Kenshi
shadeREcode
44 Comments
[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. -))))
Laughing Forest May 30 @ 4:34am 
Yes I meant if I or another person was using Reshade, and then also use your mod, will your mod still function in the way intended? Or does Reshade interfere with your fixes and improvements?
[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.
logic145 May 27 @ 7:04pm 
https://steamcommunity.com/workshop/filedetails/discussion/3079953633/4137187221850023086
I follow this guide and add
// SSAOdHBAO pass
pass render_quad {
material SSAOdHBAO
}
to main.compositor, which fix the problem.
logic145 May 27 @ 6:51pm 
The SSAOdHBAO can be seen through the fog,water etc which is annoying. Related to render order i guess.
[Cat]ASPbazi  [author] May 27 @ 10:09am 
@logic145
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 ...
[Cat]ASPbazi  [author] May 26 @ 11:58pm 
Thanks, I got it. I'll double-check the icon situation.
logic145 May 26 @ 7:39pm 
It is the icon generation for weapons and armors. In vanilla game will auto generate icon for those have no files, but with this mod all the icon generated is completely transparent.
[Cat]ASPbazi  [author] May 26 @ 7:57am 
@nexsus312
Мод не использует модификации текстур. Только материалы (шейдеры). Поэтому гибко можете использовать для своей видеокарты и личного визуального стиля. Использую другие модификации.
[Cat]ASPbazi  [author] May 26 @ 7:51am 
@nexsus312
Доброго... Смысл в основном в том, что это не костыль.(хотя пост эффекты есть, немного) То есть это нативные фалы шейдеров. Своеобразный мини NextGen для движка Ogre. Изменения в геймплее нет конечно, чистый визуал.
nexsus312 May 25 @ 10:35pm 
Есть ли смысл использовать с ReKenshi и прочими модами? Я правильно понимаю что это небольшая оптимизация, изменение света, неба и т.д?
[Cat]ASPbazi  [author] May 25 @ 12:42pm 
There may be a problem with TRANSPARENCY (uniform float threshold/lightingFunctions.hlsl). On different GPUs. I will try to solve the problem for most GPUs. In fact, this is a general problem of the game project.
[Cat]ASPbazi  [author] May 25 @ 10:57am 
@logic145
Hm. Thanks for the feedback... I checked, the character portrait icons, work without problems. Perhaps your additional mods? Delete *shadeREcode/materials/forward/rtticons.hlsl* ? I'll check it out.
logic145 May 25 @ 9:16am 
It breaks the auto-gen of icons.