Kenshi
shadeREcode
61 Comments
[Cat]ASPbazi  [author] Sep 14 @ 1:17pm 
@Laughing Forest
ok good -)
""greater than or equal to. >= time * 0.1"
Laughing Forest Sep 12 @ 2:04pm 
Thank you!

When editng to Set>>> float dropTime = frac(ripple.a + time * 0.1) it seemed to freeze the droplet ripples entirely

Deleting water.hlsl file did the trick though

Thanks very much
[Cat]ASPbazi  [author] Sep 3 @ 1:58pm 
@Laughing Forest
Hi... Delete or edit "Kenshi/mods/shadeREcode/materials/forward//water.hlsl".

// Функция для создания эффекта ряби от дождя
float3 rainRipple(sampler2D map, float2 coord, float time, float weight)
{
float4 ripple = tex2D(map, coord);
float dropTime = frac(ripple.a + time * 0.5);
float dropFrac = dropTime - 1.0 + ripple.r * 0.5 + 0.5;
float s = -sin(clamp(dropFrac * 16.0, 0.0, 2.0) * 3.14159);

float3 rainNormal = ripple.grb;
rainNormal.xz *= s;
return rainNormal * weight * ripple.r;
}

Look >> float dropTime = frac(ripple.a + time * 0.5);
Set>>> float dropTime = frac(ripple.a + time * 0.1);
Laughing Forest Sep 2 @ 11:46am 
Hey mate - just one last attempt to ask if altering the speed of the water ripples up is possible? It was a rainy weekend out here, and I recorded some rain drop ripples on the local canal and then played back while experiencing in-game. In terms of realism the ripple speed is far faster than currently enacted in-game.

Pretty small issue, but figured why not ask, eh? Cheers
Laughing Forest Aug 31 @ 1:12am 
Hey mate - it’s not a complaint, I think you have done really terrific work here and appreciate your great work.

I just noticed the raindrops seem to be in slow-motion on water, and look a bit unrealistic.

If that’s an easy change, then great.

If that’s how you intended it, then hey that’s your choice, no worries.
[Cat]ASPbazi  [author] Aug 30 @ 10:50am 
@Laughing Forest
Hello... I don't understand the reason for the dissatisfaction; it's disabled spam in the shader code. The ripples are slowed down for naturalness.
Laughing Forest Aug 23 @ 5:38pm 
Hey mate - the raindrop ripples on water have their "ripple" animation slowed way down with this mod enabled.

Is there a way to speed that up so it looks more realistic? Cheers
[Cat]ASPbazi  [author] Aug 20 @ 11:50am 
@Thebrokenbucket
Enjoy -)
Thebrokenbucket Aug 17 @ 9:29am 
great mod bro
[Cat]ASPbazi  [author] Jul 21 @ 3:53am 
Hi… that’s just chromatic aberration and metal bloom. There’s no way to tweak the gloss separately in-game (without modifying the source). You’ll have to force it via your graphics driver and crank up the texture anisotropy. It’s a working solution—some will like it, others won’t. -))))
Laughing Forest Jul 20 @ 2:06pm 
Hey mate one more for you - on metal helmets they appear to "glow" as if there's shiny clear gel all over them. Test with and without this mod, and is seems to be it. Not sure if there's a way to tone that down or something. cheers
Laughing Forest Jul 14 @ 4:28pm 
The crops are back! :D Thanks mate
[Cat]ASPbazi  [author] Jul 13 @ 4:06pm 
Thank you for the message, but this isn’t really a bug :)
Fix foliage.hlsl / Now the fadeFactor for smooth grass fading won’t drop below 0.2f, preventing the grass from disappearing completely.
[Cat]ASPbazi  [author] Jul 13 @ 3:15pm 
Alright, thanks, I’ll check.
Laughing Forest Jul 13 @ 6:58am 
And that includes having no mods subscribed/active except for this mod
Laughing Forest Jul 13 @ 3:23am 
Unfortunately yes. Went through a lengthy process of checking everything else and it ended up being this
[Cat]ASPbazi  [author] Jul 13 @ 2:35am 
Quite strange, are you sure? I haven’t noticed this bug…
Laughing Forest Jul 12 @ 5:40pm 
Hi - bug to report. This mod causes crops to be invisible or not appear on Farms.
[Cat]ASPbazi  [author] Jul 8 @ 7:29pm 
@Laughing Forest
There’s no point in using KPM mods here. This is about shader changes, whereas KPM mods only adjust settings. Use it however you like, but I’d recommend not using KPM.
Laughing Forest Jul 6 @ 12:51pm 
Is it OK to use this mode alongside the KPM mods? https://steamcommunity.com/sharedfiles/filedetails/?id=2800302311
[Cat]ASPbazi  [author] Jun 14 @ 11:09pm 
The basic work with HLSL shaders is complete, I don't have the source code to compile the game project binaries. More flexible code extension is not possible.
Space Tendies Jun 14 @ 7:26pm 
I didnt know I needed the crunk aint dead crossover in this mod, both of you are a blessing, please keep up the fantastic work :praisesun:
[Cat]ASPbazi  [author] Jun 8 @ 11:17pm 
Thanks for the feedback. Fog, reduced in distance...
crunk aint dead Jun 8 @ 6:01pm 
Please keep up your awesome work, this is a few updates away from becoming one of the best mods available <3
crunk aint dead Jun 8 @ 5:57pm 
Good update, glad you are continuing to improve this!

Latest update looks a bit odd at a distance. It seems that the distance fog on the landscape has disappeared.
[Cat]ASPbazi  [author] Jun 4 @ 10:32pm 
Remove FOG.hlsl temporarily. I understand the problem.
logic145 Jun 4 @ 9:01pm 
I can reproduce horizon problem, when max zoom out there is an obvious color banding line in the sky.
[Cat]ASPbazi  [author] Jun 2 @ 8:04pm 
“Water clarity is compromised, it doesn't reflect properly near the shoreline at Drifter's Last.”


Finalized deduction matrix, will be available in the next update.
[Cat]ASPbazi  [author] Jun 2 @ 5:51pm 
Please note, there are no errors in the compilation of the material. This is a change to optimize HLSL, do not use 4K textures, Ogre does not like them.
[Cat]ASPbazi  [author] Jun 2 @ 4:57pm 
I realized the potential problems.
[Cat]ASPbazi  [author] Jun 2 @ 4:55pm 
@crunk aint dead

Thanks for the feedback. What is your GPU (video card)? Water transparency depends on the maximum setting (all reflections). Didn't see the image, the link doesn't work. Swamp is a problematic place, mostly testing on compressed textures.
crunk aint dead Jun 2 @ 4:24pm 
It seems that I found two other issues.

Water transparency is broken, it is not properly reflective near the shoreline in Drifter's Last.

I also experience game crashes anytime I load into the Swamp.
crunk aint dead Jun 2 @ 12:16pm 
cool project, mods like this have been made before but never publicly posted or completed.

I noticed a major issue instantly when trying this mod. There is a major issue where the horizon has a massive line through it, I hope this is fixed soon so this mod can be used by more people.

https://imgur.com/a/Su7Fer0

Tested using only your mod and no others.
MultiTrace Jun 1 @ 7:03am 
:steamthumbsup:роботаит:steamthumbsup:
Laughing Forest May 31 @ 10:26am 
извините, мой русский очень плох!
[Cat]ASPbazi  [author] May 31 @ 10:16am 
Mmm, that's a joke. Rússian Tráded Índex (RTX). Just humor.
Laughing Forest May 31 @ 6:30am 
What is RTX you referring to?
[Cat]ASPbazi  [author] May 30 @ 4:17pm 
Reshade doesn't interfere, it's post process (Blob code)..... You can use RTX if you are more comfortable with it... You can use any variation you want. -))))
[Cat]ASPbazi  [author] May 30 @ 3:55am 
I don't use, Reshade, ... It's native code...
Laughing Forest May 30 @ 12:51am 
If you use Reshade, is it possible to have that enabled along with this mod?
[Cat]ASPbazi  [author] May 29 @ 10:10pm 
@Mr.Handy

Достаточно в лаунчере включить, максимальный приоритет, чтоб не было перезаписи. Если например вы установить Пост-Эффекты и тд. Текстуры не влияют на модификацию, это материалы, шейдеры.
Mr.Handy May 29 @ 9:27pm 
Как правильно устанавливать? Надо в папку кидать или достаточно в лаунчере включить?
[Cat]ASPbazi  [author] May 29 @ 2:32pm 
Enjoy -)
Laughing Forest May 29 @ 1:45pm 
Thanks mate - will give it a shot! Thanks for your work
[Cat]ASPbazi  [author] May 28 @ 12:16pm 
Formulas and optimization math, only your GPU can understand (there are INFO.txt files in the mod).
[Cat]ASPbazi  [author] May 28 @ 12:13pm 
@Laughing Forest

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.
Laughing Forest May 28 @ 11:38am 
Bit of a dense question - how do I know if this is working? Is there a particular effect or image effect to look out for? Have installed it but not sure exactly what do look out for to tell if working.
[Cat]ASPbazi  [author] May 27 @ 9:07pm 
Removed post effects, unnecessary layer overlays, controversial rendering issues. Use other mods with PostProcessing.

***

Удалены пост-эффекты, лишние наложение слоев, спорные проблемы рендинга. Используйте другие моды с PostProcessing.
[Cat]ASPbazi  [author] May 27 @ 8:28pm 
If necessary for most players, I can remove PostProcessing. Leave only the main working code.
[Cat]ASPbazi  [author] May 27 @ 7:27pm 
logic145
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.