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John Pancoast
01-07-22, 09:19 AM
I'm messing around with a .dsd file. Have added a new SoundSource controller but it needs a Parent ID.
Can't figure that out; how do I get one for it ?

Mister_M
01-07-22, 10:57 AM
I'm messing around with a .dsd file. Have added a new SoundSource controller but it needs a Parent ID.
Can't figure that out; how do I get one for it ?

It is in the .dat file. What are you working on ? A sea/air unit ?

John Pancoast
01-07-22, 10:59 AM
It is in the .dat file. What are you working on ? A sea/air unit ?


Thanks ! Working on sub interior.dsd so I guess I'd have to look in relevant sub's .dat file.

John Pancoast
01-07-22, 11:05 AM
Trying to add a new sound so I guess I'd have to add the necessary node, etc. to the sub's .dat file ?

Mister_M
01-07-22, 11:10 AM
Trying to add a new sound so I guess I'd have to add the necessary node, etc. to the sub's .dat file ?

yes

propbeanie
01-07-22, 11:12 AM
If you have a set of files, such as "M35Hansa" dat, sim, zon, val, and dsd files, then generally, you link to the "mother" that creates the sound, as in

https://i.imgur.com/2lU2pFK.jpg


The sim file versus dat files that work on "names", such as prop & ruder, have to be spelled exactly alike in their "Label" nodes, else they won't link correctly. With the turret and similar nodes in the sim, like this link above, you use the node ID of the "instigator". With turrets, I always have a problem of linking to the correct part, and have to "copy" off a Stock game example... :roll:

John Pancoast
01-07-22, 11:21 AM
Thanks. Been trying to use the "Search for ID" function in the editor with a copy/paste into it of the relevant ID but no luck that way so I'll just find the needed node in the .dat file.
Am I correct in saying if I want to add a new sound to the interior, I would use the sub interior.dat file for a new node ? CR.dat in this case as the control room is where I want the sound.

Mister_M
01-07-22, 11:37 AM
Thanks. Been trying to use the "Search for ID" function in the editor with a copy/paste into it of the relevant ID but no luck that way so I'll just find the needed node in the .dat file.
Am I correct in saying if I want to add a new sound to the interior, I would use the sub interior.dat file for a new node ? CR.dat in this case as the control room is where I want the sound.

Yes. And if the sound is new to the game, you'll have to add a new line in Sh3.sdl.

John Pancoast
01-07-22, 11:51 AM
Yes. And if the sound is new to the game, you'll have to add a new line in Sh3.sdl.


:up: Right, already did the .dsd and .sdl entries but it wasn't playing anyway, then I noticed nothing in the Parent ID section.....:oops:

Mister_M
01-07-22, 11:57 AM
:up: Right, already did the .dsd and .sdl entries but it wasn't playing anyway, then I noticed nothing in the Parent ID section.....:oops:

What kind of new sound is it ? :)

John Pancoast
01-07-22, 12:15 PM
What kind of new sound is it ? :)


I'm trying to get the ship sinking sound easily audible in the command room.
I know Scufundare.vapor.wav supposedly does that already from a very short distance but I've never heard it, including after increasing it's distance. Long ago, others said they did.
The .sdl file has a "Ship.sink" entry that controls it in that file.
But looking at the interior root node in the cr.dat file for a type VII, I'm not seeing many if any sound nodes......so I'm wondering what the ship.sink entry is linked to. :hmmm: Maybe that's part of the problem.

John Pancoast
01-08-22, 09:15 AM
Well after much experimenting I've discovered the following:
- I set up a mission with one stopped ship and me at 90 degrees to it, at 450 meters. Both Scufundare sound entries in the .sdl file were changed to 800 meters distance.
- using a stock install, I was able to hear the sinking sound in the command room, map view, external view, etc.
But ONLY with some ships. I.e., the large tanker has the sound, the C-2/3 ships do not.
So it would appear some trigger in each ship's sea folder files holds the answer though I've been unable to find it yet. :hmmm:
Anyway, I extended the scufundare vapor.wav to 3500 meters (I fire up to 4000 meters with the standard torpedoes) in my NYGM install and it works per the above limitations (only some ships).

propbeanie
01-08-22, 06:11 PM
Some of the ships might not have proper node linking between the sinking sound and the dat, or might have a mis-spelling in the name for the sh.sdl file... it can be a real bother to try to trace it all out, but it you like spreadsheets... lol

John Pancoast
01-08-22, 06:16 PM
Some of the ships might not have proper node linking between the sinking sound and the dat, or might have a mis-spelling in the name for the sh.sdl file... it can be a real bother to try to trace it all out, but it you like spreadsheets... lol


It's a strange one Rick. In the dat files for some of them, there is a node listed as ship sinking sound...........but even some of the ships with this node don't make the noise while others do !?! :hmmm: Oh, and if you don't lock onto the target first, even just a lock and release, I don't get to use the external view for testing even though it's an activated option, nor get the sound !?! :o Lock on, get external view/sound, don't lock on, nothing. With the exact same ship !
But I have it working well for those that do anyway and for those that don't...........an extra torpedo ! :haha:

Mister_M
01-09-22, 08:32 AM
I assume you hear the sinking sound only when the ship is sinking. And that the only change you did is the range of the sound (in Sh3.sdl) ?

Now, some remarks :

- sounds in SH3 are sometimes buggy, especially when you pause the game...

- the order of the nodes in ship.dat and/or .dsd is important, and is the origin of the problems...

- after a ship has broken in two parts, there isn't any sinking sound playing (even if there is a sinking sound node for each part of the ship (bow & stern), it's probably a miss in the hardcode)...

John Pancoast
01-09-22, 11:39 AM
I assume you hear the sinking sound only when the ship is sinking. And that the only change you did is the range of the sound (in Sh3.sdl) ?

Now, some remarks :

- sounds in SH3 are sometimes buggy, especially when you pause the game...

- the order of the nodes in ship.dat and/or .dsd is important, and is the origin of the problems...

- after a ship has broken in two parts, there isn't any sinking sound playing (even if there is a sinking sound node for each part of the ship (bow & stern), it's probably a miss in the hardcode)...


To answer your questions, yes and yes. :)

propbeanie
01-09-22, 01:47 PM
If you have a set of files, such as "M35Hansa" dat, sim, zon, val, and dsd files, then generally, you link to the "mother" that creates the sound, as in

https://i.imgur.com/2lU2pFK.jpg


The sim file versus dat files that work on "names", such as prop & ruder, have to be spelled exactly alike in their "Label" nodes, else they won't link correctly. With the turret and similar nodes in the sim, like this link above, you use the node ID of the "instigator". With turrets, I always have a problem of linking to the correct part, and have to "copy" off a Stock game example... :roll:

I assume you hear the sinking sound only when the ship is sinking. And that the only change you did is the range of the sound (in Sh3.sdl) ?

Now, some remarks :

- sounds in SH3 are sometimes buggy, especially when you pause the game...

- the order of the nodes in ship.dat and/or .dsd is important, and is the origin of the problems...

- after a ship has broken in two parts, there isn't any sinking sound playing (even if there is a sinking sound node for each part of the ship (bow & stern), it's probably a miss in the hardcode)...

It's a strange one Rick. In the dat files for some of them, there is a node listed as ship sinking sound...........but even some of the ships with this node don't make the noise while others do !?! :hmmm: Oh, and if you don't lock onto the target first, even just a lock and release, I don't get to use the external view for testing even though it's an activated option, nor get the sound !?! :o Lock on, get external view/sound, don't lock on, nothing. With the exact same ship !
But I have it working well for those that do anyway and for those that don't...........an extra torpedo ! :haha:
I was not aware that the order of dsd nodes mattered, but it holds for reflections, visible underwater, statemachine, etc., it doesn't surprise me. So you want to find a known-good Stock ship and copy it. I wonder if the sound doesn't sound, because you "officially" are not aware of the ship sinking if you haven't "targeted" it? Anyway, make a mini-mod and find a known-good candidate to copy the way things are done there over to another "test" ship that doesn't have the sound yet, being careful of ID numbers and conflicts, of which we could hook you up with s7rikeback for a post-editing review of the Node IDs - but anyway, do the linking as in the top picture, where you match the dsd files sound link to a proper "parent" in the dat file, and see if that doesn't do the trick for that one ship, then spread the good cheer (noise) throughout the Sea folder... I can see it now - "JohnzGWX_SinkingSound mod... :arrgh!:

John Pancoast
01-09-22, 02:04 PM
I was not aware that the order of dsd nodes mattered, but it holds for reflections, visible underwater, statemachine, etc., it doesn't surprise me. So you want to find a known-good Stock ship and copy it. I wonder if the sound doesn't sound, because you "officially" are not aware of the ship sinking if you haven't "targeted" it? Anyway, make a mini-mod and find a known-good candidate to copy the way things are done there over to another "test" ship that doesn't have the sound yet, being careful of ID numbers and conflicts, of which we could hook you up with s7rikeback for a post-editing review of the Node IDs - but anyway, do the linking as in the top picture, where you match the dsd files sound link to a proper "parent" in the dat file, and see if that doesn't do the trick for that one ship, then spread the good cheer (noise) throughout the Sea folder... I can see it now - "JohnzGWX_SinkingSound mod... :arrgh!:


:D After I noticed the sinking sound node in a tanker dat file, I figured that is exactly what I'd do; add it to those ships that don't have it and make a mod out of it, though with the myriad of ships out there, each person would have to make their own.
So I did add it to the C2, whipped up a mission, and tested it. Nothing. So I tried the C3 which does have the node. Nothing. Other ships do make the sound. Others do not even with the node.
Also, after I noticed the lock being required (!?) to hear the sound even with a node equpped ship I experimented with that aspect (lock or not).
Long story short, all that is needed is a quick lock; no id nor target data via the lock is required and you can even just do a quick lock/unlock and the sound/view works.
But without that quick lock/unlock, no view, no sinking sound regardless of the ship.
So it would appear something tied to the locking holds a key.
I'm trying to mimic the AOD function that had ship sinking sounds when one was submerged and had sunk a ship.
I've got it working with SH3 but because in SH3 unlike AOD, the sound incorrectly from a "reality" standpoint plays whether one is submerged or surfaced, one has to experiment with the Scufundare vapor.wav range a little so one doesn't hear the sound on the surface when possible.
Also unlike AOD, the sound plays whether your boat sunk a ship or it sunk for some other reason. I.e, another boat sunk a ship, weather damage, etc.
But adjusting the range helps with not hearing that if needed and I've got it working as well as it can in my installs.

Mister_M
01-09-22, 04:57 PM
So I did add it to the C2, whipped up a mission, and tested it. Nothing. So I tried the C3 which does have the node. Nothing.

Do you mean that you don't hear the sound when you're inside your u-boat, or also when you're in free-camera view ?

John Pancoast
01-09-22, 05:03 PM
Do you mean that you don't hear the sound when you're inside your u-boat, or also when you're in free-camera view ?


Both no sound. In fact, in my tests anyway, if you can hear it in external/free-camera view you'll hear it in the boat as long as the boat is within range.
All or nothing if you will.

Mister_M
01-09-22, 05:26 PM
That's strange, I've never noticed that some ships didn't play the sinking sound, in more than 10 years...

John Pancoast
01-09-22, 06:09 PM
That's strange, I've never noticed that some ships didn't play the sinking sound, in more than 10 years...


Well it's only a very few and if your boat isn't in range you won't hear it anyway, so there's a lot of variables there to make something easy to miss.

Jeff-Groves
01-09-22, 06:48 PM
Check the Zones settings.

[ShipBubbles]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=1
Destructible=No
Critical=No
Effect1=#sink_bubbles, 1
FloodingTime=59.999996
CargoType=None
Crash Depth=3


EXACT Ships you have a problem with would help track issues. Would think you knew better then to say 'Some Ships'

John Pancoast
01-09-22, 07:02 PM
Check the Zones settings.

[ShipBubbles]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=1
Destructible=No
Critical=No
Effect1=#sink_bubbles, 1
FloodingTime=59.999996
CargoType=None
Crash Depth=3


EXACT Ships you have a problem with would help track issues. Would think you knew better then to say 'Some Ships'


Well I haven't tested all the ships, hence "some ships" :) but for starters the C-2 and C-3 in a stock non-modded install don't.

propbeanie
01-09-22, 10:59 PM
What is the "AISShipBubbles" in that zones.cfg file, Jeff? slightly different, but not by much other than HitPoints and CrashDepth. :salute: