Screenshot!
I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown

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Just FYI, it also happens in the hud only version of the mod.jinkstjb wrote:Have you looked into the "noise overlay" issue someone posted on nexus?
Screenshot!
I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown
Not sure if this is the same issue, but i also had random noise on my screen without this mod and found a workaround:jinkstjb wrote:Have you looked into the "noise overlay" issue someone posted on nexus?
Screenshot!
I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown
Code: Select all
<diff>
<replace sel="/materiallibrary/collection[@name='rendertarget']/material[@name='cockpit_eventmonitor']">
<material name="cockpit_eventmonitor" shader="shaderfx\high\XU_simple_hdr_lum.fx" blendmode="screen" preview="none">
<properties>
<property type="BitMap" name="diffuse_map" preload="1" value="assets\fx\rendertargets\cockpit_eventmonitor-rendertarget"></property>
<property type="Float" name="diffuseStr" value="1.75"></property>
</properties>
</material>
</replace>
</diff>
Code: Select all
<replace sel="/components/component[@name='units_player_cockpit_1']/connections/connection[@name='Connection47']/offset">
<offset>
<position x="-1.960158E-03" y="-0.59457192" z="1.630829"/>
</offset>
</replace>
<replace sel="/components/component[@name='units_player_cockpit_1']/connections/connection[@name='Connection48']/offset">
<offset>
<position x="-0.67" y="0.368" z="0.8"/>
<quaternion qx="-0" qy="0" qz="-0" qw="0.1"/>
</offset>
</replace>
<replace sel="/components/component[@name='units_player_cockpit_1']/connections/connection[@name='Connection49']/offset">
<offset>
<position x="-4.692674E-03" y="0.0409795" z="-6.492138E-03"/>
</offset>
</replace>
This only happens with scripted material....usually in campaign mode with story updates.jinkstjb wrote:Have you looked into the "noise overlay" issue someone posted on nexus?
Screenshot!
I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown
How about modifying the existing mod to make the cockpit objects such as weapons and flight speed less transparent....mostly because in certain areas you cannot read them do to things like an enormous sun in the background.nonnex wrote:Hi,
it is easy to make the eventmonitor transparent too, see here:
http://s10.postimg.org/xz6v7kj4o/2013_11_25_00001.jpg
How to:
Create a material_library.xml with the following content and place it under ../extensions/BetterCockpit/library/material_library.xmlCode: Select all
<diff> <replace sel="/materiallibrary/collection[@name='rendertarget']/material[@name='cockpit_eventmonitor']"> <material name="cockpit_eventmonitor" shader="shaderfx\high\XU_simple_hdr_lum.fx" blendmode="screen" preview="none"> <properties> <property type="BitMap" name="diffuse_map" preload="1" value="assets\fx\rendertargets\cockpit_eventmonitor-rendertarget"></property> <property type="Float" name="diffuseStr" value="1.75"></property> </properties> </material> </replace> </diff>
I believe it was also meant as an option that you could swap to....it is nice sometimes to see a cockpit, but very annoying to have half your screen blocked during normal play.Gazz wrote:It's always been only a part of the community.AgentExeider wrote:But didn't the community just get over harping on bringing Cockpits back?? that the whole feel of the HUD in X3 and it's expansions, people kept saying "Bring Cockpits back, Bring Cockpits back."
Those who prefer a clear view didn't have a lot of reason to rant in X3. =)