SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   S3D Editor help.. (https://www.subsim.com/radioroom/showthread.php?t=149103)

clayp 03-07-09 09:45 PM

S3D Editor help..
 
Gents,in the S3D Editor what file do you open to adjust the number of torpedos the boat carries?

Webster 03-07-09 10:23 PM

most everything is in the sim dat or zon files, those are the main three but often there will be more than one dat, some ships have there own specific dat plus a main dat to control everything non specific..


sim usually handles what i call power settings and the zon handles damage settings, the dat handles animations, grafics like smoke fire explosions and basic control type stuff.

as for your question im guessing its the dat file or maybe menu_768 or cfg files because it needs to put torps in those slots so other files get involved.

i do remember that there is a limit if you add too many you get ctd issues.

which sub is it?

jmardlin 03-07-09 10:54 PM

Open the sim for the sub change the settings in this node wpn_SubTorpedoSys in the rooms subsection fore and aft. Then change the upc for the sub with a text editor. Change the number each torp room can hold in the bunker. Here are examples from the gato.

[UserPlayerUnit 1.Compartment 1.Bunker 1] ; Stern Torpedo Room
ID=SternTorpedoRoom
Capacity=4
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 4
IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 2, Mk18Torpedo, 2
IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 1, Mk18Torpedo, 2, Mk27Torpedo, 1

[UserPlayerUnit 1.Compartment 5.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=10
IDLinkAmmunitionIntervalDefault1= NULL, 1943-12-31, Mk14Torpedo, 10
IDLinkAmmunitionIntervalDefault2= 1944-01-01, 1944-06-31, Mk14Torpedo, 3, Mk18Torpedo, 4, Mk23Torpedo, 3
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1944-12-31, Mk14Torpedo, 5, Mk18Torpedo, 4, Mk23Torpedo, 1
IDLinkAmmunitionIntervalDefault4= 1945-01-01, NULL, Mk14Torpedo, 4, Mk18Torpedo, 6
If you change just the capacity you will have empty slots. To have no empty slots also change the number after the torp type you want to add just keep it less than or equal to the total capacity for the room. I do not know what the max allowed number is.

clayp 03-08-09 01:37 PM

:up: I got it guys...Thanks a lot..Webster it on a Gato...:yeah:

DarkFish 03-08-09 01:51 PM

Quote:

Originally Posted by WEBSTER
i do remember that there is a limit if you add too many you get ctd issues.

I don't think there's a limit.
Currently for my playable Depth Charges 80 torpedoes (which function as dcs) are carried. So if there is a limit it's definitely higher than 80.
Which should be well enough for you;)

Webster 03-08-09 02:18 PM

Quote:

Originally Posted by DarkFish
Quote:

Originally Posted by WEBSTER
i do remember that there is a limit if you add too many you get ctd issues.

I don't think there's a limit.
Currently for my playable Depth Charges 80 torpedoes (which function as dcs) are carried. So if there is a limit it's definitely higher than 80.
Which should be well enough for you;)

ok, it must be different now with v1.5 (or maybe im thinking of tubes and not torps)

pythos 03-10-09 11:33 AM

How about adding sounds
 
I want to add a nuclear sub "rumble" to the ohio, but have no idea how. Help.

Webster 03-10-09 08:42 PM

Quote:

Originally Posted by pythos
I want to add a nuclear sub "rumble" to the ohio, but have no idea how. Help.

just a wild guess but if you replace the air compressor hiss with a rumble and set it to be always damaged it should have a continuos rumble.

as to how to actually do that im not sure. sounds is a part of modding i havent done yet

as for creating the noise lay a microphone on a table or desk when a train passes then just edit and loop the sound

tater 03-11-09 12:37 AM

Check the sub DSD file.

skwasjer 03-11-09 07:42 AM

Summary:

- Create your (ambient) sound loop (wav-file) and place it in the Sound-folder.
- Add a new sound definition to the SH.SDL file. Give it a unique name (use similar naming semantics as the other sound definition, f.ex. 'Ambient.Nuclear'). Point it to the wav-file, and set all the appropriate attributes, like 3D sound properties, volume, loop, etc.
- In the DSD file add a SoundSource controller and in it's properties, reference the unique name specified in the SDL-file (in the 'Name' property, the 'Identifier' is for special purposes and can be left blank). This controller basically 'instantiates' the sound.
- In the DAT-file create an empty and invisible dummy node (or if you have a specific object that is already in the correct place you can also use this node) and position it where you want to 'hear' the sound. If it's an ambient sound or non-3D sound the position doesn't matter (you always hear it at same volume regardless of the position) but if it is a 3D sound then it does, since the sound will be loudest here, and fades off the farther you are away from it.
- Take the id of the dummy node and put it in the 'parent id' field of the controller you just created in the DSD-file. This ties the 'sound instantiation' to an actual 'location'.

With this info I suggest you first analyze existing (stock) sounds, it will become clear then. It's actually quite easy and takes just a couple of minutes...

That wraps it up.


All times are GMT -5. The time now is 07:39 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.