View Full Version : [WIP] SH4 effects for SH3
TheDarkWraith
11-05-07, 08:30 PM
Here is a small preview of a new item in v2.03 of the SH4 effects (and more) for SH3. All the graphics have been stripped as this is to demonstate my new idea to everyone and for some feedback from the masses. The new idea is making ships seem alive and not like drones. When you run the test mission you will see what I mean. Please see the included text file 'Readme_from_Racerboy' for details. Here are the contents of that file:
Please extract the folder 'Racerboy_SH4_Effects_for_SH3_2_03_preview' to the MODS folder. Enable via JSGME.
This is to evaluate my 'live AI ships' idea for v2.03. Please run the single mission 'live_AI_ships_day'. Here is what I would like for you to do in that single mission:
Your sub (VIIb) is surfaced, 1000m south-east of a small convoy consisting of a coastal merchant, C2 cargo, and an LST. The convoy is on an easterly course at 5knots. Select binocular view and set your sights on the LST. Now select him by pressing the space bar. Now external cam out (F12) and get off the starboard side of the LST. Continue following the LST. Now select WO-->crew on deck-->man the deck gun. This will start your crew lobbing shells at the LST. Once they make the first hit the LST will start actively searching for you and once locked on will sound the boatswain's whistle, followed by the general quarters announcement on the ship's address system, followed by the general alarm. Blasts from the ship's horn will also happen. The LST will also lob starshells in your direction. After you have seen/heard this please exit mission. Re-Enter the mission and do the same but this time keep your view on the bridge. Enjoy!
Try external camming out to each ship to hear the different sound effects when you re-start the single mission I provided. The C2 and the coastal merchant are using the same sound effect but could use entirely different ones. One could even have a horn, or a starshell gun. You control how you want your ships setup.
Racerboy
http://rapidshare.com/files/67734698/RB_SH4_Effects_for_SH3_2_03_preview.7z.html
EDIT:
To avoid confusion and panic please disable any version of my SH4 effects for SH3 mod before enabling this test mission. Forgot to mention this the first time.
slow_n_ez
11-05-07, 08:55 PM
Crap ! I gonna miss out on this test but it sounds great ..... I get :
"Campaign_SCR.mis" has already been altered by the "Harbour_Traffic_1.43_subnets&minefields" mod.
"particles.dat" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"particles.dsd" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"NKLS_.eqp" has already been altered by the "Lights" mod.
"NKSQ_.eqp" has already been altered by the "Lights" mod.
"AI_Flare_Launch.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"AI_Flare_Launch_hyd.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"Sh3.sdl" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
Using this mod will havea adverse effect on your game ........................
TheDarkWraith
11-05-07, 09:02 PM
Crap ! I gonna miss out on this test but it sounds great ..... I get :
"Campaign_SCR.mis" has already been altered by the "Harbour_Traffic_1.43_subnets&minefields" mod.
"particles.dat" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"particles.dsd" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"NKLS_.eqp" has already been altered by the "Lights" mod.
"NKSQ_.eqp" has already been altered by the "Lights" mod.
"AI_Flare_Launch.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"AI_Flare_Launch_hyd.wav" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
"Sh3.sdl" has already been altered by the "Racerboy_SH4_Effects_for_SH3_2_021" mod.
Using this mod will havea adverse effect on your game ........................
it's quite okay. You're just enabling the mod to do the test mission. Since it's based on v2.021 in a way it's completely safe! You will want to disable it after you've played around with the test mission as the graphics and all have been stripped from the particles.dat file. :yep:
Wolfehunter
11-05-07, 09:06 PM
You know I will Racerboy. Going to test it for you.. I have a harbour full of active ships waiting not to hit ground!.:p
TheDarkWraith
11-05-07, 09:11 PM
You know I will Racerboy. Going to test it for you.. I have a harbour full of active ships waiting not to hit ground!.:p
It's only meant for the test mission I provided. You'll see why if you try to use it outside of the test mission.
There are only 3 ships setup with this new idea, the C2, the coastal merchant, and the LST. This is just the start of my grand idea, well one of many..;)
Samwolf
11-05-07, 09:20 PM
This is just the start of my grand idea, well one of many..;)
I like all your grand ideas, they've added so much to my game experience.
slow_n_ez
11-05-07, 09:34 PM
Ok .. here are my findings after running it 4 times ........................
1st run as you decribe next to ships :
GREAT on the landing craft .. bells , whistles , horns and MAN your battle stations
C2 and costal merchant ... no noise .. just were slaughtered .........
------------------------------------------------------------------
2nd run on bridge .... heard a faint horn blowing as I targeted the C2 but nothing else
---------------------------------------------------------------------
3rd ... from next to landing craft again as I targeted the C2 again ..... Just a horn blowing .... no noise from either the C2 or Coastal excpet them getting blown to bits ........................
----------------------------------------------------------------------
4th .. from costal being targeted ... heard nothing except the hits of the deck gun of course .........................
----------------------------------------------------------------
NONE of the ships shot star shells or anything else at me but I did see the guns trainned at me from the landing craft ........
hope the report helps a bit while you tinker with the sounds.. Look forward to it when done ..........
TheDarkWraith
11-05-07, 09:37 PM
what you hear with each ship can be two sound files - a ship's announcement soundfile and a ship's horn soundfile. You can make your own or use the defaults provided.
To alter the ship's announcement on the LST replace 'sam_1_allhands_battlestations.wav' with you own soundfile renaming it to my filename originally.This soundfile MUST be a mono type, not stereo.
To alter the ship's announcement of the civilian ships replace 'sac_1_allhands_battlestations.wav' with your own soundfile renaming it to my filename originally. This soundfile MUST be a mono type, not stereo.
And to alter the ship's horn of the LST replace 'shm_1_enemy_sighted.wav' with your own soundfile renaming it to my original filename. Once again, must be a mono type and not stereo.
If you want to add a ship's horn to the C2 and the coastal merchant make a soundfile and name it 'shc_1_enemy_sighted.wav'. Ensure it's mono and not stereo.
All these sound files are located in \data\Sounds.
My naming convention is as follows:
sam = Ship's Announcement Military
sac = Ship's Announcement Civilian
shm = Ship's Horn Military
shc = Ship's Horn Civilian
The number following these denotes 1 of 10 possibilities to use. So you will have 10 sam's, 10 sac's, 10 shm's, and 10 shc's in the released version but:
shm_1_xxx will be tied to sam_1_xxx (1 second delay)
shc_1_xxx will be tied to sac_1_xxx (3 second delay)
:|\\
Wolfehunter
11-05-07, 09:40 PM
Ok I read your readme and did the single mission. Here are some pics. plus my comments on it.;)
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194315852.jpg
So I sat there and locked my UZO onto LST. Had my deck gunners hit it. After a few hits I hear alarms and sirens and MAN YOUR BATTLESTATION. alarm .....
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194315945.jpg
He shot a flare towards me and I kept hitting him. Thank god those gunners don't shoot back or it could have been messy.:oops:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194316022.jpg
After a while of pounding it with my rookie crew I popped it with a torpedo for good measures. :p
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194316060.jpg
She sank beatifully thank you very much!:up:
Nice effect. If you can get that in multi languages that would shake the foundation of SH3 to a hole new level. Racerboy add wailing and screaming to the bodies in the water. Any language will work for that!:rock:
TheDarkWraith
11-05-07, 09:44 PM
Ok .. here are my findings after running it 4 times ........................
1st run as you decribe next to ships :
GREAT on the landing craft .. bells , whistles , horns and MAN your battle stations
C2 and costal merchant ... no noise .. just were slaughtered .........
------------------------------------------------------------------
2nd run on bridge .... heard a faint horn blowing as I targeted the C2 but nothing else
---------------------------------------------------------------------
3rd ... from next to landing craft again as I targeted the C2 again ..... Just a horn blowing .... no noise from either the C2 or Coastal excpet them getting blown to bits ........................
----------------------------------------------------------------------
4th .. from costal being targeted ... heard nothing except the hits of the deck gun of course .........................
----------------------------------------------------------------
NONE of the ships shot star shells or anything else at me but I did see the guns trainned at me from the landing craft ........
hope the report helps a bit while you tinker with the sounds.. Look forward to it when done ..........
the only thing you will hear at the coastal merchant and C2 is the boatswain's whistle. You have to follow what I said about the LST but instead of going to the LST first go to the C2, do the test, exit, restart and go to the coastal merchant and do the test.
I just downloaded my own test mission and installed it on my production computer. Worked like a charm so all the sounds for the ships and the starshell lobbing LST are there. :up:
TheDarkWraith
11-05-07, 09:47 PM
Ok I read your readme and did the single mission. Here are some pics. plus my comments on it.;)
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194315852.jpg
So I sat there and locked my UZO onto LST. Had my deck gunners hit it. After a few hits I hear alarms and sirens and MAN YOUR BATTLESTATION. alarm .....
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194315945.jpg
He shot a flare towards me and I kept hitting him. Thank god those gunners don't shoot back or it could have been messy.:oops:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194316022.jpg
After a while of pounding it with my rookie crew I popped it with a torpedo for good measures. :p
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194316060.jpg
She sank beatifully thank you very much!:up:
Nice effect. If you can get that in multi languages that would shake the foundation of SH3 to a hole new level. Racerboy add wailing and screaming to the bodies in the water. Any language will work for that!:rock:
the devils in the details of how I set this whole thing up. It's language INDEPENDANT! :rock: Since it's based on sound files the user can use his/her own soundfiles. Thus any language, any sound effect, whatever you want to hear is up to you all (provided you name the files correctly). If you don't want any sound effects to a ship you can edit the ship's .eqp file and remove the entry for the sound effect and replace it with 'NULL'. If you only want to add a starshell gun to a ship, have at it. It will be the end user's choice of how they setup their ships. :up:
Wolfehunter
11-05-07, 10:03 PM
Ok I read your readme and did the single mission. Here are some pics. plus my comments on it.;)
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194315852.jpg
So I sat there and locked my UZO onto LST. Had my deck gunners hit it. After a few hits I hear alarms and sirens and MAN YOUR BATTLESTATION. alarm .....
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194315945.jpg
He shot a flare towards me and I kept hitting him. Thank god those gunners don't shoot back or it could have been messy.:oops:
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194316022.jpg
After a while of pounding it with my rookie crew I popped it with a torpedo for good measures. :p
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194316060.jpg
She sank beatifully thank you very much!:up:
Nice effect. If you can get that in multi languages that would shake the foundation of SH3 to a hole new level. Racerboy add wailing and screaming to the bodies in the water. Any language will work for that!:rock:
the devils in the details of how I set this whole thing up. It's language INDEPENDANT! :rock: Since it's based on sound files the user can use his own soundfiles. Thus any language, any sound effect, whatever you want to hear is up to you all. :up:
Second test wasn't a glamourous as the first. I heard the siren but should be louder. I didn't hear any bridge crew on the horn barking orders. and no other alarm sounds. I have a 5.1 sound system using Soundblaster X-Fi elite. So sound is very good on my system. IF I don't hear its likely no one will.:hmm:
Fair enough for languages.:smug: Cool idea givin us the choice to change that.:rock:
Thanks racerboy
TheDarkWraith
11-05-07, 10:07 PM
Second test wasn't a glamourous as the first. I heard the siren but should be louder. I didn't hear any bridge crew on the horn barking orders. and no other alarm sounds. I have a 5.1 sound system using Soundblaster X-Fi elite. So sound is very good on my system. IF I don't hear its likely no one will.:hmm:
Fair enough for languages.:smug: Cool idea givin us the choice to change that.:rock:
Thanks racerboy
This is the feedback that I need to know. I don't know how far one should be able to hear the ship's announcement sounds. Currently I have them set to a max distance of 500m. Should this be increased? The ship's horn is set to a max distance of 5000m. Or should the distance stay the same but the volume increased? or both? :doh:
Wolfehunter
11-05-07, 10:12 PM
Second test wasn't a glamourous as the first. I heard the siren but should be louder. I didn't hear any bridge crew on the horn barking orders. and no other alarm sounds. I have a 5.1 sound system using Soundblaster X-Fi elite. So sound is very good on my system. IF I don't hear its likely no one will.:hmm:
Fair enough for languages.:smug: Cool idea givin us the choice to change that.:rock:
Thanks racerboy
This is the feedback that I need to know. I don't know how far one should be able to hear the ship's announcement sounds. Currently I have them set to a max distance of 500m. Should this be increased? The ship's horn is set to a max distance of 5000m. Or should the distance stay the same but the volume increased? or both? :doh:
Can you have them in segments.
500m very loud
1250m loud
2500m mild
5000m wisper? for the siren
Horn half that if not more. Loudspeakers aren't as loud as sirens...:hmm: I think?:doh:
TheDarkWraith
11-05-07, 10:16 PM
Second test wasn't a glamourous as the first. I heard the siren but should be louder. I didn't hear any bridge crew on the horn barking orders. and no other alarm sounds. I have a 5.1 sound system using Soundblaster X-Fi elite. So sound is very good on my system. IF I don't hear its likely no one will.:hmm:
Fair enough for languages.:smug: Cool idea givin us the choice to change that.:rock:
Thanks racerboy
This is the feedback that I need to know. I don't know how far one should be able to hear the ship's announcement sounds. Currently I have them set to a max distance of 500m. Should this be increased? The ship's horn is set to a max distance of 5000m. Or should the distance stay the same but the volume increased? or both? :doh:
Can you have them in segments.
500m very loud
1250m loud
2500m mild
5000m wisper? for the siren
Horn half that if not more. Loudspeakers aren't as loud as sirens...:hmm: I think?:doh:
yes and no. If you do the test mission again and listen to the sounds of the LST when it starts to play and fall back from the ship (create distance) from it by pressing the back arrow (move camera backwards) you will hear the volume decrease with distance. I have set the min distance to 250m (full volume up to 250m) and then it starts to decrease in volume to nothing at 500m. So I can adjust when the volume starts to fade off and how far away you will barely be able to hear the sounds. This applies to both the announcements and the horn.
To hear a siren on a distance of 5km???:o
Wow, bit much! Bugger!
Way to much!
TheDarkWraith
11-05-07, 10:25 PM
To hear a siren on a distance of 5km???:o
Wow, bit much! Bugger!
Way to much!
Not a siren, it would be the ship's horn. I have no clue what the distances should be that's why I'm turning to you all for advice.
TheDarkWraith
11-05-07, 10:28 PM
for those that don't think they're seeing the starshell gun work on the LST try this:
http://rapidshare.com/files/67747902/Racerboy_live_AI_ships_night.7z.html
place the extracted folder into the MODS folder and enable. Select 'live_AI_ships_night' from the single missions. You will see the effect of the starshell now :yep: You can run the original test again but this time it will happen at night.
Wolfehunter
11-05-07, 10:30 PM
To hear a siren on a distance of 5km???:o
Wow, bit much! Bugger!
Way to much!
It was an example and yes it could be herd.
I heard sirens from 4Km. Near my Highschool about 15 years ago there was a mining site for various ores. Every 8:30AM and 8:45AM sirens were heard in the distand to warn about the big explosions. Roads were blocked and police block strategic areas to prevent an ancident. 9:00AM you heard the big bang and less than 20sec the ground shook. Ranged from the school was just over 4kms. That happen every morning like clockwork for years.
Its possible.
Racerboy I forgot to tell you this. I saw the starshell shoot from the tower. Flames shot there and not from any gunner. I don't know if thats what its suppose to do but I found it strange to see flames from the top tower.
Wolfehunter
11-05-07, 10:54 PM
for those that don't think they're seeing the starshell gun work on the LST try this:
http://rapidshare.com/files/67747902/Racerboy_live_AI_ships_night.7z.html
place the extracted folder into the MODS folder and enable. Select 'live_AI_ships_night' from the single missions. You will see the effect of the starshell now :yep: You can run the original test again but this time it will happen at night.
Night test
LTS first starshell never glows but shoots. you can hear all sounds nicely
Uboat bridge first starshell never glows but shoots all others are visable. You can hear the horn wailing no voice or alarms.
C2 First starshell never glows but shoots and all others there after are normal. You can hear the horn but no voice or alarms.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194320899.jpg
TheDarkWraith
11-05-07, 11:03 PM
for those that don't think they're seeing the starshell gun work on the LST try this:
http://rapidshare.com/files/67747902/Racerboy_live_AI_ships_night.7z.html
place the extracted folder into the MODS folder and enable. Select 'live_AI_ships_night' from the single missions. You will see the effect of the starshell now :yep: You can run the original test again but this time it will happen at night.
Night test
LTS first starshell never glows but shoots. you can hear all sounds nicely
Uboat bridge first starshell never glows but shoots all others are visable. You can hear the horn wailing no voice or alarms.
C2 First starshell never glows but shoots and all others there after are normal. You can hear the horn but no voice or alarms.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194320899.jpg
great shot of the starshell :D
I realized that I never told you all how the ship's were configured:
- LST has starshell gun and announcement of boatswain's whiste, general quarters, and alarm. Also has ship's horn
- C2 only has boatswain's whistle
- Coastal merchant only has boatswain's whistle :doh:
need sleep...:dead:
Woof1701
11-06-07, 07:04 AM
for those that don't think they're seeing the starshell gun work on the LST try this:
http://rapidshare.com/files/67747902/Racerboy_live_AI_ships_night.7z.html
place the extracted folder into the MODS folder and enable. Select 'live_AI_ships_night' from the single missions. You will see the effect of the starshell now :yep: You can run the original test again but this time it will happen at night.
Night test
LTS first starshell never glows but shoots. you can hear all sounds nicely
Uboat bridge first starshell never glows but shoots all others are visable. You can hear the horn wailing no voice or alarms.
C2 First starshell never glows but shoots and all others there after are normal. You can hear the horn but no voice or alarms.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194320899.jpg
great shot of the starshell :D
I realized that I never told you all how the ship's were configured:
- LST has starshell gun and announcement of boatswain's whiste, general quarters, and alarm. Also has ship's horn
- C2 only has boatswain's whistle
- Coastal merchant only has boatswain's whistle :doh:
need sleep...:dead:
This idea is really great. Was just thinking: what will happen in a convoy when several merchants see your periscope? Will the all start wistling and sounding alarm?
TheDarkWraith
11-06-07, 07:14 AM
for those that don't think they're seeing the starshell gun work on the LST try this:
http://rapidshare.com/files/67747902/Racerboy_live_AI_ships_night.7z.html
place the extracted folder into the MODS folder and enable. Select 'live_AI_ships_night' from the single missions. You will see the effect of the starshell now :yep: You can run the original test again but this time it will happen at night.
Night test
LTS first starshell never glows but shoots. you can hear all sounds nicely
Uboat bridge first starshell never glows but shoots all others are visable. You can hear the horn wailing no voice or alarms.
C2 First starshell never glows but shoots and all others there after are normal. You can hear the horn but no voice or alarms.
http://i240.photobucket.com/albums/ff110/WolfeXhunter/shot1194320899.jpg
great shot of the starshell :D
I realized that I never told you all how the ship's were configured:
- LST has starshell gun and announcement of boatswain's whiste, general quarters, and alarm. Also has ship's horn
- C2 only has boatswain's whistle
- Coastal merchant only has boatswain's whistle :doh:
need sleep...:dead:
This idea is really great. Was just thinking: what will happen in a convoy when several merchants see your periscope? Will the all start wistling and sounding alarm?
depending upon how you setup the ships it's theoretically possible. If all were setup to use announcements and horns and everyone 'locked' onto you at the same time then yes it could happen. Due to the way I have placed the items on the ships they use the same location as the 'person' on the ship responsible for visual sightings for that ship. Because of this some ship's 'see' you sooner than others. :up:
Samwolf
11-06-07, 08:27 AM
:up: :up: Great stuff!!!!
LST fired a couple of flares right away, heard whistle, voices and ships horn. Started firing star shells after about a minute.
Freighters - Heard whistle.
IMHO the ships horn needs to be louder, even close in it wasn't very loud. from the subs position is was still too quiet IMO.
Hawk U-375
11-06-07, 09:52 AM
Race,
Did i send you the "Bell ringing sound"?....It is someone ringing a bell (Not a dinner bell)....We could use it for the C2's/Merchant. It gives you the feeling that there is a person doingf it.....:yep:
TheDarkWraith
11-06-07, 11:03 AM
Race,
Did i send you the "Bell ringing sound"?....It is someone ringing a bell (Not a dinner bell)....We could use it for the C2's/Merchant. It gives you the feeling that there is a person doingf it.....:yep:
didn't see it. Can you resend it to me please?
Koondawg
11-06-07, 11:09 AM
RB is this the same copy you sent me? If not I need to go shopping...
and thanks BTW for all your work...two thumbs up :up: :up:
Koon
Phoenix3000
11-06-07, 11:15 AM
Hi RacerBoy, the new version of this mod is sounding great! :up:
Any hint as to the final release date? :hmm:
Can't wait to try it! When logging into Subsim the first threads I check daily are yours and OLC's new GUI. His has just released - so its your turn :yep:
Cheers!
Px3000
TheDarkWraith
11-06-07, 11:42 AM
Hi RacerBoy, the new version of this mod is sounding great! :up:
Any hint as to the final release date? :hmm:
Can't wait to try it! When logging into Subsim the first threads I check daily are yours and OLC's new GUI. His has just released - so its your turn :yep:
Cheers!
Px3000
Did you check out my playable preview of the new idea in v2.03? See some posts up if not.
Koondawg: don't remember what I sent you. :doh: Was it v2.03? More than likely it doesn't contain the newest fixes/changes/additions. I just made these about 2-3 days ago.
Ivan Putski
11-06-07, 12:00 PM
Just d/l your latest WIP, running in conjunction with GWX 1.03. plus expansion pack, SHIII Commander 2.7. Still getting good FPS even with the great new explosions effects, limited only by the older vid card I`m using at present. Fried my 7950 last month, and waiting for a replacement.
Loving this mod, got some great visual effects, especially at night, nailed a Hunt II class at close range with two hits under the keel, what a fireball, same results later on a Town class. Have`nt hit a merchant yet, destroyers seem to love me at present, have to take some screenshots, thank you Racerboy. Puts:up: :up:
Koondawg
11-06-07, 12:14 PM
Koondawg: don't remember what I sent you. :doh: Was it v2.03? More than likely it doesn't contain the newest fixes/changes/additions. I just made these about 2-3 days ago.
Then I need to go shopping....:damn:
TheDarkWraith
11-06-07, 12:48 PM
Koondawg: don't remember what I sent you. :doh: Was it v2.03? More than likely it doesn't contain the newest fixes/changes/additions. I just made these about 2-3 days ago.
Then I need to go shopping....:damn:
Santa made an early visit this year for you ;)
Hi Racerboy,
last time, when i was leaving harbour, i have the seen the red flares from german destroyers while an air strike.
Later, in the same patrol, when i was attacking a convoy, this effect was gone. :huh:
(No flares when attacking allied destroyers, tankers or cargo ships)
What happenend? IŽam using RB_SH4_Effects_for_SH3_2_021 with GWX 1.0
TheDarkWraith
11-06-07, 01:22 PM
Hi Racerboy,
last time, when i was leaving harbour, i have the seen the red flares from german destroyers while an air strike.
Later, in the same patrol, when i was attacking a convoy, this effect was gone. :huh:
(No flares when attacking allied destroyers, tankers or cargo ships)
What happenend? IŽam using RB_SH4_Effects_for_SH3_2_021 with GWX 1.0
the flares can happen and they can not happen. They are tied to a certain explosion effect and thus sometimes will trigger, sometimes will not. They do not fire because the ship is being attacked. They will fire when the ship is in distress (i.e. sinking due to a certain explosion). Hope that helps :up:
Hi Racerboy,
last time, when i was leaving harbour, i have the seen the red flares from german destroyers while an air strike.
Later, in the same patrol, when i was attacking a convoy, this effect was gone. :huh:
(No flares when attacking allied destroyers, tankers or cargo ships)
What happenend? IŽam using RB_SH4_Effects_for_SH3_2_021 with GWX 1.0
the flares can happen and they can not happen. They are tied to a certain explosion effect and thus sometimes will trigger, sometimes will not. They do not fire because the ship is being attacked. They will fire when the ship is in distress (i.e. sinking due to a certain explosion). Hope that helps :up:
RB,
checked it out. As you have told. Everything works fine:up:
Thank you!
Hawk U-375
11-06-07, 09:30 PM
Race,
Did i send you the "Bell ringing sound"?....It is someone ringing a bell (Not a dinner bell)....We could use it for the C2's/Merchant. It gives you the feeling that there is a person doingf it.....:yep:
didn't see it. Can you resend it to me please?
Check your email.....
Kipparikalle
11-07-07, 06:29 AM
Could someone please post dl link to the latest version of Raceboy's effect mod?
The front page's link doesn't work.
TheDarkWraith
11-07-07, 07:03 AM
Could someone please post dl link to the latest version of Raceboy's effect mod?
The front page's link doesn't work.
check here for anything I've done to date: http://www.subsim.com/radioroom/showthread.php?t=122221
CapZap1970
11-07-07, 08:23 AM
Hi RB.
I am am using your mod and I am really impressed.!! :o
You have done a great job with it and I can't imagine what else can be improved, it's simply great.!!!:rock:
That said, I would like to ask you something: Since I enabled your mod, I noticed that some noises are not as loud as they used to be, like the sound produced when you fire a torpedo, but at the same time, I see that your mod didn't replace the file I used. Why is this happening? If this is caused by your mod, and if so, is there a file in TT's Minitweaker I can look into to restore the volume for that file and others?
Thanks a lot for your help and congratulations.
I am waiting for the new release of this wonderful mod. :up:
CapZap
Kipparikalle
11-07-07, 09:19 AM
Could someone please post dl link to the latest version of Raceboy's effect mod?
The front page's link doesn't work.
check here for anything I've done to date: http://www.subsim.com/radioroom/showthread.php?t=122221
Ahhh, thanks man!
<3
TheDarkWraith
11-07-07, 10:06 AM
Hi RB.
I am am using your mod and I am really impressed.!! :o
You have done a great job with it and I can't imagine what else can be improved, it's simply great.!!!:rock:
That said, I would like to ask you something: Since I enabled your mod, I noticed that some noises are not as loud as they used to be, like the sound produced when you fire a torpedo, but at the same time, I see that your mod didn't replace the file I used. Why is this happening? If this is caused by your mod, and if so, is there a file in TT's Minitweaker I can look into to restore the volume for that file and others?
Thanks a lot for your help and congratulations.
I am waiting for the new release of this wonderful mod. :up:
CapZap
There is a file located in \data\Sound called Sh3.sdl. This is the sound mixer or master sound identifier (this is what I refer to it as). If any mod wants to use a soundfile in the game it has to be registered here first. There is another type of file called xxx.dsd. DSD files hook sounds to events and objects. They determine what soundfile will be played and other things about it when an object is displayed or an event is called for.
That being said, Sh3.sdl has the 'master' settings for sounds. It has settings for minradius, maxradius, volume, volumevar (adds randomness to volume), pitch (you can change the pitch of the soundfiles up/down), pitchvar (adds randomness to pitch), and delay (how long to wait before playing the sound file when called for). I don't have a tweakfile made completely yet for the Sh3.sdl in my mod but using a hex editor you can change any value in there.
Don't be intimidated by the hex editor. All the values mentioned above are in float32 format. Simply change the value to what you want and you're done.
I can provide you with a little program I found that will take decimal numbers and convert them to float32 hex format. Then you take this float32 hex number and insert into the value you want to change and you're done. It sounds hard but it's really easy to do. There are just some simple things you have to remember. If you need help in doing so just ask. I will help you the best that I can. :up:
AOTD_MadMax
11-07-07, 10:16 AM
@ Racerboy
your last post is the best of support ive ever seen. :up:
Great work at all from you Racer.
Greets
Maddy
I have problems with downloading from FF it allways show error. Can someone upload latest version to another server ?
TheDarkWraith
11-07-07, 10:57 AM
@ Racerboy
your last post is the best of support ive ever seen. :up:
Great work at all from you Racer.
Greets
Maddy
Thank you. I have learned much on my own through experimenting and all but there is one individual who has been gracious enough from time to time to offer advice, tidbits of information, and support. That one individual is Privateer. He does this on his own, sometimes without I ever asking for his assistance.
I love to teach. Absolutely love teaching what I know to others that are willing and want to learn. I do not know everything, but what I do know and have learned about SH3 and it's files I will share with anyone that has questions. The thought of starting a thread titled 'how to' that is strictly for questions and for people to come to for advice on how to do something file wise, say like add a sound to this or that, add this object to the game, have an idea that they want to bring to life, etc. has even crossed my mind. It would also be a place where controllers and such can be explained so that the average modder can add new tools to his arsenal. It can contain examples and who knows, lessons, where modders can teach themselves how to use the files and controllers and all.
I feel there are others out there that have the capability to do what I've done and probably do it even better. Either they feel intimidated, scared of the unknown, or have some other reason. If someone can show you how to do something and provide you with the tools then it's only your imagination holding you back.
You never, ever fail. You only find ways of how not to do something.
CapZap1970
11-07-07, 12:29 PM
Hi RB.
I am am using your mod and I am really impressed.!! :o
You have done a great job with it and I can't imagine what else can be improved, it's simply great.!!!:rock:
That said, I would like to ask you something: Since I enabled your mod, I noticed that some noises are not as loud as they used to be, like the sound produced when you fire a torpedo, but at the same time, I see that your mod didn't replace the file I used. Why is this happening? If this is caused by your mod, and if so, is there a file in TT's Minitweaker I can look into to restore the volume for that file and others?
Thanks a lot for your help and congratulations.
I am waiting for the new release of this wonderful mod. :up:
CapZap
There is a file located in \data\Sound called Sh3.sdl. This is the sound mixer or master sound identifier (this is what I refer to it as). If any mod wants to use a soundfile in the game it has to be registered here first. There is another type of file called xxx.dsd. DSD files hook sounds to events and objects. They determine what soundfile will be played and other things about it when an object is displayed or an event is called for.
That being said, Sh3.sdl has the 'master' settings for sounds. It has settings for minradius, maxradius, volume, volumevar (adds randomness to volume), pitch (you can change the pitch of the soundfiles up/down), pitchvar (adds randomness to pitch), and delay (how long to wait before playing the sound file when called for). I don't have a tweakfile made completely yet for the Sh3.sdl in my mod but using a hex editor you can change any value in there.
Don't be intimidated by the hex editor. All the values mentioned above are in float32 format. Simply change the value to what you want and you're done.
I can provide you with a little program I found that will take decimal numbers and convert them to float32 hex format. Then you take this float32 hex number and insert into the value you want to change and you're done. It sounds hard but it's really easy to do. There are just some simple things you have to remember. If you need help in doing so just ask. I will help you the best that I can. :up:
Thanks a lot RB, any help you can give me with it will be most welcome. This area is chinese for me!!!! :rotfl:
I don't even have a clue where to start....
I hope you can tell me what to do as if I were a 6-year-old child. (in this subject I am) I don't even know if i need a special prgram to do it... now you have an idea of ignorance in this matter.
I will be waiting for your reply!! :up:
CapZap
TheDarkWraith
11-07-07, 12:31 PM
Thanks a lot RB, any help you can give me with it will be most welcome. This area is chinese for me!!!! :rotfl:
I don't even have a clue where to start....
I hope you can tell me what to do as if I were a 6-year-old child. (in this subject I am) I don't even know if i need a special prgram to do it... now you have an idea of ignorance in this matter.
CapZap
I started a new thread titled 'Sh3.sdl and DSD files demystified and explained'. check there frequently ;)
CapZap1970
11-07-07, 12:32 PM
Thanks a lot RB, any help you can give me with it will be most welcome. This area is chinese for me!!!! :rotfl:
I don't even have a clue where to start....
I hope you can tell me what to do as if I were a 6-year-old child. (in this subject I am) I don't even know if i need a special prgram to do it... now you have an idea of ignorance in this matter.
CapZap
I started a new thread titled 'Sh3.sdl and DSD files demystified and explained'. check there frequently ;)
OK, thanks again!!! :up:
CapZap
A6Intruder
11-07-07, 01:12 PM
THANK YOU
Hello my friend,
your last version solved my big problem with funnel smoke! Now my game looks how i like it best. Great work like allways.
THANK YOU
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
Hellraiser
11-07-07, 01:56 PM
I give you a lot of credit Racerboy...you've done some outstanding...and groundbreaking...work. THANK YOU for your effort and 'stick-to-it-ive-ness.
You've added a cool...and VERY optional...dimension to the game and it's very much appreciated. :up:
nightshade
12-03-07, 05:24 PM
In the new version, are there going to be fewer bodies floating when sinking a small ship?
TheDarkWraith
12-03-07, 05:31 PM
In the new version, are there going to be fewer bodies floating when sinking a small ship?
yes sir! Through the playing of the game with my own mod I've noticed many unrealistic body counts. I will be adjusting these body counts to way less levels in v2.03.
Mad Otto
12-27-07, 08:43 PM
Does this require pixelshader 2.0?
TheDarkWraith
12-27-07, 09:06 PM
Does this require pixelshader 2.0?
if you can run stock SH3 1.4b you should be fine :yep:
HEMISENT
12-27-07, 09:39 PM
RB
Just got GWX 2.0 up and running properly. Fantastic job that it is I've become extremely spoiled by the SH4 effects for GWX 1.03. Although 2.0 is great to play I really am anxiously waiting for the latest version.
take your time Racerboy but not too much time LOL!
Great work and thanks for all the effort.
Wow, when legend s like Hemisent post in this thread...its gotta be a cool day!
Nice to see you around mate! Me too got spoiled by his effects!
HEMISENT
12-28-07, 09:02 AM
Hi Myxale
Thanks for the kind words but as for the legends part I don't think so-that's directed more to Kpt Lehman, Rubini, Teddy Bar and Beery and many others. Those guys are the real legends.
Cheers!
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