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-   -   [REL] SH4 effects (and more) for SH3 (https://www.subsim.com/radioroom/showthread.php?t=124207)

denis_469 10-31-07 07:32 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by denis_469
Attention Racerboy:
In russian forum people made test mission with you new version RacerBoy RB_SH4_Effects_for_SH3_2_02. And see next pictures with red sea water :o :
http://www.sukhoi.ru/forum/showpost....&postcount=793

I hope that autor can talk me about for translate in russian for russian forum. In archive mission himself and screens.

Best regards.

it's a bug when multiple flares occupy relatively the same area. I have corrected this in an upcoming release v2.03 that uses a new TGA for the flare's reflection.

Thank.

Wolfehunter 10-31-07 07:37 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Wolfehunter
Well Racerboy I think these guys might have a point but I don't mind what you do even if one or two dudes are bleeding randomly.:lol:

Can you make them wiggle too?:hmm: Waving arms or something?:arrgh!:

you think like I do.....that is also something I am working on ;)

I think our vision of SH3 is similar, yes.:yep: I still love the blood. Some blood is good.:up: Which unlucky sailor will bleed? That is up to you Racerboy you the master!:rock:

Samwolf 10-31-07 08:11 AM

Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.

Kar 10-31-07 08:22 AM

Nice mod but I have some problems with flares. One sinking ship fired around 50 flares after torpedo hit. Its was like firework :o
And I have sugestion for your mod. Can you make water spalshing from flooding holes on sub like in SH4 ?

Cap'n Spanky 10-31-07 10:11 AM

It just keeps getting better RB....
Oh... yes on the flailing arms and legs!!!:lol:

TheDarkWraith 10-31-07 10:16 AM

Quote:

Originally Posted by Samwolf
Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.

Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
Amb submarine interior I decreased the volume on.
Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release.
If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them.

TheDarkWraith 10-31-07 10:20 AM

Quote:

Originally Posted by Kar
Nice mod but I have some problems with flares. One sinking ship fired around 50 flares after torpedo hit. Its was like firework :o
And I have sugestion for your mod. Can you make water spalshing from flooding holes on sub like in SH4 ?

Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare.
I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds.

TheDarkWraith 10-31-07 10:22 AM

Quote:

Originally Posted by A6Intruder
Be careful with blood!! It should not look like doom.:down: We are playing SH3.
Kind regards

yes, yes I know. It was an idea of mine that needs to be refined further. Just thought I would share what I was working on that's all. That was test #2 of that idea.

TheDarkWraith 10-31-07 10:30 AM

Quote:

Originally Posted by Phoenix3000
To sum up, I think the flares should be made smaller in size. Having seen distress flares fired for real (testing only), they don't appear as large red glowing balls of light from what I saw. Also, given their height and size, they don't reflect much on the surface - especially daytime like this scenario.

how big should the size of the flares be in the sky? I have nothing to go by so I decide on a value and use it. If someone can show me a flare in relation to something else so I can judge size I can make it be.
I have made a new TGA for the flare's reflection that will take care of this reflection problem of being like blood red.
Or should I not make it reflect at all??

I've read that distress flares were launched by ships to attract the attention of the escorts when a sub was sighted, or an attack was under way. Is it possible they can be timed to fire within a minute or so of hitting a ship? - And make it random, so some ships launch, others don't?

I haven't found a way to make anything random, yet. I haven't found a way to tie anything to the AI watchstander (the O01 node) to have it control something. If I could do this it would open up a whole lot more possibilities. Currently everything I've done is through 'trickery' and tieing onto other events.

see above in yellow.

Kar 10-31-07 10:34 AM

Quote:

Originally Posted by Racerboy

Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare.
I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds.

I think it was Big Split Merchant converted from SH4 or stock GWX large or medium tanker, I cant remember :cry: (but its absolutely one of these)

TheDarkWraith 10-31-07 10:35 AM

Quote:

Originally Posted by Kar
Quote:

Originally Posted by Racerboy

Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare.
I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds.

I think it was Big Split Merchant converted from SH4 or stock GWX large or medium tanker, I cant remember :cry: (but its absolutely one of these)

by chance can you send me the files for this ship?

Samwolf 10-31-07 10:43 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Samwolf
Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.

Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
Amb submarine interior I decreased the volume on.
Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release.
If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them.

Yep, running GWX. (Isn't everyone?) Thanks for looking into this.

Phoenix3000 10-31-07 11:13 AM

Hi RacerBoy, thanks for the reply.

I've located a couple of sources on the web for naval distress flares. The first was originally introduced in 1959, reaches approx. 350m and burns red for 40+ seconds:

http://www.sailgb.com/p/parachute_rocket/

The second is more modern, burns orange (but same principle as red) and burns for approximately 20+ seconds:

http://ofbindia.gov.in/products/data...tion/gr/15.htm

Personally, I would reduce the current size of the flare itself by about a third, and leave a slight glow around it - too much and it won't look right in daytime.

As for the reflection on the sea, at a height of over 350 metres there wouldn't be much surface reflection on a rolling sea. Perhaps a few flecks of dark red here and there as the light catches the swell.

Cheers!
Px3000

Koondawg 10-31-07 11:36 AM

Id like to say " A great job...2 thumbs up"...love the sounds, flares all of it...
although I have found depending upon where you hit the boat say with the deck gun the flare may go into the water...depending upon the explosion on board...hope this helps :up:

TheDarkWraith 10-31-07 11:37 AM

Quote:

Originally Posted by Koondawg
Id like to say " A great job...2 thumbs up"...love the sounds, flares all of it...
although I have found depending upon where you hit the boat say with the deck gun the flare may go into the water...depending upon the explosion on board...hope this helps :up:

you're using v2.021 and this happened?


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