Is there a way to remove the space snow while in super cruise?
[ShaderOverride-13c7cd6955a2b95e]
;Remove "snow" in supercruise.
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@Old Duck Has anyone one managed to change night visions color?
// Use green "MIL-SPEC" night vision, increasing overall brightness
o0.rgb = float3(0, 0, o0.b*2);
// Attenuate "Tron" lines
// TODO - something more elegant (I'm just experiment at the moment) 20 is more attenuated than 10
if (o0.a < 0.2) o0.a /= 5;
else if (o0.a > 0.08) o0.a /= 5;
// Use green "MIL-SPEC" night vision, increasing overall brightness
o0.rgb = float3(0, o0.g*2, o0.b*2);
I meant to throw my 2cr towards this yesterday but got caught up with irl stuff. Wanted to share my experiences having changed my colours around as well. Toned down the green a bit and brought up the blue. Still green, though not as mil-spec as irl nods, I find it works for me while surface prospecting but breaks the Pulse Wave Scanner when mining in rings so I have this shader on a toggle through EDHM's dev mode. Anyway...Hi, I didn't get back to you with details... soz. In the following file in the ShaderFixes folder:
0f2b92ba5625c61f-ps_replace.txt
...at the bottom, I changed the code like this to get "blue" nightvision.
Code:// Use green "MIL-SPEC" night vision, increasing overall brightness o0.rgb = float3(0, 0, o0.b*2);
I deleted the central figures and replaced with 0, then replaced the last zero with the same code as the central figures but changed the g to a b. The 0,0,0 I think are r,g,b. The * value is like a brightness as far as I can tell. So if you want to mix green and blue, but have more blue, give the last value a higer number after the asterisk than the middle value. Or just have a single colour in either red, green or blue.
I currently have mine set like this:
Code:// Attenuate "Tron" lines // TODO - something more elegant (I'm just experiment at the moment) 20 is more attenuated than 10 if (o0.a < 0.2) o0.a /= 5; else if (o0.a > 0.08) o0.a /= 5; // Use green "MIL-SPEC" night vision, increasing overall brightness o0.rgb = float3(0, o0.g*2, o0.b*2);
Old Duck can probably explain way way better than me, I just found the colour thing out by tinkering. Where his // text says "green", that's just his text description for his original setting where he made it green, but the word "green" here is not any sort of value obviously as it's after the // comment. Hopefully the above gives you an idea.
// Attenuate "Tron" lines
// TODO - something more elegant (I'm just experiment at the moment)
if (o0.a > 0.2) o0.a /= 5; //
else if (o0.a > 0.08) o0.a /= .8;
// Use green "MIL-SPEC" night vision, increasing overall brightness
o0.rgb = float3(o0.r*1, o0.g*3.5, o0.b*1.75);
Original post
Previous discussion of an alternative;I could probably do that easily enough, I just never considered any other option than green.
Up until the latest patch I was still using dust buster to remove the pointless and immersion breaking streaks. Now it just crashes if I try to load with those mods.
I am very happy someone continued with this. I cannot stand those silly streaks.
I don't have the actual post handy, but if you go back a couple of pages in this thread, I released an update to the OP that includes a multi-level cycling HUD. This allows you to easily toggle between full HUD (which includes the background for menus so they can easily be read), partial HUD, minimal HUD, and no HUD.transparent side panels are a b to read in station, im changing that back.
nvm... seemed like I was missing a few lines for the ini fileHi all, totally new here, lack of code understanding, I've got the things from "d3dx.ini" to work,
but the "ShaderFixes" Folder files such as "0f2b92ba5625c61f-ps_replace.txt" for night-vision color change doesn't seem to work by just placing the files in the folder, are there codes that needs to be added into "d3dx.ini" to make them function?
In this case you want to turn ON prototype lighting (see OP for actual variable name). As for stars, you won't see any more stars than are in the area to see. So if you are in an "empty" part of the galaxy, you will see less stars than if you are at the core, regardless what this setting is. I'm not sure how realistic the star count is compared to real life (for example, as seen from Sol), but I know of no other way to affect this in game.Hi folks,
Does anyone know the change to make so it shows all stars all the time even when up close to a sun?
I thought I had seen that option somewhere but now I can't seem to find the tab I had open.
Also I set star count to 999999 and that does not seem to draw any more stars than 10000.
I'll have to look at the code (it's been awhile) so I can find a specific example to give you. This may take a little while.Hi Old Duck, may I ask how do you pass variables from d3dx.ini to shader files?
I'm currently trying to tweak stuff from your ODEDM-0.99.zip file from Page 41, but unable to pass the variable to shader.
I'm trying to make night vision RGB colors able to be cycled by key press, so I could frequently change them in-game depending on conditions.