[2014.09.13] Black Smoke (with sound effects) 1.4.2 by nyolc8

Started by nyolc8, July 29, 2014, 17:46

Rahail

I'm using overdose effect 1.4, where I have to replace effects.fxp and effectsPC.txd files and your Black Smoke mod ask for that too... If I put your files i wont be able to use overdose effect. So any solution?

nyolc8

#16
Quote from: Rahail on July 31, 2014, 16:09
I'm using overdose effect 1.4, where I have to replace effects.fxp and effectsPC.txd files and your Black Smoke mod ask for that too... If I put your files i wont be able to use overdose effect. So any solution?
Step 1: Open your effects.fxp and paste this:
[spoiler]FX_SYSTEM_DATA:
109

FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/diesel_exh.fxs
NAME: diesel_exh
LENGTH: 0.005
LOOPINTERVALMIN: 0.005
LENGTH: 0.005
PLAYMODE: 2
CULLDIST: 50.000
BOUNDINGSPHERE: 0.0 0.0 0.0 0.0
NUM_PRIMS: 1
FX_PRIM_EMITTER_DATA:

FX_PRIM_BASE_DATA:
NAME: ParticleEmitter
MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000
TEXTURE: diesel_exh
TEXTURE2: NULL
TEXTURE3: NULL
TEXTURE4: NULL
ALPHAON: 1
SRCBLENDID: 4
DSTBLENDID: 5

NUM_INFOS: 6
FX_INFO_EMLIFE_DATA:
LIFE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: -1.000
VAL: 2.200
BIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: -0.500
VAL: 0.500

FX_INFO_EMROTATION_DATA:
ANGLEMIN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 120.000
ANGLEMAX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 360.000

FX_INFO_ROTSPEED_DATA:
TIMEMODEPRT: 1
MINCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
MAXCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1.000
MINCCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
MAXCCW:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1.000

FX_INFO_FORCE_DATA:
TIMEMODEPRT: 1
FORCEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FORCEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.000
FORCEZ:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.010
VAL: 2.500

FX_INFO_SIZE_DATA:
TIMEMODEPRT: 1
SIZEX:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 3
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.500
FX_KEYFLOAT_DATA:
TIME: 0.800
VAL: 3.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 6.600
SIZEY:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 3
FX_KEYFLOAT_DATA:
TIME: 0.200
VAL: 0.700
FX_KEYFLOAT_DATA:
TIME: 0.800
VAL: 1.600
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 6.300
SIZEXBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 3
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 0.700
FX_KEYFLOAT_DATA:
TIME: 0.400
VAL: 1.800
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 6.700
SIZEYBIAS:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 3
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 1.300
FX_KEYFLOAT_DATA:
TIME: 0.200
VAL: 1.500
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 2.000

FX_INFO_COLOUR_DATA:
TIMEMODEPRT: 1
RED:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.100
VAL: 100.000
GREEN:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.100
VAL: 100.000
BLUE:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 1
FX_KEYFLOAT_DATA:
TIME: 0.100
VAL: 100.000
ALPHA:
FX_INTERP_DATA:
LOOPED: 0
NUM_KEYS: 3
FX_KEYFLOAT_DATA:
TIME: 0.000
VAL: 90.000
FX_KEYFLOAT_DATA:
TIME: 0.500
VAL: 60.000
FX_KEYFLOAT_DATA:
TIME: 1.000
VAL: 0.000

LODSTART: 120.000
LODEND: 255.000
OMITTEXTURES: 0
TXDNAME: NOTXDSET
[/spoiler]
into the file end, BEFORE the "FX_PROJECT_DATA_END:" (and leave a blank line between the pasted code and the "FX_PROJECT_DATA_END:")

Step 2: open the effectsPC.txd from my pack with txd editor application (I use TXD workshop), export the "diesel_exh" image as tga. Then import it into your effectsPC.txd and make sure you set it up with alpha called "diesel_exha" and with DXT3 compression. Then save your effectsPC.txd. And your done.

PS: this method applies too if you want to use the original effects.fxp and effectsPC.txd files. I'll pack original effect files with diesel_exh on next update.

nyolc8

Update coming soon, with airbrake sound effects. :P

Nado

Quote from: nyolc8 on August 01, 2014, 17:14
Update coming soon, with airbrake sound effects. :P
I thought cleo sounds wasn't possible in SAMP, btw use some cool airbrakes sounds ^^
S A N  A N D R E A S  G L O B A L  C A R G O™
LAST SEEN
TOTAL TIME ON SERVER
SCORE
TRUCK LOADS
CONVOY SCORE
ACHIEVEMENTS
ARTIC
DUMPER
VAN
FUEL
CEMENT
ARRESTS
CARS STOLEN
COACH
PLANE
HELICOPTER
TOW TRUCK
LIMO
TRASH
ARMORED VAN
BURGLARIES
ARMORED VANS STOLEN
MISSIONS FAILED
OVERLOADED
FINES PAID
TOTAL SPENT ON FUEL
INTEREST EARNED
DISTANCE TRAVELLED
TIME IN JAIL
LAST MISSION
Generated by ASP.NET Core on Linux using the Convoy Trucking API. Updates every 5 minutes. See the original SVG image.

Taz_Brock

Quote from: nyolc8 on August 01, 2014, 17:14
Update coming soon, with airbrake sound effects. :P
Don't forget about the Jake brake sound :-X

My Looney Tunes Phone


nyolc8

Quote from: Nado on August 01, 2014, 17:27
Quote from: nyolc8 on August 01, 2014, 17:14
Update coming soon, with airbrake sound effects. :P
I thought cleo sounds wasn't possible in SAMP, btw use some cool airbrakes sounds ^^
Yeah, 3d sound (which attached to an object or car or something in the game world) is not work in samp, but simple sound works nicely. I tested, works nicely on CT server :P

Quote from: TAZ_(USA) on August 01, 2014, 18:42
Quote from: nyolc8 on August 01, 2014, 17:14
Update coming soon, with airbrake sound effects. :P
Don't forget about the Jake brake sound :-X

My Looney Tunes Phone


Maybe later, I'll need to think about how to implement that into the script. Because it's a more complex thing than the airbreak sounds. Also I already used up all the 0-33 local variables available for one script. I'll need to look into how to make more variables.

***

Airbrake sound is not a seperate script, I built it into the diesel smoke script. The sound can be disabled via ini file, also the volume of the airbreak sound can be changed in the ini file.

nyolc8

#21
Okay, I done the jake break scripting 95%100%, but I need some good sound for it... I don't found any usable sound. Any help? ::) :)

Nado

Quote from: nyolc8 on August 01, 2014, 20:03
Okay, I done the jake break scripting 95%100%, but I need some good sound for it... I don't found any usable sound. Any help? ::) :)
u can try the jake brake sound from 18 wheels pedal to the metal, or just google a jake brake mod for haulin
S A N  A N D R E A S  G L O B A L  C A R G O™
LAST SEEN
TOTAL TIME ON SERVER
SCORE
TRUCK LOADS
CONVOY SCORE
ACHIEVEMENTS
ARTIC
DUMPER
VAN
FUEL
CEMENT
ARRESTS
CARS STOLEN
COACH
PLANE
HELICOPTER
TOW TRUCK
LIMO
TRASH
ARMORED VAN
BURGLARIES
ARMORED VANS STOLEN
MISSIONS FAILED
OVERLOADED
FINES PAID
TOTAL SPENT ON FUEL
INTEREST EARNED
DISTANCE TRAVELLED
TIME IN JAIL
LAST MISSION
Generated by ASP.NET Core on Linux using the Convoy Trucking API. Updates every 5 minutes. See the original SVG image.

Taz_Brock


nyolc8

Quote from: TAZ_(USA) on August 01, 2014, 21:35
this is from a different game but has the link for the sound.

https://www.youtube.com/watch?v=HEGxmJE6zb4
thanks, implemented this (trimmed and littlebit tweaked the volumes), also the airbrake script now selects and plays randomly from 3 different sound on every brake release, and selects randomly from 2 different sound on every starting the vehicle from stopped state.

I noticed a tiny barely noticable sound popping when the engine break sound starts to play or stops. The airbreak sound are ok. I don't know if this because the sound itself, or maybe my audio driver sucks :D

edit: with other sound applied to engine break, no speaker pop occurs. Any idea how to fix an mp3 to make it "pop-less" on stop and play?  ???

nyolc8

I made many modifications into the code, the smoke itself can be disabled now, and you can leave only the sound effects on. So maybe I'll need to rename the script to something else now :D

Also made some bug fixes, and replaced the jakebreak sound with another. (All sound will be replaceble easily for own taste, because they just simple mp3's)

Will be configurable in ini file:
- max speed where smoke comes / disable
- reverse smoke on / off
- air break sound volume / disable
- jakebreak sound volume / disable
- smoke particle effect name
- excluded vehicles (within diesel vehicles)

I want to make some more testing and then I'll release it :)

Taz_Brock

Glad to hear it can't wait to have it downloaded..  need help testing it let me know. >:D

My Looney Tunes Phone


nyolc8

#27
Thanks :)

***

Btw extra door opener script in works too, and it's already opening the rear sleeper cabin door on my (modified) cabover petro truck :P (it will work liek this: you'll just walk next to the vehicle, press a button and the extra door - defined "extra_door" component in model - will open/close animated) This will just for fun. :P
Of course I'll make my trucks sleeper cabin doors compatible with this.

And you can suggest things to add... for example: electric windows or something... Tell me what would you like :P

Joci

another wheels :P
strobe lights on the roof:D

nyolc8

Quote from: jojjoo001 on August 05, 2014, 13:35
another wheels :P
strobe lights on the roof:D
You mean another axle? I think there is already a script for that somewhere (and I have no idea how to copy the behavior of an axle, it would require memory address things, and I have no knowledge in those, I just started to script a few days ago). I tried to make lights on the roof but got some problems...
So now I waiting for suggestions to manipulate car components. I basically finished the door script, it can handle a left and a right extra door.