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

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?

TheDarkWraith 10-31-07 11:42 AM

Quote:

Originally Posted by Phoenix3000
Hi RacerBoy, thanks for the rpely.

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

Great information! What I'll do is eliminate the surface reflection that I added already. I'll also make the flare about 1/2 it's current size. I'll make it a little more red also.

Samwolf 10-31-07 11:51 AM

I confirmed that the damage files for the Mosquito, Beaufighter and Wildcat are missing. Alsoo the Dolphin sounds.


WildcatGr airplane Damaged.wav
Mosquitos airplane damaged.wav
Beaufight airplane damaged.wav
Dolphin_mix.wav
Dolphin_hyd.wav

USS Sea Tiger 10-31-07 12:02 PM

flares
 
How can I increase the time the flares stay lighted in the sky,, I love that effect

Koondawg 10-31-07 12:42 PM

Quote:

you're using v2.021 and this happened?
Im using the one from the link you sent me....if that isn't the latest then U owe me an update...LOL :stare:

A6Intruder 10-31-07 01:26 PM

Quote:

Originally Posted by Samwolf
I confirmed that the damage files for the Mosquito, Beaufighter and Wildcat are missing. Alsoo the Dolphin sounds.


WildcatGr airplane Damaged.wav
Mosquitos airplane damaged.wav
Beaufight airplane damaged.wav
Dolphin_mix.wav
Dolphin_hyd.wav


I have also no sounds for Wildcat/Martlet and Mosquito (havn`t seen an Beautfighter so far) in WAC.:doh:
Kind regards

LGN1 10-31-07 01:59 PM

I have a small question. Is it possible that the sound of the big fires does not stop as suddenly as it does at the moment? A burning ship sounds really great, however, as soon as the ship sinks below the waterline the sound stops very abruptly. It would be really great if the sound would 'fade out'.

Anyway, thanks for the really great work!

Cheers, LGN1

Kar 10-31-07 02:24 PM

Quote:

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

Its in this pack http://www.subsim.com/radioroom/show...split+merchant

TheDarkWraith 10-31-07 04:26 PM

Quote:

Originally Posted by LGN1
I have a small question. Is it possible that the sound of the big fires does not stop as suddenly as it does at the moment? A burning ship sounds really great, however, as soon as the ship sinks below the waterline the sound stops very abruptly. It would be really great if the sound would 'fade out'.

Anyway, thanks for the really great work!

Cheers, LGN1

that along with the smoke from oil fires, well all fires actually, ending abruptly is something I'm trying to fix also.

TheDarkWraith 10-31-07 04:27 PM

Quote:

Originally Posted by Koondawg
Quote:

you're using v2.021 and this happened?
Im using the one from the link you sent me....if that isn't the latest then U owe me an update...LOL :stare:

in your mods folder does it say Racerboy_SH4_effects_for_SH3_2_02 or 2_021? If not 2_021 then go to post #1 of this thread for an update :yep:

Phoenix3000 11-01-07 06:28 AM

Hi RacerBoy, glad the info on the flares was helpful. Looking forward to seeing the result! :up:

One other thing, and apologies if this has already been asked, but do you know how to mod the speed of sounds reaching your sub?

For example, right now you can fire a shell at a merchant, say at 2000m, you hear the hit immediately. In real-life there would be a 2-3 second pause before you heard it strike.

I'm not sure if you have played Steelbeasts Pro PE, but this aspect is modelled in there very well. I no longer have SH4 installed on my system (much prefer SH3 GWX!), so can't recollect if it was implemented in that game. It's worth checking out a couple of Steelbeasts Pro videos on youtube and watch a battle taking place, the sound distancing is done very well.

Anyway, thought I would just put that idea out there...

Cheers!
Px3000


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