I don't know if this is the right section to but this question/troubleshooting at. But it is related to a effect file so, half right maybe.
Anyway I've been trying to apply the new Interior seperation to all HD6 different effects/commands. And have done so with everything ecxept for the different blooms and the key press COLOR_TWEAKS and DARKER_NIGHTS.
I have no coding knowledge what so ever (if Oblivion sripting doesn't count which I hardly think )
Here's my try at adding the interior seperation. Will include original coding and my altered one. So if you see anything that looks out of place or "what the f**k is that doing there" anywhere let me know. thank you in advance
My altered coding;
Code: Select all
// keypress 1,2: night, day, interior night, day, interior
float4 uctbrt1 = float4( 1.0, 1.0, 1.0, 1.0, 1.0, 1.0); // Brightness Night, Day, Interior (Alters before contrast adjustment)
float4 uctbrt2 = float4( 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ); // Brightness Night, Day, Interior (Alters after contrast adjustment)
float4 uctcon = float4( 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ); // Contrast Night, Day, Interior
float4 uctsat = float4( 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 ); // Saturation Night, Day, Interior (Remember if using HD6_COLORSAT_DAYNIGHT that will also be desaturating the night)
// keypress 4: Saturation
#ifdef HD6_DARKER_NIGHTS
float4 darkenby1 = float4( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 );
#endif
// HD6 - Alter Brightness using keyboard during gameplay
float4 tuctbrt1 = uctbrt1;
float4 tuctbrt2 = uctbrt2;
float4 tuctcon = uctcon;
float4 tuctsat = uctsat;
#ifdef HD6_DARKER_NIGHTS
tuctbrt1 -= darkenby1;
#endif
float h1 = lerp(-1,1,tempF1.x); // Increases speed it changes by when pressing key
h1 = lerp( h1, 1, hnd ); // Removes affect during day
h1 = h1 - (h1 % 0.1); // Changes it so incriments are in steps, remove this if you want smooth changes when pressing keys
float hbs = lerp( EBloomAmount/2, EBloomAmount, h1); // Reduce bloom as it gets darker, otherwise it just gets hazier, higher number reduces bloom more as it gets darker
float h2 = lerp(-1,1,tempF1.y); // Increases speed it changes by when pressing key
h2 = lerp( 1, h2, hnd ); // Removes affect during night
h2 = h2 - (h2 % 0.1); // Changes it so incriments are in steps, remove this if you want smooth changes when pressing keys
hbs = lerp( (hbs/2)-1, hbs, h2); // Reduce bloom as it gets darker, otherwise it just gets hazier, higher number reduces bloom more as it gets darker
float h3 = lerp(-1,1,tempF1.z); // Increases speed it changes by when pressing key
h3 = lerp( 1, h3, ji ); // Removes affect during interior
h3 = h3 - (h3 % 0.1); // Changes it so incriments are in steps, remove this if you want smooth changes when pressing keys
hbs = lerp( (hbs/2)-1, hbs, h3); // Reduce bloom as it gets darker, otherwise it just gets hazier, higher number reduces bloom more as it gets darker
hbs = max(0,hbs);
hbs = min(2,hbs); // should be able to go above 1, but not 2
vhnd = lerp(-2,hnd,h2);
vhnd = max(0,vhnd); // do not go below 0;
vhnd = min(1,vhnd); // not above 1, just incase people like surface of sun
vji = lerp(-2,ji,h3);
vji = max(0,vji); // do not go below 0;
vji = min(1,vji); // not above 1, just incase people like surface of sun
cdhnd=bchnd=vhnd;
//cdhnd=0;
//bchnd=0;
//vhnd=0;
cdji=bcji=vji;
//cdji=0;
//bcji=0;
//vji=0;
#ifdef HD6_COLOR_TWEAKS
float2 uctbrt1t = float2( lerp( tuctbrt1.x, tuctbrt1.z, h1), lerp( tuctbrt1.y, tuctbrt1.w, h2), lerp( tuctbrt1.q, tuctbrt1.e, h3 ), );
float2 uctbrt2t = float2( lerp( tuctbrt2.x, tuctbrt2.z, h1), lerp( tuctbrt2.y, tuctbrt2.w, h2), lerp( tuctbrt2.q, tuctbrt2.e, h3 ), );
float2 uctcont = float2( lerp( tuctcon.x, tuctcon.z, h1), lerp( tuctcon.y, tuctcon.w, h2), lerp( tuctcon.q, tuctcon.e, h3 ), );
float2 uctsatt = float2( lerp( tuctsat.x, tuctsat.z, h1), lerp( tuctsat.y, tuctsat.w, h2), lerp( tuctsat.q, tuctsat.e, h3 ), );
#endif
Original coding;
Code: Select all
// Darker Nights ( Night Keypress 1+Pageup/down, Night, Day )
// Only uses these values if "#define HD6_DARKER_NIGHTS" does not have '//' infront
// keypress 1,2: night, day night, day
float4 uctbrt1 = float4( 1.0, 1.0, 1.0, 1.0 ); // Brightness Night, Day (Alters before contrast adjustment)
float4 uctbrt2 = float4( 1.0, 1.0, 1.0, 1.0 ); // Brightness Night, Day (Alters after contrast adjustment)
float4 uctcon = float4( 1.0, 1.0, 1.0, 1.0 ); // Contrast Night, Day, v11.2: 1.0, 0.97, 0.85
float4 uctsat = float4( 1.0, 1.0, 1.0, 1.0 ); // Saturation Night, Day (Remember if using HD6_COLORSAT_DAYNIGHT that will also be desaturating the night)
// keypress 4: Saturation
#ifdef HD6_DARKER_NIGHTS
float4 darkenby1 = float4( 0.0, 0.0, 0.0, 0.0 );
#endif
// HD6 - You can play with the night/day value here, not that its advisable to :-D
// Visualize this with 'debug triangle' further down
float hnd = ENightDayFactor;
//hnd-=0.4;
//hnd = hnd - (0.5-hnd);
//hnd = max(hnd,0);
//hnd = min(hnd,1);
//hnd=1;
float2 hndtweak = float2( 1.0 , 1.0 );
float vhnd = hnd; // effects vignette stregth;
float bchnd = hnd; // effects hd6 bloom crisp
float cdhnd = hnd; // effects hd6 colorsat daynight
// Some caves are seen as daytime, so I set key 3 to force nightime
// This doesnt work very well >_<
hnd = tempF1.z < 1 ? 0 : hnd;
hndtweak.x = tempF1.z < 1 ? hndtweak.y : hndtweak.x; // Dont ask, I have no idea why I need this lol
// HD6 - Alter Brightness using keyboard during gameplay
float4 tuctbrt1 = uctbrt1;
float4 tuctbrt2 = uctbrt2;
float4 tuctcon = uctcon;
float4 tuctsat = uctsat;
#ifdef HD6_DARKER_NIGHTS
tuctbrt1 -= darkenby1;
#endif
float h1 = lerp(-1,1,tempF1.x); // Increases speed it changes by when pressing key
h1 = lerp( h1, 1, hnd ); // Removes affect during day
h1 = h1 - (h1 % 0.1); // Changes it so incriments are in steps, remove this if you want smooth changes when pressing keys
//float hbs = EBloomAmount;
float hbs = lerp( EBloomAmount/2, EBloomAmount, h1); // Reduce bloom as it gets darker, otherwise it just gets hazier, higher number reduces bloom more as it gets darker
float h2 = lerp(-1,1,tempF1.y); // Increases speed it changes by when pressing key
h2 = lerp( 1, h2, hnd ); // Removes affect during night
h2 = h2 - (h2 % 0.1); // Changes it so incriments are in steps, remove this if you want smooth changes when pressing keys
hbs = lerp( (hbs/2)-1, hbs, h2); // Reduce bloom as it gets darker, otherwise it just gets hazier, higher number reduces bloom more as it gets darker
hbs = max(0,hbs);
hbs = min(2,hbs); // should be able to go above 1, but not 2
vhnd = lerp(-2,hnd,h2);
vhnd = max(0,vhnd); // do not go below 0;
vhnd = min(1,vhnd); // not above 1, just incase people like surface of sun
cdhnd=bchnd=vhnd;
//cdhnd=0;
//bchnd=0;
//vhnd=0;
#ifdef HD6_COLOR_TWEAKS
float2 uctbrt1t = float2( lerp( tuctbrt1.x, tuctbrt1.z, h1), lerp( tuctbrt1.y, tuctbrt1.w, h2) );
float2 uctbrt2t = float2( lerp( tuctbrt2.x, tuctbrt2.z, h1), lerp( tuctbrt2.y, tuctbrt2.w, h2) );
float2 uctcont = float2( lerp( tuctcon.x, tuctcon.z, h1), lerp( tuctcon.y, tuctcon.w, h2) );
float2 uctsatt = float2( lerp( tuctsat.x, tuctsat.z, h1), lerp( tuctsat.y, tuctsat.w, h2) );
#endif