Approximate Global Illumination Shaders
Re: Approximate Global Illumination Shaders
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Yes Wotan Weave, that's pretty much it. You'll have to overwrite a few DLLs so you might want to back them up first, just in case. But otherwise it should be ready to go as soon as you unpack it on the XWA root folder. Let me know if you run into any trouble!
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- Posts: 29
- Joined: Thu Jun 16, 2011 7:23 pm
Finally had a chance to try this out. It is really nice. Great work. As a non-vr user, it took me a while to figure out how to restore the HUD and hanger axis to normal. Thanks for your work on this.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
Thanks!
Could you elaborate a little more here? The default config files have VR disabled, so I'm not sure what you mean by this.Wotan Weave wrote: ↑Thu Dec 12, 2019 3:26 pmAs a non-vr user, it took me a while to figure out how to restore the HUD and hanger axis to normal.
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- Posts: 29
- Joined: Thu Jun 16, 2011 7:23 pm
I was referring to the virtual cockpit (I think that was the verbage) that has the HUD dynamically placed really small into the actual cockpit displays instead of the default XWA HUD and hid the F and R radar. I assumed that was done with VR users in mind. I don't remember which cfg file I changed. I had to change another of the cfg files to get the axis issue sorted out, too. When you return to the hanger at the end of the mission, the axis was all screwed up and was pointing straight up with the a-wing superimposed over the shuttle. It was weird.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
With virtual cockpit I think you're referring to the dynamic cockpit and that's disabled by setting "dynamic_cockpit_enabled = 0" in Dynamic_Cockpit.cfg. I've never seen any axis problems when finishing a mission, though. If you could post some details as to how to reproduce the issue, I could take a look to see what's going on -- or if you can remember how you fixed that, it would help too.
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- Posts: 29
- Joined: Thu Jun 16, 2011 7:23 pm
Yeah, dynamic cockpit was the cfg I tweaked. As for the axis issue, I changed something in the CockpitLook.cfg file that seemed to fix it. I'll revert to the original cfg and see if I can recreate the issue when I'm in front of my PC at home. I was trying to fix the axis bug as well as be able to use the joystick hat and mouse to look around again. I'll try to take a quick look tonight.
- blue_max
- Posts: 2296
- Joined: Wed Mar 20, 2019 5:12 am
The CockpitLook.cfg should be set like this for non-VR:
I *thought* that was the default configuration; but I apologize if that caused you some trouble. Let me know if you continue to see issues.
Code: Select all
tracker_type = None
yaw_multiplier = 1
pitch_multiplier = 1
yaw_offset = 0
pitch_offset = 0