You can do this with an image overlay utility, no modifications needed.
You can use this picture for it.
As for OP, thanks for this, definitely going to try how much the LOD affects my PC.
You can do this with an image overlay utility, no modifications needed.
You can use this picture for it.
As for OP, thanks for this, definitely going to try how much the LOD affects my PC.
Last edited by Sora3100; Aug 27, 2015 at 07:09 PM.
Installed both the C++ and the .net framework or whatever and mine still closes abruptly after launch.
Edit: Working
Last edited by Skyly; Aug 27, 2015 at 08:53 PM.
Can't we all just get along?
ZOMG these are all things I've wanted for years!
All of which SEGA seems utterly incapable of implementing!
Thanks0rz~
Can't download :/
It seems like a cool addition to PSO2 too...
(Kazuki, RA or BR/HU, Human♂) (Yusei, FO/TE or FI, Newman♂)(Zane, TE or BR/HU, Deuman♂)
Ship: 2-Ur
^Much thanks =w=)b
(Kazuki, RA or BR/HU, Human♂) (Yusei, FO/TE or FI, Newman♂)(Zane, TE or BR/HU, Deuman♂)
Ship: 2-Ur
this is very interesting.
Graphics Designer/Product Designer/Illustrator/General handy guy/not taking any requests right now.
Oh you know, things like having your character's head permanently disappear when you visit the quest counter, being able to see all the seasonal lobby decorations simultaneously at once, and briefly seeing a ghostly image of Echo standing in the corner of the campship as you load in... The usual stuff.
It would mostly depend on how most common reshader hooks are implemented. As I understand it, most of them work near or at the driver level which is something I don't really have control over. I do not wish to undermine the security of the game client, so the solution would have to come from modifying the shader software itself as opposed to modifying GameGuard.
Perhaps it's a bit of a misnomer on my part, but update culling refers to how objects outside of the culling range will begin updating at a much lower rate to reduce load on the CPU. Checking this box forces all visible objects to be updated regularly.
Custom rendering is still a ways away. While it is true that I can modify the scenegraph to add basic geometry to the scene, there's still a lot I don't know about how to bind custom UI objects to the render tree.
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