You know how you made F1 triggers? Can you make ESC trigger also but before the trigger check a var to see if it's "triggered", if not, trigger, if it's 1, don't trigger? I don't know shaders but hopefully it can.
Ahh yeah I know what you mean. I was reading through Old Duck's Immersion mod thread a few days ago and I think he used that method in the past to disable elements for the FSS and re-enable upon returning to the HUD. But the problem he identified correctly is that the sequence can get out of sync .. so if 3dmigoto didn't register a key press then the mod will only be activated on the menus and not on the HUD, and then I would hear no end of complaints
I think that's why Old Duck moved to conditional shading as it's much safer
If everything is worked off of the orange, it's crazy limited. It's like white balancing a jpg that's yellow. Without the raw, it's unpossible.
Hidden deep inside one of the shaders is a square of pristine Elite orange, RGB(255,112,0), the holy grail of orange
I was pretty excited when I found it, and went and created an Excel spreadsheet that created HLSL code (shader code) to convert that orange to the hex colour of choice. But.. I didn't account for the actual shading in-game, and quickly found out each element had it's own set of rules (many follow an exponential scale, some have ceiling values, some have floor values, some are linear, it's all over the place). So in the end I had to hand colour every element by nudging all the colour channels in different directions while dragging the photoshop colour dropper over the game window to see how close it was to the target colour. It took a loooong time
But with the colour calibrated shaders the user just has to look up a colour table and enter some values into the shader, and when the GUI is ready it will be a simple matter of entering the RGB or hex into the app. It'll get there, eventually!