Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Mild diffusion of color. The moon will change texture in 12 hours (turn simulation). Add more decals, there will be a smoother spread of light. There should be a boost in FPS in the forests..... I write version changes in Russian, read with translation.
***
Удалены пост-эффекты, лишние наложение слоев, спорные проблемы рендинга. Используйте другие моды с PostProcessing.
Yeah, I hear you. I'm using PassThrough, for the layer. There are also double layers, but not for all materials. I mostly work with HLSL code. That's why I didn't take Ogre compositing into account. Thank you.
I follow this guide and add
// SSAOdHBAO pass
pass render_quad {
material SSAOdHBAO
}
to main.compositor, which fix the problem.
The game will not update icons unless you delete the already generated ones. Next time you start the game with this mod active, it will generate the new icons as necessary for any items being displayed in inventory menus. It's a very strange system.
The mod doesn't use textures, and icon generation. In the next update I will remove materials that relate to auto generation. But this does not solve the problem if you put another pod with auto generation. There are no errors in the materials ...