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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Sep 2005
Location: Rochester, NY, USA
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I hate to nitpick about anything related to GWX because I am just totally loving it.
My one and only dissatisfaction (and it is a small one!) is the smoke from all sources: ships, buildings, damage. Enhanced damage effects is supposed to improve the smoke, but this add-on bogs my system to an almost standstill. I liked some earlier smoke mods, but I can't think of how to apply them without screwing up other GWX enhancements. Any thoughts on this are appreciated.
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"I wish to have no Connection with any Ship that does not Sail fast for I intend to go in harm's way." - Captain John Paul Jones, 1778 |
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#2 |
Chief of the Boat
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As you have rightly pointed out, smoke can be a real fps 'killer'for some systems.
Disable the feature using JSGME and see if that improves matters. As for adding other mods, I would suggest you ask the maker of said mod if it is compatable before running the risk of breaking something in your GWX install. Most mods normally also come with a read me file giving installation instructions ![]() |
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#3 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Most smoke mods are just TGA - if not all
So you should be fine JSGME in then easy to remove ![]() |
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#4 |
Officer
![]() Join Date: Sep 2005
Location: Rochester, NY, USA
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bigboywooly, you're right. This seems to have worked just fine - and so my issue is resolved.
And thanks! ![]()
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"I wish to have no Connection with any Ship that does not Sail fast for I intend to go in harm's way." - Captain John Paul Jones, 1778 |
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#5 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: York. Northern England.
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I managed to use the textures from another mod and put them into a JSGME format. I just used the TGA files that way to avoid using the materials and particles files from that mod (RB's 1_06 A). The colour looks a little odd, but some fiddling with Photshop should take care of that.
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![]() Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles. So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me. (http://hosted.filefront.com/KatherineRowan) |
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#6 | |
Black Magic
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#7 |
Ace of the Deep
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Ah well. I'm just in two minds about the smoke textures in 2.0, thought I would give it a try.
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![]() Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles. So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me. (http://hosted.filefront.com/KatherineRowan) |
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#8 |
Stowaway
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Actually, if you work on the Alpha Channel?
You can affect the smoke displayed in game regardless of the colors used by the Particals Generators. |
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#9 | |
Black Magic
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#10 |
Stowaway
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Not if done right.
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#11 | |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,551
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I've been using a smoke-mod in GWX1.03 - made by Pascal, improved by Anvart - that I liked very much...the best I knew of. But I'm hesitating to use it in GWX. I'm not sure if I like the 2.0-smoke better. I'm running the enhanced GWX-effects, and wouldn't want to screw that up. Any advice? You can get Pascal's smoke-mod here, if anyone wants to try it. 2 screenshots of the mod, here, and here *edit* P.s. I don't want to sound ungratefull...but I think Pascal's smoke-version fits my personal taste better.
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![]() Last edited by Paajtor; 01-03-08 at 02:48 PM. |
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#12 |
The Old Man
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*bump*
Hey, I really like Pascal's smoke-mod...it's just a matter of personal taste like I said. Will it work with GWX2 enhanced effects?
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#13 |
Stowaway
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As the mod is just 2 tga's
You should be fine useing it. |
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#14 |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
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Rgr that, thx.
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