Opinions and input please

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styckx
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Re: Opinions and input please

Post by styckx »

Thanks for the kind words guys. I definitely plan to try some wind and tree effects, subtle though. Just enough to notice it, but not enough where it's distracting.

For those interested how this is done.

Weather blueprints all point to an audio controller, for instance when you pick "Stormy Rain" it's reading "RW_Stormy_HeavyRain.bin" in the RailSimulatorCore/Weather folder. I didn't change anything in that file. :) It points to an audio controller, they all point to the same one "weather.proxyxml" in RailsimulatorCore/Audio/Weather.

Code: Select all

			<Name d:type="cDeltaString">IL_Stormy_HeavyRain</Name>
			<AudioControl d:type="cDeltaString">Kuju\RailSimulatorCore\Audio\Weather\Weather</AudioControl>
Now, the problem was, the audio controller it points to is a weather audio control. All documentation (what's left of it on the wiki) pretty much alludes to the fact only a weather audio control blueprint can be used to control the audio for weather. It's even an option in the blueprint editor to create a "Weather Audio Control" blueprint. The problem with Weather Audio Controllers is you can not write RandomOneShot audio events, you can only write looped audio events which wouldn't sit well when needing something random. You would have to create a looong wav file looping not very random thunder and lightning.

So after more and more reading and deciphering the VERY vague Railworks Wiki.. It dawned on me... "Why not just re-write the weather audio control as an ambient audio control instead. How will the game know the difference?" .. And thus the roadblock was clear. Ambient audio controllers can not only do ambient loops (the rain) they also allow you to do RandomOneShot audio events (the thunder and lightning) all in the same blueprint. It's a wonderful thing.

Sounds simple, but being as I knew nothing of how the audio engine in this game works when I tackled this, and trying to decipher what's left in the Railworks wiki, and learn how to deal with the not very nice interface of the blueprint editor (and a lot of manual notepad editing) this took place over many of hours.

Now I need to go get some coffee and I'm going to add in some wind, and hopefully pack up a beta or something. :)
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Re: Opinions and input please

Post by dogmouse »

~

Thanks a million, Bill, for posting the "how-to" info. VERY helpful and useful information, sir!
styckx
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Re: Opinions and input please

Post by styckx »

The only problem I'm (or you guys) are going to run into distributing a beta is that this will overwrite two default cloud textures. I have yet to figure out a way how to get passed this `problem' and I don't think it's possible as the clouds are called via the sky geo, and I think that's called directly from the core.

Here is an update to this.

Changes
* Slight wispy cloud layer blended into storm cloud layer to give the storm some random lower level clouds.
* Subtle random wind/rain `sweep' sample added to give the audio impression of sweeping/driving bands of rain added.
* In cab rain audio implemented properly. (this was added in the default setup, but I'll be darned if I ever heard it once. You?)
* Rain intensity increased to match audio intensity
* Slowed cloud movement down


I'm going to tweak the delay between thunder just a bit (little too frequent) and then attempt to pack up a beta now, test it on my vanilla install on the secondary machine and hopefully have it posted on my blog later. I'll post when I do.

All changes reflected in video

http://www.youtube.com/watch?v=507YoLbWV6s
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smarty2
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Re: Opinions and input please

Post by smarty2 »

I think it is great Bill maybe the clouds were a tad too slow? But overall it really is very well done. Did you say you have occluded the sounds in cab?
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styckx
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Re: Opinions and input please

Post by styckx »

smarty2 wrote: Did you say you have occluded the sounds in cab?
No. Watch the video. The in cab rain audio has been in the game by default forever, but the volume curve and modifier chain done was so extreme no one ever heard it before. I eliminated the curve and modifier chain all together and it sounds dead on perfect. In fact, I'm using no curves or modifier chains what so ever in this.
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Re: Opinions and input please

Post by smarty2 »

Right, so when you release the pack? Will it be under "just awful weather" then? :lol:
Last edited by smarty2 on Wed Jan 19, 2011 5:43 pm, edited 1 time in total.
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styckx
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Re: Opinions and input please

Post by styckx »

smarty2 wrote:Right, so when you release the pack? Will it be ubder "just awful weather" then? :lol:
There will be a weather option called "Thunderstorm - Beta". That switches this one on. The only thing that will change with any default weather is stormy clouds and wispy clouds because they have to be over-written to get this cloud look. The thunder, rain etc is its own audio controller tied in only with my Thunderstorm - Beta weather option.
styckx
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Re: Opinions and input please

Post by styckx »

I've officially given up. After 5hrs of doing everything imaginable I'm convinced a setting in AmbientOneShots is broken. Sticking a fork in it..

This setting controls when the random oneshots start according to weather events. ie: Until it transitions into a storm or rain there "should" be no thunder.

Code: Select all

						<cWeathers>
							<Clear d:type="bool">0</Clear>
							<Overcast d:type="bool">0</Overcast>
							<Rain d:type="bool">1</Rain>
							<Storm d:type="bool">1</Storm>
						</cWeathers>
My test weather events. Want to guess where I hear thunder and lightning? No where at all. If I change the above to activate for "Clear" (setting it to 1 instead of 0) I get thunder and lightning through every stupid weather event including clear skies. :bad-words: :bad-words:

This same exact setting works as it should for Ambient loops, but flat out refuses to work right for AmbientOneShots. Rain audio only cues up when it's raining and fades out when it stops raining.

Code: Select all

				<cWeatherEvent d:id="15708904">
					<Type d:type="cDeltaString">eWeatherTypeClear</Type>
					<Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">0.5000</Time>
				</cWeatherEvent>
				<cWeatherEvent d:id="23877808">
					<Type d:type="cDeltaString">eWeatherTypeOvercast</Type>
					<Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">0.5000</Time>
				</cWeatherEvent>
				<cWeatherEvent d:id="66639656">
					<Type d:type="cDeltaString">eWeatherTypeStorm</Type>
					<Time d:type="sFloat32" d:alt_encoding="0000000000002840" d:precision="string">0.4000</Time>
				</cWeatherEvent>
				<cWeatherEvent d:id="15917928">
					<Type d:type="cDeltaString">eWeatherTypeRain</Type>
					<Time d:type="sFloat32" d:alt_encoding="0000000000002040" d:precision="string">8.0000</Time>
				</cWeatherEvent>
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Re: Opinions and input please

Post by Trainguy76 »

Would this still effect you if you made your own weather blueprints?
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styckx
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Re: Opinions and input please

Post by styckx »

Trainguy76 wrote:Would this still effect you if you made your own weather blueprints?
I've been using my own weather blueprint. I've tried using various default blueprints. It doesn't matter what blueprint I use, the settings do not work right for AmbientOneShots. I can get it to not thunder for clear, but thunder going from Clear to Overcast (when it's set not to play for overcast) then not playing when it goes from overcast to stormy, then rain (which it is set to). AmbientLoops work 100% perfect and do as I tell it to do. Even got the modifers working perfect to fade rain in and out. These stupid OneShots are borked.

And according to the wiki
Ambient Random Oneshots work in pretty much exactly the same way as the Ambient Loop
So, one would assume since I got AmbientLoops working 100% perfect, and doing the same exact thing for AmbientOneShots minus stereo wav's and not needing modifers, they are broke.

I can't believe I just wasted two days with this junk just to hit a brick wall face first.
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smarty2
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Re: Opinions and input please

Post by smarty2 »

It seems there are a lot of "possibilities" with blueprints like super-elevation they do not work because they are missing in the core? And therefore can not be referenced by your mods?
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Kromaatikse
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Re: Opinions and input please

Post by Kromaatikse »

Send a bug report to RSC. It sounds like it should be relatively simple to fix once they know about it.

Of course this says nothing about the time it will take to actually see it in the wild...
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bigphill2
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Re: Opinions and input please

Post by bigphill2 »

Hi Bill
Got no idea what your doing here but the audio for the wagons is split in two. One for the looped sounds and the one shots are seperated into a different folder. Hope you know what i'm on about.
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Re: Opinions and input please

Post by TheTazman »

Nice Videos here. Well done indeed chaps.

I would like to throw my oar in if i may. One thing that could be quite a challenge would be the addition of a rainbow. Not even sure if that would be possible but to get one to look and feel authentic could be quite a task.

Will hopefully think of more ideas here.

Simon
styckx wrote:The only problem I'm (or you guys) are going to run into distributing a beta is that this will overwrite two default cloud textures. I have yet to figure out a way how to get passed this `problem' and I don't think it's possible as the clouds are called via the sky geo, and I think that's called directly from the core.

Here is an update to this.

Changes
* Slight wispy cloud layer blended into storm cloud layer to give the storm some random lower level clouds.
* Subtle random wind/rain `sweep' sample added to give the audio impression of sweeping/driving bands of rain added.
* In cab rain audio implemented properly. (this was added in the default setup, but I'll be darned if I ever heard it once. You?)
* Rain intensity increased to match audio intensity
* Slowed cloud movement down


I'm going to tweak the delay between thunder just a bit (little too frequent) and then attempt to pack up a beta now, test it on my vanilla install on the secondary machine and hopefully have it posted on my blog later. I'll post when I do.

All changes reflected in video

http://www.youtube.com/watch?v=507YoLbWV6s
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Re: Opinions and input please

Post by tofwings »

Bloody Outstanding Visual and Sounds..........

Reminds me of the storms in Red Dead Redemption...(they are really good )....but this is excellent work,
its a shame you have hit a brick wall..(no pun intended )....
I have tried using specific Station announcements (for when you arrive ) but got befuddled by the Blueprints file, and as i dont have your blueprints expertise, i gave up,
I have no problem creating the sound files, (sound editing is my thing ), but getting them in the game is hard,( well, for me it is )

Would you be able to package up what you have (beta ) ?.....i could use it on Storm Specific Scenarios, (just for my own purpose you understand )

Cheers
Brian

ps...good choice to put thread in GENERAL....as i never visit WIP Screenshots.....and i never would have come across this,
maybe someone in the Sounds Thread can help ?
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