...
no problem, OD. a few posts up i said i tried that:Forgive my naivety, but why not just map the HUD to a key that does work? F1 is "just a key", I picked it because it was there. You can chose any key at all (though I recommend not using an alphanumeric key). Perhaps the Tab key! Just make sure whatever key you pick isn't doubling as some function in ED itself (like F10).
i have tried that. used F4, used SPACE. if i change F2 and F3 to F4 or SPACE - they still work. it's just F1. i have tried EVERYTHING i can think of.
Thanks - got that to work OK.
As a way of thanks: please find attached a little shader fix I have made: you can turn down the brightness of the Orbit Lines by altering the value // < < HERE
1.0 is full
0.0 is nothing
MP
AHHHHH!!!! See, I misunderstood. I thought the problem was your F1 key, not the HUD code. Well if it's the HUD code in the .ini file, then I might be of some assistance. First thing to do is manual change the global $hideHUD = 1 to 0 and back again (unfortunately you'll have to reload the game each time using the my default .ini) to see if that changes your HUD visibility. The "outside the cockpit" section of the HUD should be off when $hideHUD is set to 1 (thus hidden) and on when set to 0. This will tell me if it's the ShaderOverride section that's broken or the CommandList section.so - i tried to map F1 to other keys. it's not that the F1 key doesn't work - it's that the HUD doesn't turn on and off no matter what key i bind it to.
HOLD UP EVERYONE. When I press F1 it does NOT get rid of the HUD. Just some lit space areas, the window marks and the target area of the HUD. Not the entire HUD itself. Which is how it's supposed to be, is it not?
Maybe CMDR LSDMT is working but not in the way he/you expect?
The original d3dx file in OP gets rid of the Heads UP Display, not the Heads DOWN Display. It gets rid of everything augmented reality aid that appears outside the cockpit in VR (on the glass in 2D) - this includes circles and names around planets, targeting markers on ships, Tron planets (map effect), artificial horizon over planet surfaces, etc etc. It does not get rid of holographic displays inside the ship like radar, power distribution, target details, etc.HOLD UP EVERYONE. When I press F1 it does NOT get rid of the HUD. Just some lit space areas, the window marks and the target area of the HUD. Not the entire HUD itself. Which is how it's supposed to be, is it not?
THANK YOU SIR! i will try this when i get home tonight and let you know. maybe it will help others, too.AHHHHH!!!! See, I misunderstood. I thought the problem was your F1 key, not the HUD code. Well if it's the HUD code in the .ini file, then I might be of some assistance. First thing to do is manual change the global $hideHUD = 1 to 0 and back again (unfortunately you'll have to reload the game each time using the my default .ini) to see if that changes your HUD visibility. The "outside the cockpit" section of the HUD should be off when $hideHUD is set to 1 (thus hidden) and on when set to 0. This will tell me if it's the ShaderOverride section that's broken or the CommandList section.
But do the circles around planets disappear? While scratches and the glass-based HUD share the same shader, they are technically two different things. It is possible to see the glass in rare occasions despite the HUD shader being bypassed. This happens in my Dolphin because it runs cold, and the "chill" effect causes the glass to appear despite the HUD being turned off.here is what i am specifically looking for: the scratches to disappear from the window when the light from a sun is directly shining on it.
i do not believe so, but i will triple check tonight.But do the circles around planets disappear? While scratches and the glass-based HUD share the same shader, they are technically two different things. It is possible to see the glass in rare occasions despite the HUD shader being bypassed. This happens in my Dolphin because it runs cold, and the "chill" effect causes the glass to appear despite the HUD being turned off.
I think they do ... otherwise we have a mystery (I love a good mystery)i do not believe so, but i will triple check tonight.
You little beatuy @Monkey Pants , this is brilliant. Been wanting to sort out the orbit lines for ages. This is far more "realistic" in terms of what a HUD might look like in a spaceship... thanks!
Any chance you know how to dial out the orange tint on the lines? I'd love these to be a blue or green!
ok, so i got home and hopped on. scratches on the glass are definitely there (in a Python). i'm parked in Swoilz as the 4xLTD hotspot is here. i flew to the closest planet. hitting F1 made no circles around the planet disappear. not the blue circles that show the gravity well around the planet nor the yellow/orange one that has the name of the planet. no lines disappear.I think they do ... otherwise we have a mystery (I love a good mystery)
Btw for me HUD = stupid circles, so that was the first thing I wanted and saw from OD's mods ... It is funny you are not sure about the circles, thus indicating you are probably looking for some other 'hud effect' first, and this could turn out to be all misunderstanding of what the mod F1 key does
The original d3dx.ini pretty much only does circles and TRON. Tron (mapping planet iirc) I guess you have not tested, and circles you are not sure.
I'm curious at your findings
well, looking at your .ini file i don't have a 'global $hideHUD'. in the first part of your .ini file it only has a 'global $showHUD':First thing to do is manual change the global $hideHUD = 1 to 0 and back again (unfortunately you'll have to reload the game each time using the my default .ini) to see if that changes your HUD visibility. The "outside the cockpit" section of the HUD should be off when $hideHUD is set to 1 (thus hidden) and on when set to 0. This will tell me if it's the ShaderOverride section that's broken or the CommandList section.
you are correct in that i have been using the original .ini file from post #1 as that's typically standard protocol in all the years i've been computing, lol. weird thing is that F1 only toggled the blue tron-effect of the planet. it doesn't affect the 'big 3/4 circle and star / planet name around your selected target' on my screen.Hi, unless I’m not following what you’re saying, it sounds like you might be using the original ini file from post #1. The additional steps for total hud removal are from page 31 on Post #614. This is why you can’t find that ‘global’ code you mention above, it only exists in the revised .ini from post #614.
The #614 post has an evolved set of code/commands that adds a few different things, one of which is total hud removal (and this is the feature some of us can’t get to work for some reason). Total hud removal does not feature in the .ini code from post #1.
The ‘tron’ lines removal gets rid of the big 3/4 circle and star / planet name around your selected target. These are not to be confused with the planetary orbit lines and planet horizon lines, which are a feature you can find in the Elite Controls menu as a toggle on/off (I assign it to a stick button) called Orbital Lines (or similar).
i sometimes notice a shader effect kinda popping on
the canopy glass STILL has scratches all over it that can be seen when the light from a close sun is hitting the canopy. while i can now cycle through (3) modes of the F1 command - none of them removes the scratches. i tried this in my Phantom and both Krait's. i assume that it's impossible and i will just live with them.
when in my ship i sometimes notice a shader effect kinda popping on and off of my canopy (Phantom). it is cyclic and happens every 6 or 7 seconds. happens on every one of the F1 presets. also, when i boarded my carrier - i see a number of light sources and wall panels kind of glitching. i assume this is a shader adjustment that is affecting these things.
[Constants]
y = 1
...
[keyToggleF4]
Key = VK_F4
run = CommandListToggleF4
...
[CommandListToggleF4]
y = y * 2
if y > 256
y = 1
endif
...
// get y parameter from d3dx.ini
float4 d3dx = IniParams.Load(0);
...
// Boost faint stars, using y from d3dx.ini
o0.a = (o0.a + d3dx.y/16)/(d3dx.y/16 + 1);