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Nishastra

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Posts posted by Nishastra

  1. Huh, well, I learned something today: You can edit a shader file while the game is running and it will be reflected in real time. Thanks to that, I know with certainty that the line "out_color.rgb = calc_gamma_correction( out_color.rgb );" is the problem.

     

    It seems to be mostly overriding the previous line, which calculates fog color. Having the gamma line there has almost the same results as just removing the fog line.

     

    shaders2.zip

     

    Here's a better version of my previous zip for anyone still wanting a quick fix. The file I had in there before would break cel-shading. This one shouldn't actually break anything, it just has the gamma line commented out.

  2. 2 hours ago, JelloMold said:

    That last shot looks like heaven to me! If I were, say, a very dumb person who wanted to accomplish the same thing you did, do you have any tips on how I might go about that? 

     

    Okay, if you extract this into your Homecoming/Data/ directory, it should override that one file with an older version.

     

    (Removed, check next post if you need it)

     

     

    The end result should be "Homecoming/Data/shaders/cgfx/multiplyRegfp.cg". And then just delete that file to undo this whenever.

     

    I would assume that they updated this file for a reason so this probably breaks something, but I can't stand the huge ugly hole in the world so...

    • Thanks 1
  3. Hmm, I've never touched gamma. It was already at 100%. If I change it, I can make this look drastically worse, but...

     

    2024-02-2311_14_38-Greenshot.thumb.png.5b39f74186b513d9c7f2dc1bd5fbb844.png

     

    This is the same place in St. Martial as my other shots but with gamma turned down from 100%.

     

    2024-02-2311_16_34-Greenshot.thumb.png.f37aaad99d18a8eb7e63d8eba416ea5d.png

     

    Also I can pretty easily replicate JelloMold's picture if I turn on water reflections and go to Port Oakes.

     

    EDIT:

    2024-02-2312_01_27-Greenshot.thumb.png.fdee68970e50edaae2512eab951ea187.png

     

    Okay, it's a shader. I restored older shaders and fiddled around until I found which one specifically. It's "multiplyRegfp.cg". When I use the older version of that, the gap goes away.

     

    • Like 1
  4. Hello, everybody!  It's been a while, but I fixed this myself.

     

    bodysuit2.png

     

    Here is a 7z with the files, if anyone wants them.  Extract it into your City of Heroes/Data directory.

     

    As you can maybe see, there are other issues with how these textures line up.  The alpha channel was the main problem, but the shading on the legs is also a lot more harsh than the chest and it's a tough thing to fix.  I ended up softening the baked-in shadows quite a bit, especially on the legs, but I think the result looks better all-around.  I didn't touch the normal maps.

     

    While I was working on this, I also noticed that the "Sharp" leg pattern has some weird color bleed around the butt, and I fixed that as well.  You can get that one here.

    • Like 3
  5. Have you tried /suppressclosefxdist 99

     

    I don't want to get rid of everything, just the ring effects of Hide.  My whole problem is that its effects don't really mesh with any of the other effects of any armor sets.  Maybe Hide gets drowned out, but I'd rather look clean and shiny.

     

    Anyway, for the time being I've done this the old-fashioned way.  Hide's effect comes in two parts: the generic texture SkillinEnergy and Waves02 from Gravity.  Here is a Mediafire link (speaking of old-fashioned ways...) to a 7z with empty copies of those textures that, if extracted into your CoH/Data/ directory, will make the Hide effects go away, just in case anyone else wants it.

     

    This also makes some (but nowhere near all) of the circles that appear on people affected by Gravity holds go away, and I have no clue what else SkillinEnergy might be used for.  It's a pretty ugly texture, though, so I think I'd know it if I saw it :P

  6. This has been driving me nuts.  The top and bottom of the bodysuit muscled tights type (both gloss and matte) don't quite match.  The top is a bit lighter than the bottom.

     

    bodysuit.png

     

    I love them so much, but this makes them hard for me to use :P

     

    Wasn't sure whether to put this here or in the bug forum, but people seem to be using the bug forum more for mechanical/mission problems, so... I'm putting it here!

  7. For the time being, you can edit the colors in saved costume files and then load them.

     

    CostumePart ""
    {
    Fx Capes/N_Characters/T9i24_01/CapeFemT9i24_01.fx
    Geometry N_Fem_T9i24_01.GEO/GEO_Belt_T9i24_01
    Texture1 !X_Belt_T9i24_01
    Texture2 none
    DisplayName P177456852
    RegionName "Upper Body"
    BodySetName Tight
    Color1  255,  255,  255
    Color2  255,  255,  255
    Color3  31,  31,  31
    Color4  227,  227,  227
    }

     

    This is the block for that piece.  Colors 3 and 4 are the interior.  If you edit them in a costume file, they will be colored correctly when you load it.

    • Thanks 1
  8. Heyo, I'm from Virtue.  Nishastra was my ""main"" and my global, but I was making new characters constantly, to the point where I honestly don't remember half of them.

     

    I'm digging through old screenshots to jog my memory :P

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