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Star Trek Online - Removing Engine Trails

Posted: Wed Mar 01, 2017 10:51 am
by tehpwnisher
Hi! I need help finding the specific files I need to change to remove the engine trails in Star Trek Online.

I have all of the tools and can manipulate the file structure to see the wtex files, but I can't find the actual files I need to change to get rid of the engine trails while you are flying around.

Any ideas?

Re: Star Trek Online - Removing Engine Trails

Posted: Thu May 20, 2021 9:54 pm
by CaptainRaven74200
The files are at D:\Spiele\Star Trek Online_de\Star Trek Online\Live\Localdata\texture_library\fx\Sprites\Trails\Trail_Diffuse.wtex

the Trail_Diffuse.wtex was it since last patch...now the trails are back...hope u can make it that the engine trails are off

Re: Star Trek Online - Removing Engine Trails

Posted: Sun May 30, 2021 9:41 am
by royenic
/dynFxSetFXExlusionList "Cfx_Ship_Costume_Impulsetrail_Standard, Cfx_Ship_Costume_Warptrail_Standard"

Re: Star Trek Online - Removing Engine Trails

Posted: Mon May 31, 2021 10:18 pm
by Warbandit1981
I tried out this command line and could only seem to deactivate one or the other. Impulse or warp engines. How do you string two commands at once in sto?

~always learning

Re: Star Trek Online - Removing Engine Trails

Posted: Tue Jun 01, 2021 3:27 am
by royenic
that command is a simple one that disables both warp and impulse trails, but only the standard ones. there are a lot of trails that were previously taken care of by the texture method and i haven't gone and looked for the others since that got rid of most of them.
I have this in my keybind file:
F8 "dynFxExcludeFX Cfx_Ship_Costume_Impulsetrail_Standard $$ dynFxExcludeFX Cfx_Ship_Costume_Warptrail_Standard" ""
multiple dynFxExcludeFx commands together like this seem to have a higher character limit than dynFxSetFXExlusionList, and doing one after another doesn't undo the last.

to find the names of the trail effects you can disable i've found two options:
1. record a demo (/demorecord an then /demo_record_stop) and use stodemolauncher, which lets you see a list of effects you can hide in the recording.
2. export bins.hogg and look through Bin/Dynfx.Bin, which is basically a big list of all the effects

between these two you can basically hide any effect you don't want to see in the game. there does seem to be a character limit to key binds, though, so if you go on a crusade against buff visuals you might need more than one key. here's another example:

F9 "dynFxExcludeFX Cfx_Ship_Crewteam_Engineeringteam_Buff $$ dynFxExcludeFX Cfx_Ship_Crewteam_Tacticalteam_Buff $$ dynFxExcludeFX Cfx_Ship_Crewteam_scienceteam_Buff $$ dynFxExcludeFX Fx_Bop_Photonicofficer_Activate $$ dynFxExcludeFX Fx_Ship_Eng_Extendshields_Indicators $$ dynFxExcludeFX Fx_Ship_Eng_Emergencypowershields_Indicators $$ dynFxExcludeFX Fx_Ship_Tac_Attackpatternbeta $$ dynFxExcludeFX Fx_Ship_Tac_Attackpatternalpha $$ dynFxExcludeFX Fx_Ship_Eng_Directedenergymod $$ dynFxExcludeFX Fx_Ship_Eng_Emergencypowerweapons $$ dynFxExcludeFX fx_ship_mod_haste_buff_gen $$ dynFxExcludeFX fx_ship_mod_damage_buff $$ dynFxExcludeFX Fx_Spc_Boffpowers_Miracleworker_Narrowsensorbands $$ dynFxExcludeFX Fx_Ships_intel_predalgo_geo" ""