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Old 03-16-12, 05:03 PM   #16
Fubar2Niner
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Originally Posted by Osmium Steele View Post

............... Commander Shephard and the Reapers are just is going to have to wait.
LOL.............

I got the same dilemma. I need four hands, and two heads

Best regards.

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Old 03-17-12, 11:42 AM   #17
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Originally Posted by Anvart View Post
You must not forget that the game has user commands and crew commands...
For sound of crew commands you can use StateMachineControl system and files like in ..\data\Sound\Speech\ folder and for mimic like in ..\data\Library\ folder (Phrases_Voice_*.dat files)...
For sound of user commands, IIRC, SH3 game has no special sound system, therefore you can try use ambient/environment sound system... as in Sh3.sdl file.
Raise periscope (and similar) is user command.
...
Example for UZO Officer StateMachineClass (crew command):

Tried again with snorkel up/down sound issue. No dice. We have not a place to add sound to a commands on sh3 - seems that they are hardcoded at Sh3Sound.act.

The statemachine idea above didn´t worked probably because this is a player/user command as Anvart explained.

The idea to make something similar to SH5 on commands_xxx.cfg also didn´t work.

Perhaps Osmium can found a way.
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Old 03-17-12, 02:36 PM   #18
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Look at the Bold and you'll see no hard code is involved.
Only the dsd file and the entry in the SH3.sdl file.

There is no entry in the SH3Sound.act file for it but it works!

Create the dsd for the snorkel just like the bold.dsd then edit the sdl to match.

You should get a sound only when you raise or lower it as it does not loop.


Of course the spawning of the Bold might trigger the sound where the snork is always there so sound may not work.
If that's the case some trickery might work.
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Old 03-17-12, 02:44 PM   #19
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Quote:
Originally Posted by privateer View Post
Look at the Bold and you'll see no hard code is involved.
Only the dsd file and the entry in the SH3.sdl file.

There is no entry in the SH3Sound.act file for it but it works!

Create the dsd for the snorkel just like the bold.dsd then edit the sdl to match.

You should get a sound only when you raise or lower it as it does not loop.


Of course the spawning of the Bold might trigger the sound where the snork is always there so sound may not work.
If that's the case some trickery might work.
Thanks by the input mate!
I already tried this one as my first try (well, 2 years ago, i always could did something wrong, it´s sh3 files...LOL!) but the problem is exactly what you thought at end...it´s always there, isn´t a sound attached to snorkel that we need, but a sound attached to a command.

@privateer: please don´t forget that S3D files for Sh5!
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Old 03-17-12, 02:47 PM   #20
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Part of the trickery I was thinking of is to add the wpn_BoldLauncher controller.
Create a fake bold with the needed sounds and it should work everytime you raise or lower the snork.


Got the S3D/SH5 files now.
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Old 03-17-12, 02:52 PM   #21
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Quote:
Originally Posted by privateer View Post
Part of the trickery I was thinking of is to add the wpn_BoldLauncher controller.
Create a fake bold with the needed sounds and it should work everytime you raise or lower the snork.


Got the S3D/SH5 files now.
Thanks by the tip! Will try it now and report back!
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Old 03-17-12, 03:42 PM   #22
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Yet not really tried it...I´m mounting the file...but will not work...see...how it will only lunch an amunbold when press the Snorkel up or down? At first i can´t see how it will works.... The problems always remain because snorkel is always there, I tryed to attach it to a waterInteraction contoller attached to snorkel but it not work well.
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Old 03-17-12, 04:16 PM   #23
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Check the Searchlite files for GWX.
The Air Raid Siren uses a roundabout way to work.
It's a Search lite and a Gun but goes through the particles.dat and dsd to get the sound.


Round about way to do it, but it works great.

The same run around might work in this case.
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Old 03-17-12, 04:28 PM   #24
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Quote:
Originally Posted by privateer View Post
Check the Searchlite files for GWX.
The Air Raid Siren uses a roundabout way to work.
It's a Search lite and a Gun but goes through the particles.dat and dsd to get the sound.


Round about way to do it, but it works great.

The same run around might work in this case.
Thanks again!
Finished the test run with bold and not work really. The idea above is based on generating a particle all time that a searchlitgh on harbours is started, then link this particle to a sound. But again the Snorkel "always there" problem will be a barrier. But will look at them anyway.

@BTW: do you know where the snorkel annimation file is? Isn´t where it must be.
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Old 03-17-12, 04:36 PM   #25
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It's not an animation as it's not in a dat or such.
It's an extensible object which is controlled by the act file.

A quick way to determine if an animation file exists...........
Change the base 3D model.
If the animated object is all screwed up?
There is an animation dat somewhere.
If it looks OK and still rotates or whatever?
It's hard coded somewhere.
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Old 03-18-12, 08:19 AM   #26
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Quote:
Originally Posted by Rubini View Post
...
The statemachine idea above didn´t worked probably because this is a player/user command as Anvart explained.
...
First, as i understood, it's talk about commands/speech of crew... (look first post).
In this case, you should use StateMachineCtrl, as CMD_Rise_snorkel, CMD_Lower_snorkel are crew commands in CMD_Maneuver_officer section...
You must create a corresponding sound/speech and the corresponding phonemes (don't forget CH_speech.dat too), and you must paste the relevant events and playback of your messages into CH.dat and CH2.dat files (StateMachineClass --> GraphName chief_helsman/chief_helsman_type2).
IIRC, for example, see how it's done for Snorkel_depth command.
...
If you're talking about noise of snorkel motion... you have to do as it is done for periscope.
... or i did not understood anything in posts of this thread...
Quote:
Originally Posted by privateer View Post
...
Change the base 3D model.
If the animated object is all screwed up?
...

... not for object animation.
as, i think, for obj_Extensible objects, animation are hardcoded and it's object animation with controller parameters!
...
although, what we are talking... everything animation are hardcoded... we can only configure it through the parameters of controllers.
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Last edited by Anvart; 03-19-12 at 02:23 AM.
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Old 03-18-12, 01:39 PM   #27
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Quote:
Originally Posted by Anvart View Post
First, as i understood, it's talk about commands/speech of crew...
In this case, you should use StateMachineCtrl, as CMD_Rise_snorkel, CMD_Lower_snorkel are crew commands in CMD_Maneuver_officer section...
You must create a corresponding sound/speech and the corresponding phonemes (don't forget CH_speech.dat too), and you must paste the relevant events and playback of your messages into CH.dat and CH2.dat files (StateMachineClass --> GraphName chief_helsman/chief_helsman_type2).
IIRC, for example, see how it's done for Snorkel_depth command.
...
If you're talking about noise of snorkel motion... you have to do as it is done for periscope.
... or i did not understood anything in posts of this thread...
LOL! Yes, what I want is a sound for snorkel motion up&down that must be really noiser on Real Life...and in SH3 we have just no sound.

Periscope motion have it´s sounds as you know. The idea is to add something similar for snorkel with some workaround as we are not able to add sounds to a command key on sh3.

Isn´t just a matter to add a sound on sh3.sdl because we have nothing to attach this sound to the snorkel movement. And the most important point is that the snorkel is always there, I have not any success (until now) do attached something to it (and then a sound) that works when you press up or down snorkel...It´s realy trick!

Edit:The periscope movement sound is hardcode on Sh3Sound.act and then explicited on sh3.sdl. We have not this for snorkel!!
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Last edited by Rubini; 03-18-12 at 08:52 PM.
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Old 03-18-12, 10:17 PM   #28
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WIP Update:
- I was able to create scripts (smart macros) for Sh3 using 3rd party softer...and the best "side effect" is that is a easy as a cake to add sounds for any key/mouse command using this same softer!!
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Old 03-19-12, 01:57 AM   #29
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Quote:
Originally Posted by Rubini View Post
LOL! ...

Quote:
Edit:The periscope movement sound is hardcode on Sh3Sound.act and then explicited on sh3.sdl. We have not this for snorkel!!
Is it your guess?
Unlike the periscope for snorkel you must use Interior or/and Submarine (for exterior) sound class/category...
I do not see anything that point to the periscope sound in Sh3Sound.act.
I was never interested in the sounds of SH3 ... but if in the last 7 years have been mod(s) with the addition of sound into game through Sh3.sdl, then it is possible..?
IIRC, it was done for new planes by russian community and here, too.
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Old 03-19-12, 09:21 AM   #30
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No joy as yet.

But I am sure learning a bunch by reading the give and take in this thread!

Still working on it.

Quote:
Originally Posted by Rubini
I was able to create scripts (smart macros) for Sh3 using 3rd party softer
I'm trying to avoid that option as I was really hoping to modify the game to make it work. If I am unsuccessful, I'll go that route.
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