Release Elite Dangerous HUD Mod (EDHM)

Thank you very much for this great mod!!
I would like to change some colors, some tones, I'd like to create a blue hud but with a solarized scheme, mainly for HUD common group and distributor..
What shaders should I edit and/or how could I set a user defined color ?

Thanks

Hi CMDR,

Customising the colours isn't possible yet as I have to make a spreadsheet containing all the shader file locations for the colour of each element. It just takes a bit of time that I don't have right now, but hopefully between christmas and new year I'll put it together. The process will be similar to this post for text colour, but a little more complicated as there's primary colours, secondary colours, and shading. And they all affect each other! But once I've put up the specs I'm happy to help out if you're looking for a specific colour
 
And one more question from me. Is this font also adjustable via a shader from the list ? 🤔

Bild_2020-12-24_164007.png
 
With Old Duck's tool I could remove certain clutter from the HUD. The radar dish for example:

Code:
[ShaderOverride-ba58bc885c2dac25]
; Rader Dish background
Hash = ba58bc885c2dac25
Handling = skip

When I insert this code into the custom.ini it works until I select a body or ship or wake or anything actually, then the pulsing radar dish reappears. When I deselect and have no target the dish is gone again. Any way to skip out the hash so it stays gone when I select a target?
 
Last edited:
When I insert this code into the custom.ini it works until I select a body or ship or wake or anything actually, then the pulsing radar dish reappears. When I deselect and have no target the dish is gone again. Any way to skip out the hash so it stays gone when I select a target?

There are actually three radar shaders:

ba58bc885c2dac25 - Radar in normal flight (but sometimes also in supercruise)
f27049cc4a93e1f2 - Radar in supercruise

And then recently Paul Smith the 3rd found a third radar while using the data link scanner to scan an installation

ac37254d412f047f - Radar while data link scanning

Please let me know if you still see the radar after disabling these three, in case I've missed something. And maybe post a pic when you finish your HUD, would love to see how it looks
 
There are actually three radar shaders:

ba58bc885c2dac25 - Radar in normal flight (but sometimes also in supercruise)
f27049cc4a93e1f2 - Radar in supercruise

And then recently Paul Smith the 3rd found a third radar while using the data link scanner to scan an installation

ac37254d412f047f - Radar while data link scanning

Please let me know if you still see the radar after disabling these three, in case I've missed something. And maybe post a pic when you finish your HUD, would love to see how it looks
Blasted, you've reminded me about the second one, that's the culprit. Hadn't heard of the third but I'll add that to the list. Lost my modded d3dx.ini with all the hashes in the Old Duck thread a week ago. Figured, with all that work gone, good a time as any to switch over to EDHM before Odyssey ruins us again. Thank you for the info and everyone's hard work. Looking forward to a post-Odyssey version and a GUI. Happy holidays CMDR. o7
 
The colour of the mouse dot is part of the targeting reticle, which you can cycle through with F7. A few versions ago some CMDRs asked for the dot to contrast against the aiming circles, so I've used complementary colours on several of them. Is that the mouse widget you're referring to?

Yep thats it. I have found I can change it as you described, so its all good. Thanks again and Marry Christmas mate. Good work on this. Really adds some flavour to the ship now since we can make our own per ship schemes and toggle them on the quick!
 

rootsrat

Volunteer Moderator
@GeorjCostanza , this is officially amazing. I spent some more time setting up my own profiles with the provided colours for couple of ships and you can't beat that. Really. Stellar work, my friend!

I have one question, as for the love of me I can't figure out what "Environment Object Colour" is. What is it?

o7
 
Oh, sorry, I misspoke. I mean the color of the font, of course.

Hi CMDR,

Oh I thought you meant you wanted it Helvetica or something like that :)

Ok that targeting area of the HUD should be taking the text colour you specify in the shader f969184721bd5dec (as in my previous post on text colour)

If you mean can we change the text colour in the targeting panel separately to the rest of the HUD? then the answer is unfortunately no.

The targeting area is a rendering area (as opposed to a static texture that doesn't vary), and in a rendering area there is a very limited amount of modding we can do. Same on the middle combat HUD lines.. that's a variable area that depends on the equipment you're carrying, so we also can't change the text colour independently there either.

There are some elements where we can control the text colour separately - the text under the distributor, and the ship name, clock, and Info header on the Info panel. We could also potentially change the text colour on the indicator lights, Fuel text and numbers, heat and speed numbers, but I didn't mod them separately

I hope that answers your question, but let me know if not
 
I have one question, as for the love of me I can't figure out what "Environment Object Colour" is. What is it?

Hi CMDR,

Ah yes, that's the one thing (hopefully!) I forgot to do - provide a description for the Environment Object Colour in the Profile.ini.

I remembered to put it in the KeyBinds.ini, "destination targets, such as planets, stations, etc" but it's a hard one to describe.

When you're in supercruise, the Environmental Objects are potential destination targets highlighted with a small coloured circle, and when you select the target the circle gets brighter and bolder (more bold?)

It's the same in normal flight when you select a destination, like a station or a carrier, or the next system for a jump.

In this pic, it's the green circle on the left

Environment-Object.jpg


So with CTRL F7 you can cycle through those Environmental Object Colours

I hope that clears it up, and I'm happy you're enjoying the mod!
 
Hi CMDR,

Oh I thought you meant you wanted it Helvetica or something like that :)
...
Ok that targeting area of the HUD should be taking the text colour you specify in the shader f969184721bd5dec (as in my previous post on text colour)

If you mean can we change the text colour in the targeting panel separately to the rest of the HUD? then the answer is unfortunately no.

The targeting area is a rendering area (as opposed to a static texture that doesn't vary), and in a rendering area there is a very limited amount of modding we can do. Same on the middle combat HUD lines.. that's a variable area that depends on the equipment you're carrying, so we also can't change the text colour independently there either.

There are some elements where we can control the text colour separately - the text under the distributor, and the ship name, clock, and Info header on the Info panel. We could also potentially change the text colour on the indicator lights, Fuel text and numbers, heat and speed numbers, but I didn't mod them separately

I hope that answers your question, but let me know if not

Ok, thank you very much, I understood that. I have changed the text color as you described. It is now light yellow for me.
Bild_2020-12-26_130728.png

upper red frame - light purple
lower red frame - light yellow

But it didn't change the text in the HUD. But that is not too bad. I thought only for the text on the left in the HUD there is a certain shader,
which I could also change.
Bild_2020-12-26_131134.png

And one more question about the HUD colors. There are these blue vertical lines. Can the color be changed for those?
Bild_2020-12-26_131421.png



oh and another thing, the FSS(VSS), have you already located a shader in which the colors can adjust ?

Sorry for my annoying questions, but I like creating my "own" cockpit so incredibly much ! And we/I have you to thank for that !!! (y)

Translated with www.DeepL.com/Translator (free version)
 
Last edited:

rootsrat

Volunteer Moderator
Hi CMDR,

Ah yes, that's the one thing (hopefully!) I forgot to do - provide a description for the Environment Object Colour in the Profile.ini.

I remembered to put it in the KeyBinds.ini, "destination targets, such as planets, stations, etc" but it's a hard one to describe.

When you're in supercruise, the Environmental Objects are potential destination targets highlighted with a small coloured circle, and when you select the target the circle gets brighter and bolder (more bold?)

It's the same in normal flight when you select a destination, like a station or a carrier, or the next system for a jump.

In this pic, it's the green circle on the left

View attachment 202000

So with CTRL F7 you can cycle through those Environmental Object Colours

I hope that clears it up, and I'm happy you're enjoying the mod!
Thanks! I've been initially setting it up while docked on my carrier, that's why I couldn't see anything changing :)
 
@GeorjCostanza Hello sir, I have downloaded the app and it works great. At first I was using the F keys only (without Ctrl/Alt/Shift), reading the instructions help and has opened so many more options! :p

However, I wanted a way to save my settings so looked through the thread and found someone asking the same thing around page 3 - I downloaded notepad++ (couldn't find the opaque theme bit), but did not have the text on your post #44 example. I get a load of override text for the d3dx.ini file?

I searched further and found something similar in the EDHM.ini folder in the Profiles.ini file. Is this the one I need to change in order to save my settings?

Thank you for your time <O
 
I searched further and found something similar in the EDHM.ini folder in the Profiles.ini file. Is this the one I need to change in order to save my settings?

Hi CMDR,

Yes in Profiles.ini you can set up your own combination of colours to your preferences.

I've just made a Profile Tool to help


Please let me know if any of the instructions are difficult to follow
 
But it didn't change the text in the HUD. But that is not too bad. I thought only for the text on the left in the HUD there is a certain shader,

It really should be changing the text colour in the HUD, can you please PM me the colour code you inserted into the shader so I can check on my side?

And one more question about the HUD colors. There are these blue vertical lines. Can the color be changed for those?

I looked into the analysis lines a few months ago but they don't have their own shader like the combat mode lines. Probably with a lot of experimentation it would be possible to find a method, but it really would take hours and hours and I don't have that time at the moment unfortunately

oh and another thing, the FSS(VSS), have you already located a shader in which the colors can adjust ?

No I haven't looked at the FSS at all, any colour changes in there are just a side effect of the main HUD mod. I'll look into all those extra panels and functions once we know what's happening with Odyssey. There's always something more to mod :) But I had to stop as I have other things I need to focus on now

But happy to look into the text colour for you!
 
Hi CMDR,

Yes in Profiles.ini you can set up your own combination of colours to your preferences.

I've just made a Profile Tool to help


Please let me know if any of the instructions are difficult to follow

Thank you for your quick response. I made a copy of the file and made my changes taking note of the stated colour variants.

My big unknown was whether this was the correct file to change, and if not, by changing the data what I would mess up.

Worst case, would be a re-install - but it made sense just to ask the question first.

Again, thank you for such a quick response and a great app. It is an amazing in game quality of life change that really makes a difference. (y)
 
Hello @GeorjCostanza,

It really should be changing the text colour in the HUD, can you please PM me the colour code you inserted into the shader so I can check on my side?
Of course, here is my code from the shader f969184721bd5dec-ps.txt
Code:
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer cb0
// {
//
//   float4 cb0;                        // Offset:    0 Size:    16
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim      HLSL Bind  Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// s0_s                              sampler      NA          NA             s0      1
// t0                                texture  float4          2d             t0      1
// IniParams                         texture  float4          1d           t120      1
// cb0                               cbuffer      NA          NA            cb0      1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD                 0   xyzw        0     NONE   float   xyzw
// TEXCOORD                 1   xyzw        1     NONE   float   xyzw
// TEXCOORD                 2   xyzw        2     NONE   float   xyzw
// TEXCOORD                 3   xy          3     NONE   float   xy 
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[1], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture1d (float,float,float,float) t120
dcl_input_ps linear v0.xyzw
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xy
dcl_output o0.xyzw
dcl_temps 4
movc r0.x, cb0[0].x, l(-1.000000), l(0)
ine r0.y, cb0[0].y, l(0)
and r0.x, r0.x, r0.y
ne r0.x, r0.x, l(0.000000)
sample_indexable(texture2d)(float,float,float,float) r0.y, v3.xyxx, t0.xwyz, s0
mul r1.w, r0.y, v2.w
mov r1.xyz, v2.xyzx
mad r1.xyzw, r1.xyzw, v1.xyzw, v0.xyzw
mul r0.yzw, r1.wwww, r1.xxyz
ne r2.xy, cb0[0].xyxx, l(0.000000, 0.000000, 0.000000, 0.000000)
movc r3.xyz, r2.yyyy, r0.yzwy, r1.xyzx
mov r3.w, r1.w
add r1.xyzw, r1.xyzw, l(-1.000000, -1.000000, -1.000000, -1.000000)
mad r1.xyzw, r3.wwww, r1.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
movc r2.xyzw, r2.xxxx, r1.xyzw, r3.xyzw
mul r1.xyz, r1.wwww, r1.xyzx
movc r0.xyzw, r0.xxxx, r1.xyzw, r2.xyzw
mul r1.xy, r0.zyzz, l(15.000000, 10.000000, 0.000000, 0.000000)
lt r1.x, r1.x, r0.x
lt r1.y, r0.x, r1.y
lt r1.z, r0.y, r0.x
and r1.x, r1.z, r1.x
and r1.x, r1.x, l(1)
and r1.x, r1.x, r1.y
dp3 r2.x, r0.xyzx, l(0.950000, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r0.xyzx, l(0.950000, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r0.xyzx, l(0.700000, 0.000000, 0.000000, 0.000000)
movc r1.xyz, r1.xxxx, r2.xyzx, r0.xyzx
ld_indexable(texture1d)(float,float,float,float) r1.w, l(100, 0, 0, 0), t120.yzwx
eq r1.w, r1.w, l(1.000000)
movc o0.xyz, r1.wwww, r1.xyzx, r0.xyzx
mov o0.w, r0.w
ret
// Approximately 33 instruction slots used
I looked into the analysis lines a few months ago but they don't have their own shader like the combat mode lines. Probably with a lot of experimentation it would be possible to find a method, but it really would take hours and hours and I don't have that time at the moment unfortunately
That's right, the question came up at the beginning. Sorry, I had forgotten. 🤪
No I haven't looked at the FSS at all, any colour changes in there are just a side effect of the main HUD mod. I'll look into all those extra panels and functions once we know what's happening with Odyssey. There's always something more to mod :) But I had to stop as I have other things I need to focus on now
But happy to look into the text colour for you!
Alright, no problem at all. Don't stress about it. Playing and modding should be fun and not stressful.
And for your next important things I wish you good luck and much success ! 🎓 And thanks again for your time and effort ! 👍

Many greetings from nepomuk
 
I just want to double-check you're using the drop-down menus to select your preferences?

View attachment 202063

Then you just have to copy the block of green cells to the bottom of your Profiles.ini
No, I had not used the above app but merely found the Profile.ini and changed the details in there as from the info on page 3.

I'm hoping that will work - if not I will look to use the app above with the drop down menus (and re-read the whole thread just to make sure I don't miss anything).

Thank you. <O

EDIT: To confirm, everything worked great - really appreciate the effort you put into this (y)
 
Last edited:
Back
Top Bottom