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-   -   [WIP] SH4 effects for SH3 (https://www.subsim.com/radioroom/showthread.php?t=121609)

TheDarkWraith 10-02-07 07:39 PM

Quote:

Originally Posted by Spruence M
What is the latest release on this? Its looking so great! I would say more but I am in a hurry.

first off I'm going to apologize now for the large screenies. I will make an effort to post smaller ones from now on. :oops:

the latest release is still Alpha 1.06. What is being tested and further refined is v2.00. It will be in BETA test for awhile as the changes I have made (and continue to make) are long. Just got done redoing the oil fires...BIG improvement! For the big oil fire the flames now look like a raging oil fire with pockets of it rising into the air and whipping about :rock: Now to work on the oil smokes.

for my BETA testers: I'll be sending out a revised version 2.00 to you all shortly

Here is the new big oil fire:
http://i228.photobucket.com/albums/e...oil_fire_1.jpg

http://i228.photobucket.com/albums/e..._oil_fire2.jpg

http://i228.photobucket.com/albums/e..._oil_fire3.jpg

and once the ship slips under the water and big oil fire hits the water and turns into a surface oil fire:

http://i228.photobucket.com/albums/e...fire_sur-2.jpg

http://i228.photobucket.com/albums/e...ire_surfac.jpg

http://i228.photobucket.com/albums/e...fire_sur-1.jpg

10-02-07 08:09 PM

wow :rock:

nautilus42 10-02-07 08:13 PM

Nice work RB !!!!!!! Five Stars :up: :up: :up: :up: :up:

Hawk U-375 10-02-07 08:17 PM

Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:

Check your email...I sent some sounds for you to check...;)

TheDarkWraith 10-02-07 09:12 PM

Quote:

Originally Posted by nautilus42
Nice work RB !!!!!!! Five Stars :up: :up: :up: :up: :up:

thanks. It needed revamping bad, even the SH4 one. Did I mention that it also has sound? :smug: Yep, you get close to it and you can hear the raging oil fire...:rock: I have since added sound to all the fires. We are adding new sounds and fixing missing sounds and or bad sounds (even missing underwater sounds for the hydrophone and adding new ones to it also).

TheDarkWraith 10-02-07 09:15 PM

Quote:

Originally Posted by Hawk U-375
Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:

Did you ever have an explosion? You get bodies from a splinter explosion, small splinter explosion, and an oil explosion. If you never had one of these events then you'll never see floating bodies. The big oil explosion (red-orange mushroom cloud looking thing) gives the best bodies effect...he he..:yep: I have to add flaming bodies to that one yet.

Hawk U-375 10-02-07 09:25 PM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Hawk U-375
Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:

Did you ever have an explosion? You get bodies from a splinter explosion, small splinter explosion, and an oil explosion. If you never had one of these events then you'll never see floating bodies. The big oil explosion (red-orange mushroom cloud looking thing) gives the best bodies effect...he he..:yep: I have to add flaming bodies to that one yet.

I saw them.....:o after farther testing....And the Explosion!!!!!:rock: :rock: ....

Reece 10-02-07 09:30 PM

This is really awsome RB, will you include a tweak to have less debri? Not to be a party pooper, just that I'd prefer less.:D
Thanks.

TheDarkWraith 10-02-07 09:41 PM

Quote:

Originally Posted by Reece
This is really awsome RB, will you include a tweak to have less debri? Not to be a party pooper, just that I'd prefer less.:D
Thanks.

Yes. For each explosion or event that makes debris (bodies, metal pieces, wood pieces(?), etc.) there will be an entry in the tweak file where you can select how many of each you would like to see.

johnno74 10-02-07 09:51 PM

Hi Racerboy

Can't wait to try 2.0 - who ever knew the SH3 engine could do this stuff!

Another idea - Apparently (I haven't got it) one of the features in SH4 is the speed of sound is simulated, so you see explosions before you hear them etc etc. I always thought that was a pretty cool idea.

Have you seen anything in your travels through the data files that indicates that this is possible in SH3?

Cheers

TheDarkWraith 10-02-07 10:11 PM

Quote:

Originally Posted by johnno74
Hi Racerboy

Can't wait to try 2.0 - who ever knew the SH3 engine could do this stuff!

Another idea - Apparently (I haven't got it) one of the features in SH4 is the speed of sound is simulated, so you see explosions before you hear them etc etc. I always thought that was a pretty cool idea.

Have you seen anything in your travels through the data files that indicates that this is possible in SH3?

Cheers

ah, maybe that's what the doppler factor is...:hmm: :hmm:
SH3 can do much more.....I'm still learning the files and all the different controllers and effects. I stumble upon a new one, play with it to figure out how to use it, and them blam....I got a new idea for my mod. If I only had the SH4 controllers I'd have much more fun....:yep: Sometimes I have to make sacrifices and substitutions because an SH4 controller is used and I don't have that available in the SH3 arsenal.

iambecomelife 10-03-07 12:12 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Hawk U-375
Race...did you add the bodies to the newer beta? When testing lastnight I didn't see them....:o
Smoke looked EXACTLY like you had....I liked the fact that the piecies sank after awhile..(Instead of diappearing):up:

Did you ever have an explosion? You get bodies from a splinter explosion, small splinter explosion, and an oil explosion. If you never had one of these events then you'll never see floating bodies. The big oil explosion (red-orange mushroom cloud looking thing) gives the best bodies effect...he he..:yep: I have to add flaming bodies to that one yet.

I like this system since it sort of represents that catastrophic damage to a ship would be more likely to result in casualties.

BTW, can we ensure that for the flaming bodies the game only uses the burned crew skins I'm working on?

I have a PM for you w/additional progress.

urfisch 10-03-07 03:39 AM

the debris look really cool. but the fire is too unrealistic. please look into my particles.dat i send you - the emission area has to be increased. also the rate of the fire particles has to be modified. watch the photos of burning oil that where posted...your flames are to bright and too compact.

but i guess you will create some nice stuff there...keep it on.

:up:

sh3rules 10-03-07 04:31 AM

Here's a suggestion: some people like less debris, some (like me) prefer some more explosions. How about a tweak file that we can use with the Mini Tweaker? Then we can all have it our way.


http://www.prip.tuwien.ac.at/%7Enabi..._explosion.jpg

TheDarkWraith 10-03-07 04:37 AM

Quote:

Originally Posted by iambecomelife
BTW, can we ensure that for the flaming bodies the game only uses the burned crew skins I'm working on?

I have a PM for you w/additional progress.

Yes sir! That's how I'm going to make it happen. ;)

TheDarkWraith 10-03-07 04:47 AM

iambecomelife gave me an update on the liferaft:

http://i228.photobucket.com/albums/e...ider/Raft1.jpg

Looks like it's coming along quite nicely! :rock:

TheDarkWraith 10-03-07 04:55 AM

Quote:

Originally Posted by urfisch
the debris look really cool. but the fire is too unrealistic. please look into my particles.dat i send you - the emission area has to be increased. also the rate of the fire particles has to be modified. watch the photos of burning oil that where posted...your flames are to bright and too compact.

but i guess you will create some nice stuff there...keep it on.

:up:

Urfisch,

Would you like to join my team on this and then I can hand this off to you to fix/adjust/tweak? I personally like it (the flames) but I'm always open to other ideas.

johnno74 10-03-07 05:06 AM

Quote:

Originally Posted by Racerboy
ah, maybe that's what the doppler factor is...:hmm: :hmm:
SH3 can do much more.....I'm still learning the files and all the different controllers and effects. I stumble upon a new one, play with it to figure out how to use it, and them blam....I got a new idea for my mod. If I only had the SH4 controllers I'd have much more fun....:yep: Sometimes I have to make sacrifices and substitutions because an SH4 controller is used and I don't have that available in the SH3 arsenal.

Doppler factor is the change in pitch of a noise dependnig on its speed away or towards you - When a car is heading twoards you notice the pitch of its engine noise is shifted up, and when it is heading away it is shifted down

If SH3 doesn't simulate the speed of sound (most likely not, I can't see why they would have not used this feature if it was coded in) then maybe you could fudge it.... if there was some way of having a sound effect that was only played if you were greater than a certain distance away then you could have one sound effect for an explosion nearby, but if you were say > 1000m away then a different sound would play that had 3 seconds of silence before the actual sound (speed of sound is ~ 330m/s)

Of course if this was possible you could have several sounds with varying delays, it wouldn't be exact but you'd get some of the effect.

Just an idea. Good luck! :up:

urfisch 10-03-07 05:42 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by urfisch
the debris look really cool. but the fire is too unrealistic. please look into my particles.dat i send you - the emission area has to be increased. also the rate of the fire particles has to be modified. watch the photos of burning oil that where posted...your flames are to bright and too compact.

but i guess you will create some nice stuff there...keep it on.

:up:

Urfisch,

Would you like to join my team on this and then I can hand this off to you to fix/adjust/tweak? I personally like it (the flames) but I'm always open to other ideas.

sure! but i already spend several days of testing, and tweaking of the particles.dat. thats why i mentioned to use the data given in the dat i sent you. just copy paste the specific values, and you are done.

:know:

TheDarkWraith 10-03-07 06:42 AM

Quote:

Originally Posted by johnno74
Quote:

Originally Posted by Racerboy
ah, maybe that's what the doppler factor is...:hmm: :hmm:
SH3 can do much more.....I'm still learning the files and all the different controllers and effects. I stumble upon a new one, play with it to figure out how to use it, and them blam....I got a new idea for my mod. If I only had the SH4 controllers I'd have much more fun....:yep: Sometimes I have to make sacrifices and substitutions because an SH4 controller is used and I don't have that available in the SH3 arsenal.

Doppler factor is the change in pitch of a noise dependnig on its speed away or towards you - When a car is heading twoards you notice the pitch of its engine noise is shifted up, and when it is heading away it is shifted down

If SH3 doesn't simulate the speed of sound (most likely not, I can't see why they would have not used this feature if it was coded in) then maybe you could fudge it.... if there was some way of having a sound effect that was only played if you were greater than a certain distance away then you could have one sound effect for an explosion nearby, but if you were say > 1000m away then a different sound would play that had 3 seconds of silence before the actual sound (speed of sound is ~ 330m/s)

Of course if this was possible you could have several sounds with varying delays, it wouldn't be exact but you'd get some of the effect.

Just an idea. Good luck! :up:

This is feasible. There is a 'delay' attribute that can be used. Not too much work to make this happen. I think you're on to something here.....:up:


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