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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
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Hi Guys,
Just finished a huge tweak file for changing sound file values (all 264 of them, all game ambience, explosions, etc., not voices) Values you can change for every sound- Loop Play Volume VolumeVar Pitch PitchVar Is3D DopplerFactor MinRadius MaxRadius Category Priority Delay MaxRadius looks to be interesting, as do some others. New tweak file is at: www.delraydepot.com/tt/Sh3_sdl.zip Unzip and save to the Mini Tweaker's \TweakFiles folder. The TweakFiles.zip package has been updated as well. Hope you sound guys can do something with this. Have fun. TT ![]() |
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#2 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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Oh, we can use this to increase the range at which we can hear airplanes.
Man, I wonder what else we can do?? Just awesome! ![]()
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#3 |
Navy Seal
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Very cool!
Now I'm going to need to get this to tweak the prop noises a little. Couple of suggestions for people: TONE DOWN THE DAMN INTERIOR NOISE and electric props. They're so irritating :rotfl: (seriously, silent running is supposed to be... silent) I would also suggest increasing the max range and volume for things like ship propellers and DC explosions a bit - since sound travels very efficiently through water, it's odd when you only start hearing a full-power destroyer bearing down on you from a measly half-mile. :hmm: |
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#4 |
Swabbie
![]() Join Date: Nov 2005
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Looks great! Thanks! Will try.
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#5 |
Navy Seal
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Oh, and TT - since sound setting like this are in the data...
Any chance you could find some of the settings for graphics sprites? I'm especially interested in things like smoke and bubbles. It would be nice to have taller smoke plumes in the game, for example. |
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#6 | |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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#7 | |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
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Thanks guys. TT |
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#8 | |
Navy Seal
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If you could try and get a set of rules for the mini-tweaker or file analyzer for that, TT, it'd be much appreciated ![]() |
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#9 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
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Just had a look in particles.dat. Man, there's a ton of stuff in there. Gotta study it some more. It'll be one complicated rule, but doable, I think.
TT |
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#10 |
Navy Seal
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Excellent!
![]() I thought smoke and things like that were hard-coded, but now that I saw that sound settings like these can be altered, I figured the particles could be looked at, also. There's a lot of good potential there. From improving smoke to fixing those FPS-killing oil fires. *** Has anyone checked what 'MinRadius' does for the sound settings? It's not like the sound disappears if you get too close to the source. I'm trying to figure out, meanwhile, how to make certain things more audible at a distance from the boat :hmm: |
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#11 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
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I see some objects (not all) also have an AmbientVolume value defined in their .DSD file. Just wondering how this interacts with the corresponding Volume level in the Sh3.sdl file.
Could be that the SH3.sdl file states the overall max volume, and the separate DSD file the actual level? If changing the Volume value in the SH3.sdl file makes no difference on some objects, I bet that's the case. TT |
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#12 |
Silent Hunter
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I can't wait until the particles can be edited
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#13 | |
Grey Wolf
![]() Join Date: May 2005
Location: USA
Posts: 978
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#14 | ||
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
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Actually if I had to type all 4500+ lines of that file manually, I'd probably throw in the towel and take up stamp collecting. A special version of File Analyzer calculates all the offsets and names and produces a preliminary file. A little text editing or another program filters it further. That one took me about an hour. zzzzzzzzzzzzzzzzz. hehe particles.dat has me scratchin' my head. That may be a manual operation. I might have to pick out the smoke and oil fire stuff and code it by hand. YUK. TT |
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#15 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
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timetraveller,
One more request. Can you take a look at the tile_***_***.RL files in the terrain\maps\map2 folder? I think it has the graphics that define the current grid location. If possible, I'd like to modify this to go from the current 2 grid location (BE93) to a four grid location (BE9336). |
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