Space Engineers

Space Engineers

Helmet - 3D HUD and reflective glass
Kittie_LeBeau 2015 年 7 月 25 日 下午 2:17
HUD too faint to see (DX11)
What setting in this mod do i have to change to make the hud less transparent?
I remember seeing a thread somewhere stating that you were having problems with this and could not give a single fix to the problem without adversly affecting dx9 playablility.
Would adding a switch into the coding help solve this problem? say like adding a /helmet command that toggles between the two transparency settings based on a var (dx9) setting.

@Digi
I do not know if this helps, but i did manage to get the hud brightness back up to full by changing the uv x, y, z, and w values to 60 in the transparentmaterials.sbc. I believe it just bugged the mod into working, but you might be able to create a switch that changes the .sbc file name to one with the alternate settings for dx9 and dx11.

(i apparently have to have steam guard enabled in order to reply to my own post)
最后由 Kittie_LeBeau 编辑于; 2015 年 7 月 25 日 下午 9:39
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Digi  [开发者] 2015 年 7 月 25 日 下午 3:18 
I waited in the hope that the devs either fixed the transparency inconsistency between renderers or allow dynamic editing of transparent materials ... or at least on load, but there's none of that.

So, I'll update this with tweaks focused on DX11 instead which will make DX9 look overbright/uglier but would be better than being unusable on DX11.
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