Release Elite Dangerous HUD Mod (EDHM)

I just have to figure out how to get the shaders to not conflict with Old Duck's...if I could sort that out then I would be all set....until Odyssey shows up and breaks everything that is.
 
I would love to turn my Combat lines Red or Green so I await the results of your work with interest.

Hi CMDR,

Here's the package (attached) you need to change your combat HUD lines colour.

It contains:

- The shader file 178045604e0b329c-ps.txt
(that you copy into the ShaderFixes folder .. backup your old shader if you want to restore it later)
* This shader file has been calibrated and is different to the shader file packaged with the EDHM

- A colour calibration table, open in Excel or Google Sheets or other spreadsheet app
(so you can translate a RGB colour into decimal format the shader will understand)

- A template that tells you which lines of the shader to alter


Example

Line 77 of the shader file contains the colour values in the format
(Red, Green, Blue, Alpha) [alpha = transparency]

Use the colour calibration table to translate a specific RGB colour code into decimal values the shader file can understand.

For example, Royal Blue is rgb(65,105,225)


Like many other elements on the HUD, the green channel will raise the values of Red and Blue by approximately 18%. Nothing I can do about that unfortunately, and I've tried many compensation methods.


For example, an angry Red HUD would be:

Line 77
mul r1.xyzw, r0.xxxw, l(0.90000, 0.00000, 0.000000, 1.000000)

Angry-red.jpg



Kermit the HUD:

Line 77
mul r1.xyzw, r0.xxxw, l(0.00000, 1.00000, 0.000000, 1.000000)

Kermit-the-HUD.jpg



As I mentioned in another message, the combat HUD is managed by two shaders .. this one, and the one that colours the bits of purple still showing. The other shader will take me several weeks to produce colour calibration tables as it contains about 15 elements (45 separate colour channel tables, 1 hour per table, 45 hours of mind-numbing calibration)

You might also like to activate 'Developer Mode' using the EDHM-Addons.bat file (in the elite-dangerous-64 folder) .. then you can change a colour value in the file and press F11 to see the change in-game. Just remember to deactivate Developer Mode when you're done tweaking because it has a big impact on FPS.

If any of that is confusing just let me know

Have fun! More elements on the way
 

Attachments

  • Combat-HUD-Lines.zip
    19.3 KB · Views: 326
@ GeorjCostanza
You know how you're 1 man tryna do 50 themes? Is it possible that you can teach a man to fish so that all of us can contribute 1? Would that speed up your consolidation after or actually make it slower?

Yeah that'd be very helpful. It's quite a complex process though .. I turn off all other elements so the screen is black except for the element, then I take a screenshot, find the pixel location for calibration, transfer that pixel location into an AHK macro, setup an Excel file to receive the values, then start experimenting with decimal values inside the shader, each time running a second macro that swaps between the shader and the game, and tells me the colour of the pixel. Gradually I hone in on the target colour (eg. Red 50), and then after going back and forth several times between the game and the shader I record the decimal value into the spreadsheet. Then repeat that process 25 times for one colour channel i.e., Red10, Red20, Red30, Red40 etc and then use Excel to estimate the values between the confirmed data points (i.e., Red21, Red22, Red23 etc).

The first time around I manually confirmed all 255 data points per colour channel .. I'll never do that again :)

If anyone feels like they might be able to follow that process (minus the first part of making the screen black except for the target element, it's too complex to set up) then I'll upload the 'big shader' to the EDHM Github and I'd be grateful if anyone wants to make calibration tables for those elements.

We also have a discord for development of the UI, so if you'd like to get involved or simply beta test each version of the UI then you're welcome to join


o7
 
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Yeah that'd be very helpful. It's quite a complex process though ..
<Really Complicated Stuff tm>
Wow, I was gonna ask if the shields could be coloured Green / Orange / Red but after reading that I think I'll heed my mothers advice and be happy with what I got (which I love btw), so nice to have the correct blips back in the radar (It's been a long time, getting from there to here).

I am curious tho', having to do the colour fix for VR, does it mess with the other colours? It could be I messed something up, having installed it into the wrong directory first but editing the D3DX.ini I chose the white distributor option as the startup colour and it comes up with the Green / Yellow / Red setting.
 
If anyone feels like they might be able to follow that process (minus the first part of making the screen black except for the target element, it's too complex to set up) then I'll upload the 'big shader' to the EDHM Github and I'd be grateful if anyone wants to make calibration tables for those elements.
Ok I am guessing by calibration you mean how everything's tied with the orange so that if we're targeting a Pure Blue (0,0,255), it's not as simple as (0.0 0.0 1.0), correct? So what you're doing is reverse engineering, put in numbers, see the actual HUD and try to get as close as possible by reverse eye-droppering to confirm the numbers, then put the numbers in publish? That's insane! I don't think I want a part of that but here's what you can do. After you've uploaded the big shader, make a youtube tutorial on how we can go change 1 element. Let's say we start with the default orange, how will someone go in and only change the radar for example.

1. How to identify the lines governing the radar?
2. How to convert RGB or Hex, into those 3 decimals + alpha?
3. When we have the numbers, how to "save as" and test in game?

If we have these info along with your ground work, we might be able to make 1 "for ourselves" in our free time and when finished, share with you so that in the end you'd have 50. Just like the EDProfiler sharing CMDRs themes.

Also I was digging around and found these, don't know if useful for you but the first one I've never seen and they have an export XML command. Cheers.


 
Wow, I was gonna ask if the shields could be coloured Green / Orange / Red

I can certainly make you a new shield, will only take me 5 mins. I'll send you a PM.

but editing the D3DX.ini I chose the white distributor option as the startup colour and it comes up with the Green / Yellow / Red setting.

It must be something in the d3dx.ini file in the "elite-dangerous-64" folder.

Make sure you have w10 = 1

in this code block:
Code:
; ** Distributor **
; Cycle through Distributor colours with F4
; Set w10 value (1, 2, 3) for your favourite distributor colour
; 1 = White
; 2 = Green-Yellow-Red
; 3 = Blue-White-Red
w10 = 1

But you can let me know via PM if it's still not showing the white distributor
 
Ok I am guessing by calibration you mean how everything's tied with the orange so that if we're targeting a Pure Blue (0,0,255), it's not as simple as (0.0 0.0 1.0), correct?

Yes exactly, if only it translated that easily from the 255 scale to decimal I would be a very happy boy

All the orange elements follow an exponential scale, with most RGB values grouped near the bottom (eg. 0 to 150 are often under 0.3). And you're probably thinking, we can just estimate the values using an exponential curve .. but unfortunately the curve changes for every colour channel of every element, so I would need to discover the calibrated values anyway to estimate each curve. So there's no shortcuts that I've found, though happy to consider new techniques

1. How to identify the lines governing the radar?
2. How to convert RGB or Hex, into those 3 decimals + alpha?
3. When we have the numbers, how to "save as" and test in game?

If we have these info along with your ground work, we might be able to make 1 "for ourselves" in our free time and when finished, share with you so that in the end you'd have 50.

Yeah it's a good idea. I'll have to specify a template for each element (such as the line number in the code, values to change etc), and show how to test in-game.

Back in August I was pretty excited when things started coming together, but then I slowly realised all the colour channels were unique, and it took ages to match up the blue/purple/white HUD across elements (and they aren't perfect if you look very closely .. better not to :))

I'll get to work on making a template for the big shader during the week. Thanks so much for your suggestions!
 
[New Hologram]

The Hologram has been bugging me since the beginning of the mod. There were two things about the original Elite hologram that I really wanted to change, apart from the colour.

First was the epilepsy-inducing horizontal lines that move around all over the place. I found them very distracting.

Also distracting is the shimmering outline around the hologram. I found a way to reduce the outer line in v1.31, but it left the hologram looking a bit flat.

So this morning I set the goal of improving the hologram, and after lots and lots of tweaking and even new code (a big thing for me since I'm not a coder :)) I feel happy with it now.

I made a video showing the changes .. the green and blue look a little dark in the video but in-game they have more clarity

The video is a little jerky at the beginning .. I forgot I had Elite set on 4K resolution with Ultra settings, and a screen recorder, Photoshop, Premiere Pro and Audacity all running in the background on a 5 year-old CPU.. :)

Before I add the improved shader to the next update, are there any other colours you think people would like to see?

Source: https://youtu.be/hRQnEWTz-Tw
 
Wow, I was gonna ask if the shields could be coloured Green / Orange / Red

Hi CMDR Franc, your shield shader is attached, you can download and copy into the ShaderFixes folder.

As requested,
Outer: Light Green HEX Code #90EE90 (everything's ok!)
Middle: Orange Color HEX Code #ffa500 (warning)
Inner: Red Color HEX Code #FF0000 (bug out)

I've loaded these colours into the 'Xiba shield' slot (In the d3dx.ini, change: w8 = 9)

CZTcF6M.png


In case anyone wants to choose their own colours for the shield, here's the locations and values in the shader file to alter:

Code:
Outer Ring

Colour (R,G,B, 0.000000)
Line 289
  mul r3.xyz, r0.zzzz, l(0.295000, 1.000000, 0.225000, 0.000000)

Brightness
Line 288
  mul r3.w, r5.w, l(1.000000)


Middle Ring

Colour (R,G,B, 0.000000)
Line 280
  mul r6.xyz, r0.zzzz, l(1.000000, 0.500000, 0.000000, 0.000000)

Brightness
Line 279
  mul r6.w, r5.w, l(1.000000)


Inner Ring

Colour (R,G,B, 0.000000)
Line 274
  mul r5.xyz, r0.zzzz, l(1.000000, 0.000000, 0.000000, 0.000000)

Brightness
Line 275
  mul r5.w, r4.w, l(1.000000)



For reference, the original Xiba shield values are:
Outer: (0.020000, 1.000000, 0.020000), Brightness 0.75
Middle: (0.950000, 0.030000, 0.000000), Brightness 0.75
Inner: (0.950000, 0.030000, 0.900000), Brightness 0.75


Note about shield brightness:
Typical values are 0.75 to 1.0. It can go higher, but you'll get a bit of a 'fuzzy peach' look as the alpha channels (between the rings) gain colour

Note about colours:
This element is different to the others, as it's referenced from blue instead of orange.
For some reason, the Blue value you set changes the ceiling value on Red and Green .. the more you increase Blue, the greater the maximum value of Red and Green. Another little shader curve-ball :)

PS. This shader contains lots of other elements, so it's not ready for inclusion in the Github repository or the UI app, but soon
 

Attachments

  • d3698fc4c7ef1718-ps.txt
    16.7 KB · Views: 281
@GeorjCostanza
First of all, respect for your work and your commitment ! (y):)
Unfortunately I don't like the color combinations so far. I would prefer yellow, brown and beige tones.
Couldn't you create a list of shaders which are responsible for the HUD and then define or select colors for it ?
It does not have to be 65536 or more different colors.
 
@GeorjCostanza
Couldn't you create a list of shaders which are responsible for the HUD and then define or select colors for it ?
It does not have to be 65536 or more different colors.

Unfortunately it's not that simple. There are often multiple elements within each shader, each with it's own idiosyncratic colour channels. Just preparing the files and specifying all the line numbers for modification of the colours will take me many hours. Then once you have the line number locations within each shader, there won't be a colour calibration table as that takes 3 hours per element, meaning if you set red = 0.2 maybe that will be red (50) for one element, or red (150) for another.

But I'll put the files up without calibration tables so at least you can experiment with the colours.
 
Unfortunately it's not that simple. There are often multiple elements within each shader, each with it's own idiosyncratic colour channels. Just preparing the files and specifying all the line numbers for modification of the colours will take me many hours. Then once you have the line number locations within each shader, there won't be a colour calibration table as that takes 3 hours per element, meaning if you set red = 0.2 maybe that will be red (50) for one element, or red (150) for another.

But I'll put the files up without calibration tables so at least you can experiment with the colours.

No, you don't have to go to that much trouble. It is not worth the effort.
You could do it this way if you want to have a special HUD, names the important components
and the desired colors of the HUD and you "compose" the shaders. Or is that also so time consuming ? :unsure:
When I sit at my home PC again I send a picture to clarify what I mean. OK ? :giggle:
 
I get how "broken" it is by activating EDHM with EDProfiler. You will see. Each element has a different "number" that if put together all look the same, for example, to get the whole HUD 255, 0, 0 (Red), you actually have to input a butt-load of 0.14, 0.365, 0.1447 in the Red column because every element was tied to to a different "weight" of orange.

I also thought about this long and hard and semi-understood WHY FDev did it. It's for the damaged effects, and thargoid effects. You noticed how nice the chromatic aberration is when the epilepsy flashes? Anyway, there're so many factors in your mod I am fully in awe right now. Not just the HUD btw, when you click starport services, the left window and right window where you refuel, is different. Then what? You take missions, the mission payout text colours are different, then what. What about [HOSTILE] vs [WANTED] vs [ILLICIT CARGO]?

You crazy boy even put in "federation green". I never knew what that was until I jumped back into my FGS and noticed it's indeed that shade of green, also shining back on the legs.

At first I had the same concern as nepomuk, thinking you're all anal tryna get all 65536. Come on bruh, just release the table and let us play and give you back 50 but after seeing what's actually going on, I was like, dude this is insane lol.
 
Hi guys, I've finished updating the hologram for the next update. I wasn't happy with the old style, so here's the new Tron set.

I would be grateful if you could please beta test these new holograms .. let me know if something doesn't look right, or if it's too dark or bright.
I haven't tested in VR yet, but hopefully they look cool.
(they looker darker in these pics, in-game they're more vibrant)

Blue
gsuZNfx.jpg


White
k7y7sk5.jpg


Red
sDnu9qt.jpg


Plus Green, Yellow and Purple.

You can switch hologram modes by pressing Ctrl plus F3:
1 - Semi-Tron (left side of pics)
2 - Full-Tron (right side of pics)
3 - Old v1.32 style (eww)

You can switch between Hologram colours with F3.

I've also increased the size of the Anaconda hologram by 20% .. I don't know why it was so tiny
And reduced the size of the FDL holo by 15%

Let me know if there are any other ship holograms you think need a size adjustment.
PS. You don't need to load the size changes if you don't want them, just don't put 1ca7e7e3bb2a09a0-vs.txt in the ShaderFixes folder

Attached is a package including:
  • Updated d3dx.ini (backup your old one if you made any changes)
  • Hologram shader 68e589baa119ed41-ps.txt
  • Hologram size shader 1ca7e7e3bb2a09a0-vs.txt
Put both shader files into the ShaderFixes folder (backup 68e589baa119ed41-ps.txt first if you'd like to revert back later)

This isn't an official update, just a beta test of the Holo, thanks!

o7
 

Attachments

  • EDHM-HoloBetaTest.zip
    10.4 KB · Views: 242
WOW! that new Holo looks Awesome! will it be in v1.33 ?

Suggestion: Add 2 Presets in the INI file for the Radar instead of having to use the BAT to switch between em, would be useful.
I would also add Key Combos (CTRL+Fkeys and CTRL+NumPadKeys) in the Key Bindings for the GUI in the next release.
 
hello very nice app. May be i'm wrong but i'm not able to save the config i choose when closing ED. Is there any special way to save the config for the next session
 
Guys I noticed the uninstall.bat uninstalled my reshade also. Can you check please? I reinstalled the latest reshade already, just noticed it yesterday. Thanks.
 
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