Release Elite Dangerous HUD Mod (EDHM)

Noticed a few pages backt you mentioned the files were now made compatible with Old Duck's Immersion mod. So do we leave his d3dx.ini, overwrite it, or do we have to merge them somehow?
 
If x104 = 5 or 13 the thargoid corrosion (on your ships health bar) has very low visibility, because of similar colour.. Is it possible to customize it?
p.s. Thanks for your great modification.
 
Last edited:
So I kinda figured it out, at least an uneducated mans approach to trying to make it work. I took the parts I liked most from Old Duck's mod and added it to the custom.ini. There were a couple entries that wouldn't work there so I added them to the d3dx.ini file.

For anyone interested the modded files are attached.
 

Attachments

  • d3dx.txt
    28.5 KB · Views: 274
  • Custom.txt
    2.3 KB · Views: 196

rootsrat

Volunteer Moderator
@GeorjCostanza , I am officially addicted to setting up my own profiles. I have not been actually playing the game lately, just sat in different ships configuring cockpits :D

I have been using a different colour scheme for each of my ships before, as it gives them more character and makes them more unique, but it's been via config file edits. So I had to exit the game each time I've changed a ship, which could be really annoying on a particularly busy and varied game session. Your mod is a game changer, in both metaphorical and literal sense.

I think next step for me will be to learn how to introduce my own colours.

2 questions though my friend. Any chance you can make the lighting colour be visible when using external camera? This is quite immersion breaking and sort of a big thing for me personally.

And can I use combination of keys for my profile switching? I.e.

Code:
Key = shift ctrl 6

instead of

Code:
Key = ctrl 6
 
Any chance you can make the lighting colour be visible when using external camera? This is quite immersion breaking and sort of a big thing for me personally.

Update 1.41 should have fixed that.
The lighting fix was introduced as the interior color "bled through" to the external camera then you are really close to the ship (windows or ship lights turn the color of the set HUD lighting). Unfortunately every fix that was tried to fix that had some side effect.
 
Of course, here is my code from the shader f969184721bd5dec-ps.txt

Yeah I see what you mean, the text is yellow in the Engineers but close to white in the HUD text

There's a strange relationship between HUD text colour and Secondary Text colour.

In original Elite, the HUD text in the HUD target area is RGB(222,147,2), and Secondary Text (engineers) is RGB(190,81,0)

So for modded Secondary Text we would expect it to be less bright (smaller numbers overall) and for the green channel to be attenuated (smaller green proportion).

But it doesn't work that way.

For example, the colour of the yellow Engineer text in your pic is RGB(183,183,135)

And we can make the HUD text that colour with:

Code:
dp3 r2.x, r0.xyzw, l(0.52, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r0.xyzw, l(0.62, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r0.xyzw, l(0.272, 0.000000, 0.000000, 0.000000)

In the Secondary Text we would expect green to attenuate from these values, but it actually increases! (The Engineer text becomes green, doesn't look very good)

I think perhaps it is adding the blue channel to the green channel and that's why we get a boost (blue channel is absent in these text areas in original Elite, so maybe it doesn't know how to handle the blue channel)

So to get a nice yellow colour for both HUD text and Secondary Text, we need to drop the blue channel a bit more

Try this one:

Code:
dp3 r2.x, r0.xyzw, l(0.895, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r0.xyzw, l(0.9, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r0.xyzw, l(0.4, 0.000000, 0.000000, 0.000000)

HUD Text
RGB(219,210,179)

nep-yello1.jpg


Secondary Text
RGB(171,171,76)

nep-yello2.jpg

Or less bright

HUD Text
RGB(217,207,174)
Secondary Text
RGB(161,161,71)

Code:
dp3 r2.x, r0.xyzw, l(0.845, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r0.xyzw, l(0.85, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r0.xyzw, l(0.375, 0.000000, 0.000000, 0.000000)

You could experiment with dropping the blue channel down a little more, and best to do all this in Developer mode so you don't have to re-start Elite each time (just don't forget to de-activate it in d3dx.ini when you're finished as it reduces FPS)

Let me know if you have any questions,

o7
 
Noticed a few pages backt you mentioned the files were now made compatible with Old Duck's Immersion mod. So do we leave his d3dx.ini, overwrite it, or do we have to merge them somehow?

Hi CMDR,

Sorry when I meant compatible, I've changed all the internal registers x,x1,x2 etc to x100,x101,x102 so that they don't overlap with the Immersion mod.

But to fully integrate will take some sitting down and going through the Immersion mod d3dx.ini line by line, and then de-duplicating and integrating the overlapping shaders.

Happy to look at this some time in January when I'll have a bit more time for this stuff.

I see you've already made some headway with the integration, that's great!

o7
 
If x104 = 5 or 13 the thargoid corrosion (on your ships health bar) has very low visibility, because of similar colour.. Is it possible to customize it?
p.s. Thanks for your great modification.

Hi CMDR,

Thanks so much for letting me know. When I'm next hanging out with the goids I'll take a look at it. When textures change their colours it's really hard to predict what will happen, but I'll see if it can be fixed.

o7
 
I am officially addicted to setting up my own profiles. I have not been actually playing the game lately, just sat in different ships configuring cockpits :D

haha Yeah I know what that feels like! When making the different colour themes I think my ship sat in the same spot in deep space for about 3 weeks :)

If you're making a profile for each ship, I recommend using the new Profile Tool so you can just copy and paste each ship profile into Profiles.ini


So I had to exit the game each time I've changed a ship, which could be really annoying on a particularly busy and varied game session.

Hey try Developer Mode so you can just press F11 to reload your changes

Exit Elite
Go into d3dx.ini

Find this block of code

Code:
;include = EDHM-ini/Dev.ini
include = EDHM-ini/Profiles.ini
include = EDHM-ini/KeyBinds.ini
include = EDHM-ini/Custom.ini

Uncomment the first line (remove the ; from the first line)

so that it looks like this

Code:
include = EDHM-ini/Dev.ini
include = EDHM-ini/Profiles.ini
include = EDHM-ini/KeyBinds.ini
include = EDHM-ini/Custom.ini

(this just tells the mod to load Dev.ini, which contains the key binds to reload the mod)

Save d3dx.ini
Then start Elite

When you're done making changes, ensure you reset that block of code (comment the first line) so that it looks like the original

Code:
;include = EDHM-ini/Dev.ini
include = EDHM-ini/Profiles.ini
include = EDHM-ini/KeyBinds.ini
include = EDHM-ini/Custom.ini

Developer mode reduces FPS so don't leave it active


Any chance you can make the lighting colour be visible when using external camera? This is quite immersion breaking and sort of a big thing for me personally.

haha me and Paul Smith the 3rd spent a long time trying to de-activate the coloured lighting in external camera mode :) But the fix had unintended side-effects elsewhere, so in v1.41 I've disabled the fix.

To get the effect you want, download the v1.41 Custom.ini from the Github and paste it into the EDHM-ini folder. The coloured cabin lighting might shine out of other ship lights as well though, and I can't control where it pops out


And can I use combination of keys for my profile switching?

Yes definitely! I didn't include any in the mod as it gets too complicated, but you can use combos of modifier keys.

Check this post, you can also use lctrl (left-CTRL), ralt (right-ALT) etc


o7
 
Hi CMDRs,

I had a request to disable the mod except for the lighting, so an XML mod can be used

i. Go into the ShaderFixes folder

ii. Create a new folder, Disabled Shaders (you can call it anything you want)

iii. Move all shader files from ShaderFixes to Disabled Shaders, EXCEPT for:

Code:
72d3ac397c0c37c6-ps.txt
8330ab10a104d1b1-ps.txt
af5d6a1c022efae4-ps.txt
eaf84769f6c20ea3-ps.txt

These four shaders control the lighting

iv. Open Profiles.ini in a text editor (inside the EDHM-ini folder, which is in the elite-dangerous-64 folder)

v. To set the Ambient Cabin Lights to Standard Elite Orange
x103 = 16

You can still dim the lighting with F6

--------------------------------------------------------

If you prefer the original epilepsy inducing holograms,

i. Open d3dx.ini in a text editor


ii. Go to the code block (line 251)
Code:
[TextureOverrideTest-ps-t2-edb05325]
hash = edb05325
if x100 == 1
ps-t2 = ResourceReplaceTexture-bd1812e31c29661b-edb05325
endif


iii. And comment the fouth line (insert a ; ), so that it looks like this:
Code:
[TextureOverrideTest-ps-t2-edb05325]
hash = edb05325
if x100 == 1
;ps-t2 = ResourceReplaceTexture-bd1812e31c29661b-edb05325
endif


--------------------------------------------------------

If you prefer the 'HUD smoke' active (a moving background texture that flows through the HUD causing shimmering effects), you need to change three blocks of code

i. Open d3dx.ini in a text editor


ii. Go to this code block (line 260)
Code:
[ShaderOverride-f6f4895ec35cc873]
hash = f6f4895ec35cc873
checktextureoverride = ps-t2
w104 = ps-t2
z106 = ib
if x100 == 1
ps-t1 = ResourceReplace-28d0022d
endif


iii. And comment the seventh line, so that it looks like this
Code:
[ShaderOverride-f6f4895ec35cc873]
hash = f6f4895ec35cc873
checktextureoverride = ps-t2
w104 = ps-t2
z106 = ib
if x100 == 1
;ps-t1 = ResourceReplace-28d0022d
endif


iv. Do the same for the next block (line 1206):
Code:
[ShaderOverride-fb1851691797d2a6]
hash = fb1851691797d2a6
w104 = ps-t1
z106 = ib
;ps-t0 = ResourceReplace-28d0022d


v. And the third block (line 1212)
Code:
[ShaderOverride-0d5457b8319da235]
hash = 0d5457b8319da235
w104 = ps-t1
z106 = ib
;ps-t0 = ResourceReplace-28d0022d


That's it, the mod is disabled except for the lighting.

If you notice anything unusual please let me know in case I've missed something, thanks
 
Last edited:
Yeah I see what you mean, the text is yellow in the Engineers but close to white in the HUD text

There's a strange relationship between HUD text colour and Secondary Text colour.

In original Elite, the HUD text in the HUD target area is RGB(222,147,2), and Secondary Text (engineers) is RGB(190,81,0)

So for modded Secondary Text we would expect it to be less bright (smaller numbers overall) and for the green channel to be attenuated (smaller green proportion).

But it doesn't work that way.

For example, the colour of the yellow Engineer text in your pic is RGB(183,183,135)

And we can make the HUD text that colour with:

Code:
dp3 r2.x, r0.xyzw, l(0.52, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r0.xyzw, l(0.62, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r0.xyzw, l(0.272, 0.000000, 0.000000, 0.000000)

In the Secondary Text we would expect green to attenuate from these values, but it actually increases! (The Engineer text becomes green, doesn't look very good)

I think perhaps it is adding the blue channel to the green channel and that's why we get a boost (blue channel is absent in these text areas in original Elite, so maybe it doesn't know how to handle the blue channel)

So to get a nice yellow colour for both HUD text and Secondary Text, we need to drop the blue channel a bit more

Try this one:

Code:
dp3 r2.x, r0.xyzw, l(0.895, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r0.xyzw, l(0.9, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r0.xyzw, l(0.4, 0.000000, 0.000000, 0.000000)

HUD Text
RGB(219,210,179)

View attachment 202137

Secondary Text
RGB(171,171,76)

View attachment 202138
Or less bright

HUD Text
RGB(217,207,174)
Secondary Text
RGB(161,161,71)

Code:
dp3 r2.x, r0.xyzw, l(0.845, 0.000000, 0.000000, 0.000000)
dp3 r2.y, r0.xyzw, l(0.85, 0.000000, 0.000000, 0.000000)
dp3 r2.z, r0.xyzw, l(0.375, 0.000000, 0.000000, 0.000000)

You could experiment with dropping the blue channel down a little more, and best to do all this in Developer mode so you don't have to re-start Elite each time (just don't forget to de-activate it in d3dx.ini when you're finished as it reduces FPS)

Let me know if you have any questions,

o7

... ahhh, understood ! :geek:
I'm still playing a bit with the values, but fits already well. (y)
Thanks for your patience.

Many greetings from nepomuk :cool:
 
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!
The profile building tool is great fun. I'm having a time just running through all the combinations! Such great work so far.

I noticed in my SRV that the hud indicator for untargeted objects (like material nodes or canisters) is hard for me to see on the horizon and/or with nigh vision. I'm curious, does the Environmental Object Colours change the colour in the SRV as well?
 
An EDHM fringe benefit: I use the yellow targeting reticle, which is translucent, and white point sources behind it are inverted to black when the reticle overlies them. So I can target a planet, station, star to pixel-pinpoint accuracy. Doesn't sound like much, but on a long supercruise it almost makes it set-and-forget.
 
I noticed in my SRV that the hud indicator for untargeted objects (like material nodes or canisters) is hard for me to see on the horizon and/or with nigh vision. I'm curious, does the Environmental Object Colours change the colour in the SRV as well?

I haven't been down in the SRV for over a week, so I can't remember off-hand. I think the white material nodes and such will be separate from the Environment Objects mod .. those EO settings would apply more to settlements you have targeted and that sort of thing. But I'll verify when I'm planetside
 
Hey there! First of all I must say: thank you for the immense effort you have put into your mod! I came back to the game some days ago after quitting it for more than 5 years. Now I got addicted to it again. :)

But me being a dummy I cannot seem to get the EDHM v1.4 Profile Tool to work for me. I followed your instructions and created a profile. I added the content of the green box to the bottom of the Profiles.ini file and saved it. But when I fire up the game hitting CRTL-1, CRTL-2, or CRTL-3 for my new created profile doesn't do anything. I just end up on the common HUD screens that are assigned to the 1,2 and 3 key. Any suggestions?

And once again: thank you for this awesome mod!! :)
 
Hey there! First of all I must say: thank you for the immense effort you have put into your mod! I came back to the game some days ago after quitting it for more than 5 years. Now I got addicted to it again. :)

But me being a dummy I cannot seem to get the EDHM v1.4 Profile Tool to work for me. I followed your instructions and created a profile. I added the content of the green box to the bottom of the Profiles.ini file and saved it. But when I fire up the game hitting CRTL-1, CRTL-2, or CRTL-3 for my new created profile doesn't do anything. I just end up on the common HUD screens that are assigned to the 1,2 and 3 key. Any suggestions?

And once again: thank you for this awesome mod!! :)

I'm having the same problem with CRTL-1, CRTL-2, or CRTL-3 as well. Also I cannot see the debug commands, where are they?
This is only the second mod I have tried so I'm not too familiar with what is going on. It is also the first one I wanted to use.
 
I have tried "lshift 1" and it did not work. Using modifiers with "1" or "2" just open the usual Elite commands. Using "lshift a" did work.
Ok, that is possible. I use the number pad. Try it with this, e.g. "lshift NUMPAD1".

Here again the link to the possible keyboard codes:
 
Back
Top Bottom