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F-16 mod by Nightstorm - how to edit active page background


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This is a great mod, especially in VR, but is everyone seeing what I see on the MFDs, i.e. the title of the active page is unreadable because of the white box background? If so, does anyone know how to fix this?

See attached and https://www.digitalcombatsimulator.com/en/files/3306470/

Intel i7 12700K · MSI Gaming X Trio RTX 4090 · ASUS ROG STRIX Z690-A Wi-Fi · MSI 32" MPG321UR QD · Samsung 970 500Gb M.2 NVMe · 2 x Samsung 850 Evo 1Tb · 2Tb HDD · 32Gb Corsair Vengance 3000MHz DDR4 · Windows 11 · Thrustmaster TPR Pedals · Tobii Eye Tracker 5 · Thrustmaster F/A-18 Hornet Grip · Virpil MongoosT-50CM3 Base · Virpil Throttle MT-50 CM3 · Virpil Alpha Prime Grip · Virpil Control Panel 2 · Thrustmaster F-16 MFDs · HTC Vive Pro 2 · Total Controls Multifunction Button Box

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  • 4 weeks later...

Sorry, I missed this PM. For mine it shows black on green for the highlighted button. The color changes were in the materials.lua file. Change white to Green. So something else must be happening as before it would have been black on white instead of black on green. At no time was it white on white or green on green.

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  • 4 weeks later...

Same issue with F-16C 4k readability Mod

 

I am having the same issue. Can you try to give us a solution? I don't figured it out yet.

It loos like green on green. How about keeping the original colors and just trading in the low res fonts for high res fonts?

 

Can you help?

 

 

here is the Code

 

--NIGHTSTORM

dofile(LockOn_Options.common_script_path.."Fonts/symbols_locale.lua")
dofile(LockOn_Options.common_script_path.."Fonts/fonts_cmn.lua")
dofile(LockOn_Options.script_path.."Displays/Common/indicator/StrokesDefs.lua")
dofile(LockOn_Options.script_path.."Displays/MFD/indicator/MFD_Strokes_Defs.lua")

-- variables used in stroke font description as well as in MDG stroke symbology
dbg_drawStrokesAsWire = false

dofile(LockOn_Options.script_path.."fonts.lua")

-------MATERIALS-------
-- Only green colors are described here. Red and yellow will be set via dedicated controllers

--NIGHTSTORM  (R,G,B,Level) Example Green = {0, 255, 0, 255}

materials = {}

materials["INDICATION_COMMON_RED"]		= {255, 0, 0, 255}
materials["INDICATION_COMMON_WHITE"]	= {255, 255, 255, 255}
materials["INDICATION_COMMON_GREEN"]	= {0, 255, 0, 255}
materials["INDICATION_COMMON_LBLUE"]    = {0, 200, 255, 255}
materials["INDICATION_COMMON_AMBER"]	= {255,161,45,255}
materials["MASK_MATERIAL"]				= {255, 0, 255, 50}

materials["DBG_RED"]					= {255, 0, 0, 100}
materials["DBG_GREEN"]					= {0, 255, 0, 100}

--materials["HUD"]						= {0, 255, 40, 255}		--NIGHTSTORM {2, 255, 20, 200}  HUD color to lighter green
materials["HUD"]						= {0, 255, 20, 255}		--NIGHTSTORM {2, 255, 20, 200}  HUD color to lighter green
materials["FONT_DED"]					= {121, 255, 19, 255}	-- {251, 220, 0, 255}
materials["FONT_PFLD"]					= {121, 255, 19, 255}	-- {251, 220, 0, 255}
materials["MASK_MATERIAL_PURPLE"]		= {255, 0, 255, 30}

materials["MFD_BACKGROUND"]				= {0, 0, 0, 255}
materials["MFD_FONT_BKGND_WHITE"]		= {255, 255, 255, 255}

materials["LMFD_MATERIAL"]              = {0, 255, 0, 255}          	-- Default color for all MFDs		--NIGHTSTORM  {255, 255, 255, 255}  MFD Displays to green instead of white
materials["RMFD_MATERIAL"]              = materials["LMFD_MATERIAL"]    -- Default color for all MFDs

materials["TGP_STBY_BLACK"] 			= {0, 0, 0, 255}
materials["TGP_STBY_DGRAY"] 			= {5, 5, 5, 255}

local HUD_mat = materials["HUD"]
materials["HUD_GREEN_FOV"]				= {HUD_mat[0], HUD_mat[1], HUD_mat[2], 100} -- used for FOV lens render

materials["UHF_RADIO"]					= {179, 198, 85, 255}
materials["UHF_RADIO_CHANNEL_MAP"]		= {0, 0, 0, 250}

materials["EHSI_BACKGROUND"]			= {0, 0, 0, 255}
materials["EHSI_BLACK"]					= {0, 0, 0, 255}
materials["EHSI_WHITE"]					= {255, 255, 255, 255}
materials["EHSI_RED"]					= {255,   0,   0, 255}
materials["EHSI_BLUE"]					= { 23, 140, 255, 255}			
materials["EHSI_YELLOW"]				= {255, 255, 100, 255}
materials["EHSI_GOLD"]					= {255, 250, 173, 255}
materials["RWR_STROKE"]					= {0, 255, 0, 230}
materials["CMDS_GREEN"]					= {0, 255, 0, 255}
-- HMD
--materials["HMD_SYMBOLOGY_MATERIAL"]		= {0, 255, 40, 255}		--NIGHTSTORM {2, 255, 20, 255}  HMD color to lighter green matching the HUD
materials["HMD_SYMBOLOGY_MATERIAL"]		= {0, 255, 20, 255}		--NIGHTSTORM {2, 255, 20, 255}  HMD color to lighter green matching the HUD


-------TEXTURES-------
textures = {}

local ResourcesPath = LockOn_Options.script_path.."../IndicationResources/"

textures["ARCADE"]							= {"arcade.tga",	materials["INDICATION_COMMON_RED"]}			-- Control Indicator
textures["ARCADE_WHITE"]					= {"arcade.tga",	materials["INDICATION_COMMON_WHITE"]}		-- Control Indicator

textures["INDICATION_RWR"]					= {ResourcesPath.."RWR/indication_RWR.tga", materials["INDICATION_COMMON_GREEN"]}
textures["INDICATION_RWR_LINE"]				= {"arcade.tga",							materials["INDICATION_COMMON_GREEN"]}

textures["DED_BIG_OFF"]						= {ResourcesPath.."Displays/ded_font_big.dds",	materials["FONT_DED"]}

-------FONTS----------

fonts = {}

fonts["font_stroke_HUD"]			= {fontdescription["font_stroke_HUD"], 10, materials["HUD"]}

fonts["font_DED"]					= {fontdescription["font_DED"], 10, materials["FONT_DED"]}
fonts["font_DED_inv"]				= {fontdescription["font_DED_inv"], 10, materials["FONT_DED"]}

fonts["font_PFLD"]					= {fontdescription["font_PFLD"], 10, materials["FONT_PFLD"]}
fonts["font_PFLD_inv"]				= {fontdescription["font_PFLD_inv"], 10, materials["FONT_PFLD"]}

fonts["font_stroke_LMFD"]			= {fontdescription["font_stroke_MFD"], 10, materials["LMFD_MATERIAL"]}
fonts["font_stroke_RMFD"]			= {fontdescription["font_stroke_MFD"], 10, materials["RMFD_MATERIAL"]}

fonts["font_UHF_RADIO"]				= {fontdescription["font_UHF_RADIO"], 10, materials["UHF_RADIO"]}
fonts["font_UHF_RADIO_CH_MAP"]		= {fontdescription["font_UHF_RADIO"], 10, materials["UHF_RADIO_CHANNEL_MAP"]}

fonts["font_stroke_EHSI"]			= {fontdescription["font_stroke_EHSI"], 10, materials["EHSI_WHITE"]}
fonts["font_stroke_EHSI_BLACK"]		= {fontdescription["font_stroke_EHSI"], 10, materials["EHSI_BLACK"]}

--fonts["font_RWR"]					= {fontdescription["font_stroke_RWR"], 10, materials["RWR_STROKE"]}
fonts["font_RWR"]					= {fontdescription["font_RWR"], 10, materials["RWR_STROKE"]}
fonts["font_CMDS"]					= {fontdescription["font_CMDS"], 10, materials["CMDS_GREEN"]}

-- HMD
fonts["font_HMD"]					= {fontdescription["font_stroke_HMD"], 10, materials["HMD_SYMBOLOGY_MATERIAL"]}

-- path for stroke symbology
symbologyPaths = {	LockOn_Options.script_path.."../IndicationResources/Displays",
				LockOn_Options.script_path.."../IndicationResources/RWR",
				LockOn_Options.script_path.."../IndicationResources/CMDS",
				LockOn_Options.script_path.."../IndicationResources/HMD",}

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I am having the same issue. Can you try to give us a solution? I don't figured it out yet.

It loos like green on green. How about keeping the original colors and just trading in the low res fonts for high res fonts?

 

Can you help?

 

 

here is the Code

 

--NIGHTSTORM

dofile(LockOn_Options.common_script_path.."Fonts/symbols_locale.lua")
dofile(LockOn_Options.common_script_path.."Fonts/fonts_cmn.lua")
dofile(LockOn_Options.script_path.."Displays/Common/indicator/StrokesDefs.lua")
dofile(LockOn_Options.script_path.."Displays/MFD/indicator/MFD_Strokes_Defs.lua")

-- variables used in stroke font description as well as in MDG stroke symbology
dbg_drawStrokesAsWire = false

dofile(LockOn_Options.script_path.."fonts.lua")

-------MATERIALS-------
-- Only green colors are described here. Red and yellow will be set via dedicated controllers

--NIGHTSTORM  (R,G,B,Level) Example Green = {0, 255, 0, 255}

materials = {}

materials["INDICATION_COMMON_RED"]		= {255, 0, 0, 255}
materials["INDICATION_COMMON_WHITE"]	= {255, 255, 255, 255}
materials["INDICATION_COMMON_GREEN"]	= {0, 255, 0, 255}
materials["INDICATION_COMMON_LBLUE"]    = {0, 200, 255, 255}
materials["INDICATION_COMMON_AMBER"]	= {255,161,45,255}
materials["MASK_MATERIAL"]				= {255, 0, 255, 50}

materials["DBG_RED"]					= {255, 0, 0, 100}
materials["DBG_GREEN"]					= {0, 255, 0, 100}

--materials["HUD"]						= {0, 255, 40, 255}		--NIGHTSTORM {2, 255, 20, 200}  HUD color to lighter green
materials["HUD"]						= {0, 255, 20, 255}		--NIGHTSTORM {2, 255, 20, 200}  HUD color to lighter green
materials["FONT_DED"]					= {121, 255, 19, 255}	-- {251, 220, 0, 255}
materials["FONT_PFLD"]					= {121, 255, 19, 255}	-- {251, 220, 0, 255}
materials["MASK_MATERIAL_PURPLE"]		= {255, 0, 255, 30}

materials["MFD_BACKGROUND"]				= {0, 0, 0, 255}
materials["MFD_FONT_BKGND_WHITE"]		= {255, 255, 255, 255}

materials["LMFD_MATERIAL"]              = {0, 255, 0, 255}          	-- Default color for all MFDs		--NIGHTSTORM  {255, 255, 255, 255}  MFD Displays to green instead of white
materials["RMFD_MATERIAL"]              = materials["LMFD_MATERIAL"]    -- Default color for all MFDs

materials["TGP_STBY_BLACK"] 			= {0, 0, 0, 255}
materials["TGP_STBY_DGRAY"] 			= {5, 5, 5, 255}

local HUD_mat = materials["HUD"]
materials["HUD_GREEN_FOV"]				= {HUD_mat[0], HUD_mat[1], HUD_mat[2], 100} -- used for FOV lens render

materials["UHF_RADIO"]					= {179, 198, 85, 255}
materials["UHF_RADIO_CHANNEL_MAP"]		= {0, 0, 0, 250}

materials["EHSI_BACKGROUND"]			= {0, 0, 0, 255}
materials["EHSI_BLACK"]					= {0, 0, 0, 255}
materials["EHSI_WHITE"]					= {255, 255, 255, 255}
materials["EHSI_RED"]					= {255,   0,   0, 255}
materials["EHSI_BLUE"]					= { 23, 140, 255, 255}			
materials["EHSI_YELLOW"]				= {255, 255, 100, 255}
materials["EHSI_GOLD"]					= {255, 250, 173, 255}
materials["RWR_STROKE"]					= {0, 255, 0, 230}
materials["CMDS_GREEN"]					= {0, 255, 0, 255}
-- HMD
--materials["HMD_SYMBOLOGY_MATERIAL"]		= {0, 255, 40, 255}		--NIGHTSTORM {2, 255, 20, 255}  HMD color to lighter green matching the HUD
materials["HMD_SYMBOLOGY_MATERIAL"]		= {0, 255, 20, 255}		--NIGHTSTORM {2, 255, 20, 255}  HMD color to lighter green matching the HUD


-------TEXTURES-------
textures = {}

local ResourcesPath = LockOn_Options.script_path.."../IndicationResources/"

textures["ARCADE"]							= {"arcade.tga",	materials["INDICATION_COMMON_RED"]}			-- Control Indicator
textures["ARCADE_WHITE"]					= {"arcade.tga",	materials["INDICATION_COMMON_WHITE"]}		-- Control Indicator

textures["INDICATION_RWR"]					= {ResourcesPath.."RWR/indication_RWR.tga", materials["INDICATION_COMMON_GREEN"]}
textures["INDICATION_RWR_LINE"]				= {"arcade.tga",							materials["INDICATION_COMMON_GREEN"]}

textures["DED_BIG_OFF"]						= {ResourcesPath.."Displays/ded_font_big.dds",	materials["FONT_DED"]}

-------FONTS----------

fonts = {}

fonts["font_stroke_HUD"]			= {fontdescription["font_stroke_HUD"], 10, materials["HUD"]}

fonts["font_DED"]					= {fontdescription["font_DED"], 10, materials["FONT_DED"]}
fonts["font_DED_inv"]				= {fontdescription["font_DED_inv"], 10, materials["FONT_DED"]}

fonts["font_PFLD"]					= {fontdescription["font_PFLD"], 10, materials["FONT_PFLD"]}
fonts["font_PFLD_inv"]				= {fontdescription["font_PFLD_inv"], 10, materials["FONT_PFLD"]}

fonts["font_stroke_LMFD"]			= {fontdescription["font_stroke_MFD"], 10, materials["LMFD_MATERIAL"]}
fonts["font_stroke_RMFD"]			= {fontdescription["font_stroke_MFD"], 10, materials["RMFD_MATERIAL"]}

fonts["font_UHF_RADIO"]				= {fontdescription["font_UHF_RADIO"], 10, materials["UHF_RADIO"]}
fonts["font_UHF_RADIO_CH_MAP"]		= {fontdescription["font_UHF_RADIO"], 10, materials["UHF_RADIO_CHANNEL_MAP"]}

fonts["font_stroke_EHSI"]			= {fontdescription["font_stroke_EHSI"], 10, materials["EHSI_WHITE"]}
fonts["font_stroke_EHSI_BLACK"]		= {fontdescription["font_stroke_EHSI"], 10, materials["EHSI_BLACK"]}

--fonts["font_RWR"]					= {fontdescription["font_stroke_RWR"], 10, materials["RWR_STROKE"]}
fonts["font_RWR"]					= {fontdescription["font_RWR"], 10, materials["RWR_STROKE"]}
fonts["font_CMDS"]					= {fontdescription["font_CMDS"], 10, materials["CMDS_GREEN"]}

-- HMD
fonts["font_HMD"]					= {fontdescription["font_stroke_HMD"], 10, materials["HMD_SYMBOLOGY_MATERIAL"]}

-- path for stroke symbology
symbologyPaths = {	LockOn_Options.script_path.."../IndicationResources/Displays",
				LockOn_Options.script_path.."../IndicationResources/RWR",
				LockOn_Options.script_path.."../IndicationResources/CMDS",
				LockOn_Options.script_path.."../IndicationResources/HMD",}

 

I've not been able to reproduce the problem. I see black on green for the highlighted/active MFD button. As you can see in the LUA code you posted the changes are not significant. I have the original values in the materials.lua file commented for the white. If you want to put that back to normal for testing just replace those values in that file.

 

It's difficult for me to trouble shoot an issue that I don't see. I have no idea why it's happening to some people.

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Hey there Nighstorm. I can confrm it is working now. The version in the DCS userfiles should beupdated i guess. Because the Version you sent in here inthat post is working perfectly!

 

I attached 2 screens old version modded to white and your current version in green.

Screen_200615_144153.thumb.jpg.67071cf2dde2ab093f10d42a61ce1241.jpg

Screen_200617_160247.thumb.jpg.ed8fbfdc59e9b6536b232f86bb898479.jpg

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Hmm ok. Thank you for the feedback. I'll update the one in User Files. I'm glad it's working.

 

*Updated Mod* and i used your screen shot of what it looks like.

 

 

Awsesome. I a glad to help.

 

 

Gesendet von iPad mit Tapatalk

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