shake up the moral of a sim. U-boat crew to end up having calls for help be heard in German to occur following an inappropriate targeting situation. :cry:
there has to be a compromise here. Since the effects cannot distinguish between what type of ship or what nationality it is I'm defaulting to all voices being in English. Most of the time you'll be hunting down the Brits anyways so this is the best compromise.
Unless somebody knows something that I don't or haven't figured out yet....:hmm:
MONOLITH
10-25-07, 02:05 PM
Racerboy...please check your PMs.
TheDarkWraith
10-25-07, 02:30 PM
Does anyone have any good debris OBJs? I'm looking for wood planks, wood pieces, pipes, ???? Anything that would look like it came from an exploded ship.
Hellraiser
10-25-07, 04:18 PM
Racerboy, I beg of you... STOP posting in this thread until the beta is ready!!
Everytime I see you post, i jump in here expecting to see the beta release of your mod....
In Spanish it = 'Tanto pedo, para no cagar' :lol:
It's pure torture....Really looking forward to this one! :up:
TheDarkWraith
10-25-07, 04:55 PM
Racerboy, I beg of you... STOP posting in this thread until the beta is ready!!
Everytime I see you post, i jump in here expecting to see the beta release of your mod....
In Spanish it = 'Tanto pedo, para no cagar' :lol:
It's pure torture....Really looking forward to this one! :up:
your wait isn't much longer.....this weekend! :cool:
iambecomelife
10-25-07, 04:59 PM
Red flare! :yep: Something like the Very's distress rocket!
Racerboy,
Would the "help" sounds you are looking for need to be language-dependent?
It sure would shake up the moral of a sim. U-boat crew to end up having calls for help be heard in German to occur following an inappropriate targeting situation. :cry:
there has to be a compromise here. Since the effects cannot distinguish between what type of ship or what nationality it is I'm defaulting to all voices being in English. Most of the time you'll be hunting down the Brits anyways so this is the best compromise.
Unless somebody knows something that I don't or haven't figured out yet....:hmm:
There are some good, stock sound files on various websites with indistinct yelling. Generally they capture a sense of chaos very well, and since you can't make out any individual words they are appropriate for any nationality.
Good job with the new effects, and I'm especially glad that the oil is now an appropriate color. I noticed that the figures being thrown in the air still have cartridge belts from the gunner figure - do you want to send me the relevant files so that I can delete them?
Oh, and one more thing - is there still going to be a tweak file for the release version so we can adjust smoke & other effects ? I feal guilty for asking but I'd be so grateful if you could make one.
TheDarkWraith
10-25-07, 05:03 PM
Red flare! :yep: Something like the Very's distress rocket!
Racerboy,
Would the "help" sounds you are looking for need to be language-dependent?
It sure would shake up the moral of a sim. U-boat crew to end up having calls for help be heard in German to occur following an inappropriate targeting situation. :cry:
there has to be a compromise here. Since the effects cannot distinguish between what type of ship or what nationality it is I'm defaulting to all voices being in English. Most of the time you'll be hunting down the Brits anyways so this is the best compromise.
Unless somebody knows something that I don't or haven't figured out yet....:hmm:
There are some good, stock sound files on various websites with indistinct yelling. Generally they capture a sense of chaos very well, and since you can't make out any individual words they are appropriate for any nationality.
Good job with the new effects, and I'm especially glad that the oil is now an appropriate color. I noticed that the figures being thrown in the air still have cartridge belts from the gunner figure - do you want to send me the relevant files so that I can delete them?
the cartridge belts are due to the animations that I made for them. If you want I can send the 13 keyframes that make up the animations and you can edit them. Darn, just remembered that I made debris corpses from the keyframes also. Do you mind editing them also? All in all it wil be 24 OBJs to be edited. :-?
iambecomelife
10-25-07, 05:11 PM
I'll give it a try; go ahead and send them.
You replied while I was editing my own post - here's one good sound FX link:
http://www.partnersinrhyme.com/pir/PIRsfx.shtml
iambecomelife
10-25-07, 05:18 PM
GREAT STUFF Race!!!!!! I'm working on the "Help Me"....sounds...should be sending you it in a day or two...;)
That sounds great. It would be quite eerie to pass by a flaming wreck at night and hear lots of disaster - related sounds. How about the sound of swimming/thrashing survivors, or maybe the whistles that life jackets were sometimes equipped with? I remember a scene in "Titanic" where an officer used his whistle to try and call back the lifeboats (unfortunately, he froze to death).
TheDarkWraith
10-25-07, 05:41 PM
GREAT STUFF Race!!!!!! I'm working on the "Help Me"....sounds...should be sending you it in a day or two...;)
That sounds great. It would be quite eerie to pass by a flaming wreck at night and hear lots of disaster - related sounds. How about the sound of swimming/thrashing survivors, or maybe the whistles that life jackets were sometimes equipped with? I remember a scene in "Titanic" where an officer used his whistle to try and call back the lifeboats (unfortunately, he froze to death).
great ideas! I need OBJs for this though, namely keyframes of a body upright in the water flailing their arms or waving their arms. Also keyframes of a body smimming and then I can make these come to life.
In case your wondering about the keyframes you'll see in my PM. The keyframes I sent you are the animation frames of what the bodies are doing in the air until they hit the water. The animation frames loop over and over until they impact the water.
I don't have the time to sit down and 3D model these keyframes (I'm not an expert in 3D modelling either - I know enough to be dangerous though ;) ). If we have some talented 3D modellers here that would love to help out please PM me! :yep:
sh3rules
10-25-07, 06:46 PM
:o
Awesome.
baggygreen
10-25-07, 08:33 PM
RB - Do all these additional objects and noises and so on affect the game speed a lot? I know the FPS drops to as low as 10 when I get in close to a burning tanker atm, will these additions make that drop even more significant?
Love the look of it all, by the way
baggygreen
10-25-07, 08:40 PM
I had the bumps once...don't reccomend it.
Uber, if i had bumps like that i would be recommending it to everyone!
Hawk U-375
10-25-07, 08:55 PM
Race Check your Email....
TheDarkWraith
10-25-07, 09:01 PM
RB - Do all these additional objects and noises and so on affect the game speed a lot? I know the FPS drops to as low as 10 when I get in close to a burning tanker atm, will these additions make that drop even more significant?
Love the look of it all, by the way
in the Alpha that you're using the FPS was hit kinda hard, yes. In the BETA being tested currently I have redone all the smokes and fires to look better and be FPS friendly!
All these additions will impact the FPS some, but not much and not for very long. I haven't noticed any slowdowns yet and let me tell you, when an oil_explosion happens it's awesome! Bodies, helmets, lifejackets, debris, it all goes flying...:rock:
Let me give you a perspective of the additions:
- particles.dat file size is just under 0.5 meg
- materials.dat file size is right around 13 meg
compare those file sizes to what you have currently...;)
I just sent out the revised v2.02 BETA to my BETA testers. If all is well it will be released this weekend. The liferaft hasn't made it into the mod yet, hopefully I can get it done before this weekend. :|\\
baggygreen
10-26-07, 12:23 AM
You're a champion RB, deadset:up:
iambecomelife
10-26-07, 12:26 AM
The figures have been modified, Racerboy - check your PM.
iambecomelife
10-26-07, 12:55 AM
I just gave the latest beta a try and the results were pretty dramatic. Apologies to anyone affected by the picture size...
It was tested on a modern tanker, which was anchored in the North Sea while loaded with 90,000 barrels of aviation fuel...:cool:
http://i33.photobucket.com/albums/d54/iambecomelife/Pretorp.jpg
Debris and bodies everywhere as the two forward tank sections blow up. The new explosion graphics work quite well.
http://i33.photobucket.com/albums/d54/iambecomelife/Fireb.jpg
The final death throes were shockingly dramatic. I was panning the free camera around the sinking stern when the aft tank section suddenly detonated. Apparently some of the crew had fled to the after deckhouse to escape the flames amidships - about 25-30 of these sailors were blown right off the ship.
http://i33.photobucket.com/albums/d54/iambecomelife/Sternsink1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Sternsink2.jpg
Burning corpses littered the water. I liked how a group of men and life jackets popped up as soon as the ship sank, along with the usual crates.
http://i33.photobucket.com/albums/d54/iambecomelife/Bcorpses.jpg
The aftermath...
http://i33.photobucket.com/albums/d54/iambecomelife/Flotsam.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Jetsam.jpg
In all seriousness, adding this mod to SH3 gives the game a much more grim atmosphere. It reminds you that IRL those ships weren't a bunch of self-propelled drones. Sinking one of them all too often meant taking peoples' lives, and editing this aspect of warfare out (as was done in stock SH3) doesn't change that reality.
baggygreen
10-26-07, 02:45 AM
I can see a lot of people not liking that aspect to the game. I can both respect and understand that.
Personally, I'll be installing it as soon as i get back from my work trip this weekend (presuming its released, im not trying to rush you RB). I almost never use the external camera anyway, so i wont see tooo much of the additional debris etc, but i do like the new explosions and so on.
Woof1701
10-26-07, 03:42 AM
It's a kind of macabre feeling to look at these pics. Thanks IABL. I feel a little ambivalent about that mod at the moment, because it makes me think over the game a little more. I guess that's a good thing! Thanks.
@RB
THANK YOU BIG TIME (and hopefully it's ready this weekend, please ;))
Uber Gruber
10-26-07, 05:30 AM
Why anyone would want to shield themselves from the horror of war is beyond me. If I had my way, watching grim WWI and WWII footage would be made compulsary.
sh3rules
10-26-07, 06:09 AM
"A single death is a tragedy. A million deaths is a statistic."
-Joseph Stalin (http://www.answers.com/main/ntquery?s=Stalin&gwp=13)
Probably only a genocidal monster would not blink at the deaths of many human beings. I guess it's safe to say that we understand this mod not as a way of reveling in death, but simply as an attempt to not trivialize war.
TheDarkWraith
10-26-07, 09:01 AM
"A single death is a tragedy. A million deaths is a statistic."
-Joseph Stalin (http://www.answers.com/main/ntquery?s=Stalin&gwp=13)
Probably only a genocidal monster would not blink at the deaths of many human beings. I guess it's safe to say that we understand this mod not as a way of reveling in death, but simply as an attempt to not trivialize war.
SH3 is a sub SIM.....a simulation to real life...how can you have a simulation if you don't have all aspects of real life? I'm not adding effects just for eye candy, I'm also adding them to bring the sim part of the game to spec. It also makes it more realistic.
For those that do not wish to see the real aspects of what war does and/or do not want to see the effects of blowing a ship up I would not use this mod that I am making.
TheDarkWraith
10-26-07, 09:05 AM
I can see a lot of people not liking that aspect to the game. I can both respect and understand that.
I respect that also. I understand it's going to strike a nerve with some people. All I have to say is I'm not forcing any of you to use the mod. You have the choice to decide whether you want to install and use this mod or not. I will not change any aspect of it because some people find it horrid or too realistic. :smug:
nautilus42
10-26-07, 09:07 AM
Very good Work Racerboy, very realistic !!!!!:up:
Waiting for your release:rock:
MONOLITH
10-26-07, 09:11 AM
You have the choice to decide whether you want to install and use this mod or not. I will not change any aspect of it because some people find it horrid or too realistic. :smug:
It's all brilliant Racerboy.
Stay the course.
slow_n_ez
10-26-07, 09:28 AM
Keep going RB ... Looks great ... Bodies are common in any war ... only thing missing is the sharks showing up and having a feeding frenzy as a friend of mine once told me, when he was in the water after thier ship got torpedoed near Japan .....
I am sure the avarage SHIII player is more than capable of appreciating the realities of war without the addition of such elements. The imagination is a far more powerfull tool that literal illustration. Far from making it more realistic, I feel it in fact reduces the sense of realism founded in the immersion of such a sim/game. It is precisely the immersion and the atmosphere which SHIII creates which would be undermined by the addition of such things which are to my mind rather 'arcade' elements.
Cap'n Spanky
10-26-07, 09:40 AM
Great job RB
When I was a young Petty Officer standing on the hanger deck of the Kitty Hawk watching body bags highlined over, the real war of Viet Nam hit me..
TheDarkWraith
10-26-07, 10:13 AM
I am sure the avarage SHIII player is more than capable of appreciating the realities of war without the addition of such elements. The imagination is a far more powerfull tool that literal illustration. Far from making it more realistic, I feel it in fact reduces the sense of realism founded in the immersion of such a sim/game. It is precisely the immersion and the atmosphere which SHIII creates which would be undermined by the addition of such things which are to my mind rather 'arcade' elements.
I respect your comments. You'll be one of the few who will utilize the tweak file when it's released also to 'disable' the effects or debris that you do not like (or to add more bodies or debris for those who want more!). When it's released there will be no toned down version - you will have to do that yourself when the tweak file is available. ;)
thefretmaster
10-26-07, 10:59 AM
awesome man, its everything we were trying to achieve before you came along!
i got as far as adding the people instead of the boxes, this is just another level completely! congrats on your fine work.
tfm :up: :rock:
TheDarkWraith
10-26-07, 11:08 AM
awesome man, its everything we were trying to achieve before you came along!
i got as far as adding the people instead of the boxes, this is just another level completely! congrats on your fine work.
tfm :up: :rock:
thanks. I would still like to look at what you were trying to do. Would you mind letting me view your work? Maybe I can add some of your work into this mod...:hmm:
Hellraiser
10-26-07, 11:32 AM
I think this mod IS a REALITY check.
IMO the game had an arcade aspect WITHOUT these effects. The fact that is is going to be tweakable to taste is just icing on the cake...as for me I would prefer fewer bodies flying around....the screenies seem to show too many.
A lot of the crew would be below decks (stokers etc.) and wouldn't be flying off the ship.
I recently got a reality check watching the new Ken Burns series The War. That series shows the ugly face of war and it's consequences. Having studied WWII since the age of 10 or so (I'm 42 now), I thought I understood the reality but until one actually sees the bloody aftermath and hears a veteran talk about it, it's impossible to fathom.
Although it barely touches on U-Boat war, it still had me thinking in SHIII game terms and what it really means to torpedo a ship loaded with 100,000 barrels of oil or a full load of ammunition.
Now we will see it firsthand in the game. I think that's a good thing and I don't find it disagreeable or gratuitous...just reality.
Hawk U-375
10-26-07, 12:14 PM
That sounds great. It would be quite eerie to pass by a flaming wreck at night and hear lots of disaster - related sounds. How about the sound of swimming/thrashing survivors, or maybe the whistles that life jackets were sometimes equipped with? I remember a scene in "Titanic" where an officer used his whistle to try and call back the lifeboats (unfortunately, he froze to death).
I submitted falling into the water....screams...and "Help me's"(for Race's approval). I am one for Realism. If i want arcade style i wiould play Donkey Kong. I just wonder if the sounds will be for every ship sinking? or is it for the REALLY BIG explosions?
Uber Gruber
10-26-07, 12:34 PM
Is there anyway you can "incinarate" a ship. I've read quite a few cases where a boat carrying munitions and such completely blew to bits when torpedoed.....vapourised as it were. Would be really cool to have that occur in SHIII...but not too often such that one is still suprised when it happens.
iambecomelife
10-26-07, 12:43 PM
Is there anyway you can "incinarate" a ship. I've read quite a few cases where a boat carrying munitions and such completely blew to bits when torpedoed.....vapourised as it were. Would be really cool to have that occur in SHIII...but not too often such that one is still suprised when it happens.
It's possible. You could delete the [SHIPNAME]_F and [SHIPNAME]_B objects so that instead of breaking in two a ship disappeared. However, this would replace the breakups entirely, and I would rather have the breakups than vaporization. Plus, if a ship vaporized any "child" objects not destroyed in the explosion such as lifeboats and masts would continue to hover in midair as though their "parent" hull objects still existed. Not worth the trouble IMO.
TheDarkWraith
10-26-07, 01:34 PM
Is there anyway you can "incinarate" a ship. I've read quite a few cases where a boat carrying munitions and such completely blew to bits when torpedoed.....vapourised as it were. Would be really cool to have that occur in SHIII...but not too often such that one is still suprised when it happens.
if there was a way for the effect used to 'know' what type of ship and what cargo it holds this could theoretically be possible......maybe someone knows more about this than I do or have discovered on my own? :hmm:
Samwolf
10-26-07, 02:20 PM
I am one for Realism. If i want arcade style i wiould play Donkey Kong. I
LOL! That's exactly what my wife said when I told her some people didn't like the idea of bodies and survivors.
awesome job RB! :up: :up: :up:
sh3rules
10-26-07, 03:01 PM
Ships can be completely destroyed by an explosion. Warning: graphic destruction.
Video1 (http://www.youtube.com/watch?v=3HSY94QVIss)
Naval warfare is certainly messy:
Video2. (http://www.youtube.com/watch?v=Zbz6Oa5PQuA)
Fenris_Wolf
10-26-07, 03:54 PM
Racerboy
I hope you realize that you are doing something wonderful and fulfilling a dream for all who want more of the latest eye candy -and- love u-boats enough to not switch over to SH4.
Hats off to you sir. :sunny:
P.S.: Personally, I think SH3's graphics look more crisp and realistic than SH4's stuffed-cardboard-cartoon looks and after using 1.06a I can say that this mod is gona rock teh boat! :D
P.S.: Waiting eagerly for the release. :arrgh!:
thefretmaster
10-26-07, 05:27 PM
thanks. I would still like to look at what you were trying to do. Would you mind letting me view your work? Maybe I can add some of your work into this mod...:hmm:
check your pm :up:
TheDarkWraith
10-26-07, 07:40 PM
I have discovered a way to add a ship's horn to the ships in the game. Each ship can have it's own unique horn. Please see here http://www.subsim.com/radioroom/showpost.php?p=677747&postcount=1
if you have any information that may help me develop this part of the SH4 effects (and more) for SH3 mod.
d@rk51d3
10-26-07, 09:49 PM
I have discovered a way to add a ship's horn to the ships in the game. Each ship can have it's own unique horn. Please see here http://www.subsim.com/radioroom/showpost.php?p=677747&postcount=1
if you have any information that may help me develop this part of the SH4 effects (and more) for SH3 mod.
I have a unique one too....... waiting for this mod to be released. :D
I have discovered a way to add a ship's horn to the ships in the game. Each ship can have it's own unique horn. Please see here http://www.subsim.com/radioroom/showpost.php?p=677747&postcount=1
if you have any information that may help me develop this part of the SH4 effects (and more) for SH3 mod.
I have a unique one too....... waiting for this mod to be released. :D
Yep as the rest of us I guess!:yep:
Kptlt. Neuerburg
10-26-07, 11:25 PM
KEEP ON KEEPIN' ON RB!!! :rock: Its mods like this that SH3 so much better than SHIV.
Yep as the rest of us I guess!:yep:
:D :D :D
sh3rules
10-27-07, 05:11 AM
If they revisit Germany in SHV (I think they'll model Japanese subs instead) the bar will be incredibly high.
onelifecrisis
10-27-07, 08:47 AM
FINALLY I've started a career with your mod RB, and my GUI ;), like I wanted to several days ago but got kinda swamped with questions on here.
SH4 Effects for SH3: I know I will be about the millionth person to say that this mod is amazing, but I must say, this mod is amazing :rock:
Unbelievable work. Early on in it's development I thought it was starting to stray towards slightly overdoing it and ending up looking like WW3, but boy was I wrong, it has turned out to be a refined and beautifully crafted work, totally immersive. Brilliant!
Only one problem I saw, and I don't know if this is a bug or an intentional change, but there is no background noise now on the hydrophones (I'm using the version you PM'd me BTW).
Thanks for the brilliant work!
OLC
TheDarkWraith
10-27-07, 10:15 AM
FINALLY I've started a career with your mod RB, and my GUI ;), like I wanted to several days ago but got kinda swamped with questions on here.
SH4 Effects for SH3: I know I will be about the millionth person to say that this mod is amazing, but I must say, this mod is amazing :rock:
Unbelievable work. Early on in it's development I thought it was starting to stray towards slightly overdoing it and ending up looking like WW3, but boy was I wrong, it has turned out to be a refined and beautifully crafted work, totally immersive. Brilliant!
Only one problem I saw, and I don't know if this is a bug or an intentional change, but there is no background noise now on the hydrophones (I'm using the version you PM'd me BTW).
Thanks for the brilliant work!
OLC
The no background noise for hydrophone is correct on the version I sent you. It's so that it was easier for you all to hear the new hydrophone sounds and evaluate them. It will be back to normal in the released version to all.
The bug you spoke about in your PM is being investigated also.
...it has turned out to be a refined and beautifully crafted work, totally immersive. Brilliant!
patience is a virtue but I am all out... :D
Samwolf
10-27-07, 03:24 PM
...it has turned out to be a refined and beautifully crafted work, totally immersive. Brilliant!
patience is a virtue but I am all out... :D
God grant me patience, but do it right now!!
TheDarkWraith
10-27-07, 03:42 PM
I'm finishing up the new whistle sounds for the ships. Just a few more little odds and end after that and I'll be done with v2.02. I'll start working on v2.03 right afterwards.
Let me inform you all that use GWX that you will not get all the features that the SH3 1.4b users do. I'm awaiting for something to happen first before I can enable these features (and it's NOT the release of GWX 1.04 ;) ). The features you all will not get currently are:
- the new ship's whistle
- the AI flare gun
:o Sorry, but it's out of my control currently.
Samwolf
10-27-07, 04:00 PM
<sarcasm> No whistles or flares!!!! Man!!! Now I don't know if I even want this mod </sarcasm>:roll:
I think I can manage to live without those for now. Waiting anxiously for 2.02:lol:
sh3rules
10-27-07, 05:21 PM
I'm awaiting for something to happen first before I can enable these features [...]
Hopefully it's not this:
http://www.gwydian.com/demonic/art/hellfreeze.jpg
:D
Hawk U-375
10-27-07, 05:58 PM
So Race what are you running if you don't uses GWX? NYGM?....Stock?:hmm:
Tuddley3
10-28-07, 04:57 AM
I finally broke down and thought I would give this mod a try. Holy crap !!! :up:
I also have SH4, but the effects looks better in SH3. And just like Sh3rules said, the explosions are pretty knarly, I about fell off my chair in disbelief. This was a great idea incorporating SH4 into SH3. SH3 was starting to get old while waiting for WAC 3.0 and GWX 1.4 patch, but now you guys put the excitement back.:yep:
TheDarkWraith
10-28-07, 10:45 AM
I'm so thankful for the beta testers that I have testing this evolving mod. They provide great feedback, suggestions, additions, and bug reports. A6Intruder reported a bug today that had the potential of being very embarrassing on my part. I will not disclose what the bug was (it didn't cause a CTD) but it has been fixed. I will tell you that it dealt with aircraft. I went back and tested the fix. Here are some screenies of an aircraft that decided to attack my VIIc sub and the results of that attack:
plane was spotted and I drew first blood:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/ipylvzhzdy.thumb500.jpg
my gunners keep shooting and score a critical hit:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/grsgaatgtp.thumb500.jpg
the plane is splintering apart:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/yuqtotqqae.thumb500.jpg
oh boy, we got an explosion here!
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/bgxqcrypfm.thumb500.jpg
view from the sub:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/rlpcaoiwfe.thumb500.jpg
debris is being thrown and raining down:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/uhrxdfxtfo.thumb500.jpg
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/kxtcsioczt.thumb500.jpg
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/brgzfaiqce.thumb500.jpg
burning plane strikes the water and explodes again:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/jyyabhjqak.thumb500.jpg
the fuel-oil from it's tanks ruptures and oozes to the surface catching fire:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/gbvkwiyrqm.thumb500.jpg
sub: 1
plane: 0
what do you think A6Intruder, bug fixed?? :up: :rock:
Samwolf
10-28-07, 11:26 AM
Looking good.:up:
Do I get to start my next patrol today with this mod or not?
iambecomelife
10-28-07, 12:11 PM
Was it the bug in which a whole bunch of corpses rained down from an aircraft? :rotfl:
BTW, if you can create an airplane-specific effect I could easily make a pilot figure for whenever a plane crashes.
Was it the bug in which a whole bunch of corpses rained down from an aircraft? :rotfl:
that was my first thought also :)
A6Intruder
10-28-07, 01:01 PM
the fuel-oil from it's tanks ruptures and oozes to the surface catching fire:
http://static1.filefront.com/images/personal/t/TazmanianDevilR/109104/gbvkwiyrqm.thumb500.jpg
sub: 1
plane: 0
what do you think A6Intruder, bug fixed?? :up: :rock:[/quote]
Yes Sir,
no more "Paratroopers"
:rotfl:
TheDarkWraith
10-28-07, 01:43 PM
Was it the bug in which a whole bunch of corpses rained down from an aircraft? :rotfl:
BTW, if you can create an airplane-specific effect I could easily make a pilot figure for whenever a plane crashes.
yes it was the paratroopers bug! It was kinda funny the first time I saw it.
Yes we can have airplane specific effects. Very easy to do. Let's make this happen!!
Here's what I'm thinking....how about a pilot attached to a parachute? That way I can have him falling down from the plane and when he hits the water I'll have him ditch the chute. I'll need two figures for this, the pilot attached to a parachute, and just the pilot...:yep:
Samwolf
10-28-07, 02:01 PM
Here's what I'm thinking....how about a pilot attached to a parachute? That way I can have him falling down from the plane and when he hits the water I'll have him ditch the chute. I'll need two figures for this, the pilot attached to a parachute, and just the pilot...:yep:
I like that idea:o May be worth trying to shoot down some Swordfish
cartman6x6
10-28-07, 03:23 PM
have a cuestion of this thread, is posible make hole 3D in the damage of torpedos and of shoot and saw the damage of the ships how in SH4?
TheDarkWraith
10-28-07, 03:30 PM
have a cuestion of this thread, is posible make hole 3D in the damage of torpedos and of shoot and saw the damage of the ships how in SH4?
I will add that to my list of things to look into! :up:
cartman6x6
10-28-07, 03:36 PM
have a cuestion of this thread, is posible make hole 3D in the damage of torpedos and of shoot and saw the damage of the ships how in SH4?
I will add that to my list of things to look into! :up:
very good, and how found the secret for make the water transparent how in SH4?
TheDarkWraith
10-28-07, 03:40 PM
have a cuestion of this thread, is posible make hole 3D in the damage of torpedos and of shoot and saw the damage of the ships how in SH4?
I will add that to my list of things to look into! :up:
very good, and how found the secret for make the water transparent how in SH4?
still working on that one....:yep:
iambecomelife
10-28-07, 03:45 PM
have a cuestion of this thread, is posible make hole 3D in the damage of torpedos and of shoot and saw the damage of the ships how in SH4?
I will add that to my list of things to look into! :up:
very good, and how found the secret for make the water transparent how in SH4?
still working on that one....:yep:
While we're discussing damage, another thing I would like to see is a "burned out" tga in addition to the torpedo damage texture, so that when a tanker for instance suffers a major explosion it becomes burned-out. I could make the texture myself but I don't know how to attach it to a specific trigger. Maybe it could be triggered by the oil_explosion event?
TheDarkWraith
10-28-07, 03:49 PM
While we're discussing damage, another thing I would like to see is a "burned out" tga in addition to the torpedo damage texture, so that when a tanker for instance suffers a major explosion it becomes burned-out. I could make the texture myself but I don't know how to attach it to a specific trigger. Maybe it could be triggered by the oil_explosion event?
I haven't discovered a way yet to tie events to ships. The way events are used by SH3 currently is generic. The game engine says ship has been struck by torpedo, use this event ID. Shell has hit ship, use this event ID. :damn:
I'm not following you on this 'burned out' tga. Have a pic or something to help me see what you're trying to convey?
iambecomelife
10-28-07, 04:53 PM
http://uboat.net/allies/ships/photos/br/empire_lytton.jpg
http://www.uboatarchive.net/JtOpsCtrBenson.jpg
http://photos.orr.noaa.gov//Photos/PCD4454/IMG0072.JPG
What I had in mind was triggering the game engine to display a burned texture for any ship. See the pics above - in each case the ship's white or gray paint has been almost completely burned off the deckhouses. The game already "knows" to display a torpedo hole at the correct location whenever a torpedo impact occurs, so I was hoping that something similar could be used to tell the game to display fire & blast damage once an oil_explosion occurs. It gets a little weird looking at a ship that is consumed in flames but displays no damage to its paint job.
TheDarkWraith
10-28-07, 05:57 PM
http://uboat.net/allies/ships/photos/br/empire_lytton.jpg
http://www.uboatarchive.net/JtOpsCtrBenson.jpg
http://photos.orr.noaa.gov//Photos/PCD4454/IMG0072.JPG
What I had in mind was triggering the game engine to display a burned texture for any ship. See the pics above - in each case the ship's white or gray paint has been almost completely burned off the deckhouses. The game already "knows" to display a torpedo hole at the correct location whenever a torpedo impact occurs, so I was hoping that something similar could be used to tell the game to display fire & blast damage once an oil_explosion occurs. It gets a little weird looking at a ship that is consumed in flames but displays no damage to its paint job.
ok, now I'm following what you're saying. That's going to be a doozy.......I make no promises on this one. I will give it my best effort though :yep:
KrvKpt. Falke
10-28-07, 06:13 PM
Racerboy, i know you are a busy man, but since you are/were working on some sounds in sh3: today ive installed sonar on my u-177 and noticed that there is no "going back" sound when using it; you know - like in sh4 where you can hear the sound "bouncing" of the target and going back to you. Do you think it can be modded?
TheDarkWraith
10-28-07, 06:46 PM
Racerboy, i know you are a busy man, but since you are/were working on some sounds in sh3: today ive installed sonar on my u-177 and noticed that there is no "going back" sound when using it; you know - like in sh4 where you can hear the sound "bouncing" of the target and going back to you. Do you think it can be modded?
are you talking about pinging? or something else? I'm not quite following you here.
KrvKpt. Falke
10-28-07, 06:58 PM
Yes, Im talking about determining range to target with sonar: in sh3 you just click "send" button in hydrophone station, you hear a single "ping" and you have range to target.
I was just thinking if this sound can be modded to be more like in sh4 where you are sending > waiting for it to reach selected target > and going back which gives you range to target.
:ping:
It just a thought...
Hawk U-375
10-28-07, 08:31 PM
I think he's looking for the Ping's...Pong....meaning that when the ping is sent out....the sound will bounce off and retrun to the sub...for the estimated distance to be determined.....:hmm:
brotebjo
10-28-07, 09:20 PM
don't know if this is a bug with the latest beta, but alot of my ships...mostly tankers, but some large merchants will go up in a big yellow flame, and it's extremely graphics intensive. I'm usually down to single digits for FSP (and that's on a water cooled OC'd Gefore 8800 Ultra!
http://static3.filefront.com/images/personal/b/brotebjo/112730/bkxwzatwnr.jpg
http://static3.filefront.com/images/personal/b/brotebjo/112730/aqcccmjiyd.jpg
TheDarkWraith
10-28-07, 09:40 PM
don't know if this is a bug with the latest beta, but alot of my ships...mostly tankers, but some large merchants will go up in a big yellow flame, and it's extremely graphics intensive. I'm usually down to single digits for FSP (and that's on a water cooled OC'd Gefore 8800 Ultra!
http://static3.filefront.com/images/personal/b/brotebjo/112730/bkxwzatwnr.jpg
http://static3.filefront.com/images/personal/b/brotebjo/112730/aqcccmjiyd.jpg
you need v2.02. It was released today!
I can tell from the purple oil on the water that you're not using 2.02...;)
Doug_Dread
11-03-07, 10:57 AM
Once in a blue moon, a genius comes into our lives. SH4 being utter rubbish, nicking the best bits for SH3 is absolute brilliance! http://forums.ubi.com/images/smilies/11.gif
I'm having a problem though. All the effects are there but the new flames and explosions are much too red, artificially so.
I'm not sure if it's in-game or something to do with my GPU.
Pretty sure I have the latest version 2.2.1.7.
Any ideas?
KapiteinP
11-03-07, 11:22 AM
[...]
I'm having a problem though. All the effects are there but the new flames and explosions are much too red, artificially so.
[...]
Any ideas?
I've got the same problem. The mod is incredible, especially all the extra explosions after you've hit a ship.
Problem is, the water gets red and also some red balls appear. See these screenshots:
This is perfect, wonderful:
http://stuwww.uvt.nl/~s177605/sh4effects/1.jpg
But a little later I get air assitance and they throw some bombs: red balls in the sky.
http://stuwww.uvt.nl/~s177605/sh4effects/2.jpg
Also the water turns into red:
http://stuwww.uvt.nl/~s177605/sh4effects/3.jpg
Look from above:
http://stuwww.uvt.nl/~s177605/sh4effects/4.jpg
It doesn't happen all the time, but in the last campaign about 2 times.
Pretty sure I have the latest version 2.2.1.7.
The latest version is 2.021 (as far as I know...)
TheDarkWraith
11-03-07, 11:27 AM
Problem is, the water gets red and also some red balls appear. See these screenshots:
The water getting red is a bug with multiple flares in the sky. That is being fixed in a v2.03 which should release here shortly. I have eliminated this red reflection on the water.
The red balls you speak about are distress flares sent up by the ship you attacked. They will be about 1/3 smaller in v2.03.
MONOLITH
11-03-07, 11:28 AM
The red balls are distress flares. They should be there.
The red water is an error with the reflection of those flares. (it's not a blood effect as some thought).
Racerboy is fixing it and it will be ok in the next release. All of this is work in progress and pretty much a testing phase.
EDIT: OOPS. Sorry Racer, were typing simultaneously.
TheDarkWraith
11-03-07, 11:29 AM
Once in a blue moon, a genius comes into our lives. SH4 being utter rubbish, nicking the best bits for SH3 is absolute brilliance! http://forums.ubi.com/images/smilies/11.gif
I'm having a problem though. All the effects are there but the new flames and explosions are much too red, artificially so.
I'm not sure if it's in-game or something to do with my GPU.
Pretty sure I have the latest version 2.2.1.7.
Any ideas?
If you look at oil explosion pictures and their flames they produce this is pretty close to realistic. Why don't you try disabling the mod, deleting the files in \data\TNormal\tex of my mod and then re-enabling and see if you like those better?
KapiteinP
11-03-07, 12:03 PM
[...]
The red balls you speak about are distress flares sent up by the ship you attacked. They will be about 1/3 smaller in v2.03.
That's great, i've never seen that before, thought it was due of the mod. I'm looking forward to v.2.03. Good luck!
TheDarkWraith
11-03-07, 07:05 PM
alright v2.03 is finishing up for release here soon. Let me tell you all what has been fixed/added/changed.
fixed:
- small and large smokes rotating with ship. Now they 'smoke' upwards at all times but are still wind affected by the ship's movement :rock:
- funnel_smoke redone again. Now when the ship is stationary there is no smoke emitted. And funnel_smoke as a whole has been redone to make it appear that the wind is baffling it around.
- smoke_small and burnning_oil_smoke_small have had their rates increased. Now they look more 'full'.
changed:
- removed the red reflection from the red distress flare.
- made the red distress flare 1/3 smaller in size
added:
- A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time.
- The bleeder body will be flailing on the surface instead of stationary
- There are 10 customizable sounds for civilian ship's annoucement system. When the civilian ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like.
- There are 10 customizable sounds for military ship's annoucement system. When the military ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like.
- Tied with the PA announcements are a ship's horn. Each PA announcement can have a ship's horn with it. There are 20 customizable horns available (10 for civilian, 10 for military). They are tied together as follows:
- civilian/military Ship's horn #1 is tied to civilian/military PA announcement #1
- civilian/military Ship's horn #2 is tied to civilian/militaryPA announcement #2
- so on and so forth
The ship's horns will be heard 3 seconds after the PA announcements start for civilian ship's and 1 second after for military ships.
You'll have to be close to the ship to hear these announcements. The ship's horn though can be heard 5000m away.
The PA announcements and associated ship's horn will repeat every 15 mins for the civilian ships and every 12.5 minutes for the military ship's provided they still have you detected.
You do not have to have a PA announcement or ship's horn on a ship. It's entirely up to you.
- A starshell gun has been made available. This new gun can be added to any ship (civilian/military). Once you are detected the enemy will fire this gun high up in the sky in your direction in an attempt to light up the area where you are. They will keep lobbing these shells until they either run out or lose sight of you. They have 60 shells with each shell lasting roughly 1 minute in duration.
Any other ideas?
Samwolf
11-03-07, 07:36 PM
Is there a fix for the smoke disappearing abruptly rather than fading out when a ship sinks?
Did you add the missing plane sounds for GWX?
Where oil slicks added in this version? If they were in 2.021, I haven't run into them yet.
TheDarkWraith
11-03-07, 08:25 PM
Is there a fix for the smoke disappearing abruptly rather than fading out when a ship sinks?
Did you add the missing plane sounds for GWX?
Where oil slicks added in this version? If they were in 2.021, I haven't run into them yet.
still working on the smoke ending abruptly. This one is a little complicated. I'll eventually figure out a way to do it.
Missing plane sounds, that's what I forgot. Back to work for me.
Oil slicks have been in all versions. They were changed to black in color in 2.02 so yes, you have them in 2.021. You only see them from tankers and freighters or merchants that have fuel as either cargo or containers on deck.
Samwolf
11-03-07, 08:40 PM
Is there a fix for the smoke disappearing abruptly rather than fading out when a ship sinks?
Did you add the missing plane sounds for GWX?
Where oil slicks added in this version? If they were in 2.021, I haven't run into them yet.
still working on the smoke ending abruptly. This one is a little complicated. I'll eventually figure out a way to do it.
Missing plane sounds, that's what I forgot. Back to work for me.
Oil slicks have been in all versions. They were changed to black in color in 2.02 so yes, you have them in 2.021. You only see them from tankers and freighters or merchants that have fuel as either cargo or containers on deck.
Ok. Thanks, I've only sunk a couple of tankers since using your mod and they were both night attacks so I probably didn't notice the oil slicks.
I have no idea what files and settings are involved in producing the smoke, but if it helps, I believe in GWX the smoke stops being produced when the ship sinks but the smoke in the air continues going up till it disapates.
Looking forward to my next patrol with 2.03:up:
GoldenEagle8
11-04-07, 12:10 AM
This is Amazing! Thank you for all of your hard work.:up:
I noticed one bug, running this on stock, when you go to All Stop, The Engine sound still loops:huh:. Does anyone know if this is a problem in GWX with this?
Woof1701
11-04-07, 03:29 AM
Hello Racer Boy,
Thanks a lot for that. Will try it out ASAP. Finally got a little time to play around :)
One thing I encountered yesterday left me thinking about the bodies tied to the explosions. I torpedoed a small chemical freighter (approx 2000 tons) and it went up like it was loaded with nitroglycerin. The complete deck housing simply disintegrated in a great fireball and only the smokestake was left standing and a few bodys lay in the water.
So far so good. But after a while several secondary explosions occured and with each the ship started to spew bodies like a volcano spews pumice. Looked quite comical. The result being that when the ship finally sank more than 50 bodies littered the sea around the ship. Maybe you could have a look into that once more.
In addition I would prefer it, if there were an option to NOT install the bleeder body as I really think it's unrealistic to see a bloodstain in the sea (see my previous post in this thread)
AND I would like to ask whether the lifeboats are still on you list?
Thanks :up:
KapiteinP
11-04-07, 04:54 AM
This is Amazing! Thank you for all of your hard work.:up:
I noticed one bug, running this on stock, when you go to All Stop, The Engine sound still loops:huh:. Does anyone know if this is a problem in GWX with this?
I think I have the same bug with GWX. I did not report the bug, because i'm not sure this MOD is the cause of this bug. Also, it seems more complicated than no sound when you go to All Stop. Sometimes the engine sounds like it's going Full Ahead when i'm only running at 1 or 2 knots or even i'm silent running. But again: i'm not sure this bug appeared after I installed this mod...
@Racerboy: fantastic news adds and fixes! Great! Thank you, looking forward to 2.03. About the horns: i think it's a great effect, but is it realistic this way?
Samwolf
11-04-07, 06:53 AM
FYI, I haven't noticed any engine sound problems since using your mod.
FYI, I haven't noticed any engine sound problems since using your mod.
Same here! No sound problems in any way with this mod!
CapZap1970
11-04-07, 12:12 PM
Racerboy:
Last night I have been reading carefuly this thread, and all I have to say is that this mod is going to be more than exceptional.!!! :up: :yep: :o :rock:
I hope we can have it available soon. I am dying to try it.
Is there a place where I can d/l the latest available version? or should I wait until your next release?
Thanks a lot and congrats!!
CapZap
TheDarkWraith
11-04-07, 12:17 PM
Racerboy:
Last night I have been reading carefuly this thread, and all I have to say is that this mod is going to be more than exceptional.!!! :up: :yep: :o :rock:
I hope we can have it available soon. I am dying to try it.
Is there a place where I can d/l the latest available version? or should I wait until your next release?
Thanks a lot and congrats!!
CapZap
v2.021 is available now but has a few minor bugs (one being the red flare's reflection on the water). v2.03 will fix this. 2.021 is still a very playable and enjoyable experience and is available now. Just check the stickies, there is a section labeled Racerboy's mods. :up:
CapZap1970
11-04-07, 12:35 PM
Got it, RB.
Thank you very much!! :up:
One more question: Are there any other mods I can use, like Improved Wave Textures, Sobers 3D waves or others that could enhance your mod? or are these included in yours? Would any of these cause any negative effects?
CapZap
java`s revenge
11-04-07, 12:37 PM
Thank you very much my friend!!
TheDarkWraith
11-04-07, 12:55 PM
Got it, RB.
Thank you very much!! :up:
One more question: Are there any other mods I can use, like Improved Wave Textures, Sobers 3D waves or others that could enhance your mod? or are these included in yours? Would any of these cause any negative effects?
CapZap
OneLifeCrisis let me include his improved wave textures in this mod of mine.
v2.03 will have a new TGA devoted solely to the funnel smoke of ships. This way you can customize the look of the funnel smoke to your taste.
As far as negative effects it's hard to say. This mod makes extensive use of TGAs so you can try new TGAs in \data\Textures\TNormal\tex and if you don't like them then simply delete to use the ones I included in the mod. If you want to try a new TGA for an effect then simply put it in \data\Textures\TNormal\tex and see if you like the effect it brought or not.
Samwolf
11-04-07, 01:15 PM
Got it, RB.
Thank you very much!! :up:
One more question: Are there any other mods I can use, like Improved Wave Textures, Sobers 3D waves or others that could enhance your mod? or are these included in yours? Would any of these cause any negative effects?
CapZap
I believe I read on another thread that Improved Wave Textures and Sobers 3D waves won't work together, You have to pick or the other. I've been using improved Waves with the effects mod and they look just as good as Sober's. I think Sober has more "green" in his wavecaps.
CapZap, one moment... I look for it. its the 2.021...
Here you go. All of RC...
http://www.subsim.com/radioroom/showthread.php?t=122221
CapZap1970
11-04-07, 03:44 PM
CapZap, one moment... I look for it. its the 2.021...
Here you go. All of RC...
http://www.subsim.com/radioroom/showthread.php?t=122221
Thanks a lot tommyk. Got it now!! :up:
CapZap
Hi Racerboy! Great mod :up: I noticed that bodies also appear after DC's exploded. Is it possible to get debris instead of bodies?
Rik
TheDarkWraith
11-05-07, 05:34 PM
Hi Racerboy! Great mod :up: I noticed that bodies also appear after DC's exploded. Is it possible to get debris instead of bodies?
Rik
very interesting :hmm: I will run some tests to see why. Thanks for the post :up:
TheDarkWraith
11-05-07, 06:04 PM
okay, I tested deep depths, shallow depths, basically all different depths while being DC'd. I was unable to recreate what you experienced.
How many bodies did you see on the surface? What kind were they (were they all the gunner with the yellow lifejacket and helmet)?
What I'm surmising happened is you were at shallow depth in your sub, the ship set their DC's to a very shallow depth and basically they ignited as soon as they hit the water. This caused an explosion on the ship which thus caused the bodies.
Can you tell me what kind of ship that was DCing you? And what depth you were at?
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