Amazingly Realistic Immersion Mod

I would really love a non-brown milky way....
Milky Way's definitely brown though:
If nothing else, the Milky Way is much less "saturated" to the naked eye than what we have in ED. My current "make everybody happy" solution is to present a very desaturated skybox with reduced brightness and increased contrast (see my MW image a few pages back), but if you turn off the interior lights, then you'll see the milky way with more color and brightness. "Current" meaning what's on my dev box for some future release in this thread.
 
If nothing else, the Milky Way is much less "saturated" to the naked eye than what we have in ED. My current "make everybody happy" solution is to present a very desaturated skybox with reduced brightness and increased contrast (see my MW image a few pages back), but if you turn off the interior lights, then you'll see the milky way with more color and brightness. "Current" meaning what's on my dev box for some future release in this thread.
Your elaborate answer tells me that you didn't click the spoiler... :D
Scroll up, dude :p

Check the previous pages, too. You might have missed a few things!
So, you didn't release the interior painting bit yet?
 
Your elaborate answer tells me that you didn't click the spoiler... :D
Sorry, normally I use this site with Javascript turned off (a side-effect is I can't see spoiler links).

So, you didn't release the interior painting bit yet?
It's HIGHLY customized and only for one ship at a time. I'm rewriting the shader itself, not painting textures in Gimp, so sadly it wouldn't be much use to the average person unless they want a Python just like mine. It was enough to make me enjoy flying a Python again (I hated that ugly cockpit in VR), so that's why I did it. It shows what Frontier could do if they wanted to. Even with this mod, I would buy official, sanctioned bridge paint jobs from Frontier if they offered them.

Anywho, here are some before and afters of my Python on the final paint changes I decided to go with. The "before" shots turn off all mods, so you can also see changes in lighting, skybox, etc. I also have a screenshot of an Adder that I cleaned up. For me, that's the biggest thing - I hate being rich and yet owning ships that look like they've been sitting in a junkyard for 50 years.

ps - if you look back a page or two, you'll see where I radically changed the Python color scheme to an Iron Man theme, so more "interesting" coloring is available.
 

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please help. how do i make a keyboard button press toggle my settings in realtime? i would like to know how to do them individually AND how to have a button that toggles ALL the settings i've altered on and off (like with my spacebar). i play in VR so i have to do it by feel.

also - i tried to use your hash to make a thing to remove the scratches in the canopy but it isn't working. i think it's because i named it wrong (in the brackets) but i can't find a post that has the correct name/code:

; Remove scratches in window of ship
[ShaderOverrideScratch]
Hash=e37ec68e66eac942
Handling=skip

attached is the text file of the only things i have changed.
 

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Sorry, normally I use this site with Javascript turned off (a side-effect is I can't see spoiler links).


It's HIGHLY customized and only for one ship at a time. I'm rewriting the shader itself, not painting textures in Gimp, so sadly it wouldn't be much use to the average person unless they want a Python just like mine. It was enough to make me enjoy flying a Python again (I hated that ugly cockpit in VR), so that's why I did it. It shows what Frontier could do if they wanted to. Even with this mod, I would buy official, sanctioned bridge paint jobs from Frontier if they offered them.

Anywho, here are some before and afters of my Python on the final paint changes I decided to go with. The "before" shots turn off all mods, so you can also see changes in lighting, skybox, etc. I also have a screenshot of an Adder that I cleaned up. For me, that's the biggest thing - I hate being rich and yet owning ships that look like they've been sitting in a junkyard for 50 years.

ps - if you look back a page or two, you'll see where I radically changed the Python color scheme to an Iron Man theme, so more "interesting" coloring is available.

About the Milky Way:
Spoiler: it was a chocolate bar.
Our freakin' galaxy isn't as brown as in the game, and it even less adapts to the colour of the local star...

Interior paints:
I only want it for one ship. My favourite ship actually, which, for some reason, is painted red inside! The great Krait Phantom!
So if you ever feel the urge to make the interior of it match the one from the MK2, which I think is really great, PLEASE share. A lot of fellow Commanders would be super thankful!
 
Alright, finally tried your mod, couldn't resist anymore, and I love it.

Turned off quite a few things, such as the "snow" disabling since I really need that when FAOff'ing (for some reason the technology available to pilots back in 3150 that showed your vector was lost to the Bugs or something) and the "HUDbegone", but that's just my personal preferences.

The way space looks now fits my understanding of it to a "T", except I wish it was possible for you to retain the nebulae, but that loss is easily counteracted by the look of things as well as not having to deal with the awful tinting of the background texture by the light of the start you're near. Come on, FDev, surely it can't be THAT bloody hard to exclude a texture file from tinting????

Oh, and not seeing the blue "TRON" glow in analysis mode is priceless. Generally speaking, I think the having to switch HUD modes was naff to begin with, but having to do so just to avoid planets you've mapped looking like cheap toy globes... Don't get me started. It's great in DSS mode, obviously, but outside of that it makes no sense whatsoever. FDev, up your game a bit, if you please. (Edit: Oh, I just realized I should've read the fine print. It's not possible to switch it off only outside DSS, which is too bad, because that makes those marginal cases where you're a few percent short a bit difficult since you can't see what you've missed. Still great, though).

No more comet trails completely obscuring your view? Wonderful.

And last, but definitely not least, the new shadows. Oh my... Coming in to an outpost or installation hanging in space, illuminated by the harsh, unforgiving light in vacuum feels perfect now!

Great job, CMDR! o7

And thank you, from the bottom of my heart.
 
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Assuming you've seen my posts to thread linked to below, here are a couple of "before" and "after" shots showing how I'm using some pretty clever shader programming to bring "atmospheric worlds" to ED. It's obviously all visual, no gameplay changes, but still, I love how it looks!

 

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Assuming you've seen my posts to thread linked to below, here are a couple of "before" and "after" shots showing how I'm using some pretty clever shader programming to bring "atmospheric worlds" to ED. It's obviously all visual, no gameplay changes, but still, I love how it looks!

Oh my, who needs odyssey in VR anyway? ;)
 
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Assuming you've seen my posts to thread linked to below, here are a couple of "before" and "after" shots showing how I'm using some pretty clever shader programming to bring "atmospheric worlds" to ED. It's obviously all visual, no gameplay changes, but still, I love how it looks!

Great, Old Duck. Now you doomed your own thread to become an Odyssey discussion... :D

"Uh, I bet that's exactly what Frontier does and then sells us as atmospheric worlds!"
"This looks better than in the Odyssey Trailer!"
"Can you make a shader that emulates space legs too?!?"
"Can you make a shader that can make us walk in our ships?!?"
"Oh man, I hope we can walk around in our ships with Odyssey!"
"Did you hear? Odyssey won't support VR!!!"
"Can you make a shader that makes it work wirth VR?"
"What actually is a shader?"

This is coming now.
 
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You should not be seeing that text with "hunting" turned off. Does the rest of the mod work? It feels like the ED version of d3dx.ini file is not being read by 3DMigoto.
Do you know why I am seeing the error? I would really like to use it.
 
So I got it to work and it does make the game look a lot better.

The only problem I seem to have is POI's no longer show the circle, is this a setting I need to change?
 
also - i tried to use your hash to make a thing to remove the scratches in the canopy but it isn't working. i think it's because i named it wrong (in the brackets) but i can't find a post that has the correct name/code:

; Remove scratches in window of ship
[ShaderOverrideScratch]
Hash=e37ec68e66eac942
Handling=skip

I was about to ask the same question so it's not just you the code is not working for. I have the same problem using:

Hash=e37ec68e66eac942
Handling=skip

But the scratches on the glass are still clearly visible.

Can anyone help with this please, thanks.
 
So I got it to work and it does make the game look a lot better.

The only problem I seem to have is POI's no longer show the circle, is this a setting I need to change?
It's set to a toggle key, so you can toggle the HUD on and off by pressing F1.

I was about to ask the same question so it's not just you the code is not working for. I have the same problem using:

Hash=e37ec68e66eac942
Handling=skip

But the scratches on the glass are still clearly visible.

Can anyone help with this please, thanks.
AFAIK, the scratches only go away when you turn off the HUD.
 
Sorry if this has been asked already.. but how about this for an experiment..

Imo one of the major things that screws up scale in non vr is the lack of depth of field.. Try and look at something 200 meters away and its.... completely not like the end of a cutter looks. Same with the back of a space station that could be a kilometer away? Everything looks like its in a tiny box of toys right infront of you.

Just as an experiment, is there any way to get to true to lore depth of field from 3gmoto? I didn't have any luck with this with a years of version of reshade.

Ie, the end of a cutter should look like it really is 200meters away, not as crisp as if the thing was 5-10 in total length and sitting immediately infront of you.

Oh yeah grats on building atmospheric worlds. Just slightly chuckling because an in engine that + ground detail i reckon is all it will be. Weather? Clouds? Maybe.
 
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