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

JCWolf 10-03-07 07:02 AM

Quote:

Originally Posted by Racerboy
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:

When a Master works (iambecomelife) he doesn't have to
add a sig to his work cause everyone knows he has done it !:rock: :rock:

Hawk U-375 10-03-07 07:13 AM

Race,

Will work on Ambient noise...for Rain.....:up:

How was the Thunder?....

Bosk 10-03-07 09:12 AM

How do I get my hands on a beta copy? Are you open to bribery at all? :hmm:
:rotfl:

Jhereg 10-03-07 12:06 PM

Racerboy, 330M/sec is the speed of sound thru air, and the speed of sound thru water is 1524M/sec (5000ft/sec) so that Hawk can possibly do the same thing for the sonar side of things.

Awesome work you do, thanks for the Mods!:up:

Edit: The above value is for Salt Water.

ming 10-03-07 01:38 PM

I check this thread all the time like some kind of effects junkie! Great work!

GoldenEagle8 10-03-07 06:03 PM

Wow, this looks like it could easily replace the RealDamage Mod!.

Increadable work!
Keep it up!

Venatore 10-04-07 06:45 AM

Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:

iambecomelife 10-04-07 03:27 PM

Quote:

Originally Posted by Venatore
Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:

Thanks. At first the UV map looked difficult but it was pleasantly easy to skin. Only a few minor adjustments were needed to get text on the side of the raft - moreover, the texture is still quite small & will hopefully not produce slowdowns. We're going to work on implementing lifeboats too, hopefully with survivors.

danurve 10-04-07 04:20 PM

You guys are going to cost me upgrades - I can see it Þ :hmm:

Fubar2Niner 10-04-07 04:28 PM

RB......
I've been AWOL for some time from subsim and just stumbled across this. Shipmate your a bloody hero ! I've owned SH4 since day 1 but always played SH3, now it looks like the best of both worlds will soon be in our grasp. All the screenies I have seen so far have left me drooling for more. Each day seems to bring a new idea, and so far as I've seen not just that, but an idea that works. Thanks for your tiresome and gifted work. Kudos to you shipmate, your name will be carved in stone on the mod boards. :rock:

Best regards.

Fubar

Fubar2Niner 10-04-07 04:43 PM

Quote:

Originally Posted by Venatore
Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:

Maybe a touch of Pythonesque cannibalism too ;)

iambecomelife 10-04-07 05:27 PM

Two of the figures that will be used as survivors and corpses. Eventually there will be several different types of ship crewmembers used - maybe several different officer models, deckhands, stokers, and signalmen. Racerboy said it's even possible to add furniture & personal posessions to the effects if we want. (Does anyone have ideas about other appropriate shipboard characters? Preferably characters who would not look out of place on any type of ship, since all of the ship models will be required to use the same figure models - thus, we can't make sure that doctors and nurses only spawn on hospital ships, for instance).
http://i33.photobucket.com/albums/d5...elife/Chef.jpg
http://i33.photobucket.com/albums/d5...fe/Officer.jpg

Hellraiser 10-04-07 05:55 PM

Debris
 
Thinking about debris...

Automobile/truck tires seemed to be fairly common floating debris after a sinking.

Also, shattered wood planking.

AtlantikEel 10-04-07 06:54 PM

Quote:

Originally Posted by iambecomelife
Quote:

Originally Posted by Venatore
Nice raft. All it needs now is me in it, with five ladies and a carton of Bundy Rum:()1:

Thanks. At first the UV map looked difficult but it was pleasantly easy to skin. Only a few minor adjustments were needed to get text on the side of the raft - moreover, the texture is still quite small & will hopefully not produce slowdowns. We're going to work on implementing lifeboats too, hopefully with survivors.

Lifeboats too! :D Very happy, I am!

AtlantikEel 10-04-07 07:08 PM

Quote:

Originally Posted by iambecomelife
(Does anyone have ideas about other appropriate shipboard characters? Preferably characters who would not look out of place on any type of ship, since all of the ship models will be required to use the same figure models - thus, we can't make sure that doctors and nurses only spawn on hospital ships, for instance).

A lot of the below deck crew on some merchants were dark-skinned (Moroccans, etc) so they should be represented too, as they sacrificed much for the Allied cause.

Perhaps the odd empty life jacket :cry: could be included in the debris, for poignancy.

mrbeast 10-04-07 07:26 PM

Is there any way of adding the little red lights found on Allied lifejackets to survivors? Would be very atmospheric at night to see them twinkling on the sea showing the position of survivors.

iambecomelife 10-04-07 07:58 PM

Quote:

Originally Posted by AtlantikEel
Quote:

Originally Posted by iambecomelife
(Does anyone have ideas about other appropriate shipboard characters? Preferably characters who would not look out of place on any type of ship, since all of the ship models will be required to use the same figure models - thus, we can't make sure that doctors and nurses only spawn on hospital ships, for instance).

A lot of the below deck crew on some merchants were dark-skinned (Moroccans, etc) so they should be represented too, as they sacrificed much for the Allied cause.

Perhaps the odd empty life jacket :cry: could be included in the debris, for poignancy.

It would be nice to have some Indian & African crewmembers as long as we could find a way to ensure they were only on Allied & neutral ships. After all, b/c of Nazi Germany's racial policies there would have been few if any non-white crewmembers in the Kriegsmarine. This is also why I am trying to keep the uniforms fairly generic, since currently every sinking ship from every nationality will spawn the same figures. However, we ARE at least able to get a mix of models for each incident - for instance, when a single ship sinks we can spawn 10 sailors, 1 chef, 2 signalmen, etc.

I am going to give that empty life jacket a shot. Maybe I can do it by taking the life-jacketed chest of the default AI crewmember and deleting the rest of the body.

Hawk U-375 10-04-07 08:37 PM

iambecomelife......Seeing Race is generating sounds on cues......Dare i say make sounds to life-boats? :hmm: ...I was tinkering with ....Sinking ships having voices...asking for help.........:hmm: Must speak to Race.....;)

anzacmick 10-05-07 03:57 AM

gday all...have been following this thread since its concept.....`ken great work racer:|\\ ....to be commended...

in regards to the sh3.sdl, i have tinkered with this for some time now and got some good results and some ****e ones also:rotfl: ...... depthcharges and distances are a success though.... am very interested in new sound events though.
Theres alot that can be done in there...:sunny:

;doppler, a good native example would be the shell noise in the air and yes the aeroplanes...
;delay seems to be a constant... for example if u were 100 or 5000 meters form a torp explosoin and delayed the sound playing for 2 seconds its a 2 second constant...100 or 5000, i have found no other entry to varaise that delay entry....

would love a shot at makin some sounds for ur new added events:lol:
slightly off topic now....any way of introducing some of the lost or missing phrases, i read somewhere u were having a look at this too...just seems to be alot of good immersive stuff missing...ive had a muck...but no real joy

cheers
mick

TheDarkWraith 10-05-07 07:24 AM

Quote:

Originally Posted by anzacmick
would love a shot at makin some sounds for ur new added events:lol:
slightly off topic now....any way of introducing some of the lost or missing phrases, i read somewhere u were having a look at this too...just seems to be alot of good immersive stuff missing...ive had a muck...but no real joy

cheers
mick

thanks for sharing your findings with the doppler and delay items.
I will keep your name handy in case we can't find/make sounds we are looking for.
Lost/missing phrases will be looked into but a little while later. Currently we are working on other items at the moment.
I've been real busy with a Dupont project currently. It's basically taken my mod time down to 0 during the week so the weekends are the only time I have to play. :down: :damn:


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