SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-19-17, 07:08 PM | #301 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
Cool!
I have just one remark: If the lighthouse (not this one in particular but I hope that, once finished, we can use its files as template for quickly importing in game similar models), is removed from game or destroyed, after your changes the sound source would be destroyed too, whereas the rock/base would stay in game, though without SFX. Is there no way to tie them back to the 'terrain object portion' of our model? I have seen that most if not all the harbors in SHIII have dsd files and SoundSource controllers connected with them, and I hoped we could do the same with our model |
07-19-17, 07:55 PM | #302 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
Found this page with some interesting sound loops:
https://www.soundsnap.com/tags/lapping The one that I think more fit for our needs is the one called 'Rocky lakeshore, small waves lapping - quick and bubbly' The following SFX are nice too, but they come with some squeaky/chirpy sound (as cricket's calls) which are a bit out of place for our model: https://freesound.org/people/Benboncan/sounds/82058/ Tomorrow I will look for other sounds, in the meanwhile let me know about the ones above |
07-19-17, 07:57 PM | #303 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
|
|
07-19-17, 08:02 PM | #304 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
Quote:
P.S: what about linking seagulls to the model? It would be cool seeing them flying over our lighthouses |
|
07-19-17, 08:05 PM | #305 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
Good idea, but I think this is hardcoded ... |
|
07-19-17, 08:21 PM | #306 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
Quote:
Probably yes. We can try, the seagull will probably show up, but there will be only one, and it will probably be static in the air |
|
07-19-17, 08:41 PM | #307 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Sound is working with the terrain object !
Quote:
So, here is version 10 ! http://www.mediafire.com/file/mx69u5...a_Plate_v10.7z Change log : - deleted LLH_LaPlate.dsd - restored the aud_node in Rock_LaPlate.dat - restored and modified Rock_LaPlate.dsd - added lap_rock.wav - modified Sh3.sdl |
|
07-20-17, 06:03 AM | #308 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
I give up on that lol Time to see if we can give additional texture maps to our model now! |
07-20-17, 07:36 AM | #309 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
|
|
07-20-17, 07:40 AM | #310 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
Quote:
P.S: how do you save those sounds? I have recorded them using WavePad, but I have noticed a decay in sound quality |
|
07-20-17, 07:55 AM | #311 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
With Audacity, and also a decay in sound qualit, but not (or very hardly) noticable in Sh3, with the other ambient sounds (sea, seagulls, wind, u-boat). |
|
07-20-17, 08:11 AM | #312 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
Quote:
I wonder if there is a way to record stereo mix audio without such a loss of quality |
|
07-20-17, 08:23 AM | #313 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Just a detail : could you remove the residual green mud from the texture, it's visible on the ladders.
|
07-20-17, 09:56 AM | #314 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
Quote:
Out of jokes: both green and brown algae are common on bedrocks and other hard substrates of the lower intertidal zone and of the infralittoral zone. Some times those seaweeds form mixed communities, some other times one species belonging to either group prevails on others. In any case, unlike their name, brown algae are rarely fully brown, as they rely on chlorophyll -which is a green pigment- for their nutrition. A good example of that is Dictyota dichotoma, a brown alga common in the Mediterranean and in the North Atlantic, but I could bring many more examples. I am sorry to sound like a professor (I hope I didn't), but besides being a sea lover, I am also a biologist... That said, I am ready to remove the remaining green spots if you explain your point |
|
07-20-17, 10:49 AM | #315 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
So, the more I read about SHIII and texture maps, the more I get convinced that the game can't manage more than two textures per material at a time. Detracting from that the one texture channel used by the diffuse map and ignoring the ambient occlusion map, which was blended to the diffuse texture, we are left with just one channel which we can use either for the specular or for the normal map. Which one should we use?
Personally I would opt for the specular map, but I wish to listen to your opinion before anything. Should you need a description of how each texture map works, please read the document below: http://wiki.splashdamage.com/index.p...xture_Overview |
|
|