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03-07-08, 07:57 PM | #1 |
Rear Admiral
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Node in dat - i was probably thinking of sounds sources. Such as water or steam pipes. I only looked at this stuff in passing, so im probably way off base. Edit: Its worth noting that stock fleet boat interior files have no sounds to them at all. SteveTRM added them in. I dont remember if he use an aud_node or not. anyway, ill shut up. Now im curious as to what else is in some of those dsd files. (not that i havent looked already) Think i figured out why my earlier attempts at getting band music on the docks failed.
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03-07-08, 08:54 PM | #2 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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LukeFF, it's possible. Go to the properties of the wpn_Cannon controller in the sim file. Open up the Fire-node, and there you see a property 'effect'. It has an id. Select 'effect', and copy the value to the clipboard (in hex format!). Now, open up the particles.dat, and do CTRL+F, and paste the id into the textbox and hit Find. You'll see that the node will be selected either $MGun_muzzle_flash or $Big_muzzle_flash, or some others, depending on the gun. These are shared muzzle flashes by all (most?) guns. In the particles.dsd you will find the associated muzzle sound. To make a unique sound for a different weapon you have to clone a few nodes in both particles.dat and .dsd (to create a new effect+sound), a sound entry to the sdl-file (which defines the actual soundfile to be played), and lastly assign the newly created effect id to the weapon.
Hope this makes a bit sense Just try [edit] I'm not sure if there are tricks to do this easier (without cloning nodes), maybe someone else knows.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 03-07-08 at 09:14 PM. |
03-07-08, 09:34 PM | #3 |
Silent Hunter
Join Date: Apr 2005
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I'll give that a try, skwas. Thanks!
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03-07-08, 09:43 PM | #4 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Oh, and one trick to make cloning of a bunch of nodes easier (you need to redo all the id's!) is to remove all the other chunks from the file so you only are left with the chunks that need to be cloned. Then, use the remap function to assign new id's to all nodes in one go. Then export and import.
Saves the trouble of fixing up the nodes after import and manually changing all the id's.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
03-07-08, 09:48 PM | #5 | |
Samurai Navy
Join Date: May 2007
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Quote:
Thanks for the tip Squash. |
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