Release Elite Dangerous HUD Mod (EDHM)

It looks like I have found the error. :) "DISABLE GUI EFFECTS" was set to "ON". :eek: Who switched this ??? 😳😆

haha you'd be surprised how many CMDRs realise they switched it on ages ago and then forgot about it. It's definitely the most common cause of the broken shader issue. Glad you found it so quickly!
 
Do you mean the custom shaders I posted on here? I'd say they're all baked in now .. the red and green CHUDs (combat HUDs), the tron holos, and the Kaos shield are all in the mod now. But do you mean something else?

To disable the supercruise speed lines, go into the EDHM-ini folder, then open up Custom.ini in a text editor, you'll see the block of code for supercruise speed lines. Uncomment that last line so it looks like this, and that should remove the speed lines
...

Maybe next time you should have a note when unzipping the files that pops up for us Dummies... " RTFM" lol Thanks again. Can't wait to get in tonight and press buttons!
 
Just wondering, did you deliberately make the distributor and various other bits orange? If not, it looks like you have the 'broken shader' issue which is extremely common in VR. But there's a permanent fix for it in the 'Shader-repair' folder (in the elite-dangerous-64 folder). The instructions are in a PDF file and if you follow them step by step you can fix all those orange elements to show the correct mod colours.

If you have any troubles PM me and we can sort it out
Thanks. I'll try that. I also have some rare/strange flickerings inside a station.

Haven't noticed any significant fps drop, but I'm running a 3950x and a 3070.

One thing this mod adds is depth in VR. When you start playing with the different dimming levels you can separate stuff even more, like with different colors, and it all adds to the sense of 3D. You kind of spoiled my next couple of days, that will be used for playing with this, but some Npc pirates might think Christmas came early this year :D
 
Thanks. I'll try that. I also have some rare/strange flickerings inside a station.

Haven't noticed any significant fps drop, but I'm running a 3950x and a 3070.

One thing this mod adds is depth in VR. When you start playing with the different dimming levels you can separate stuff even more, like with different colors, and it all adds to the sense of 3D. You kind of spoiled my next couple of days, that will be used for playing with this, but some Npc pirates might think Christmas came early this year :D

Yeah it really shines in VR. Sometimes I get up and walk over and have a close-up look at the HUD elements.

Just checking, have you made any changes to your graphicsconfiguration.xml (or the override)? For the mod to function correctly it’s really important these files are set at default. Making changes in there, especially with the HDRnode settings, can cause unexpected glitches and might explain the flickering. Anyway that’s just a thought, and I’m glad you’re enjoying the mod!
 
Yeah it really shines in VR. Sometimes I get up and walk over and have a close-up look at the HUD elements.

Just checking, have you made any changes to your graphicsconfiguration.xml (or the override)? For the mod to function correctly it’s really important these files are set at default. Making changes in there, especially with the HDRnode settings, can cause unexpected glitches and might explain the flickering. Anyway that’s just a thought, and I’m glad you’re enjoying the mod!
For starters I had GUI effects on. Hadn't noticed that, and I don't remember messing with it, but RTFM! Btw. Where do I find that. I have the PDF with the keys. I might also just have to go back and read through this thread, once I finish using simple trial and error ;) I hate it when others do that.

I haven't messed around with the xml. It's mostly that the light dimmer (F6) seems to switch on/off when I turn my head inside a station. Since I mainly want a dark cockpit/bridge while in space, I was considering using shift+f1 and see if I can bind it to a joystick button. Right now I'm messing around with Logitech software. What's not to like :)
 
While I like receiving requests with great ideas, I need to take a break from modding for a little while. Since June I've spent over 1000 hours on this project and also have a thesis to write by early next year. So I'm happy to take suggestions but won't be doing any further development until Odyssey. I hope you understand.
Oh I definitely understand. This stuff can be exhausting!
 
I will be playing with the mod a bit later this evening, but I wanted to check in first. Is there something special I need to do to edit the text color? You mentioned being able to change it to green by changing something but I wasn't sure what. THANKS
 
This was the perfect week for me to dive into this since I'm on vacation, although my wife would disagree. :p I loaded 1.3 in November but really immersed myself into 1.4 for the last 24 hours. This is a serious upgrade and I can really appreciate the amount of painstaking work that went into this. I realize the amount of trial and error hunting for the all the Index buffers must have been and I very much appreciate how you've architected the INI files to make those effects easier to understand. The community really owes you a debt of gratitude for putting in this kind of labor.

I tried using the 3dMigoto app which your documentation refers to, when it went open source. I tried it on three occasions for Elite and after wasting countless hours, I gave up. Then EDHM comes out and Viola!!! I now see the light, "Literally".

I really like what you've done under the hood in version 1.4 which may not be obvious to non-Developers/hackers. By breaking out dev.ini and custom.ini, it just puts icing on the cake for what would have been a completed application. I've already started experimenting with filtering out other annoyances, now that you've created the perfect template to do so. This is not just a useful utility, it is a game hackers dream. What's more, since it sits solely on the desktop and does not affect anything FDEV does, it's the perfect quality of life enhancement for the game without risking any retaliation from FDEV.

I wish I could offer feedback but you clearly have a vision for where this is going that far out paces any of my ideas. with the addition of profiles.ini and keybinds.ini I can see where your taking this. But like I just said, you're vision of where you're taking this is like watching Spielberg make a movie, I don't know exactly where you're going to take us but clearly wherever your imagination goes, I can't wait to see the movie. (y)

Here are some useful ways that I already started messing with. These are just some things that I found useful.
  • I've merged the the [Hunting] section from 3dMigoto into the dev.ini to gain easier access to the other frame analysis tools.
  • I defined my own reload key so I wouldn't have to jump out of the app when I manually make changes to the custom.ini files.
  • I'm toying around with other Index Buffers that I hunted to see if I can't get to the one that controls the "glow effect" that I mentioned in my previous post. I think I found it but haven't figured out how to make it take affect as of yet in EDMH so I have to do more digging.
  • I even found the IB for removing the "Cockpit windshield glare" for when you're hitting the sun certain angles. So far though that doesn't work because it apparently is an IB shared with the combat reticule, if you remove that, you also remove the combat reticule so that won't work.
With profiles.ini, I can see where you might be taking this. Perhaps making hot keys for the GUI to switch modes? I'm thinking have one mode, let's say a red Hue mode for when one is in combat(like red alert on Star Trek shows) and another for exploration and another for landing. Kind of like when one is in an airplane and the cabin lights dim for cruising and come on for landing.

As I write this, it occurred to me that one might be able to tie this into the API much like EDDI does with vocalizations. Let's say when you're under attack, the lights might automatically witch to combat mode. Or as one is granted docking permission, the lights might change to something else.

I have only one suggestion that comes to mind. But given that you already separated out KeyBinds.ini but I suspect you've already thought of this. Further down the road, let's say a version 3.0, it might be nice to have a screen where one can register hotkeys by pressing them much like the controls feature in Elite or the Hotkey feature in voiceattack rather than having to edit the keys manually in key binds.
 
I will be playing with the mod a bit later this evening, but I wanted to check in first. Is there something special I need to do to edit the text color? You mentioned being able to change it to green by changing something but I wasn't sure what. THANKS

I'll join you here. Is there any way to change the font more towards yellow (slightly) ?
 
For starters I had GUI effects on. Hadn't noticed that, and I don't remember messing with it, but RTFM! Btw. Where do I find that. I have the PDF with the keys. I might also just have to go back and read through this thread, once I finish using simple trial and error ;) I hate it when others do that.

I haven't messed around with the xml. It's mostly that the light dimmer (F6) seems to switch on/off when I turn my head inside a station. Since I mainly want a dark cockpit/bridge while in space, I was considering using shift+f1 and see if I can bind it to a joystick button. Right now I'm messing around with Logitech software. What's not to like :)

You can find the manual here:
 
You can find the manual here:
Excellent! (y) Thanks

I have learned enough to have everything working outside the station. Haven't tried the shader fix yet. This mod is magnificent. There are many ships I haven't been flying because i didn't like the light in the cockpit/bridge, like the Cutter and to a certain degree the Conda, though I've flown the latter quite a bit. Today I mostly stayed in my Corvette with dimmed interior lights, shooting ducks in a barrel at a haz res. A whole new experience in VR. With a few exceptions like the Vulture, most ships have a feeling as if driving a car at night with the interior lights on. I don't like that, so F6 and lowering the HUD to minimum is just what I was looking for.

The presets are excellent. I especially like the red cockpit light, also being an amateur astronomer. Is there a hotkey to save the current settings or is it the .ini file?
 

rootsrat

Volunteer Moderator
@GeorjCostanza thank you so much for 1.4, it is amazing! Really great to see your mod expanding and improving, Commander! There is one last thing that would make it perfect for me personally. Ship panel colour adjustment would make it 100% perfect for me :) These orange backrounds and bright orange selections <3

2020-12-21_235301.jpg


This community never ceases to amaze me.
 
@GeorjCostanza thank you so much for 1.4, it is amazing! Really great to see your mod expanding and improving, Commander! There is one last thing that would make it perfect for me personally. Ship panel colour adjustment would make it 100% perfect for me :) These orange backrounds and bright orange selections <3
This community never ceases to amaze me.

I'm glad you like 1.4! Yeah the panels .. unfortunately that's a huge can of worms and would take weeks to mod correctly. I had a look at it a few months and all those little icons, panel lines, ranks on the radar, ship drawings etc are all jumbled up together. If the mod survives Odyssey I'll definitely look into it though, plus the SRV turret HUD, the SLF HUD, multi-crew HUD .. there's still lots to do :)
 

rootsrat

Volunteer Moderator
I'm glad you like 1.4! Yeah the panels .. unfortunately that's a huge can of worms and would take weeks to mod correctly. I had a look at it a few months and all those little icons, panel lines, ranks on the radar, ship drawings etc are all jumbled up together. If the mod survives Odyssey I'll definitely look into it though, plus the SRV turret HUD, the SLF HUD, multi-crew HUD .. there's still lots to do :)

Ah, the Odyssey I reckon could break it even more :(
I hope this won't be the case!
 
I'm toying around with other Index Buffers that I hunted to see if I can't get to the one that controls the "glow effect" that I mentioned in my previous post. I think I found it but haven't figured out how to make it take affect as of yet in EDMH so I have to do more digging

Thanks so much for your kind words CMDR, it means a lot to me

Re: the glow effect, just checking that's the glow around other ships in supercruise?

I looked up Old Duck's Immersion mod and the two shaders listed are
Hash=e29d91120fc28c8e
Hash=1d65f3ee6b08bef9

And you're trying to find an IB that controls the glow level specifically?
Just wanted to double-check we're on the same page

I even found the IB for removing the "Cockpit windshield glare" for when you're hitting the sun certain angles. So far though that doesn't work because it apparently is an IB shared with the combat reticule, if you remove that, you also remove the combat reticule so that won't work.

This is the sunlight flaring effect? Or the dirty cockpit windshield? I originally removed the dirt but in VR it's actually useful as it gives a presence to the cockpit windows that would otherwise be invisible

Which shader are you looking at there? Happy to look into these things after work

Further down the road, let's say a version 3.0, it might be nice to have a screen where one can register hotkeys by pressing them much like the controls feature in Elite or the Hotkey feature in voiceattack rather than having to edit the keys manually in key binds.

Yeah that'd be awesome! I can't do it myself as I don't have a coding background, but maybe someone nice will volunteer :)
 
Yes, I am trying to find the IB for the glow effect. The effect I am referring to is described below. Thanks for the Hash's from Old Duck's immersion. That will save me some time and I'll experiment eliminating the Glow Effect.

The sunlight flaring effect is the dirty cockpit windshield. Here's a side by side example. The right side is the normal affect. You can see that on the left side, I've skipped IB e33558d1 giving a nice clear windshield but skipping that IB also disabled the combat reticule. I'm thinking maybe I also have to go after the shader hash too. I'm still learning how to do all this. Any suggestions would be welcomed.
No window grime side by side.jpg
 
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I will be playing with the mod a bit later this evening, but I wanted to check in first. Is there something special I need to do to edit the text color? You mentioned being able to change it to green by changing something but I wasn't sure what. THANKS

@nepomuk

Ok let's look at text colour.

-----------------------------------------------------------------
For starters I recommend activating Dev mode so you can tinker with the values and load the changes in-game without exiting.

Open up d3dx.ini

and uncomment this line
;include = EDHM-ini/Dev.ini

so that it looks like this
include = EDHM-ini/Dev.ini

Save the file then start Elite. You'll see green overlay text on-screen that indicates you're in Dev mode.

** When you've finished modding the text colour, re-comment that line or it will impact your FPS
make it look like this when you've finished, and save d3dx.ini
;include = EDHM-ini/Dev.ini

-----------------------------------------------------------------
Next, open up f969184721bd5dec-ps.txt, which is the main text colour shader

I prefer to edit in Notepad++ with Javascript language activated for nice code highlights (Language/J/Javascript). It also shows line numbers.

I should note I have set the mod to only change orange text, as it's nice to have other colours pop up occasionally.

Go to line 78

Code:
dp3 r2.x, r0.xyzx, l(0.600000, 0.000002, 0.000004, 0.000000)
dp3 r2.y, r0.xyzx, l(0.000001, 1.600000, 0.000005, 0.000000)
dp3 r2.z, r0.xyzx, l(0.800000, 0.000003, 0.000006, 0.000000)

I managed to insert a nice matrix into this shader that looks like the XML. It's not always possible with every shader but this one seems to work.

x = red
y = green
z = blue
w = opacity (but very rarely works on its own)

dp3 means a dot product of 3 components
r2 is the output variable (r2.x is the red output, r2.y is the green output, r2.z is the blue output)
r0 is the standard Elite variable/colour
and the values in the matrix are our RGB modded colours

So we are going to multiply r0 (original Elite colours) by the values in the matrix, to give an output stored in r2

The first column applies the original red channel to the output colours (usually the best to use as it's the strongest channel)
The second column applies the original green channel to output colours (usually used for shading)
The third column applies the original blue channel to the output (which is often empty and not useful here)

I notice 3Dmigoto has inserted zeros in the fourth column, it's really just a dummy variable (filler, doesn't do anything). However, while we're modding I'll change the r0.xyzx to r0.xyzw so there's no chance of adding too much x (red)

Ok so lets start with default Elite colours so you can see where it shows through

Insert this matrix on line 78,79,80. See how it looks like the default Elite XML?

Code:
dp3 r2.x, r0.xyzw, l(1.0, 0.0, 0.0, 0.000000)
dp3 r2.y, r0.xyzw, l(0.0, 1.0, 0.0, 0.000000)
dp3 r2.z, r0.xyzw, l(0.0, 0.0, 1.0, 0.000000)

Save the shader file, and in-game press F11 to reload (you can change this key binding in Dev.ini)

You'd probably expect orange text everywhere, but that doesn't happen because the text colour is now orange, and I've instructed lots of different shaders to detect orange and apply a new colour. But that won't happen when we change it to green or yellow.

Press ALT F9 if you'd like to see how default Elite looks without any mod at all.

-----------------------------------------------------------------
But let's ignore all that for now and make the text green.

Change the matrix to this and F11 to reload:

Code:
dp3 r2.x, r0.xyzw, l(0.0, 0.0, 0.0, 0.000000)
dp3 r2.y, r0.xyzw, l(1.0, 0.0, 0.0, 0.000000)
dp3 r2.z, r0.xyzw, l(0.0, 0.0, 0.0, 0.000000)

We've used the original Elite red channel (first column, the strongest colour) and applied it to the green channel. Basically we have swapped the red and green channel.
Note: We could have also used the second column but I don't think there's any shading we need to preserve (I used the second column in the mod because I didn't fully understand the colour channels a few months ago, and since it works I didn't want to muck it up by changing things)

We've also removed all red and blue (0.0 for both), so this is pure green.

GreenText-1.jpg


If that green is too bright, you can reduce it to 0.6 or something like that

Code:
dp3 r2.x, r0.xyzw, l(0.0, 0.0, 0.0, 0.000000)
dp3 r2.y, r0.xyzw, l(0.6, 0.0, 0.0, 0.000000)
dp3 r2.z, r0.xyzw, l(0.0, 0.0, 0.0, 0.000000)

GreenText-2.jpg


-----------------------------------------------------------------
I just noticed this new matrix allows me to take the blue tint off the text without side-effects elsewhere (text was turning green on the carrier when I tried to fix it previously)

So I might update the mod with this new text shader over the next few days, to something like this (might be a little too bright):

Code:
dp3 r2.x, r0.xyzw, l(0.7, 0.0, 0.0, 0.000000)
dp3 r2.y, r0.xyzw, l(0.8, 0.0, 0.0, 0.000000)
dp3 r2.z, r0.xyzw, l(0.8, 0.0, 0.0, 0.000000)

(the red channel is slightly reduced as it's an overpowering output when at the same level as Green and Blue, really noticeable when trying to make things white)

Ok, so you have your Green text, and you can add a little blue or red if you want different types of green


-----------------------------------------------------------------
Now onto Yellow.

Yellow is equal amounts of red and green, zero blue

So full-on yellow would be this:

Code:
dp3 r2.x, r0.xyzw, l(0.8, 0.0, 0.0, 0.000000)
dp3 r2.y, r0.xyzw, l(0.8, 0.0, 0.0, 0.000000)
dp3 r2.z, r0.xyzw, l(0.0, 0.0, 0.0, 0.000000)

YellowText-1.jpg


But if you want slightly yellow, then we increase red and green relative to white

So perhaps something like this:

Code:
dp3 r2.x, r0.xyzw, l(0.95, 0.0, 0.0, 0.000000)
dp3 r2.y, r0.xyzw, l(0.95, 0.0, 0.0, 0.000000)
dp3 r2.z, r0.xyzw, l(0.7, 0.0, 0.0, 0.000000)

LtYellowText-1.jpg


or

Code:
dp3 r2.x, r0.xyzw, l(0.95, 0.0, 0.0, 0.000000)
dp3 r2.y, r0.xyzw, l(0.95, 0.0, 0.0, 0.000000)
dp3 r2.z, r0.xyzw, l(0.5, 0.0, 0.0, 0.000000)

LtYellowText-2.jpg


Ok you now have the tools to change the text colour yourself. But let me know if you need any help with a particular colour

o7
 
Yes, I am trying to find the IB for the glow effect. The effect I am referring to is described below.

Ok I just had a quick look at the supercruise glow effect on other ships.

I thought I recognised the shader e29d91120fc28c8e .. it's the light flare shader

As far as I can tell, there's no IB or other sub-component that targets the flare on the supercruise ship exclusively, that will skip the flares on every other light in the ship and on the stations. So if you turn off or dim the flare on the supercruise ship you turn it off on every other light as well.

I'll attach the shader. Now if we look inside there's hardly any code at all

Code:
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);

void main(
  float4 v0 : TEXCOORD0,
  float4 v1 : TEXCOORD1,
  float v2 : TEXCOORD2,
  float4 v3 : SV_Position0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyz = t1.Sample(s0_s, v1.zw).xyz;
  r0.xyz = cb0[0].xxx * r0.xyz;
  r1.xyzw = t0.Sample(s1_s, v1.xy).xyzw;
  r0.xyz = r0.xyz * r1.xyz + -r1.xyz;
  r0.xyz = v2.xxx * r0.xyz + r1.xyz;
  o0.w = v0.w * r1.w;
  r0.xyz = v0.xyz * r0.xyz;
  o0.xyz = cb0[0].yyy * r0.xyz;
  return;
}

We can dim the flare on the supercruise ship by changing the line:
r0.xyz = v0.xyz * r0.xyz;
to
r0.xyz = v0.xyz * r0.xyz * 0.5;

or 0.1 or whatever you like.

But then everything will be dimmed elsewhere too.

I don't think there's a way of differentially targeting the supercruise ship, but please let me know if you do find something
 

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