Amazingly Realistic Immersion Mod

Any chance of some hints as to where to start if one was going to tinker a bit?
The basic mod as presented in the OP works by turning off selected pixel shaders. It "gets rid of stuff" that many feel detract rather than add to the game. As such, it's pretty easy to implement.

What I've been doing recently is actually replacing certain pixel shaders with my own shaders. Like Reshade, this does not modify any of ED's game files, but rather injects the replacement shader upstream of ED. This is way more "tricky", and in some cases, highly customized to my own very specific preferences. A person who understands shader programming could customize these files to make their own HUD colors or tweak the skybox to their liking, but I suspect that's a small subset of the population. Many people can't even edit a simple config file, let alone a pixel shader. And no, I don't have time to write an app for this.

Anyway, once I finalize the changes I've been working on myself, I'll upload the shader code along with the new d3dx.ini in case anyone wants to play with it or just use it as-is. I'm still tweaking and experimenting and learning right now.
 
What I've been doing recently is actually replacing certain pixel shaders with my own shaders.

It’s that bit I was after :) I’ve been programming things since I started messing around with BASIC on a Z80 cpu nearly 40 years ago, but I’ve not had a go at shader programming. So I don’t know where you’d start with editors, compilers, tools or whatever else to get going. I‘m familiar with shader concepts, and I’ve even played with GLSL in ShaderToy a bit, but integrating that into running alongside the game eludes me at the moment :)

Anyway, once I finalize the changes I've been working on myself, I'll upload the shader code along with the new d3dx.ini in case anyone wants to play with it or just use it as-is. I'm still tweaking and experimenting and learning right now.

Great! I look forward to doing some of my own experiments and having a look at your code :) :)
 
More fooling around:

paint job experiments.jpg


Don't worry, this doesn't cut into Frontier's cosmetic sales. First off, nobody else can see these "custom paint jobs", and second, the changes apply to ALL SHIP EVERYWHERE, and not in a good way. I'm just experimenting, and perhaps I'll push things a little further to see just what can be done. If nothing else, it might give Frontier some ideas for official paints to offer us!

When it comes time for me to release my custom shaders, I won't be including anything like this, just in case Frontier takes issue. Like I said, I'm just fooling around.
 
This paint job is a bit more "duck like".

Duck paint job.jpg


Allow me to repeat my disclaimer:
Don't worry, this doesn't cut into Frontier's cosmetic sales. First off, nobody else can see these "custom paint jobs", and second, the changes apply to ALL SHIP EVERYWHERE, and not in a good way. I'm just experimenting, and perhaps I'll push things a little further to see just what can be done. If nothing else, it might give Frontier some ideas for official paints to offer us!

When it comes time for me to release my custom shaders, I won't be including anything like this, just in case Frontier takes issue. Like I said, I'm just fooling around.
 

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Looks, good! Will you realease an updated config with Milky Way tweaks?

Thanks!
The modified Milky Way is more than just a config file change, it's a separate shader. There are a LOT of shaders. If there is enough demand for a specific shader, like the modified Skybox (which is actually multiple shaders), then I could provide them in a post to this thread.
 
I can now turn off all "garbage" signals on the radar - mats, wakes, limpets, etc. This is toggleable.

No Junk.jpg


If targeted via the Contacts Panel, a marker will still show up on the radar.
 
gkzErQp.png


On the attached photo, the whiteness of the Cutter's panel washes out the UI. If that UI panel was 100% opaque to the background, the problem would be gone.

And yes, I've tried other UI colors, it does not significantly help the problem.

The "interior lights off" option for the immersion mod helps fix this, but comes with other issues that would be nice to avoid.

I've been able to achieve the following by editing the shader itself:

Opaque.jpg


It's kinda ugly, but functional. I could probably make it prettier as well as tie it to a toggle, if you're still interested.
 
I've pretty much got everything where I want it for myself, personally. I've got to test the new colors in my other ships, as well as just "play" for a little while to make sure there aren't any side-effects. Here are some before and after shots (note that the before shots still use the GraphicsConfig.xml color matrix to switch red and blue):

BEFORE
Before1.jpg


AFTER
After1.jpg


BEFORE
Before2.jpg


AFTER
After2.jpg
 
So, Old Duck, these examples also include a specific GUI color setting in the "Graphics Configuration.xml file correct?

I.E.
<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed> 1, 0, 0 </MatrixRed>
<MatrixGreen> 0, 1, 0 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>
</Default>

So, what color settings do you use for the red to blue swap to come out blue to red, as you have pictured?

07
Here you go!

Code:
<MatrixRed> 0, 0.2, 1 </MatrixRed>
<MatrixGreen> 0, 1, 0 </MatrixGreen>
<MatrixBlue> 1, 0, 0 </MatrixBlue>
That will give you my "before" color scheme.
 
No, I am running the latest version, just checked the downloaded file which shows 1.3.1

Edit : I see, the latest release page is a bit confusing, can I use 1.3.8?
 
No, I am running the latest version, just checked the downloaded file which shows 1.3.1

Edit : I see, the latest release page is a bit confusing, can I use 1.3.8?

I made this mistake a while back: 1.3.16 is the latest. The version numbers are not as you might think ;)

MP
 
No, I am running the latest version, just checked the downloaded file which shows 1.3.1

Edit : I see, the latest release page is a bit confusing, can I use 1.3.8?
Version numbers are not like regular numbers, which makes sense once you realize version numbers have TWO decimal points. So in version numbers, 1.3.16 > 1.3.1. Think of it as 1,3,16 if that helps.
 
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