![]() The margin is the spacing inside of the widget.ĭisabled elements are non-interactive and greyed out. The margin is the spacing outside of the widget. ![]() Unlike static values, these can change at runtimeĪ column will auto-space all elements inside of it and advise the parent about it's desired size.Ī row will auto-space all elements inside of it and advise the parent about it's desired size.Ī group, usually with a border and some padding, holding a single element. ![]() ![]() Here are some high level overviews of NUI:Ī detailed NUI example that showcases most (all?) of the NUI widgetsĬreate a dynamic bind. The documentation sometimes references it as "Nuklear User Interface" This system is called the NUI, short for New User Interface. Neverwinter Nights Enhanced Edition offers several functions to create, manage, and interact with custom built user interface windows. These are all listed under the category and patches pages. Please let me know if you have any questions in either the item discussions tab (found above the screenshots), or in the comments below, and I will answer when I am able.Note: This article documents Neverwinter Nights: Enhanced Edition new content or changes/updates/fixes to 1.69 functions. This workshop item has also been uploaded to the neverwintervault archives at The use of the term HDR in the title is representative of the extra color range afforded by the shader override, and some of the similarities of the appearance of the game with HDR technology. The literal use of HDR technology, as seen in other games, for the use of modifying game imagery with realistic exposure setting adjustments, adaptive visuals, and shifting balance points may require a more complex shader and different texture formats for specifc source files (such as extremely bright objects, like the sun). This shader does not use these specific methods, but rather aims for similar goals with some similar mathematical techniques. It employs a mix of methods, such as logarithmic encoding, and standardized levels for "more than white" data to be recorded or otherwise stored. High-Dynamic-Range imaging is an industry term for a variety of formats and methods to encode color in such a manner that subtle differences between dark and light colors are more easily rendered during view. Therefore, it may be worth considering comparing the use of this shader with and without the Vibrance shader, since they both may be doing some of the same work to enhance the game's color (and not just it's dark/light values, since this shader applies adjustments to each Red Green and Blue values individually). By utilizing them, you will add more incremental steps between dark and light colors, dull and rich colors, and will accentuate the introduction of specifically dark or light features, such as spell effects, dynamic lighting from torches and spells, and high contrast textures.īecause of the treatment of colors, the larger range of values may provide some extra saturation in midtones, and decreased saturation in highlights. The lighter colors resulting from the use of the shader are largely in a domain of a monitor's display potential unused currently by NWN. This is because very few of the colors created by the game's assets and lighting engine end up being in the "upper half" of the black to white range, so the stock shader has very few opportunities to brighten the game's appearance.įirst impressions may resemble feeling the override brightens the game too much, however, I would suggest leaving it on for a day to see if your mind changes, since you may be accustomed to the previous appearance of the game if you have previous experience playing the game. The default contrast shader makes lighter colors lighter, and darker colors darker, but many complained that the shader made the game look too dark. This override was made in consideration of the typical light values contained within the standard assets of Neverwinter Nights. The shader file is a GLSL text file that is based on Beamdog's Contrast shader, with some adjustments to the parameters to taper high and low values (lights and darks) logarithmically, based on included reference values, with an overall expansion towards the upper values that decreases as the values approach maximum (full white). shd file, which replaces the High Contrast Frame Buffer Shader included in the base game, by having the same file name. This workshop item includes one override.
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