Release Elite Dangerous HUD Mod (EDHM)

A few CMDRs have requested a mod to the Orbit Lines

Attached is the Orbit Lines shader, pop it in your ShaderFixes folder, and instructions to change the colours are within the file (open in a text editor).

You can adjust the colour of the planetary orbit lines separately to the gravity well lines (if you want either planetary or gravity well lines to be Elite default then comment out all the colours in that section)

Planetary: Dark Purple
Gravity Well: Red

EDHM-Orbit-Lines-3.jpg


Planetary: Green
Gravity Well: Pink

EDHM-Orbit-Lines-2.jpg


You can create your own colours .. best to activate the mod's Dev mode so you can reload without exiting Elite:
Activate Dev mode within d3dx.ini, F11 to reload changes, don't forget to turn off Dev mode when you're done as it can lower FPS

The preset colours are:

i. Light Blue
ii. Red
iii. Green
iv. Light Green
v. Dark Purple
vi. Light Purple
vii. Pink
viii. White / Light Grey
ix. Black (can only be seen against bright objects, such as suns/stars)

There is also a Brightness adjustment so you can fade them out as much as you want

EDHM-Orbit-Lines.jpg


Please let me know if this shader has unintended effects elsewhere or reduces your FPS, or if you need help getting the colour you want.

Edit: Please note I have space fog turned off in these images (the grey cloudy background)

o7
 

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You're right.
And I suppose that there is nothing to do against the bad lights behind the HUD gravity field on Anaconda
gravityfield.png

About the christmas planetary approch HUD can we change that, so everything fits together with my blue?
christmas.png
 
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You're right.
And I suppose that there is nothing to do against the bad lights behind the HUD gravity field on Anaconda
View attachment 208101
About the christmas planetary approch HUD can we change that, so everything fits together with my blue?
View attachment 208103

I haven't noticed those lights on the conda, but I turned off a few at the front of the dashboard so it might be easy to turn off others. I'll take a look next time I'm in my conda.

Re: the landing reticle

The altitude bar on the right changes with your targeting reticle colour (F7). I can't separate them as they're part of the same shader.

I haven't hardcoded any colour options for the bearing and decent angle/speed bars (I'm not sure about the technical name for these), but you can change the colour yourself:

1. Open shader d3698fc4c7ef1718-ps.txt in a text editor
(Notepad++ provides line numbers, and looks best when it's viewed with the javascript template: Language / J / Javascript, or Assembly: Language / A / Assembly)


2. Lines 607, 608, 609 control the colour of the bearing/decent angle

Default:

Code:
    dp2 r3.x, r0.xyxx, l(-0.200000, 0.000026, 0.000000, 0.000000)
    dp2 r3.y, r0.xyxx, l(0.000025, 2.000027, 0.000000, 0.000000)
    mad r3.z, r0.y, l(0.000028), r9.z


3. We can make it much easier on ourselves by changing that code block to

Code:
    dp2 r3.x, r0.xy, l(0.0, 0.0)
    dp2 r3.y, r0.xy, l(0.0, 0.0)
    dp2 r3.z, r0.xy, l(0.0, 0.0)

r3 is the variable that holds the colour values

Red [x] is line 607
Green [y] is line 608
Blue [z] is line 609

The first COLUMN of values is the primary colour.

You can use the second column to boost the brightness (best to mirror the first column), but I tend to keep this at 0.

So a nice light blue (strong blue + moderate green + a little red) would be

Code:
    dp2 r3.x, r0.xy, l(0.2, 0.0)
    dp2 r3.y, r0.xy, l(0.4, 0.0)
    dp2 r3.z, r0.xy, l(1.0, 0.0)

Landing-reticle-1.jpg


With brightness boost

Code:
    dp2 r3.x, r0.xy, l(0.2, 0.2)
    dp2 r3.y, r0.xy, l(0.4, 0.4)
    dp2 r3.z, r0.xy, l(1.0, 1.0)

Landing-reticle-2.jpg


Another technique for brightening (more intense) and lightening (more white) is the use of a constant value in the second column, like this:

Code:
    dp2 r3.x, r0.xy, l(0.2, 0.5)
    dp2 r3.y, r0.xy, l(0.4, 0.5)
    dp2 r3.z, r0.xy, l(1.0, 0.5)

I won't upload an image as it's only a subtle difference with the previous pic.

When configuring your colours it's best to do all this in Dev mode (I've posted about this previously) so you can reload changes in-game.

Let me know if you need any help getting a particular colour
 
Is it possible to just use the lighting dimmer as a stand alone if I add the code to my ini?

Hiya, yeah you can just keep the lighting effects by following the instructions in this post

If you'd like the cockpit lights turned back on then delete all files out of ShaderFixes except for 8330ab10a104d1b1-ps.txt
 
Salutations!

I have a question and an observation.

First the question. Is there a way of displaying the current variable settings? I must admit I get lost cycling through some of the settings.

I was going to ask if it was possible to make the mouse widget transparent. But I noticed that when you cover your target destination with the square in the centre of the screen. The white target becomes black and clearly visible. Just what I wanted. :) If I move off centre the black is fringed with red. Is this effect deliberate?

This mod has put new life into my game. Thanks. :D
 
First the question. Is there a way of displaying the current variable settings? I must admit I get lost cycling through some of the settings.

I was going to ask if it was possible to make the mouse widget transparent. But I noticed that when you cover your target destination with the square in the centre of the screen. The white target becomes black and clearly visible. Just what I wanted. :) If I move off centre the black is fringed with red. Is this effect deliberate?

This mod has put new life into my game. Thanks. :D

Hi CMDR, I’m really glad you’re enjoying the mod! Unfortunately 3Dmigoto doesn’t have a function for displaying the variables on screen. There’s a PDF in the elite-dangerous-64 folder that lists all possible colours for each element, so maybe keep that open as you cycle through so you can determine which colour you like the most

re: the mouse dot, I’ll check it out when I’m back on my PC. Which targeting reticle are you using? I don’t remember seeing red fringing but I mainly stick to reticle 1
 
Hi CMDR, I’m really glad you’re enjoying the mod! Unfortunately 3Dmigoto doesn’t have a function for displaying the variables on screen. There’s a PDF in the elite-dangerous-64 folder that lists all possible colours for each element, so maybe keep that open as you cycle through so you can determine which colour you like the most

I did not think it would. I thought that your script might be able to save a text file of the current variables and their values.

re: the mouse dot, I’ll check it out when I’m back on my PC. Which targeting reticle are you using? I don’t remember seeing red fringing but I mainly stick to reticle 1
I've taken a liking to the 3 and 4 coloured ones and have been playing with them. So it will be one of those I used.
I did manage to get a couple of screenshots that show the effect, which I attach.
 

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I've taken a liking to the 3 and 4 coloured ones and have been playing with them. So it will be one of those I used.
I did manage to get a couple of screenshots that show the effect, which I attach.

Oh yeah I see what you mean. Because I set it to be quite transparent it's taking the inverse colour (or possibly subtracting the mouse dot from the background) and you're just seeing the gradient. It's not something I can directly control but hopefully it doesn't look too bad. If the mod survives Odyssey I'll be specifying the colour options for every element so you'll be able to configure the colours to your preferences
 
Oh yeah I see what you mean. Because I set it to be quite transparent it's taking the inverse colour (or possibly subtracting the mouse dot from the background) and you're just seeing the gradient. It's not something I can directly control but hopefully it doesn't look too bad. If the mod survives Odyssey I'll be specifying the colour options for every element so you'll be able to configure the colours to your preferences
I look forward to that.

doesn't look too bad.
I love it. :D
 
Hi CMDRs,

I'm looking for beta testers for the latest features of EDHM, in preparation for the upcoming v1.5

The new features include
  • Night Vision colours
  • Analysis Mode HUD Line colours
  • Exploration mode (cockpit light blackout on a set of exploration ships)
  • Own Carrier highlighter (to make it easy to find your carrier on the nav panel)
  • And a few other little surprises

Sometimes things work smoothly on my PC but not for others, so I'm very grateful for your assistance

To get started, let's look at the night vision colours

I've updated the shader so you don't need to edit any shader code yourself, but you'll need to insert the colour options into Profiles.ini (in the EDHM-ini folder)

1. Exit Elite to Desktop

2. Open Profiles.ini in a text editor (you're probably tired of me saying, but I recommend Notepad++ as it has line numbers)

3. Scroll down to Line 319 (where the 'Reserved' section starts) and insert the following code block above the Reserved section (don't put this code at the bottom of Profiles.ini or Custom.ini as it won't work correctly)

INI:
;------------------------------------------------------------------------------------------------------
; ** Night Vision ** beta, please report any bugs, thanks
;------------------------------------------------------------------------------------------------------
; Set x112 value for your favourite night vision colour
; 1 = Light Blue
; 2 = Yellow
; 3 = Red
; 4 = Green
; 5 = Light Green
; 6 = Light Purple
; 7 = Pink
; 8 = Original Elite Green
x112 = 1

;------------------------------------------------------------------------------------------------------
; Reserved
;------------------------------------------------------------------------------------------------------

As you can see, you can choose your Night Vision colour by changing the value of x112. For example, if you would like Pink Night Vision, x112 = 7

4. Insert the attached shader file 0f2b92ba5625c61f-ps.txt into the ShaderFixes folder (overwrite the old file if it exists)

5. Load Elite

Hopefully everything works ok but if you notice any glitches please let me know, thank you! o7

Night-Vision-LtBlue.jpg
 

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Thank you for the mod!

I have one question - the color for the neutral ships on the radar is changed by the mod, but I can't seem to find which setting controls it. I think that I've tried cycling through all of the setting groups, but they always remain a pale yellow/brown color that I find hard to distinguish from the white of the "objects" on radar. Is there a way to change this color?
 
Request:

Is it at all possible to adjust colors and visibility of the ship/material/wake icons on the radar?
In combat zones and such the radar becomes almost useless because you can't see anything with all the wake and material icons.
I'd love to be able to adjust the transparency of unidentified things (like ships that are just out of scanner range) and completely hide the white square icons for materials and wakes etc.
Anything that can be done there?
 
Thank you for the mod!

I have one question - the color for the neutral ships on the radar is changed by the mod, but I can't seem to find which setting controls it. I think that I've tried cycling through all of the setting groups, but they always remain a pale yellow/brown color that I find hard to distinguish from the white of the "objects" on radar. Is there a way to change this color?

Hi CMDR, the yellow colour is actually baked-in to the shader, but I can show you where to change it.

If you open up shader file a79b5e1b8183c2b0-ps.txt in a text editor (notepad+++ has line numbers). This shader controls the colour of the object squares.

Line 87 controls the colour of the neutral ships, in the format (Red, Green, Blue, 0.4)
mul r3.xyzw, r1.xyzw, l(0.360000, 0.200000, 0.040000, 0.400000)

Technically the last value in that sequence should control the brightness/opacity but I haven't set the file up for that, so I don't think it will do anything at the moment.

Have a play around with those values, and best to do that in Dev mode so you can reload changes in game (do a search on this thread if you're not sure how to activate dev mode as I've gone into detail in other posts). As you play around with the values you'll get to know the quirky nature of the colour channels in Elite (for example, red is very strong and activates at tiny values)

Say for example you wanted light blue neutral ships, use something like
mul r3.xyzw, r1.xyzw, l(0.0, 0.2, 1.0, 0.4)

Next you need to alter the distance lines / sticks, and coasters

abcb5cfb5b1d8b7d-ps.txt - sticks
Line 105
mul r4.xyz, r2.xxxx, l(0.900000, 0.500000, 0.100000, 0.000000)

Blue:
mul r4.xyz, r2.xxxx, l(0.0, 0.5, 1.0, 0.0)

af442f80671a4878-ps.txt - coasters
Line 101
mul r4.xyz, r0.zzzz, l(0.900000, 0.500000, 0.100000, 0.000000)

Blue
mul r4.xyz, r0.zzzz, l(0.0, 0.5, 1.0, 0.0)

And you'll end up with neutral as blue

NeutralShips-Blue.jpg


Let me know if you come up with a good colour, or need help getting a particular colour
 
Request:

Is it at all possible to adjust colors and visibility of the ship/material/wake icons on the radar?
In combat zones and such the radar becomes almost useless because you can't see anything with all the wake and material icons.
I'd love to be able to adjust the transparency of unidentified things (like ships that are just out of scanner range) and completely hide the white square icons for materials and wakes etc.
Anything that can be done there?
Hi CMDR,

Yeah I agree, the white squares can really clutter the radar sometimes. I haven't isolated those objects in the shaders in the same way as for neutral ships in the previous post, so I'll need to write an algorithm and re-do the shader. Happy to do that once I've finished with my current tasks but shouldn't be long.

As for the animation beyond sensor range .. it doesn't have a separate shader so I don't think it's possible to adjust separately, but I'll do a deep analysis and see if it can be isolated in some way

I'll let you know when it's done!
 
Hi CMDR, the yellow colour is actually baked-in to the shader, but I can show you where to change it.

If you open up shader file a79b5e1b8183c2b0-ps.txt in a text editor (notepad+++ has line numbers). This shader controls the colour of the object squares.

Line 87 controls the colour of the neutral ships, in the format (Red, Green, Blue, 0.4)
mul r3.xyzw, r1.xyzw, l(0.360000, 0.200000, 0.040000, 0.400000)

Technically the last value in that sequence should control the brightness/opacity but I haven't set the file up for that, so I don't think it will do anything at the moment.

Have a play around with those values, and best to do that in Dev mode so you can reload changes in game (do a search on this thread if you're not sure how to activate dev mode as I've gone into detail in other posts). As you play around with the values you'll get to know the quirky nature of the colour channels in Elite (for example, red is very strong and activates at tiny values)

Say for example you wanted light blue neutral ships, use something like
mul r3.xyzw, r1.xyzw, l(0.0, 0.2, 1.0, 0.4)

Next you need to alter the distance lines / sticks, and coasters

abcb5cfb5b1d8b7d-ps.txt - sticks
Line 105
mul r4.xyz, r2.xxxx, l(0.900000, 0.500000, 0.100000, 0.000000)

Blue:
mul r4.xyz, r2.xxxx, l(0.0, 0.5, 1.0, 0.0)

af442f80671a4878-ps.txt - coasters
Line 101
mul r4.xyz, r0.zzzz, l(0.900000, 0.500000, 0.100000, 0.000000)

Blue
mul r4.xyz, r0.zzzz, l(0.0, 0.5, 1.0, 0.0)

And you'll end up with neutral as blue
Really appreciate the detailed reply. Thank you.
:D
 
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