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-   -   [WIP] Japanese Campaign (https://www.subsim.com/radioroom/showthread.php?t=141869)

peabody 09-03-10 11:40 AM

Quote:

Originally Posted by keltos01 (Post 1483935)
then you have to record it, save it as ogg with the same length as the original...
keltos


It need to be the same length as the original?

Peabody

tater 09-03-10 11:41 AM

peabody, have you used the automated campaign editor at all? It's an amazing tool.

http://www.subsim.com/radioroom/showthread.php?t=113918

Nisgeis 09-03-10 11:43 AM

Quote:

Originally Posted by peabody (Post 1484156)
It need to be the same length as the original?

I believe it does have to be the same length, as long as its not too long. It's easy enough to try it, just switch two speech files round that are different lengths and see if they still work.

The voice acting thing can all be done on the internet, all you need to do is provide a script, or list of words you want said. The speech synthesiser is a good idea, but will be noticable machine like, but probably better than random bits of background music and woul also make redoing them in the future easier, as the voice won't change.

peabody 09-03-10 11:51 AM

Quote:

Originally Posted by tater (Post 1484158)
peabody, have you used the automated campaign editor at all? It's an amazing tool.

http://www.subsim.com/radioroom/showthread.php?t=113918

No, I haven't, I did see the post but did not get a chance to look at it yet.

Peabody

tater 09-03-10 12:24 PM

You could, for example, make a layer for allied convoys. Instead of working out everything for each group, just make a group, plot the paths. Do that for 25 convoys.

Run the automated editor with a script that populates each group with ships---randomly, but name, whatever. Have it randomize radius waypoints, randomize cargoes, have it change convoy speed every waypoint, have it zig zag the convoys... Anything.

All you had to do was to place the initial paths. BTW, you can make paths with a few close together waypoints to get out of port, then just a couple to get to the destination, then a few close together to get into port. The editor script can then add all the waypoints in between for any long legs---as many as you like.

It's incredibly powerful. Lurker wrote a script that banged out an entire random campaign in one run of the program.

keltos01 09-03-10 12:44 PM

Quote:

Originally Posted by tater (Post 1484193)
You could, for example, make a layer for allied convoys. Instead of working out everything for each group, just make a group, plot the paths. Do that for 25 convoys.

Run the automated editor with a script that populates each group with ships---randomly, but name, whatever. Have it randomize radius waypoints, randomize cargoes, have it change convoy speed every waypoint, have it zig zag the convoys... Anything.

All you had to do was to place the initial paths. BTW, you can make paths with a few close together waypoints to get out of port, then just a couple to get to the destination, then a few close together to get into port. The editor script can then add all the waypoints in between for any long legs---as many as you like.

It's incredibly powerful. Lurker wrote a script that banged out an entire random campaign in one run of the program.

thanks Tater !

@Peabody : when I made the few sounds for our campaign taken from gochin I noticed that they had to be nearly the same length as the original, and some other stuff I don't remember now like mono or stereo etc.. but I never found a program that made them as small as stock : same length in seconds but always heavier in kb...

keltos

peabody 09-03-10 02:24 PM

Quote:

Originally Posted by tater (Post 1484193)
You could, for example, make a layer for allied convoys. Instead of working out everything for each group, just make a group, plot the paths. Do that for 25 convoys.

Run the automated editor with a script that populates each group with ships---randomly, but name, whatever. Have it randomize radius waypoints, randomize cargoes, have it change convoy speed every waypoint, have it zig zag the convoys... Anything.

All you had to do was to place the initial paths. BTW, you can make paths with a few close together waypoints to get out of port, then just a couple to get to the destination, then a few close together to get into port. The editor script can then add all the waypoints in between for any long legs---as many as you like.

It's incredibly powerful. Lurker wrote a script that banged out an entire random campaign in one run of the program.

I haven't had a chance to look at it, but don't you need to know Python? Which I don't. It doesn't look to difficult to learn but would take a while. The only ones I have ever worked with were Amiga Basic and Delphi. Delphi was quite easy but a lot of the components were already created.

Maybe if I find time it might be worth it to learn since Blender uses Python also.

Peabody

tater 09-03-10 02:39 PM

Understanding the scripting helps a LOT. I was never nearly as good with the editor as lurker is. Still, I could make it do simple things, or alter some scripts that already exist for it. I have some if you want to try.

peabody 09-03-10 02:44 PM

Quote:

Originally Posted by tater (Post 1484285)
Understanding the scripting helps a LOT. I was never nearly as good with the editor as lurker is. Still, I could make it do simple things, or alter some scripts that already exist for it. I have some if you want to try.

Sure, I would appreciate it. I'll give it a try. Can't mess up any worse then I am now....:shucks:

Peabody

Schwieger 09-04-10 02:04 PM

Hey Peabody, you upload any vids of the mod yet? If you haven't you should :DL

keltos01 09-08-10 07:00 AM

from Orita's I-Boat Captain :

Jan 15, 1942
"the previous strategy of sending us against warships was to be discarted.." p. 45

"In April, it was declared formal policy to have our submarines operate chiefly against enemy merchantmen instead of against warships. This was pleasing news to us at submarine school. We thought the anti-merchant effort a much better use of submarines, and kept pointing to Germany as an example." pp. 57-58

keltos

Admiral Von Gerlach 09-11-10 12:35 AM

Our Bow wave brushes aside blossoms
Floating on the bay.......
We have left Summer behind.

Haikyu from a Submarine man's diary


greetings gentlemen, checking in, have been away in Drydock (hospital again) cheeriing you on as always.

tater 09-12-10 03:50 PM

Rereading War in the Boats. They were putting into PH in 1942 or early 43, and he describes the defenses. He said during the entire approach there were always at least 15 planes visible in the air at all times, most doing ASW patrol. He said there were around 2 DOZEN patrol craft visible as well.

On more than a few occasions they were bombed at PD, BTW. So I'd assume the US should do the same.

peabody 09-12-10 04:08 PM

Quote:

Originally Posted by Admiral Von Gerlach (Post 1490467)
Our Bow wave brushes aside blossoms
Floating on the bay.......
We have left Summer behind.

Haikyu from a Submarine man's diary


greetings gentlemen, checking in, have been away in Drydock (hospital again) cheeriing you on as always.

Hi Adimiral, Sorry to hear about Drydock. Hope thing are looking up for you!. It has sure been a lot longer journey than expected. (mainly due to RL rather than the modding). We are plugging away.
Best wishes!!

Peabody

keltos01 09-14-10 03:46 AM

Sen Taka Fast Attack Sub
 
Sen Taka Fast Attack Sub (original 3d model by fair_weather)

http://img231.imageshack.us/img231/2108/sentaka.jpg

Seen from the front

http://img3.imageshack.us/img3/458/sentaka2.jpg

Going to periscope depth the AA guns automatically stow themselves in the hull.

http://img337.imageshack.us/img337/4...underwater.jpg

underwater view, guns stowed away.


http://img39.imageshack.us/img39/474/sentakasurf.jpg



Surfacing : the guns come out automatically



http://img201.imageshack.us/img201/8914/guni.jpg

Sen Taka AA guns stowing in RL

In Rl they would rotate, then lower themselves in a compartment between the outer and the pressure hull, thus allowing for better performance underwater while retaining AA capability (unlike the post-war GUPPYs f.i.)

Ingame it has proven impossible to add the rotation without screwing up the AA guns camera as shown on the anim thread.

We will then use the animation made by Peabody which I think is close enough to RL.



keltos


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