Kenshi
shadeREcode
61 kommentarer
[Cat]ASPbazi  [ophavsmand] 14. sep. kl. 13:17 
@Laughing Forest
ok good -)
""greater than or equal to. >= time * 0.1"
Laughing Forest 12. sep. kl. 14:04 
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  [ophavsmand] 3. sep. kl. 13:58 
@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 2. sep. kl. 11:46 
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 31. aug. kl. 1:12 
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  [ophavsmand] 30. aug. kl. 10:50 
@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 23. aug. kl. 17:38 
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  [ophavsmand] 20. aug. kl. 11:50 
@Thebrokenbucket
Enjoy -)
Thebrokenbucket 17. aug. kl. 9:29 
great mod bro
[Cat]ASPbazi  [ophavsmand] 21. juli kl. 3:53 
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 20. juli kl. 14:06 
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 14. juli kl. 16:28 
The crops are back! :D Thanks mate
[Cat]ASPbazi  [ophavsmand] 13. juli kl. 16:06 
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  [ophavsmand] 13. juli kl. 15:15 
Alright, thanks, I’ll check.
Laughing Forest 13. juli kl. 6:58 
And that includes having no mods subscribed/active except for this mod
Laughing Forest 13. juli kl. 3:23 
Unfortunately yes. Went through a lengthy process of checking everything else and it ended up being this
[Cat]ASPbazi  [ophavsmand] 13. juli kl. 2:35 
Quite strange, are you sure? I haven’t noticed this bug…
Laughing Forest 12. juli kl. 17:40 
Hi - bug to report. This mod causes crops to be invisible or not appear on Farms.
[Cat]ASPbazi  [ophavsmand] 8. juli kl. 19:29 
@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 6. juli kl. 12:51 
Is it OK to use this mode alongside the KPM mods? https://steamcommunity.com/sharedfiles/filedetails/?id=2800302311
[Cat]ASPbazi  [ophavsmand] 14. juni kl. 23:09 
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 14. juni kl. 19:26 
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  [ophavsmand] 8. juni kl. 23:17 
Thanks for the feedback. Fog, reduced in distance...
crunk aint dead 8. juni kl. 18:01 
Please keep up your awesome work, this is a few updates away from becoming one of the best mods available <3
crunk aint dead 8. juni kl. 17:57 
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  [ophavsmand] 4. juni kl. 22:32 
Remove FOG.hlsl temporarily. I understand the problem.
logic145 4. juni kl. 21:01 
I can reproduce horizon problem, when max zoom out there is an obvious color banding line in the sky.
[Cat]ASPbazi  [ophavsmand] 2. juni kl. 20:04 
“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  [ophavsmand] 2. juni kl. 17:51 
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  [ophavsmand] 2. juni kl. 16:57 
I realized the potential problems.
[Cat]ASPbazi  [ophavsmand] 2. juni kl. 16:55 
@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 2. juni kl. 16:24 
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 2. juni kl. 12:16 
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 1. juni kl. 7:03 
:steamthumbsup:роботаит:steamthumbsup:
Laughing Forest 31. maj kl. 10:26 
извините, мой русский очень плох!
[Cat]ASPbazi  [ophavsmand] 31. maj kl. 10:16 
Mmm, that's a joke. Rússian Tráded Índex (RTX). Just humor.
Laughing Forest 31. maj kl. 6:30 
What is RTX you referring to?
[Cat]ASPbazi  [ophavsmand] 30. maj kl. 16:17 
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  [ophavsmand] 30. maj kl. 3:55 
I don't use, Reshade, ... It's native code...
Laughing Forest 30. maj kl. 0:51 
If you use Reshade, is it possible to have that enabled along with this mod?
[Cat]ASPbazi  [ophavsmand] 29. maj kl. 22:10 
@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 29. maj kl. 21:27 
Как правильно устанавливать? Надо в папку кидать или достаточно в лаунчере включить?
[Cat]ASPbazi  [ophavsmand] 29. maj kl. 14:32 
Enjoy -)
Laughing Forest 29. maj kl. 13:45 
Thanks mate - will give it a shot! Thanks for your work
[Cat]ASPbazi  [ophavsmand] 28. maj kl. 12:16 
Formulas and optimization math, only your GPU can understand (there are INFO.txt files in the mod).
[Cat]ASPbazi  [ophavsmand] 28. maj kl. 12:13 
@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 28. maj kl. 11:38 
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  [ophavsmand] 27. maj kl. 21:07 
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  [ophavsmand] 27. maj kl. 20:28 
If necessary for most players, I can remove PostProcessing. Leave only the main working code.
[Cat]ASPbazi  [ophavsmand] 27. maj kl. 19:27 
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.