View Full Version : [REL] Funelsmoke, Planes and Sounds ....
AOTD_MadMax
03-10-10, 11:05 AM
Hello Captains,
i proudly present you my first mod for SH5 !:salute:
This mod will fix some major bugs of SH5.
First Section is bugfixing :
Nearly 40% of the guns from SH5 firing without any sound, the devs forgot to give them the fire-effects.:rotfl2:
I fixed that so now you can here every gun fire !:rock:
Some ships of SH5 didnt got any kind of funelsmoke.
For example the sim.-file for CL Königsberg and BB Littorio comes without any funel-controller, the devs forgot that to.........:damn:
I fixed that so now every ship got his funelsmoke. :yep:
Second Section is Modding :
With this mod you got two types of funelsmoke, one for old coalburner like old warships and merchants and the second one for modern oilburner for modern vessels like warships and liner.
Now you can see funelsmoke on horizon when the crew is detecting smoke on horizon.:rock:
Soundarragement is heavy reworked.
Now you got 2 types of AA-gunsounds on your sub. 37mm sounds different like 20mm !
The same you can hear on ships.
I also reworked the Diesel and som other internal sounds of the boat.
Each plane got his own sound and when they fly over, you will be surprised how realistic they are. :D
BTW. planes, with this mod you got some new planes with new functional weapons like rockets for the US-Planes and new Bombs with new design.
Let us start with the ****e Wulf FW 190 fighter for Germany :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/FW190.jpg
The P 51 Mustang :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/P51.jpg
The P 47 Thunderbolt :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/P47.jpg
The P 38 Lightning :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/P38.jpg
The F4U Corsair :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/Corsair.jpg
The Douglas Dountless :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/Dauntless.jpg
The Avenger :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/Avanger.jpg
The B17 Levelbomber :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/B17.jpg
And the real PBY 5 Catalina :
http://www.aotd-flottille.de/Maddy/RDA/Bilder1/Catalina.jpg
So now we come to an important thing !
What we have to do when we wanne use this mod ?
First you have to make a copy of the name.cfg in your roster-directory.
Add following lines to the planessection of the names.cfg copy.
LBB17Fortress=B17 Flying Fortress
TBAvenger=TBF Avenger
FBCorsair=Vought F4U-4 Corsair
USDiveBomber=Douglass SBD-3 Dauntless
FBP51Mustang=Northamerican P-51 Mustang
FBP47=Republic P-47 D Thunderbolt
FBP38=P 38
FW190a5=****e Wulf FW 190
Copy this reworked names.cfg to the roster-directory of the mod.
After this is done you can enable the mod via JSGME !
Download :
http://www.aotd-flottille.de/Maddy/RDA/Funelsmoke_Planes_Sound.rar
For more informations of the contents watch the readme !
Hope you like this mod !
Regards
Maddy
Will-Rommel
03-10-10, 11:11 AM
First in!
Kpt-Wolf
03-10-10, 11:11 AM
Like I told you before. Awesome work! But watch out for the "F-o-c-k-e Wulf".. We can only see stars (guess because of the word ****)
piri_reis
03-10-10, 11:12 AM
Holy smokes :rock:
Schunken
03-10-10, 11:14 AM
Thanks a lot :salute:
Andreas
McHibbins
03-10-10, 11:24 AM
Will try it ! :rock:
charognard
03-10-10, 11:27 AM
Great ! But have you ever seen a plane attacking your sub ? I have see a lot of plane, but they never attacked me...
gimpy117
03-10-10, 11:33 AM
mad max you are a silver lining in the dark cloud we call SH5!! :salute:
now my PBY won't have 3 engines
Indietro
03-10-10, 12:45 PM
Looks like some conflicts: http://img215.imageshack.us/img215/6876/thisone.png (http://img215.imageshack.us/i/thisone.png/)Suggestions ?P.S. Great Mod!
urfisch
03-10-10, 12:52 PM
thanks a lot! nice work so far...
:)
McHibbins
03-10-10, 12:56 PM
Looks like some conflicts: http://img215.imageshack.us/img215/6876/thisone.png (http://img215.imageshack.us/i/thisone.png/)Suggestions ?P.S. Great Mod!
Not all mods are working together nor will they in future.
Sometimes you´ll have to make an decision.
Indietro
03-10-10, 01:01 PM
Mister McHibbins, everything is possible with a bit of struggle :) Even the friendly merge of mods.
TheDarkWraith
03-10-10, 01:59 PM
Mister McHibbins, everything is possible with a bit of struggle :) Even the friendly merge of mods.
Especially if everyone would DOCUMENT what they did in their documentation text file! :stare:
PL_Cmd_Jacek
03-10-10, 02:05 PM
Nice job MadMax. But regarding funelsmokes, I compared stock with your version and looked what I noticed.
STOCK:
http://img710.imageshack.us/img710/3164/stockf.jpg
Your version:
http://img710.imageshack.us/img710/3255/modded.jpg
Look at your smoke, it is not depended on wind , why ????
Dragon81
03-10-10, 02:57 PM
First you have to make a copy of the name.cfg in your roster-directory.
Add following lines to the planessection of the names.cfg copy.
LBB17Fortress=B17 Flying Fortress
TBAvenger=TBF Avenger
FBCorsair=Vought F4U-4 Corsair
USDiveBomber=Douglass SBD-3 Dauntless
FBP51Mustang=Northamerican P-51 Mustang
FBP47=Republic P-47 D Thunderbolt
FBP38=P 38
FW190a5=****e Wulf FW 190
Copy this reworked names.cfg to the roster-directory of the mod.
After this is done you can enable the mod via JSGME !
FW190a5=****e Wulf FW 190
really with **** or the original name?
AOTD_MadMax
03-10-10, 03:00 PM
Nice job MadMax. But regarding funelsmokes, I compared stock with your version and looked what I noticed.
STOCK:
http://img710.imageshack.us/img710/3164/stockf.jpg
Your version:
http://img710.imageshack.us/img710/3255/modded.jpg
Look at your smoke, it is not depended on wind , why ????
Hi,
the funelsmoke interacts with the wind but not in the same way like the firesmoke.
I will take a look to that.
Regards
Maddy
FW190a5=****e Wulf FW 190
really with **** or the original name?
I'm taking a guess here that the forum autocensor kicked in and inserted the stars!
Put the proper name in (I just doublechecked the readme.)
AOTD_MadMax, good work. The funnel smoke is much improved, and I really like the Alarm Crash Dive sound you included. :up:
piri_reis
03-10-10, 03:12 PM
Especially if everyone would DOCUMENT what they did in their documentation text file! :stare:
:DL That would be nice, there's so much stuff in here.
For example, what's new in the cameras.dat Max?
McHibbins
03-10-10, 03:20 PM
Especially if everyone would DOCUMENT what they did in their documentation text file! :stare:
Like BEERY did few years ago....good old times:03:
AOTD_MadMax
03-10-10, 03:25 PM
:DL That would be nice, there's so much stuff in here.
For example, what's new in the cameras.dat Max?
Hi Piri,
thats the free camera tweak from CCIP !
Take a look to his thread and you know what he did.
In ouer Readme you can see which mod we used.
It is not possible to document every thing we do cause that took more time then the modding itself.
Document the changes is not an big problem when you workout a small mod wich change only one thing but in this big mod the documentation will fill many pages.
When you wanne know what we have done, take a look to the files, thats what we do when we wanne know what other poeple worked out.
Regards
Maddy
AOTD_Rhonen
03-10-10, 03:25 PM
Especially if everyone would DOCUMENT what they did in their documentation text file! :stare:
Why do you have strong feelings about that? you didnt wrote yourself in your Doc what u have changed in which line with the explecit editor?
zomfg :damn:
all other non-detailed infos are in the readme.
piri_reis
03-10-10, 03:31 PM
Thanks Maddy :up:
Indietro
03-10-10, 03:36 PM
Hello ? How about making mods compatible already ? Moders, how about starting to cooperate to each other, because mods are just flowing in and the more we have them the more conflicts they will face to each other.
Ummm, excuse me but this guy gave you every detail to make adjustments to the files without conflicting with others work allowing you to use multiple mods in one game intstall.
How about complainers like yourself learn to make the folders compatible with JSGME instead of wasting time posting your bs here....
Indietro
03-10-10, 03:47 PM
Untill the final patch from UBI is not released there wil be dozens of seperated mods that might and will be not compatible with others untill a project of Supermod is going to be announced. Hoping this will deal with chaos we're going to face no matter what untill this happens.
bigboywooly
03-10-10, 03:54 PM
danke Maddy
Didnt take you long did it
lol
:yeah:
KptLt. Erich Topp
03-10-10, 04:15 PM
Hey Maddy !
Absolutely Brilliant ! Many thanks for the Mod !
:yeah:
Its nice to see you haven't fired your Crew :salute:
AOTD_MadMax
03-10-10, 04:35 PM
Untill the final patch from UBI is not released there wil be dozens of seperated mods that might and will be not compatible with others untill a project of Supermod is going to be announced. Hoping this will deal with chaos we're going to face no matter what untill this happens.
We have started a Supermod and we have released the Beta here at subsim in the german forum.
With RDA " Rückkehr der Asse " you got an Standalone-package with the most outstanding mods for SH5.
Ouer intention is to release an very early version of RDA cause SH5 is nearly unplayable without mods.
Here you can read more about RDA.
http://www.subsim.com/radioroom/showthread.php?t=163515
Regards
Maddy
bigboywooly
03-10-10, 05:04 PM
Looks interesting
Will DL now and give it a go :yeah:
Good thing u can just remove whatever files you dont want before activating the mod :)
I'm only interested in the funelsmoke and planes :)
Good thing u can just remove whatever files you dont want before activating the mod :)
which folders for just the funnel smoke?
AOTD_MadMax
03-11-10, 07:16 AM
which folders for just the funnel smoke?
If you only want the funelsmoke, you need the particles.dat and the particles.dsd in the Library-Folder and the Sim-files of the ships in the Sea-Folder.
Regards
Maddy
Thanks Max, great job with this!!
urfisch
03-11-10, 09:08 AM
If you only want the funelsmoke, you need the particles.dat and the particles.dsd in the Library-Folder and the Sim-files of the ships in the Sea-Folder.
Regards
Maddy
did you already edited all of the ships sims? how did you imported the obj_funnel effect? i cant get the content of the sims changed...which tool, did you used?
AOTD_MadMax
03-11-10, 11:49 AM
did you already edited all of the ships sims? how did you imported the obj_funnel effect? i cant get the content of the sims changed...which tool, did you used?
That was easy.
First i opend the particles. dat with S3D and cloned the funelsmoke with other settings for the funel_smoke_light.
The ship-sim-files you also can open with S3D, Goblin is not needed for that.
Copy the New ID from the funel_smoke_light node to the funelsmoke controler to the ship-sim-file and it works.
Fixing the missing entrys for gunmuzzle_flash to the guns_radars_01.sim was an hard tricky thing.
At first i took an SH4 guns_radars.sim for looking to the ID for the fire effect$Gun_muzzle_flash.
The ID was the same in the SH5 particles.dat for this effect.
All this was done with S3D !
Then you have to open the guns_radars_01.GR2 with Goblin.
Merge the guns_radars_01.sim with Goblin.
Merge the SH5 particles.dat with Goblin.
Merge the SH4 guns_radars.dat with Goblin.
Merge the SH4 guns_radars.sim with Goblin.
No you can click on the SH5 gun you wanne edit.
For example the 5in_Mk30_twin_turret_US in SH5 got no fire effect.
With right click on that gun you can chose "edit controlers"
You will see that this gun got no fire effect and it is unpossible to chose
any effect in the pulldown menu !
That must be a Bug of the Goblin.
After this i went to the SH4 guns where i know that the sim got some etrys for the the fire effect.
I chose one gun, right click for edit controler and i saw there was the $Gun_muzzle_flash entry for the fire effect.
Right click on this for Copy that entry.
Back to the controler of the SH5 sim and paste to the fire effect for the 5in_Mk30_twin_turret_US gun and all is done ! :rock:
An hard way but it works !
Regards
Maddy
nycoroner05
03-11-10, 12:26 PM
Outstanding work!!
Which file affects the external camera zoom?
And what does the Sh.sdl file do? Enable the new airplane sounds i guess?
What if i remove the alt sounds like the diesel loop alt, will that result in problems ingame or will it just use the default sound? :P thx
TheDarkWraith
03-11-10, 09:43 PM
If you only want the funelsmoke, you need the particles.dat and the particles.dsd in the Library-Folder and the Sim-files of the ships in the Sea-Folder.
Regards
Maddy
why don't you use you own files so you don't muddle up the particles.dat and particles.dsd files? You could call them funnelSmoke.dat and funnelSmoke.dsd. If you place them in the \data\Library folder the game will read them :cool:
AOTD_MadMax
03-11-10, 09:45 PM
Which file affects the external camera zoom?
And what does the Sh.sdl file do? Enable the new airplane sounds i guess?
What if i remove the alt sounds like the diesel loop alt, will that result in problems ingame or will it just use the default sound? :P thx
Hi,
diesel loop alt is an older version of the dieselsound which you can enably by renaming to origin name.
the sh.sdl is important for all new sounds, dont delete it.
Regards
Maddy
Looks like a good mod.
Does that diesel engine thing correct the way the sound volume is what changes opposed to the pitch? This was just a horrible oversight on the beta testers, and UBI.
I've started to get some few rare airplanes to actually ATTACK me since installing this mod.. Hmm :yeah:
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