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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ocean Warrior
![]() Join Date: May 2005
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#2 |
Stowaway
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The MnID is found in the menu_1024-768.ini
The voices played are controlled by the Phrases_whatever.dats as far as I remember. ![]() They may also connect to the actual anim files but I'm not home so can't check everything. ![]() |
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#3 | |
Ace of the Deep
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Yeah. As Privateer points out, it points to the menu_1024-768.ini file which appears to control the gui animations. Button presses, switches thrown, etc.
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Many near misses, but no direct hits as yet. Keep shootin' guys! I'm loading as fast as I can! ![]() The mechanism which tells the game "when X occurs play sound Y" remains elusive to my novice eye. I can see why they changed it for SH5.
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In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
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#4 | |
Hellas
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not only this , it also determines the area at which ,when you clic with your mouse, will 'activate' the command (otherwise you will have to use ONLY your keyboard buttons for executing the commands). now, if you can add a sound line and work...fine (just have to try it) . ps: the allready existed commands that have sounds (but you don't see a sound line at the specific command entry) means ,afaik, that the sound is hardcoded attached to the command
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#5 |
Ace of the Deep
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The more I look, and the more I think on it, the more convinced I become that you are correct. I cannot think of any voice command that is not attached to an NPC, and I think it must be hardcoded.
Perhaps I am going about this the wrong way. Treat it more like an environmental sound, since my mod would simulate the kaleun's voice command, not another officer, it need not be attached to an npc. I'll keep cogitating on it. Cdr. Shephard is calling me bad names for taking time out to check Subsim! Cya Monday.
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In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
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#6 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
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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): ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 03-16-12 at 11:56 AM. |
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#7 |
Ace of the Deep
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Anvart, YOU are the man!
With your hint, I managed to locate the command strings for fully raising and lowering the scopes. Believe it or not, it is located .cam files. For example: c:\ubisoft\silenthunteriii\data\Interior\NSS_Uboat 7_CR.cam It appears I will be able to append a new chunk to each command to play the proper .wav file. Of course, I'll have to add the new chunk to every .cam file for every turm on every class of boat. ![]() Now, the work begins in earnest. Cross your fingers!
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In the month of July of the year 1348, between the feasts of St. Benedict and of St. Swithin, a strange thing came upon England... My U297 build thread |
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#8 |
Ocean Warrior
![]() Join Date: May 2005
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Good!
![]() Please Osmium, also add sounds to the snorkel up/down. it´s completely absent on Sh3 and an old request from comunity. A lot of ppl (me included) have tried to found a solution but never acheived. With this new Anvart´s tips is now easy to see that will be possible to do using the snorkel commands. I made a mod some years ago (IIRC "Snorkel for all") that adds fx&RWR to all snorkel and installations. it uses Anvarts state machine controls and then the sounds can be finally added! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#9 | |
Ocean Warrior
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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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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#10 |
Stowaway
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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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#11 | ||
Admiral
![]() Join Date: Jan 2006
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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. ![]() Quote:
![]() ... not for object animation. as, i think, for obj_Extensible objects, animation are hardcoded and it's object animation with controller parameters! ... ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 03-19-12 at 02:23 AM. |
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