![]() |
Quote:
I was once (when making coaster pack) considering creating an entire entourage of civilians (passengers, fishermen, merchant officers) to replace the soldiers/navy sailors on civilian/neutral ships, but I couldn't find a way even to access .chr files without which even shuffling about existing meshes to get more combinations was impossible). Still have my old research though and would still like to give our Kaleuns some pause by having them spot innocent passengers on deck of that fat nice liner :yep: |
Quote:
I don't think we can create new character parts or new animations with the tools we have currently available, though the program that Jeff was pointing us to a few months ago looks promising. We can nonetheless:
The tools required for performing those tasks are Goblin Editor, notepad and (for waypoint editing) TDW's GR2 Editor. If memory serves the process is a bit tricky because there is a specific order which must be followed when merging relevant files in Goblin Editor; right now I can't go into details though, as it has been a long time since I last messed with character, and currently I have not even the game installed. I promise I will write a tutorial as soon as I familiarize again with those files :salute: |
Quote:
|
Quote:
- a dummy gun, so that the the boat will raise a general alarm on spotting any enemy. - the controller (right now I don't remember the name) used for triggering heightt-dependant effects, so that the whistle will be used on heavy weather. None of these triggers are fully satisfactory though. It would be much better if the whistle was triggered by changes of direction if only I could find a way to turn a rudder (even a dummy rudder) into a trigger. If you come up with any better idea, I will gladly take it into consideration. On a side note, this is the effect that I will probably aim for: https://www.youtube.com/watch?v=QRKC7JUuyGk https://www.youtube.com/watch?v=Z2lkM6Xfwrs |
Interesting concept on a Dummy Rudder.
Let me try a few Ideas. :hmmm: |
Quote:
|
You could link the whilstling effect to the fire effect of a (fake) gun provided with (fake) AP shells and (fake) starshells, so that the boat can make noise even if the submarine has not been visually spotted.
Edit 1 : It will be a bit odd if the whistle blows up each time the ship is changing course while cruising... Edit 2 : Maybe the trigger could be when the boat goes reverse course ? You might control the effect in the ship's .VAL file, depending on the speed (negative...). Same controller as used for bow sprays... Edit 3 : You might use state machine controllers to control the height of a node depending on the rudder rotation (but I don't know how these controllers work ; they are used for rotating things like submarine's radio antenna & radar ; ask Anvart : https://www.subsim.com/radioroom/member.php?u=223431). If the rudder has turned, then a node comes immediately from -10m to the proper height in order the steam effect is perfectly placed on the whistle (and then you use the height controller to spawn the effect). |
Hi Mister_M,
thank you for your contribution of ideas, please find my answers below :salute: Quote:
Quote:
Quote:
Quote:
Else, I had thought about a "dummy rudder" trigger with its y axis tilted and a particle generator node placed on it so that when the rudder turns bone's heigh chenges and steam + whistle sound are generated. I see one problem though. If the bone is placed near rudder's pivot center, its height variation will be modest; it will be easier for the particle generator to be triggered by waves than by sterring maneuvers. Conversely, if the bone is placed far from the pivot center, even the slightest rudder rotation will determine an appreciable height change, but then controlling where the setam will come out won't be so easy... |
Quote:
Quote:
|
Quote:
Quote:
|
Quote:
https://www.youtube.com/watch?v=mFhsIOGghtM Also, this ship has several parts in common with yours, in particular chains for turning the rudder (4:25), and the small bow davit. Quote:
|
Quote:
Still talking about audio FX, could you please help me finding a decent sound loop, or even a clean "live" sound, which can fit a 2 Cyl Steam Compound engine as heard from the outside of the boat? Quote:
Quote:
Subtext: I really want to experiment with the ObjPendulum controller, and I am afraid that boat's bell is too a small detail for being a worthful alternative :D |
Clyde puffer's 2 Cyl Steam Compound engine sound FX
Hi guys, I would like to hear your opinion on the following sounds.
Let's start with a more generic sound. This is a clean audio loop, so minimal work would be required to bring it in game: https://www.youtube.com/watch?v=zkhYhhvnxQM The recording of some real steam engines (the one that I think most appropriate is heard from 00:05 to 00:08; rather short but I think I could extract anyway a loop of decent quality from it): https://www.youtube.com/watch?v=cfFI0ZceBns Last for now, the sound made by a sailing scale model (but I think it to be the recording of a real steam engine): https://www.youtube.com/watch?v=4eBkQPHEZM4 What do you guys think? :hmm2: |
I'd check episodes of "The Tales of Para Handy" myself.
Comedic adventures of a Clyde puffer ship. Check parts of this Vid. https://www.youtube.com/watch?v=GdWvodlIs0M In case you wonder? I started the same Ship years ago for SH3. |
Quote:
Her engine sound doesn't sound too dissimilar from the first sound loop I posted in y previous post. On a side note, the "Vital Spark" portrayed in that sitcom was in reality the Skylight and her sister, the Starlight, built between 1936 and 1937 by Ferguson Bros, Port Glasgow, for Ross & Marshall's Light Shipping Co, Greenock, and still in their colors when the BBC series was produced Quote:
More puffer drawings with hull lines can be found at the following link: http://forums.airbase.ru/2014/12/t90...de-puffer.html |
All times are GMT -5. The time now is 09:17 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.