![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
|
![]()
I have come to realize that I really like the noise effect affiliated with the post processing filters. How can I get that back? I am using Trigger Maru Overhauled with the RSRD campaign layers (v1.4 of the game). I deleted the noise.dds file from the TMO directory, but it still looks like it isn't there. What elese needs to be done?
|
![]() |
![]() |
![]() |
#2 |
Rear Admiral
![]() |
![]()
I should know the answer to this question....
Its on the tip of my tongue...... But i can't remember! ![]() data/misc directory sticks out in my mind for some reason. You did, deactivate TM in JSGME before removing the noise.dds from it didn't you? |
![]() |
![]() |
![]() |
#3 |
Navy Dude
![]() Join Date: Oct 2006
Location: California, USA
Posts: 176
Downloads: 4
Uploads: 0
|
![]()
Delete the Filters folder in Data/Shaders and you'll be good to go.
|
![]() |
![]() |
![]() |
#4 | ||
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
|
![]() Quote:
Quote:
|
||
![]() |
![]() |
![]() |
#5 |
Rear Admiral
![]() |
![]()
Only flie located in \Data\Shaders\Filters, is CompoundFilterPS.fx.
rodan54 is probably right. I dont remember exactly because theres so many damn files to keep track of. I usually only focus on the immediate task tell its done, then move on to the next. So theres a few files like this one where id have to go back, and drop in a stock version in the active directory with the mod enabled to see what changes. This file is either the no grainy PPF (although i could have sworn that was one of the noise.dds files, theres 2 or 3 of them), or its the file that gets rid of the excessive white ring (foam?) that appears around the submarine. Its one of the two. |
![]() |
![]() |
![]() |
#6 | |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#7 |
Rear Admiral
![]() |
![]()
TM is just getting too large for a single person to manage. The fact that i can't answer you any further exemplifies this.
![]() |
![]() |
![]() |
![]() |
#8 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
|
![]()
Removing that folder seemed to work. Thanks again.
![]() Now, I have one last question (well, maybe not the last but at least for this thread ![]() |
![]() |
![]() |
![]() |
#9 |
Machinist's Mate
![]() Join Date: Jan 2008
Posts: 126
Downloads: 14
Uploads: 0
|
![]()
I'd like to try this noisy effect out too, which file do I need to delete exactly? I'm not sure I understand which one worked out for Syxx_Killer.
|
![]() |
![]() |
![]() |
#10 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
|
![]()
Here's what you do.
Before you use JSGME to activate TMO (or if activated deactivate it), open the Mods folder and then open the TMO Data folder. Then, go to Misc and delete the noise.dds file. Back out of there and then go to Shaders and delete the Filters folder. Now you can renable TMO with JSGME. |
![]() |
![]() |
![]() |
#11 |
Machinist's Mate
![]() Join Date: Jan 2008
Posts: 126
Downloads: 14
Uploads: 0
|
![]()
Very Cool, thanks for the assist on this Syxx.
![]() |
![]() |
![]() |
![]() |
|
|