SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 07-06-12, 06:35 PM   #16
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Here are all the identifiers one can use:

DiveIn
ToSurface
WaveLap
ElectricEx
DieselEx
DieselUw
Propeller
TorpDoor1
Shipwake
DieselInsideSub
ElectricInsideSub
AmbientRadioRoom
AmbientKitchenRoom
RainLocal
hyd
DepthCranks
Sink
Engine
mix
ShipwakeBowSlow
ShipwakeBowFast
ShipwakeSternSlow
ShipwakeSternFast
TheDarkWraith is offline   Reply With Quote
Old 07-06-12, 06:50 PM   #17
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
what exactly are you trying to do
A bit complex to explain. I am trying to do some experiments with the whale whose conversion to SH5 was kindly granted by Jimbuna.

I got out simplifying by a strong measure its file structure. Originally the 3D model was contained in a dat file located in the library folder, and attached to the main unit's dat file as a dummy. It meant a double set of DAT, DSD and VAL, files. For sure there was a reason for doing it so, but for me it was quite difficult to track down the problem that made it to ctd on hydrophone station.

Now, the unit is working correctly (no more ctds, detectable on hydrophone, etc.), and I am giving it the final touches. As for sounds this is the plan:

work done

1) I've split the external song sound in 6 different was files sampling different wavelenght ranges, each with different min an max radius set in sdl, since (in real life and by a human ear) low frequencies should be heard from as far as 10 km or so, while high wavelenghts travel much lesser distances. I got out reproducing this effect in game, and I have to say that it is very nice. Besides this, I made the song sounds audible only underwater and, only the two lowest samples, inside the submarine. I wish to reduce a bit the volume of the sounds audible through the hull, but whenever I try, they "desappear".

2) The hydrophone song sound was split in 4 sub-sounds, following the same method as above, but with longer min and max ranges set in sdl file. As lon as I tested them, they worked like a charm. Obviously they are heard only on hydrophone, and at the maximum volume allowed by their ranges.

to do

3) a blowhole spout sound was added to the sdl file, and should be triggered by the corresponding particles. Should be audible only above water, on external camera.

4) taislapping and breaching sounds were also added to the sdl, and should be triggered by the corresponding particles, when the unit crosses given depths below or above the sea level. They should be audible both under and above water and, in lesser measure, inside the sub.

5) finally, a weak wake sound should loop while the whale is moving. This is the only sound tha should depend on unit's speed.

That's all
gap is offline   Reply With Quote
Old 07-06-12, 06:56 PM   #18
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
Here are all the identifiers one can use:

DiveIn
ToSurface
WaveLap
ElectricEx
DieselEx
DieselUw
Propeller
TorpDoor1
Shipwake
DieselInsideSub
ElectricInsideSub
AmbientRadioRoom
AmbientKitchenRoom
RainLocal
hyd
DepthCranks
Sink
Engine
mix
ShipwakeBowSlow
ShipwakeBowFast
ShipwakeSternSlow
ShipwakeSternFast
Okay, thank you very much!
May I ask wich ones would you use for the sounds I described below?
gap is offline   Reply With Quote
Old 07-06-12, 07:17 PM   #19
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
Okay, thank you very much!
May I ask wich ones would you use for the sounds I described below?
I would use Effect but it all depends on how the file is setup
TheDarkWraith is offline   Reply With Quote
Old 07-06-12, 07:43 PM   #20
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
I would use Effect but it all depends on how the file is setup
I was testing your latest UI version

What do you mean by "how the file is set up"?
gap is offline   Reply With Quote
Old 07-06-12, 08:13 PM   #21
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by gap View Post
I was testing your latest UI version

What do you mean by "how the file is set up"?
Is it a unit? If so, what type? I'd have to see the file(s) in order to make an educated guess. You'll figure it out

Everything working fine with the new version of my UIs mod? Able to get hydro follow target working?
TheDarkWraith is offline   Reply With Quote
Old 07-06-12, 08:29 PM   #22
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
Is it a unit? If so, what type?
Yep, at the time being it is a ship, but if possible the next step should be converting it into a submarine. The first attemp to do it ended with a CTD before the test mission could end loading ...but this is another story!

Quote:
Originally Posted by TheDarkWraith View Post
I'd have to see the file(s) in order to make an educated guess. You'll figure it out
I don't want to abuse your patience, but if you want I can upload somewhere the files of the last working version, and provide you with the link

Quote:
Originally Posted by TheDarkWraith View Post
Everything working fine with the new version of my UIs mod? Able to get hydro follow target working?
Yes sir, just finished the last test. I'll post a report in the appropriate thread
gap is offline   Reply With Quote
Old 07-07-12, 03:13 AM   #23
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

This is sounding really good Gap - looking forward to seeing and hearing it
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 07-07-12, 11:12 AM   #24
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
This is sounding really good Gap - looking forward to seeing and hearing it
Thank you mate,

yes it sounds (sic!) good, and it can get better with your help!

My goal is achievng a template, as complex as it is allowed by SH5 limits, for creating new similar environmental units.

The web is full of royalty free 3d models. We should "only" create the animations, import them in the existing dat, remove some controllers when unneeded, finetune the remaining ones, create new sounds and textures if requested, remap IDs, carry on a few more tasks that I can't think of right now, and tadah, the new unit would be ready...

Animations apart, I think the rest of the process is not that complex, provided that we can start from a good template, and thanks to TDW, with a few adjustements one day we will be able to convert these units in GR2 format.

The same goes for naval units. They are much more complex than environmental units, but with the great work done by TDW, Rongel, Uekel, SteelViking and many more, I think that most of the secrets for importing existing dat ships, or even for creating new ones, today are no more a mistery.

The next challenge will be converting them too in GR2 format. Probably we will encounter many drawbacks, but as said by TDW in another thread, this goal is certainly attainable, especially -I believe- if we will manage once more to work as a team and to share information.

Another big challenge will be creating/importing AI and human playable submarine units. AFAIK, only Privateer managed to do it for SH5. There are some pictures and videos of his imported submarine on this forum, but I never managed to find the respective download.

The idea to convert the whale into a submarine unit, is also dictated by my desire to understand the essential parts of those units, in therms of SH5 file structure and controllers. Infact this sub-whale should be an extremely stripped-down version of a "true" SH submarine, carrying just the vital stuff on her.


Finally, why am I writing such a long post, besides being affected by a chronic long-windedness?

I am sure you are aware of the few and modest ideas contained in this post. If there were many persons working on adding stuff to the game (new units, new fixes, new features, etc), my words could be dismissed as pleonastic. Too bad, things are not so

Really, my first and ambitious goal is to cast again some interest on the great work started one year ago or so. I can rember, after the first discoveries on how to import dat units, someone was forecasting that dozens of people would have put themselves at job on this matter.

After the first wave of enthousiasm, off the first group of "ship importers" afaik only Uekel is still active in this sector. Worse, no new names have emerged in the meanwhile, and the ship importing thread is totally deserted.

Right now, there is much expectation on this neat piece of coding by TDW: the GR2 reader/importer. I strongly hope that the same story is not going to repeat with it: many people wishing, (very) few people doing.

Don't take me wrong: I understand that people got their own lives and their day by day duties. I respect this fact and I am not complainig on anyone in particular, for that matter. On the other hand there are high hopes on the future of this game; though I feel that the real draw-back to its further development, even worse than its initial buggy state, is the lack of active modders in this community.

Even after several years spent playing SHIII, IV and 5, many say that they would start modding the game, if they didn't miss the needed skills. But skill is something you develop with your time, if you want.

I, for one, started hanging around this community only 18 months ago. I didn't know anything at that time, since I was approaching SH5 for the first time. Moreover I had never played/modded any other game of the series. Nevertheless, by reading this forum and through direct experience, little by little I started learning the basic architecture of this game, and far from having a complete picture, I am still doing it.

Anyone can do the same, by giving up some of the time spent playing the game in favour of reading on it, and creating his first simple mods to share with the community. Doing it, some people ended by stopping playing, for focusing primarily on modding activities. This approach can reward us as much as playing the game itself, in therms of personal satisfaction and general aknowledgement, but surely noone is requested to be so drastic.

Let's be honest. In the last say... 12 months, most of the mods released for SH5 were created by a fistful of persons. More or less half of them, I think, were by TDW... Come on guys, we can't leave these people alone. Without our help their efforts will be in vain, and very soon this game will start dying in a long agony
gap is offline   Reply With Quote
Old 07-07-12, 12:19 PM   #25
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

There have been so many ships imported to SH5 now the list is too big to list

The next big stage for SH5 is converting these into nice shiny GR2 ships.
Quote:
Originally Posted by TheDarkWraith View Post
Yes they could but it'll take a little work. You would need the test version that the testers are currently using for one. Two, you would take an existing ship GR2 file and merely import new vertex data into it for all the meshes (thus replacing the existing vertex data). Three, you would have to change all the existing materials used to reflect the materials of the new unit. Four, you would need to add new bones as needed (which is a snap to do with the app). It's not as hard as it sounds
Starting a thread where this could be discussed would, I am sure see many modders joining in and new ones starting. A guide could then be written with all the info gained. (Im sure TDW would love to see more people using his new tool after all the effort that went into making it).
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 07-07-12, 12:22 PM   #26
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Trevally. View Post
(Im sure TDW would love to see more people using his new tool after all the effort that went into making it)
Would be nice but not needed The app isn't finished yet, still chugging along on it. Making that tool made me a better a programmer and in the end that's what it's all about. If you don't try and better yourself everyday you are wasting your life away
TheDarkWraith is offline   Reply With Quote
Old 07-07-12, 01:33 PM   #27
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by TheDarkWraith View Post
Would be nice but not needed The app isn't finished yet, still chugging along on it. Making that tool made me a better a programmer and in the end that's what it's all about. If you don't try and better yourself everyday you are wasting your life away


If it is still not finished - perhaps you could also plan into it a "click here" button to convert dat ships to gr2
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 07-07-12, 01:50 PM   #28
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post


If it is still not finished - perhaps you could also plan into it a "click here" button to convert dat ships to gr2
Good idea!
programmers tend to make things more complicated than they are in reality!
gap is offline   Reply With Quote
Old 07-07-12, 03:01 PM   #29
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default



"Towards thee I roll, thou all-destroying but unconquering whale; to the last I grapple with thee; from hell’s heart I stab at thee; for hate’s sake I spit my last breath at thee. Sink all coffins and all hearses to one common pool! and since neither can be mine, let me then tow to pieces, while still chasing thee, though tied to thee, thou damned whale! Thus, I give up the spear!"

__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 07-08-12, 10:26 AM   #30
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
"Towards thee I roll, thou all-destroying but unconquering whale; to the last I grapple with thee; from hell’s heart I stab at thee; for hate’s sake I spit my last breath at thee. Sink all coffins and all hearses to one common pool! and since neither can be mine, let me then tow to pieces, while still chasing thee, though tied to thee, thou damned whale! Thus, I give up the spear!"
Thank you Trevally!
nice screenshots and neat quotation

wasn't Moby Dick a sperm whale? I should have a 3D model of it hanging somewhere on my HD
gap is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:39 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.