I must know, what ids you tagging for the bugs n bots to get your thermals working? assuming REST for isolating those? maybe even a method for making REST happy with dx12? I've been working on my own NODs & ECOTI over w/ the GhostDivers, but havent managed to get my ECOTI to properly isolate from the environment with REST I do have a REST id for isolating the UI and keeping it from being affected by Reshade, and in the current pre-release have HUD toggles that dont make your map.. invisible. (at least, without you telling it to do that) I'm absolutely a beginner squishing presets together, but ive been receiving feedback from people who have their own NV tubes that I've been doing pretty good visually (though, there's always more room for improving visibility)
My reShade is actually much more primitive than that even! I just used color grading to detect the colour of the bugs so that their "hot" (or bright" colours really stand out. It's why you'll see other things of similar colour also appear in that same hot white, because they share the same colour or values. The reason I went for a very primitive and basic color grading is to ensure the reShade is as light as possible. To achieve the affect, I believe it's only about 4 shaders enabled. It seems to only lag when swapping between the shaders because ReShade seems to actively and incrementally shift the sliders back and force between them so it really eats CPU for those two seconds (not sure if there's a fix). I think I definitely understand the mention of "Visibility". Initially I made this NVG extremely heavy. We're talking about 10-15 shaders, with intense graining and even white dots flickering to simulate the reflection of dust. It was very similiar to those Norwegian NVG videos showcasing nightvision, very dark green, or blue, or gray. The biggest issue is that, it looked amazing on my screen, but it looked horrible on youtube or in videos. It also didn't help that it was extremely taxing on the system. So I ultimately scrapped the idea. I also used AdaptiveColorGrading, but for odd reasons, it was not working on other people's systems. I think it uses some sort of texture that I don't quite understand. But if you can somehow get AdaptiveColorGrading to work, you can essentially use that and maybe one other shader and you'll be singing. It's an extremely powerful shader for thermals and it works wonders.
I made a AutoHotKey script that plays a royalty free nvg "on" or "off" sound when I press the "N" key on my keyboard. This also is how I activate the night-vision in-game so it adds the illusion that the sound is coming from the game! Does wonders for immersion. For the sound of the weapon, it's linked in the description. It's part of the Marksman Sound Overhaul mod. I labelled it "Silenced CS Sound". I believe that includes the reload sound with it as I don't have a specific reload sound installed.
SPECTACULAR!!!
Thank you! 🙏
thermo would go hard against bots!
I'll try to showcase that soon! :)
This is so peak i need more of this!
Than you! I'm planning on recording more today (hopefully)! haha
The first couple of seconds really gave me ghost recon breakpoint vibes
Thank you! I'm definitely going for those haha
Cool stuff man thanks for sharing, we are all dying for new helldivers content 🙃
You're very welcome 🫡 More on the way soon I hope! haha
It’s like shooting hogs in Texas
pew pew
I must know, what ids you tagging for the bugs n bots to get your thermals working?
assuming REST for isolating those? maybe even a method for making REST happy with dx12?
I've been working on my own NODs & ECOTI over w/ the GhostDivers, but havent managed to get my ECOTI to properly isolate from the environment with REST
I do have a REST id for isolating the UI and keeping it from being affected by Reshade, and in the current pre-release have HUD toggles that dont make your map.. invisible. (at least, without you telling it to do that)
I'm absolutely a beginner squishing presets together, but ive been receiving feedback from people who have their own NV tubes that I've been doing pretty good visually (though, there's always more room for improving visibility)
My reShade is actually much more primitive than that even! I just used color grading to detect the colour of the bugs so that their "hot" (or bright" colours really stand out. It's why you'll see other things of similar colour also appear in that same hot white, because they share the same colour or values.
The reason I went for a very primitive and basic color grading is to ensure the reShade is as light as possible. To achieve the affect, I believe it's only about 4 shaders enabled. It seems to only lag when swapping between the shaders because ReShade seems to actively and incrementally shift the sliders back and force between them so it really eats CPU for those two seconds (not sure if there's a fix).
I think I definitely understand the mention of "Visibility". Initially I made this NVG extremely heavy. We're talking about 10-15 shaders, with intense graining and even white dots flickering to simulate the reflection of dust. It was very similiar to those Norwegian NVG videos showcasing nightvision, very dark green, or blue, or gray.
The biggest issue is that, it looked amazing on my screen, but it looked horrible on youtube or in videos. It also didn't help that it was extremely taxing on the system. So I ultimately scrapped the idea.
I also used AdaptiveColorGrading, but for odd reasons, it was not working on other people's systems. I think it uses some sort of texture that I don't quite understand. But if you can somehow get AdaptiveColorGrading to work, you can essentially use that and maybe one other shader and you'll be singing. It's an extremely powerful shader for thermals and it works wonders.
Did you added the sound for when activating and de-activating the googles?
Also What audio mods are you using for the reload sounds?
I made a AutoHotKey script that plays a royalty free nvg "on" or "off" sound when I press the "N" key on my keyboard. This also is how I activate the night-vision in-game so it adds the illusion that the sound is coming from the game! Does wonders for immersion.
For the sound of the weapon, it's linked in the description. It's part of the Marksman Sound Overhaul mod. I labelled it "Silenced CS Sound". I believe that includes the reload sound with it as I don't have a specific reload sound installed.