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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: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#2 |
Seasoned Skipper
![]() Join Date: Mar 2008
Posts: 698
Downloads: 262
Uploads: 0
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I heard some panic sounds. They are there.
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#3 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Will be awsome if we can add animation... the uboat is shaking a lot and they do not move.. to unrealistic...and of cource to toon down... is a little to much even is awsome
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#4 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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![]() Quote:
![]() what i want to see are crew repair, fall, strumbeling animations enebaled, together with short shock vibrations / fitting shakes and light flicker.
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Stormy...... |
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#5 | |
The Old Man
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I.E. When DC explodes. It makes a flash. We need to link Sounds and Animation to same Parent as Flash so they are triggered at same time. Currently in GR2 finding these common links is something I have failed to see so far. Maybe merging Depth Charge GR2/SIM with Sub Model where you edit Crew Waypoints and Animations can expose this information. Maybe add Crew Breathing/Warning Sounds in Depth Charge DSD located at same point as Water Slpash. Many things to investigate. |
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#6 |
The Old Man
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I was just looking for Depth Charge Sounds.
Using Goblin Editor, I loaded these files: DC_Barrels.GR2 - DC_Barrels.sim - DC_Barrels.zon - Baza_FX.dat - Baza_FX_Sounds.dsd Baza files are the Particles FX. This is where to link Sound and Maybe Animations for triggers. Bombs and other Explosions are here as well. I know the DC_Barrels depends on Baza files because DC Sounds are Unkown if Baza is not merged. Last edited by TheBeast; 04-18-11 at 07:27 PM. |
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#7 |
Rear Admiral
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The excessive roll, might be from the CG_Height in the sim file.
This is one of those variables that is a double edged sword. Too little and things are flat and the boat wont roll with the waves very much when surfaced. Too much and their over the top, and you end up, upside down. As i recall, a good way to test this to see the varying effects of the number entered for CG_height, is to setup a single test mission where your surfaced, with a 20 or 30 knot destroyer bearing down on your broadsides, 500 meters away. They will ram, what your looking for, is how the boat rolls with the ramming per setting. Enter a large enough number for CG_height and the boat might do a 360. A small enough number, it might just roll over 90 degrees. edit: Another thing to check is the depth charges themselves. There is a variable there that dictates the force of the explosion. (was it Impulse?). Basically this dictates how much of the depth charge you can feel, or how much it shakes you. Enter a large enougn number here, and you can actually propel the boat in speed or send it down in depth via the depth charge explosion. Back in SH3, i entered a ridiculously large number (200000 or something like that) for this varaiable, and a depth charge propelled my boat like 20 or 30 knots underwater, just from the exposion. People like to jack this number up for the depth charge shake, but there is such a thing as too much of a good thing. |
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#8 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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ithink what The Beast ment was,
...if it would be possible to trigger and show crew repair, panic, strumble animations, it would be also possible to add local playing (3d) fitting extra sounds for them. And he is right, a pity that i have absolute no clue about animations, i just become familar how they are executed in the crew scripts.
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Stormy...... |
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