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Old 03-14-12, 01:42 PM   #1
Rubini
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Quote:
Originally Posted by Osmium Steele View Post
Here's a sample of an SH3 command from command_en.
The example has a sound associate with it.

[Cmd432]
Name=Man_the_deck_and_flak_guns
Ctxt=1
MnID=0x3F2D0004
Str=2946

As you can see, there is no obvious sound file associated with it, but we all hear the command when the guns are manned.

Ctxt=1 means the command onlyexecutes within the unpaused game itself, not in the museum, for example.

Str=2946 is the text displayed when the command executes. Found in Data/Menu/en_menu file.

Which leaves MnID=0x3F2D0004.

MnID = menu item ID associated with this command. Unfortunately, I cannot find the menu file/folder to which the command points.

I've located the .DAT files which sync voices with the animations, but that is it.

The number looks like a hex address, but I am unable to even find that string anywhere.

I know I'm missing something obvious, but am currently lost.
AFAIK the MnID isn't associated to sounds anyaway.
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Old 03-14-12, 06:39 PM   #2
Madox58
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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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Old 03-15-12, 09:32 AM   #3
Osmium Steele
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Quote:
Originally Posted by Rubini View Post
AFAIK the MnID isn't associated to sounds anyaway.
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.

Quote:
Originally Posted by Privateer
The voices played are controlled by the Phrases_whatever.dats as far as I remember.
I thought so too, but Silent 3ditor lists them as Lip sync managers for the NPCs. Although, it may buried in there somewhere.

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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Old 03-15-12, 07:57 PM   #4
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Quote:
Originally Posted by Osmium Steele View Post
..... it points to the menu_1024-768.ini file which appears to control the gui animations. Button presses, switches thrown, etc.
.....
hi Osmium Steele,

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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Old 03-16-12, 07:37 AM   #5
Osmium Steele
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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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Old 03-16-12, 09:06 AM   #6
Anvart
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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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Old 03-16-12, 01:39 PM   #7
Osmium Steele
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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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Old 03-16-12, 01:47 PM   #8
Rubini
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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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Old 03-17-12, 11:42 AM   #9
Rubini
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Quote:
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   #10
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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 03-18-12, 08:19 AM   #11
Anvart
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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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