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-   -   [REL] Love post-process filters but tired of that grainy effect? (https://www.subsim.com/radioroom/showthread.php?t=114496)

Bort 05-14-07 08:31 PM

Would anyone be so kind as to post up a few screenshots with this mod? My computer's out of commision and I would like a preview for when my new computer arrives. Thanks.

XanderF 05-14-07 10:07 PM

Quote:

Originally Posted by Bort
Would anyone be so kind as to post up a few screenshots with this mod? My computer's out of commision and I would like a preview for when my new computer arrives. Thanks.

The last three pics I uploaded to my XFire profile are all in-game shots on a Balao with this mod in place.

Click on the picture to get it to display in the frame, then you can click on the frame to get a larger view in a popup, and click on that once to get a full-size (1280x1024) view.

kapitan_zur_see 05-15-07 04:49 AM

thanks to all! ;) much appreciated :)

Funny they didn't made an option to turn off grain effect only... it looks so useless lol

rfbranch 05-15-07 09:04 AM

Is there talk of making this a separate graphics option in a new patch? I would agree wit hthe majority here that it's not my favorite option, but the PPE really imporve the contrasts. Without it, the game just looks like the brightness is cranked up really high.

If we could turn off the noise so that we aren't using processing power for it, that would be fabulous!

AVGWarhawk 05-15-07 12:33 PM

Quote:

Originally Posted by kapitan_zur_see
thanks to all! ;) much appreciated :)

Funny they didn't made an option to turn off grain effect only... it looks so useless lol

I would not say it is useless as I like the PPF grainy BUT, I like what you did BETTER:up::up::up::up: The graphics are so much richer. I do not know why the developers decided to hide what the graphics could be behind the grainy look. I guess to create a feel to the game to which it does. But what you got going here is awesome. The whole picture has changed for the better.

My Mod of the Month!!!!

Bort 05-15-07 03:37 PM

Quote:

Originally Posted by XanderF
Quote:

Originally Posted by Bort
Would anyone be so kind as to post up a few screenshots with this mod? My computer's out of commision and I would like a preview for when my new computer arrives. Thanks.

The last three pics I uploaded to my XFire profile are all in-game shots on a Balao with this mod in place.

Click on the picture to get it to display in the frame, then you can click on the frame to get a larger view in a popup, and click on that once to get a full-size (1280x1024) view.

Thanks a ton! That looks sweet, I'll definitely be adding this when I get my hands on my new PC! :up:

jerryt 05-15-07 04:54 PM

I know what I'm downloading when I get home tonight. :up:

ALung 05-17-07 02:40 AM

Awhile ago I edited the shader to remove the grainy effect. For anyone interested in how its done, edit Data\Shaders\Filters\CompoundFilterPS.fx and replace

Code:

// noise
        float4 noise=tex2D(customTex0,In.Tex0*float2(NoiseTileX,NoiseTileY)+rand.xy)-0.5;
        C=C+noise*NoiseIntensity;

with

Code:

// noise
//        float4 noise=tex2D(customTex0,In.Tex0*float2(NoiseTileX,NoiseTileY)+rand.xy)-0.5;
//        C=C+noise*NoiseIntensity;


Payoff 05-17-07 02:48 AM

This is great! Thanks:up:

MaxT.dk 05-17-07 03:17 AM

Quote:

Originally Posted by ALung
Awhile ago I edited the shader to remove the grainy effect. For anyone interested in how its done, edit Data\Shaders\Filters\CompoundFilterPS.fx and replace

Code:

// noise
    float4 noise=tex2D(customTex0,In.Tex0*float2(NoiseTileX,NoiseTileY)+rand.xy)-0.5;
    C=C+noise*NoiseIntensity;

with

Code:

// noise
//    float4 noise=tex2D(customTex0,In.Tex0*float2(NoiseTileX,NoiseTileY)+rand.xy)-0.5;
//    C=C+noise*NoiseIntensity;


Exactly what I've said earlier. Why bother with the texture changes :roll: Oh well, as long as we get the same result :|\\

XanderF 05-17-07 10:12 AM

Quote:

Originally Posted by ALung
Awhile ago I edited the shader to remove the grainy effect. For anyone interested in how its done, edit Data\Shaders\Filters\CompoundFilterPS.fx and replace

Code:

// noise
    float4 noise=tex2D(customTex0,In.Tex0*float2(NoiseTileX,NoiseTileY)+rand.xy)-0.5;
    C=C+noise*NoiseIntensity;

with

Code:

// noise
//    float4 noise=tex2D(customTex0,In.Tex0*float2(NoiseTileX,NoiseTileY)+rand.xy)-0.5;
//    C=C+noise*NoiseIntensity;


Hmmm....that would actually mean we could just REDUCE the intensity of it rather than eliminate it entirely? That might not be a bad idea, it's not a TERRIBLE effect, although it is rather overdone. 'Course, I like it completely missing, too. Hmmm....

ReallyDedPoet 05-30-07 12:35 PM

If you don't have this little mod already :roll:, get it, makes a difference. Have a look at the first post.

RDP

Seeadler 06-01-07 04:08 AM

Quote:

Originally Posted by MaxT.dk
Exactly what I've said earlier. Why bother with the texture changes

Yes, this editing of the shader file is the better way, because the noise.dds texture could be used possibly also as input parameter for other shader effects and a change of the texture, changed then also the output of these effects.

I have momentarily no SHIV installed but however I believe the noise.dds texture is also used as input param for the clouds shader.:hmm:

Jace11 06-01-07 10:31 AM

I think noise is used on the radar screens a little too..

Melonfish 10-27-07 03:45 AM

well i've just got to say that for such a small mod this sure makes a big difference. now my crew have real eyes not skin coloured eyeballs (no idea why they had em in the first place) and the colours look much better
no grainy effect! excellent! well done.
pete


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