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LtShadow

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Everything posted by LtShadow

  1. Thanks! Just now seeing all these replies. I'm actually working with Fuller and the USAF mod team to bring more realistic sounds across the board! The F-22 Raptor will be my personal highlight, since it is my favorite aircraft! Stay tuned! :) Thanks for the kind words. I appreciate it. I agree, though I can only do so much with the engine that ArmA 3 uses as well as my knowledge about the game. I hope one day to bring a 1/1 representation of some of the most famous jet aircraft in a game. Whether that be ArmA 3 or the next installment. Hi again! Shazer, one of my co-developers, has been working on one for a while now actually! I'm not sure if it is released yet, though.
  2. Have not tested in MP, but it should work as I used a similar version in a few of my experimental projects with Shazer in MP. I'll get a key in asap, sorry about that. :) Edit: v1.0.1 includes a MP key. Let me know if you guys need anything else.
  3. He sent me the RPT - nothing in there about my mod not working. Looks like the HAFM mod isn't supported - all my previous projects are still working on Apex, just not optimized for the new sound system (yet).
  4. Alright; Have a look in your @RealSound folder. Inside that folder there should be an "addons" folder, and inside that should be three files. The first file should be the F-16, second file should be the F-4 and the third file should be the F-4's MP key (bisign file). So your directory should look (something) like this; C:\Program Files (x86)\Steam\Steamapps\Common\ArmA 3\@RealSound\addons (this is where you place the realsound PBO files). Now, to make sure ArmA 3 is actually loading the addons. Be sure to use the mod manager in the ArmA 3 launcher and load the mods that way. It's much easier instead of using command lines or launch options through Steam. Be sure to have loaded all of the mods you need (@HAFM, @RealSound, etc...). If the game boots without error, continue on to the next step. If you get an error - I will need to see your arma 3 RPT file. To get this: press the windows key or press the windows button on your desktop and type "Run" and click the program that starts up. Or you can use the keyboard combination CTRL+R together to bring up the dialog box. Next, type in this: %appdata% and click "run" or "start". This will bring up your "roaming" application data, we need to get back to the "local" data. On the top of the windows explorer you will see in the address bar "AppData -> Roaming". Click on the part that says "AppData" - this will go back to the main selection of folders named "Local, LocalLow, Roaming". Click on Local, then click ArmA 3. Inside the ArmA 3 folder you should see multiple files. Note the files that have are named something like "arma3_current_date_and_time.rpt". Copy the most recent RPT file to your desktop and upload to dropbox/mediafire/Mega, etc and paste a link here so I can view it. If you do not get an error: Load up a new mission in the editor on Stratis (takes the least amount of time to load). Go to the spawn menu in Eden and scroll the Planes menu (or wherever the HAFM aircraft are) until you see the F-4. I made this config so that it does not interfere with the original aircraft, though now I do things a little bit different. My RealSound aircraft for the F-4 will be named "HAF F-4E Phantom II (Aegean Ghost) [@RS]" or "HAF F-4E Phantom II [@RS]". If you still do not see the aircraft anywhere in your spawn lists (try going through the Empty section as well) - send over your RPT file for me to inspect. Instructions are above the "If you do not get an error" line. Hope this helps! :) Shadow
  5. Hi there, Have you tried making sure that you're spawning the (@RS) version of the aircraft? I just started editing my aircraft so they will show as the original, but since this version is older you have to spawn in or use the F-4 that says (@RS) at the end of the object name. Hope this helps! -Shadow
  6. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Bummer, I will still be releasing with an optional patch that changes the filter as it makes the aircraft sound 10x better. BI needs to get on this...
  7. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Thanks for that, Mega! It helps a ton. :) Any word on the new attenuation types? I hear a difference with the aircraft right out of the gate, but that's with the config patch for the low pass filter you provided. Did they make different configurable custom classes that you may set per object/vehicle/weapon instead of a global filter variable?
  8. I'm working on an updated version of my F-22 Raptor for the RHS mod pack. Will release in the next month or so when it's done. :) Keep your eyes peeled!
  9. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Hey Mega and LJ, or anyone else who could help: trying to make my configs a bit more advanced and robust/unique to aim higher for sound realism in A3 Jets. Up until my latest F-16 release, I did not know you could create your own custom variables for sounds. You can find an example in my latest F-16 release in using a separate class that uses a custom variable for the actuator nozzle sound on the F-16. Fun stuff! I wanted to expand on this but not sure where to start. Since aircraft sound different at various speeds, I would basically want to re-create this by adding more variables that cover a more specific speed/thrust factor and have the audio engine play and fade those audio samples if those values are met. This would eliminate the need for specific scripts for the most part. I'm working on an update to my @RealSound F-22 Raptor that uses the RHS' model from their pack. Here's an example of what I'm looking to do; class EngineHighOut { sound[] = { "RealSoundF22A\snd\new_ext\f22highpass.wss", 2.5118899, .8, 3000 }; frequency = "1"; volume = "engineOn*camPos*(speed factor [1,200])"; cone[]={3.1400001,3.9200001,2,0.5}; }; class EngineHighOut2 { sound[] = { "RealSoundF22A\snd\new_ext\f22lowpass.wss", 2.5118899, .8, 3000 }; frequency = "1"; volume = "engineOn*camPos*(thrust factor <setvaluehere> + speedfactor variable])"; cone[]={3.1400001,3.9200001,2,0.5}; }; So, as you can see - the second high_out would only be met if the aircraft was at idle AND between a certain speed variable. Can it be done via this method? Thanks!
  10. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Alright Mega, thanks for all that about the volumes! I know what I'm doing but was getting frustrated that the normal and default values weren't working so I went a little crazy. What's weird is, with those values, they are almost listening volume.... That's what I don't get. Those values on my F16 and ear rape would be sure to follow. Haha. I'm not sure why the audio levels are not matching up properly. As for the distance filter, I'll give it a shot when I get back from holiday. I'm in Florida and didn't bring my main rig with me. ;) Anyways, when I get the chance I will be sure to report back once I get home and settled in. Thanks again!
  11. Alright, noticed a couple things after playing around with 3DEN for a few hours. 1. Object placement bug/glitch: When placing detailed items inside rooms and on top of anything, those items "lower" themselves about a half inch and maybe more once you preview the scenario. Some objects even seem to rotate 90 degrees vertically (from say horizontal to a vertical position in-game). Using vanilla game, no mods. Must place object and disable "simulation" box under properties. 2. Night time lights bug: When placing a lamp/light source in the editor, the light source does not spawn. The object remains un-lit in dark situations (time change) and remains that way until jumping in-game, however the light source turns back off once you're back in the editor.
  12. Alright, that seemed to fix it but the objects don't get destroyed now? :\
  13. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Awesome, yeah hopefully there is soon a way to independently define the effects per object in the scene - that would be great. Could you shed some light on how exactly I would implement that into my sound mods and what each line does so I know which values to change and mess with? Alright, here's a pastebin of the F-22's config I'm working on... http://pastebin.com/ghGyVxuu Forgive the mess, I'm just trying to figure out why the things are happening the way they are. :P
  14. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Thanks Axe, when you get the chance could you do some investigating? I would myself but I wouldn't know what to look for. I tried digging into the air pbo files but couldn't see any extra definition for the Low pass filter in any config (from what I saw). Buck, the low pass filter removes treble beyond a certain point (muffles) and the high pass filter removes the treble (not sure what word to use for that). Audacity has both filters, mess around with them for fun to get an idea of what they do! :) Hope we find a work around soon. Thanks all.
  15. Added an update : Please read if you get the chance! If you are experiencing the same phenomena, please let me know!
  16. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Right, so with the release of Eden (or every stable update) comes new problems. I've started to notice the falloff/fallout distance for the aircraft sounds start fading wayyy to close to the player. The point in which the game fades the audio from the player is working fine and as intended (for now), however the sound samples muffle from the player at roughly ~400-500 meters. Is there a new audio classification we need to define in the config to set the falloff distance/muffle point? It seems like the game has a really strong high-pass or low-pass filter at the moment and is driving me crazy. Also, I noticed when I just started working on the F-22 sounds again that the audio files were near to completely mute unless I cranked them to db30 and above, or at least "30" in the volume parameters. It seems as though the only sound files that were not mute (completely opposite) were the DistantPlaneOut and the Start-up sound samples. The config is a direct copy from the current working F-16C sound mod I just released, not too sure what's going on. The F-16 is now showing signs of volume decrease each time I start the game... :wacko: Any help would be amazingly helpful and enlightening! :D
  17. Yeah, I've already done a few for the USAF mod pack but I really didn't like the idea of my work being buried under another project. ;)
  18. Thanks man. :D It has been a while hasn't it? I think the F-18 needs some much needed love now. ;) I would redo the F-22 but there isn't a good stand-alone model yet.
  19. Haven't actually noticed, huh... I'm sending you a PM btw. :)
  20. Thanks for the feedback so far guys! Hope you enjoy it even more in-game.
  21. LtShadow

    JSRS4 - APEX 1.2

    Awesome news, LJ! :)
  22. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Nice! Making good progress, I don't like competition in this field but it's definitely good to see other modders who are actually interested in this stuff. If you have any questions related to how I get samples, don't be afraid to hit me up! I've done multiple aircraft over the past few years, less now that I'm finishing college, but that's inevitable. I was talking to LJ earlier, after I posted this and forgot to update, and he mentioned the same thing as well. The sound engine is severely limited at the moment, and personally I hope that will change soon. I would absolutely LOVE to see a completely overhauled audio-rendering engine in ArmA 3. Imagine having just one, maybe two, samples for an aircraft/gun and let the audio engine decide what to do with the atmosphere, buildings, thrust, heat, etc... But that would be dreaming. I'll be uploading a showcase on my channel tomorrow on the progress I've made with the F-16 for the USAF mod. Hope to get a separate config released within the next week or so.
  23. LtShadow

    ~ ArmA 3 Sound Modding 101 ~

    Hi guys, long time no see. Me and Shazer are working on updating all our @RealSound mods we released last year and am starting things off with the F-16. Btw, speaking of F-16's, nice work on it so far Buck! Been working on this update for some time, but really want to include the nozzle actuator feature when first throttling up for takeoff. Example/Source: I first took the audio and added that into the first few seconds of my "Afterburner"/ForsageOut sample. It worked fine for testing, to see how well it fit, but not release worthy as you can hear the actuator at whatever fallout distance you have set for that sample. I'm looking through this thread to find different ways of going about this, but I'm not a code junkie - so any help would be appreciated. Here's what I got so far; class ActuatorSoundOut { sound[] = {"USAF_F16\snd\new_ext\actuator.wss", 10, 0.99, 500}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*camPos*(thrust factor[0.3, 0.4])*(thrust factor[0.5, 0.3])"; };
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