Key = shift ctrl 6
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.
Of course, here is my code from the shader f969184721bd5dec-ps.txt
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)
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)
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)
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.
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![]()
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.
;include = EDHM-ini/Dev.ini
include = EDHM-ini/Profiles.ini
include = EDHM-ini/KeyBinds.ini
include = EDHM-ini/Custom.ini
include = EDHM-ini/Dev.ini
include = EDHM-ini/Profiles.ini
include = EDHM-ini/KeyBinds.ini
include = EDHM-ini/Custom.ini
;include = EDHM-ini/Dev.ini
include = EDHM-ini/Profiles.ini
include = EDHM-ini/KeyBinds.ini
include = EDHM-ini/Custom.ini
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?
Thanks for the detailed info!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
(...)
72d3ac397c0c37c6-ps.txt
8330ab10a104d1b1-ps.txt
af5d6a1c022efae4-ps.txt
eaf84769f6c20ea3-ps.txt
[TextureOverrideTest-ps-t2-edb05325]
hash = edb05325
if x100 == 1
ps-t2 = ResourceReplaceTexture-bd1812e31c29661b-edb05325
endif
[TextureOverrideTest-ps-t2-edb05325]
hash = edb05325
if x100 == 1
;ps-t2 = ResourceReplaceTexture-bd1812e31c29661b-edb05325
endif
[ShaderOverride-f6f4895ec35cc873]
hash = f6f4895ec35cc873
checktextureoverride = ps-t2
w104 = ps-t2
z106 = ib
if x100 == 1
ps-t1 = ResourceReplace-28d0022d
endif
[ShaderOverride-f6f4895ec35cc873]
hash = f6f4895ec35cc873
checktextureoverride = ps-t2
w104 = ps-t2
z106 = ib
if x100 == 1
;ps-t1 = ResourceReplace-28d0022d
endif
[ShaderOverride-fb1851691797d2a6]
hash = fb1851691797d2a6
w104 = ps-t1
z106 = ib
;ps-t0 = ResourceReplace-28d0022d
[ShaderOverride-0d5457b8319da235]
hash = 0d5457b8319da235
w104 = ps-t1
z106 = ib
;ps-t0 = ResourceReplace-28d0022d
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
The profile building tool is great fun. I'm having a time just running through all the combinations! Such great work so far.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!
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?
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!!![]()
@CrazyZ66 and @SMcA , have you looked here https://forums.frontier.co.uk/threads/elite-dangerous-hud-mod-edhm.557033/page-3#post-8789579 ?
Ok, that is possible. I use the number pad. Try it with this, e.g. "lshift NUMPAD1".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.