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9kRPM

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#41   2017-09-22 18:45          
Updated: September 22, 2017

Audi RS3 sound with DSG farts :D First 5 cylinder sound that i put in game, converted from Forza Horizon 3. Also is my first video on circuit, my driver skills aren't good in this type of track.



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JF1

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#42   2017-09-22 18:59          
Good sounds.
Click on it for RP.


JF1+Kondzixs RP; We have 12601£V currently.

Snowyy

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#43   2017-09-22 19:18          
Dem pops yO
Click on pic to open my RP!

9kRPM

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#44   2017-10-16 15:20          
# Jfernando1 : Good sounds.

Thanks JF!

_____________________________________________________________

Updated: October 16, 2017

I'm back with this new sound converted from forza motorsport 4, still in progress, it lacks a limiter sound and maybe to correct some detail on the offload sounds.



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9kRPM

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#45   2017-12-02 23:04          
Updated: December 2, 2017

What i did to get this "circuit" physics was increment the friction of the ground to get more grip, but the problem was that the car flips when you turn the steering fast, so i had to incement the gravity too. Now the problem is that yout car can broken easylie if you down a little ledge. And you cant drift cause the grip is too high.



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RedCarDriver

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#46   2017-12-03 00:37          
Aventador sounds good. 350Z sounds more like a Viper than a Z, weirdly enough, I think.

9kRPM

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#47   2017-12-30 06:30          
# RedCarDriver : Aventador sounds good. 350Z sounds more like a Viper than a Z, weirdly enough, I think.

Thanks for your comment, i will try to improve the 350z sound.

____________________________

UPDATED: New sound mod released, waiting for the approval of the download page.

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9kRPM

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#48   2018-02-18 05:20          
Leaving a bit of the sounds and working on some script ideas, I decided to do this Launch Control mod just for fun, since it doesn't make sense to use it because physics in slrr are shit (the more the tires spin, the faster you will accelerate).

Now from the block you have the "Launch" value and you can assign rpm values ​​between Idle and Redline. Basically, when you press the "R" key, the Redline RPM takes the Launch RPM value, and when you press again, the Redline RPM comes back to his original value. But there are some problems:

* Every time you activate/desactive the launch mode, the game freezes for less than a second, but you can noticed. It is caused by the call to the method "forceUpdate()", this method is neccesary to apply the redline changes ingame.
* When a vee block or engine (v8, v6, v12, etc) appears, the game crashes.
* I can buy a turbo or even a complete engine with turbo, but when a try to install the engine or the turbo in the car, the game chrashes too.

So, if anyone who really knows about the scripts of the game wants to help me, i will send the files.




This post was edited by 9kRPM (2018-02-18 05:39, ago)
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Holy Shit Man

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#49   2018-02-18 12:25          
@RedCarDriver

hitman3695

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#50   2018-02-18 12:45          
# 9kRPM : Leaving a bit of the sounds and working on some script ideas, I decided to do this Launch Control mod just for fun, since it doesn't make sense to use it because physics in slrr are shit (the more the tires spin, the faster you will accelerate).

Now from the block you have the "Launch" value and you can assign rpm values ​​between Idle and Redline. Basically, when you press the "R" key, the Redline RPM takes the Launch RPM value, and when you press again, the Redline RPM comes back to his original value. But there are some problems:

* Every time you activate/desactive the launch mode, the game freezes for less than a second, but you can noticed. It is caused by the call to the method "forceUpdate()", this method is neccesary to apply the redline changes ingame.
* When a vee block or engine (v8, v6, v12, etc) appears, the game crashes.
* I can buy a turbo or even a complete engine with turbo, but when a try to install the engine or the turbo in the car, the game chrashes too.

So, if anyone who really knows about the scripts of the game wants to help me, i will send the files.



That is awesome. You should make it if you hold clutch key and acceleration it'll trigger the launch control, a bit more real world. Just a suggestion


Low is the way to go!

Runaeh

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#51   2018-02-18 13:14          
what about real backfire, using nos effect, like calling for nos effect random ? also dope mods ;)

9kRPM

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#52   2018-02-18 15:01          
# hitman3695 : That is awesome. You should make it if you hold clutch key and acceleration it'll trigger the launch control, a bit more real world. Just a suggestion


Partly it is a good suggestion. I lways use the clutch and accelerator together to do downshifts. But maybe I can make it work by holding "R" key and if you want you can set this key as the second clutch option, so you will have the normal clutch and the cluth+launch.

# Runaeh : what about real backfire, using nos effect, like calling for nos effect random ? also dope mods ;)

Thats a very good idea, but I think it's not possible without the base scripts. I only have the java files, but I will see what can I do.
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Runaeh

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#53   2018-02-18 16:41          
might be a option to do in engines java idk script stuff ;)but a universial mod would be best ofc

9kRPM

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#54   2018-02-20 03:14          
# Runaeh : might be a option to do in engines java idk script stuff ;)but a universial mod would be best ofc

It's "universal" because you don't need to modify any specific engine files. To make it work by holding press, I need the base scripts, the same to add the nitro effect as "backfire". And I managed to fix the crashes and the download post is waiting for approval.
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9kRPM

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#55   2018-06-18 16:52          
UPDATE: Mazda rx7 fd with 13b twin turbo stock port. Sound converted from Forza Horizon 2.
What I have in mind is to do something like I did with the 4age. The sound will change depending on whether engine is turbo or aspirated and also if the rotor housings are stock or ported (bridgeport or perihperialport).



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gorgoil

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#56   2018-06-18 19:50          
great work bro






Outlaw_Racer

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#57   2018-06-20 06:50          
Hey! You came back !
And that rotary sounds nice :)
I can help anyone who might need help postioning cars model parts, wheels and camera postioning etc.. on main.cfg file.(my discord):old hag#4050

Lagano

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#58   2018-06-20 12:35          
Sounds good! The idle lacks that brap brap though. :P Also where did you find that track?

Kazern

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#59   2018-06-20 14:06          
@lagano that would be because a rotary doesn't brap from factory its just like any engine stock its smooth when you port it it goes brap brap brap like a v8 gets chop with cams

Lagano

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#60   2018-06-20 15:12          
Yeah you're right. I'm just saying that it would sound way better that way, but 9kRPM said that he will make sounds for a ported engine too, can't wait for that! :D

9kRPM

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#61   2018-07-02 20:25          
# gorgoil : great work bro
# Outlaw_Racer : Hey! You came back !
And that rotary sounds nice :)
# Lagano : Sounds good! The idle lacks that brap brap though. :P Also where did you find that track?
Thanks to all :D You can find the track in kietekas, but you need an account.

__________________________________________________________________________________________________________

UPDATE:



To do this, I modified the Track.java, Block.java and the block java of the engine that I was using (in this case, Emer_StreetGT_block.java). I will dont share the complete files because all we have different versions, so I will share only the code parts.

Starting with parts/scripts/enginepart/src/Block.java, you need to add the following atributes:


	int TRUE = 1;
	int FALSE = 0;
	int internalCamera = FALSE;
	int hoodCamera = FALSE; 
	int externalCamera = TRUE;


And add the following functions too:


	public void setInternalCameraSound()
	{
		externalCamera = FALSE;
		if(internalCamera == TRUE)
		{
			internalCamera = FALSE;
			hoodCamera = TRUE;
		}
		else
			internalCamera = TRUE;
	}
	
	public void setExternalCameraSound()
	{
		internalCamera = FALSE;
		hoodCamera = FALSE;
		externalCamera = TRUE;
	}


Now, in the block java of the engine, for example parts/engine/Baiern_Emer/scripts/src/Emer_StreetGT_block.java, You need to add the following functions (with your custom sounds):


	public void setExteriorSfxTable(SfxTable tab)
	{
			if (tab = the_car.getSfxTable(0))//S54 on
			{
				tab.clear();
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000002Ar), 1216,   500.0, 1306, 2, 3);//on1
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000002Br), 1306,   1216, 1577, 3, 4);//on2
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000002Cr), 1577,   1306, 2831, 4, 5);//on3
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000002Dr), 2831,   1577, 4322, 5, 6);//on4
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000002Er), 4322,   2831, 5913, 6, 7);//on5
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000002Fr), 5913,   4322, 18000, 7, 9);//on6
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000030r), 7333,   5913, 18000, 8, 9);//on7
			}

			if (tab = the_car.getSfxTable(1))//S54 off
			{
				tab.clear();
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000023r), 1216,   500.0, 1306, 2, 3);//off1
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000024r), 1306,   1216, 1577, 1, 2);//off2
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000025r), 1577,   1306, 2831, 2, 3);//off3
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000026r), 2831,   1577, 4322, 3, 4);//off4
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000027r), 4322,   2831, 5913, 4, 5);//off5
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000028r), 5913,   4322, 7333, 5, 6);//off6
				tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000029r), 7333,   5913, 18000, 6, 7);//off7
			}

			if (tab = the_car.getSfxTable(2))
			{
				tab.clear();			
				the_car.setSfxExhaustMinVol(0.9);
			}
		
	}
	
	public void setHoodSfxTable(SfxTable tab)
	{
		if (tab = the_car.getSfxTable(0))//S42 on
		{
			tab.clear();
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000045r), 1216,   500, 1577, 9, 9);//on1
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000046r), 1577,   1216, 2831, 9, 9);//on2
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000047r), 2831,   1577, 4322, 9, 9);//on3
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000048r), 4322,   2831, 5913, 9, 9);//on4
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000049r), 5913,   4322, 18000, 9, 9);//on5
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000004Ar), 7333,   5913, 18000, 9, 9);//on6
			
		}
		if (tab = the_car.getSfxTable(1))//S42 off
		{
			tab.clear();
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000003Er), 1216,   500, 1577, 1, 1);//on1
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000003Fr), 1577,   1216, 2831, 1, 1);//on2
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000040r), 2831,   1577, 4322, 1, 1);//on3
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000041r), 4322,   2831, 5913, 1, 1);//on4
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000042r), 5913,   4322, 7333, 1, 1);//on5
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000043r), 7333,   5913, 18000, 1, 1);//on6
		}
		if (tab = the_car.getSfxTable(2))
		{
			tab.clear();
			the_car.setSfxExhaustMinVol(0.1);
		}
	}

	public void setInteriorSfxTable(SfxTable tab)
	{
		if (tab = the_car.getSfxTable(0))//S42 on
		{
			tab.clear();
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000019r), 1216,   500, 1577, 9, 9);//on1
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000001Ar), 1577,   1216, 2831, 9, 9);//on2
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000001Br), 2831,   1577, 4322, 9, 9);//on3
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000001Cr), 4322,   2831, 5913, 9, 9);//on4
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000001Dr), 5913,   4322, 18000, 9, 9);//on5
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x0000001Er), 7333,   5913, 18000, 9, 9);//on6
		}
		if (tab = the_car.getSfxTable(1))//S42 off
		{
			tab.clear();
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000011r), 1216,   500, 1577, 1, 1);//on1
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000012r), 1577,   1216, 2831, 1, 1);//on2
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000013r), 2831,   1577, 4322, 1, 1);//on3
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000014r), 4322,   2831, 5913, 1, 1);//on4
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000015r), 5913,   4322, 7333, 1, 1);//on5
			tab.addItem(new ResourceRef(addon.Sounds.PureSound.BMW:0x00000016r), 7333,   5913, 18000, 1, 1);//on6
		}
		if (tab = the_car.getSfxTable(2))
		{
			tab.clear();
			the_car.setSfxExhaustMinVol(0.1);
		}
	}


And the "public void updatevariables()" will be like this:


	public void updatevariables()
	{
		super.updatevariables();

		if (the_car)
		{
			the_car.starter_torque = 20.0;
			SfxTable tab;
			
			if(internalCamera == TRUE)
				setInteriorSfxTable(tab);
			
			if(externalCamera == TRUE)
				setExteriorSfxTable(tab);
			
			if(hoodCamera == TRUE)
				setHoodSfxTable(tab);
		}
	}


Now inside sl/scripts/game/src/Track.java You need to import the following packages:


import java.game.*;
import java.game.parts.enginepart.*;
import java.game.parts.bodypart.*;


And added the atribute:


Block engine = null;


The constructor will be like this:


	public Track()
	{
		createNativeInstance();

		player=GameLogic.player;
		player2=GameLogic.player2;
		int nElements = 0;
		//this "while" gets the instance of the block that the car is using
		while(nElements < player.car.chassis.attachedParts.size() && engine == null)
		{
					
			if(player.car.chassis.attachedParts.elementAt(nElements) instanceof Block) 
				engine = player.car.chassis.attachedParts.elementAt(nElements);
					
			nElements++;
		}	
	}


In "public void enter( GameState prev_state )" and "public void exit( GameState next_state )", the first two lines are:


		engine.setExternalCameraSound();
		player.car.chassis.updatevariables();


Inside "public void handleMessage( Message m )" there are two "if" statement together: "if( cmd == CMD_CHANGECAM_INT )" and "if( cmd == CMD_CHANGECAM_EXT )". You will modifiy both like this:


			if( cmd == CMD_CHANGECAM_INT )
			{
				changeCamInternal();
				engine.setInternalCameraSound();
				player.car.chassis.updatevariables();
			} else
			if( cmd == CMD_CHANGECAM_EXT )
			{
				if (cameraMode != CAMMODE_FOLLOW)
				{
					changeCamFollow();
					engine.setExternalCameraSound();
					player.car.chassis.updatevariables();

				}
			}


And thats all. For any question comment here.
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Bigg Boss93

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#62   2018-07-02 23:51          
That's really nice!
Harrison15 about PXRZ: he turns everything into a pretzel in his head

9kRPM

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#63   2018-07-03 02:37          
# Bigg Boss93 : That's really nice!

Thanks boss!
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Holy Shit Man

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#64   2018-07-03 07:58          
int TRUE :))

But that's interesting to see. I wonder if you could make it pitch the sound differently, so you wouldn't need extra banks for it, and could do it globally

Lagano

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#65   2018-07-03 11:45          
Yeah you didn't have to make a variable for that, you could make the cameras boolean values or just write "camera = 1". Anyway great job with the sounds, actually i already did interior engine sounds once but i had to change the sound files everytime. :P

# ALAN : I wonder if you could make it pitch the sound differently, so you wouldn't need extra banks for it, and could do it globally
Probably not possible cause even FH3 uses different sounds for interior and exterior, but who knows ¯\_(ツ)_/¯

Holy Shit Man

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#66   2018-07-03 12:33          
Didn't AC use same banks?

9kRPM

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#67   2018-07-03 18:55          
# Lagano : Yeah you didn't have to make a variable for that, you could make the cameras boolean values or just write "camera = 1". Anyway great job with the sounds, actually i already did interior engine sounds once but i had to change the sound files everytime. :P


Probably not possible cause even FH3 uses different sounds for interior and exterior, but who knows ¯\_(ツ)_/¯

The java version of the game doesnt support boolean types. I made the variables for "good practices".

# ALAN : Didn't AC use same banks?

As far as I know AC uses different sounds, someones are the same but edited with equalizer. You shouldnt change the pitch, if you do it, the loop get loss.
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Outlaw_Racer

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#68   2018-07-11 16:06          
Plans for releasing something?
I can help anyone who might need help postioning cars model parts, wheels and camera postioning etc.. on main.cfg file.(my discord):old hag#4050

9kRPM

ar
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#69   2018-07-17 18:14          
# Outlaw_Racer : Plans for releasing something?

I want to release all my sounds and some other stuff that Im working now, but all must to be finished.

______________________________________________________________________________________

CAR MECHANIC MOD!

I was working on this mod theese days. Basically, its a job, you can win some money fixin used cars generated randomly. You can't use the "repair all the car" tool with a client's car. For now, you can do whatever you want with the car, but for get the pay, you must give back the car to his owner in "better conditions" than when it arrived to the garage. Better conditions means higher value :P I know, that is wrong, so I will change it for something better. Any ideas are welcome!!!



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BLiTZ

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#70   2018-07-17 18:26          
Thats actually a nice idea I like it :D
2K00L4SK00L

lofaszjoska

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#71   2019-01-04 17:30          
Can't wait to try that mod, it is really a great idea! Any updates regarding it, or maybe about the release date?

MrTofuman

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#72   2019-04-06 21:26          
@9kRPM what about the turbo spool sounds from NFS 2015? They sound pretty realistic.
Just a car guy who plays SLRR.