How to fix/disable shaders in games(DLL,guide and fixes).
  19 / 167    
[quote name='mana84' date='20 February 2012 - 02:08 PM' timestamp='1329736124' post='1371737']
I think that I have to solve water problems before it can go in fixed ones... I could read what you posted on fixing reflection, maybe I can fix this too. For the transparency part is really easy, the original code was:

ps_3_0
dcl_texcoord_pp v0.xy
dcl_2d s0
texld_pp r0, v0, s0
mov_pp r1, c70
mad_pp oC0, r0, r1, c71

I've declared a constant vector with alpha channel at 50% and I've subtracted it to ColorTransform this way:

ps_3_0
[b]def c220, 0.0, 0.0, 0.0, -0.5[/b]
dcl_texcoord_pp v0.xy
dcl_2d s0
texld_pp r0, v0, s0
mov_pp r1, c70
[b]mov_pp r2, c71
add_pp r2.w, r2.w, c220.w
mad_pp oC0, r0, r1, r2[/b]




Thanks I'm glad you liked it and to be of help :)
sorry but I haven't Choplifter HD atm. Is it a worthfull game?
[/quote]

Could you please clarify further on how you've accomplished hud transparency, you could drop me a PM. Thanks in advance :)
[quote name='mana84' date='20 February 2012 - 02:08 PM' timestamp='1329736124' post='1371737']

I think that I have to solve water problems before it can go in fixed ones... I could read what you posted on fixing reflection, maybe I can fix this too. For the transparency part is really easy, the original code was:



ps_3_0

dcl_texcoord_pp v0.xy

dcl_2d s0

texld_pp r0, v0, s0

mov_pp r1, c70

mad_pp oC0, r0, r1, c71



I've declared a constant vector with alpha channel at 50% and I've subtracted it to ColorTransform this way:



ps_3_0

def c220, 0.0, 0.0, 0.0, -0.5

dcl_texcoord_pp v0.xy

dcl_2d s0

texld_pp r0, v0, s0

mov_pp r1, c70

mov_pp r2, c71

add_pp r2.w, r2.w, c220.w

mad_pp oC0, r0, r1, r2










Thanks I'm glad you liked it and to be of help :)

sorry but I haven't Choplifter HD atm. Is it a worthfull game?





Could you please clarify further on how you've accomplished hud transparency, you could drop me a PM. Thanks in advance :)
Posted 02/20/2012 11:48 AM   
[quote name='eqzitara' date='20 February 2012 - 02:52 AM' timestamp='1329695550' post='1371572']
@to chiz/helix/whomever with shader knowledge
Ugh I swear I am not trying to be a pain and that I am actually trying to learn. Can you tell me how to correct this. I know I am supposed to change the output register o0 to temporary register(r3) according to sampler. Then change the register on the next 2 lines from 0 to 3. However I do that and get no results.
sampler answer:
dp o0->r3
dp r0->r3
dp r0->r3
[/quote]

You forgot about z coordinate.

[code] vs_3_0
def c4, 1, 0, 0, 0
def c220, 0.95, 0, 0.0625, 0 //
dcl_position v0
dcl_texcoord v1
dcl_2d s0 //
dcl_position o0
dcl_texcoord o1.xy
[b] dp4 o0.z, v0, c2// should be r3 [/b]
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mad r3.xy, r0, c3, c3.zwzw // change to r3
mov r3.w, c4.x //change to r3
mov o1.xy, v1
texldl r1, c220.z, s0 //
mul r1.x, r1.x, -c220.x //
add r3.x, r3.x, -r1.x //
[b] mov o0, r3 //here you overwrite all 4 components and z will be zero[/b]
[/code]
[quote name='eqzitara' date='20 February 2012 - 02:52 AM' timestamp='1329695550' post='1371572']

@to chiz/helix/whomever with shader knowledge

Ugh I swear I am not trying to be a pain and that I am actually trying to learn. Can you tell me how to correct this. I know I am supposed to change the output register o0 to temporary register(r3) according to sampler. Then change the register on the next 2 lines from 0 to 3. However I do that and get no results.

sampler answer:

dp o0->r3

dp r0->r3

dp r0->r3





You forgot about z coordinate.



vs_3_0     

def c4, 1, 0, 0, 0

def c220, 0.95, 0, 0.0625, 0 //

dcl_position v0

dcl_texcoord v1

dcl_2d s0 //

dcl_position o0

dcl_texcoord o1.xy

dp4 o0.z, v0, c2// should be r3

dp4 r0.x, v0, c0

dp4 r0.y, v0, c1

mad r3.xy, r0, c3, c3.zwzw // change to r3

mov r3.w, c4.x //change to r3

mov o1.xy, v1

texldl r1, c220.z, s0 //

mul r1.x, r1.x, -c220.x //

add r3.x, r3.x, -r1.x //

mov o0, r3 //here you overwrite all 4 components and z will be zero

Posted 02/20/2012 03:19 PM   
Another update of DLL's.
Fixed crashes in some games(when trying to enter to settings menu in ME3 demo).
But still required to disable Origin UI, they used weird hook of DX interfaces which produce crashes(Steam UI and Fraps works fine).

Also added some new features , but i'll describe them later.

I didn't update DLL's in the first post, because I changed some important things and don't know if new DLL's will works with every fix.
I will be grateful if someone test new dll's with old fixes.

New fixes:

[quote]
[b]The Darkness II[/b]
- fixed dynamic shadows;
- fixed lights;
- halos around objects(when looking at smoke/fog/fire).

still remain minor issues (I saw then only at [url="http://photos.3dvisionlive.com/HeliX666/image/4f423ace378501ca37000000/"]first cut scene[/url]).
Gameplay and most of the cut scenes should look correct.
[url="http://photos.3dvisionlive.com/HeliX666/album/4f423aa63785018037000000/"]Screenshots.[/url]

Instalation :
Put d3d9.dll from Release.zip (should use latest version) to the game folder(usually Steam\steamapps\common\darkness ii).
Extract The_darknessII.3Dvision.fix.zip to the same folder.
[/quote]

[quote]
[b]Clive barker's jericho[/b]
fixed reflection shader(levels with water were unplayable).

Also as bonus added mod which removes cross-hair.

Instalation :
Put d3d9.dll from Release.zip in "\clive barker's jericho\Bin" folder.
Extract Clive barker's jericho.3DVision.fix.zip and NoCross.mod..zip to "\clive barker's jericho" (not "\clive barker's jericho\Bin" !) folder.
[url="http://photos.3dvisionlive.com/HeliX666/album/4ef6c7d3378501f52e000101/"]Screenshots.[/url]
[/quote]

Also fixed almost every issues in Mass Effect 3 Demo. Improved about 25 shaders.
I hope that I'll complete it at this week(don't have a lot of time now).
Some [url="http://photos.3dvisionlive.com/HeliX666/album/0/"]screenshots of ME3[/url].

To everyone who can't get the fix to work:
- download DebugLOG.zip and extract it to the game folder;
- run the game (load level if you can) and exit;
- locate LOG.txt in the game folder and attach it to your message.
Another update of DLL's.

Fixed crashes in some games(when trying to enter to settings menu in ME3 demo).

But still required to disable Origin UI, they used weird hook of DX interfaces which produce crashes(Steam UI and Fraps works fine).



Also added some new features , but i'll describe them later.



I didn't update DLL's in the first post, because I changed some important things and don't know if new DLL's will works with every fix.

I will be grateful if someone test new dll's with old fixes.



New fixes:





The Darkness II

- fixed dynamic shadows;

- fixed lights;

- halos around objects(when looking at smoke/fog/fire).



still remain minor issues (I saw then only at first cut scene).

Gameplay and most of the cut scenes should look correct.

Screenshots.



Instalation :

Put d3d9.dll from Release.zip (should use latest version) to the game folder(usually Steam\steamapps\common\darkness ii).

Extract The_darknessII.3Dvision.fix.zip to the same folder.







Clive barker's jericho

fixed reflection shader(levels with water were unplayable).



Also as bonus added mod which removes cross-hair.



Instalation :

Put d3d9.dll from Release.zip in "\clive barker's jericho\Bin" folder.

Extract Clive barker's jericho.3DVision.fix.zip and NoCross.mod..zip to "\clive barker's jericho" (not "\clive barker's jericho\Bin" !) folder.

Screenshots.





Also fixed almost every issues in Mass Effect 3 Demo. Improved about 25 shaders.

I hope that I'll complete it at this week(don't have a lot of time now).

Some screenshots of ME3.



To everyone who can't get the fix to work:

- download DebugLOG.zip and extract it to the game folder;

- run the game (load level if you can) and exit;

- locate LOG.txt in the game folder and attach it to your message.

Posted 02/20/2012 04:21 PM   
I love you helix. Decided today to take a break from all this coding work till I get my book and you gave me an excuse to play darkness II. Which is good since I haven't played a game in a week =*(
Also ty for looking at mass effect 3... I know its a huge mess. A positive that comes with it is it may help others(or possibly me when I finish my book)help people adapt changes onto other unreal engine 3 games easily.

I just bought a http://www.amazon.com/gp/offer-listing/0321194969/ref=dp_olp_all_mbc?ie=UTF8&storeAttribute=b&qid=1329754812&sr=8-1&submit.see-all-buying-options=see-all-buying-options&condition=all
Found a good used copy listing with cd(sample problems) that I can run through + I think an actual book that I can write in would help. Only 10 bucks.

Will add and update wiki..Done.
I love you helix. Decided today to take a break from all this coding work till I get my book and you gave me an excuse to play darkness II. Which is good since I haven't played a game in a week =*(

Also ty for looking at mass effect 3... I know its a huge mess. A positive that comes with it is it may help others(or possibly me when I finish my book)help people adapt changes onto other unreal engine 3 games easily.



I just bought a http://www.amazon.com/gp/offer-listing/0321194969/ref=dp_olp_all_mbc?ie=UTF8&storeAttribute=b&qid=1329754812&sr=8-1&submit.see-all-buying-options=see-all-buying-options&condition=all

Found a good used copy listing with cd(sample problems) that I can run through + I think an actual book that I can write in would help. Only 10 bucks.



Will add and update wiki..Done.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/20/2012 04:31 PM   
[quote name='-=HeliX=-' date='20 February 2012 - 11:21 AM' timestamp='1329754868' post='1371836']
Another update of DLL's.
Fixed crashes in some games(when trying to enter to settings menu in ME3 demo).
But still required to disable Origin UI, they used weird hook of DX interfaces which produce crashes(Steam UI and Fraps works fine).

Also added some new features , but i'll describe them later.

I didn't update DLL's in the first post, because I changed some important things and don't know if new DLL's will works with every fix.
I will be grateful if someone test new dll's with old fixes.

New fixes:





Also fixed almost every issues in Mass Effect 3 Demo. Improved about 25 shaders.
I hope that I'll complete it at this week(don't have a lot of time now).
Some [url="http://photos.3dvisionlive.com/HeliX666/album/0/"]screenshots of ME3[/url].

To everyone who can't get the fix to work:
- download DebugLOG.zip and extract it to the game folder;
- run the game (load level if you can) and exit;
- locate LOG.txt in the game folder and attach it to your message.
[/quote]

OMFG - ME3 with shadows and everything. I'm gobsmacked. Do you have a 'beta' release of the shader files? I'll beg if I have to. Being able to look at your files helps to understand what is going on as well.

On a related note, shadows are one of the usual culprits with s3d games, but you have fixed shadows now for two games - if this is universally possible I'd love to see shadows fixed in GTA4. I suspect that this requires serious shader coding knowledge so its well of my radar :-( I'll buy you a copy if you don't have it ;-)

On an unrelated note, I can't even work out how to change the depth of the stars in X3, or move the blue rectangle boxes to a higher depth, nothing seems to work. I'll keep tinkering but I noted you mentioned X3 in an earlier comment and was wondering if this is more complicated than some of the basic fixes (i.e. so I'll stop pretending I can work it out).
[quote name='-=HeliX=-' date='20 February 2012 - 11:21 AM' timestamp='1329754868' post='1371836']

Another update of DLL's.

Fixed crashes in some games(when trying to enter to settings menu in ME3 demo).

But still required to disable Origin UI, they used weird hook of DX interfaces which produce crashes(Steam UI and Fraps works fine).



Also added some new features , but i'll describe them later.



I didn't update DLL's in the first post, because I changed some important things and don't know if new DLL's will works with every fix.

I will be grateful if someone test new dll's with old fixes.



New fixes:











Also fixed almost every issues in Mass Effect 3 Demo. Improved about 25 shaders.

I hope that I'll complete it at this week(don't have a lot of time now).

Some screenshots of ME3.



To everyone who can't get the fix to work:

- download DebugLOG.zip and extract it to the game folder;

- run the game (load level if you can) and exit;

- locate LOG.txt in the game folder and attach it to your message.





OMFG - ME3 with shadows and everything. I'm gobsmacked. Do you have a 'beta' release of the shader files? I'll beg if I have to. Being able to look at your files helps to understand what is going on as well.



On a related note, shadows are one of the usual culprits with s3d games, but you have fixed shadows now for two games - if this is universally possible I'd love to see shadows fixed in GTA4. I suspect that this requires serious shader coding knowledge so its well of my radar :-( I'll buy you a copy if you don't have it ;-)



On an unrelated note, I can't even work out how to change the depth of the stars in X3, or move the blue rectangle boxes to a higher depth, nothing seems to work. I'll keep tinkering but I noted you mentioned X3 in an earlier comment and was wondering if this is more complicated than some of the basic fixes (i.e. so I'll stop pretending I can work it out).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 02/20/2012 04:48 PM   
i just registered to say thanks to helix for doing an extremely awesome job.
i just registered to say thanks to helix for doing an extremely awesome job.

Posted 02/20/2012 07:27 PM   
Haven't even tried this yet but I'll go ahead and say THANK YOU anyways... definitely looking forward to ME3 and the 'Skydrifters' game mentioned above looks like something I must have as well. :) Keep them coming. /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Haven't even tried this yet but I'll go ahead and say THANK YOU anyways... definitely looking forward to ME3 and the 'Skydrifters' game mentioned above looks like something I must have as well. :) Keep them coming. /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />

i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard

Posted 02/20/2012 07:31 PM   
Hopefully all the fixes for the Mass Effect 3 demo will work on the retail game. I played the first two and will but this one regardless of how well it works in 3D.

I have a question about Amalur and love all the fixes for it so I hope I don't ungrateful. I was wondering if there was a way to make the nameplates and health markers to appear in their proper location in 3D instead of at screen depth or is that not possible?
Hopefully all the fixes for the Mass Effect 3 demo will work on the retail game. I played the first two and will but this one regardless of how well it works in 3D.



I have a question about Amalur and love all the fixes for it so I hope I don't ungrateful. I was wondering if there was a way to make the nameplates and health markers to appear in their proper location in 3D instead of at screen depth or is that not possible?

Posted 02/20/2012 07:33 PM   
Thanks guys for kind words !

@Arioch:
To move them at proper position you should pass position of that entity(npc or other things).
Which cam be accomplished only in game engine.

But you can move them deeper:

[quote]To install 3D hud copy these files from "ShaderOverride" to "ShaderOverride\VertexShaders" folder :
A4EB48E2.txt
CFE06CF7.txt
DD7657F6.txt

If you want to play with HUD depth , you should change the first value in this string def "c200, 0.2, 90.0, 0.0625, 0.5" (i.e. 0.2) in these files "A4EB48E2.txt, CFE06CF7.txt ,DD7657F6.txt".
Positive value move hud deeper and negative make it pop out from the screen.[/quote]
Thanks guys for kind words !



@Arioch:

To move them at proper position you should pass position of that entity(npc or other things).

Which cam be accomplished only in game engine.



But you can move them deeper:



To install 3D hud copy these files from "ShaderOverride" to "ShaderOverride\VertexShaders" folder :

A4EB48E2.txt

CFE06CF7.txt

DD7657F6.txt



If you want to play with HUD depth , you should change the first value in this string def "c200, 0.2, 90.0, 0.0625, 0.5" (i.e. 0.2) in these files "A4EB48E2.txt, CFE06CF7.txt ,DD7657F6.txt".

Positive value move hud deeper and negative make it pop out from the screen.

Posted 02/20/2012 07:43 PM   
I will give that a shot and see how that works out for me, thanks!
I will give that a shot and see how that works out for me, thanks!

Posted 02/20/2012 08:24 PM   
[quote name='Artox' date='20 February 2012 - 12:48 PM' timestamp='1329738485' post='1371743']
Could you please clarify further on how you've accomplished hud transparency, you could drop me a PM. Thanks in advance :)
[/quote]
Hi! To add transparency, at first you have to find the matrix named "ColorTransform" (you can find it in comments at the begin of the txt file). In my case it is the one made by c70 and c71 vectors. The second vector (c71 in my case) is the one that adds its color (in rgba components) to the output "oC0". To get a transparency you have to decrease its opacity subtracting (or adding a value with a minus sign in my case) the last component of the color (the '.w') by a constant that you choose (I've chosen -0.5). I hope it's more clear now ..or if you need any particular clarification then you could send me a pm /wink.gif' class='bbc_emoticon' alt=';)' />
[quote name='Artox' date='20 February 2012 - 12:48 PM' timestamp='1329738485' post='1371743']

Could you please clarify further on how you've accomplished hud transparency, you could drop me a PM. Thanks in advance :)



Hi! To add transparency, at first you have to find the matrix named "ColorTransform" (you can find it in comments at the begin of the txt file). In my case it is the one made by c70 and c71 vectors. The second vector (c71 in my case) is the one that adds its color (in rgba components) to the output "oC0". To get a transparency you have to decrease its opacity subtracting (or adding a value with a minus sign in my case) the last component of the color (the '.w') by a constant that you choose (I've chosen -0.5). I hope it's more clear now ..or if you need any particular clarification then you could send me a pm /wink.gif' class='bbc_emoticon' alt=';)' />

my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64

Helix mod 3d vision game fixes

Posted 02/20/2012 08:40 PM   
I'm trying to fix reflections in skydrift but I don't understand well what I have to do because I don't know how exactly reflection works.. this is the vs code that needs fixing:

// Name Reg Size
// -------------- ----- ----
// ViewMatrix c4 3
// ViewProjMatrix c7 4
// WorldMatrices c70 3
// PosUnpack c73 1

vs_3_0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
dp4 o1.xy, r1, c6

I've tried to do as following: (thanks to Amalur code)

vs_3_0
[b]def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0[/b]
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
[b]dp4 r1.xy, r1, c6
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o1.xy, r1[/b]

but water effects disappeared.. Please, could someone help me with this? Thanks in advance!
I'm trying to fix reflections in skydrift but I don't understand well what I have to do because I don't know how exactly reflection works.. this is the vs code that needs fixing:



// Name Reg Size

// -------------- ----- ----

// ViewMatrix c4 3

// ViewProjMatrix c7 4

// WorldMatrices c70 3

// PosUnpack c73 1



vs_3_0

def c0, 1, 0, 0, 0

dcl_position v0

dcl_position o0

dcl_texcoord o1.xy

mad r0, v0, c73.xxxz, c73.yyyw

dp4 r1.x, r0, c70

dp4 r1.y, r0, c71

dp4 r1.z, r0, c72

mov r1.w, c0.x

dp4 o0.x, r1, c7

dp4 o0.y, r1, c8

dp4 o0.z, r1, c9

dp4 o0.w, r1, c10

dp4 o1.xy, r1, c6



I've tried to do as following: (thanks to Amalur code)



vs_3_0

def c200, -1.0, 90.0, 0.0625, 0.5

dcl_2d s0


def c0, 1, 0, 0, 0

dcl_position v0

dcl_position o0

dcl_texcoord o1.xy

mad r0, v0, c73.xxxz, c73.yyyw

dp4 r1.x, r0, c70

dp4 r1.y, r0, c71

dp4 r1.z, r0, c72

mov r1.w, c0.x

dp4 o0.x, r1, c7

dp4 o0.y, r1, c8

dp4 o0.z, r1, c9

dp4 o0.w, r1, c10

dp4 r1.xy, r1, c6

texldl r11, c200.z, s0

add r11.y, r1.w, -r11.y

mul r11.x, r11.x, r11.y

add r1.x, r1.x, r11.x

mov o1.xy, r1




but water effects disappeared.. Please, could someone help me with this? Thanks in advance!

my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64

Helix mod 3d vision game fixes

Posted 02/20/2012 10:53 PM   
@HeliX - thanks again for the updates and major game fixes, looking forward to seeing your proper fixes for Mass Effect 3!!! I'll probably go ahead and order it now as well regardless what Nvidia does for 3D Vision compatibility.

I also wanted to ask you about some other problems with shaders. Your example code was easy enough for fixing 2D HUD and making them 3D but how about shaders that are already 3D but incorrect because of wrong or no depth values?

For example, in Skyrim the water issue with refraction shader is well known. It seems as if the Nvidia driver samples the transparent part of the refraction shader using the wrong depth or no depth. Since the refraction shader is already output in stereo, what is the proper approach here? To correct the sampled depth value? Or to still create a stereo texture so that the Nvidia driver doesn't apply auto-stereo with wrong depth values?

I think we need to inject our transform code around here where the refraction sampler is loaded, I just don't know where to begin:

[code]
dp4 r6.w, c3, r5
add r6.y, -r0.x, r6.w
dp4 r6.x, c0, r5
dp4 r6.z, c2, r5
texldp r5, r6, s0
[/code]

Attached clean original code below, thanks: [attachment=24423:0DB5E8DE.txt]
@HeliX - thanks again for the updates and major game fixes, looking forward to seeing your proper fixes for Mass Effect 3!!! I'll probably go ahead and order it now as well regardless what Nvidia does for 3D Vision compatibility.



I also wanted to ask you about some other problems with shaders. Your example code was easy enough for fixing 2D HUD and making them 3D but how about shaders that are already 3D but incorrect because of wrong or no depth values?



For example, in Skyrim the water issue with refraction shader is well known. It seems as if the Nvidia driver samples the transparent part of the refraction shader using the wrong depth or no depth. Since the refraction shader is already output in stereo, what is the proper approach here? To correct the sampled depth value? Or to still create a stereo texture so that the Nvidia driver doesn't apply auto-stereo with wrong depth values?



I think we need to inject our transform code around here where the refraction sampler is loaded, I just don't know where to begin:





dp4 r6.w, c3, r5

add r6.y, -r0.x, r6.w

dp4 r6.x, c0, r5

dp4 r6.z, c2, r5

texldp r5, r6, s0




Attached clean original code below, thanks: [attachment=24423:0DB5E8DE.txt]

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

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Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
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Posted 02/21/2012 06:45 AM   
I've been looking at the refraction shader in Skyrim for a while without really understanding much.

On top of that multiple water shaders with the same crc is getting dumped and I'm having trouble even breaking the code and sometimes the water dissappear completely.

Isn't it about time to improve the debug dll so that the shader number is in decimal not hex and the crc is always 8 characters long.

This forum is great but I think a chat channel would be beneficial, something simple as a steam group with the group chat functionality.
I've been looking at the refraction shader in Skyrim for a while without really understanding much.



On top of that multiple water shaders with the same crc is getting dumped and I'm having trouble even breaking the code and sometimes the water dissappear completely.



Isn't it about time to improve the debug dll so that the shader number is in decimal not hex and the crc is always 8 characters long.



This forum is great but I think a chat channel would be beneficial, something simple as a steam group with the group chat functionality.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 02/21/2012 09:38 AM   
Hi everyone /rolleyes.gif' class='bbc_emoticon' alt=':rolleyes:' /> , i have many questions on how to deactivate the "pixel sheders" for a specific game, i reed the tutorial but my first question is: where can i find "Release.zip" and "Debug.zip", or better said, are ther "dll" files for any game(in the directory of the game), or is ther a common one(and i have to get it from the internet)?
Hi everyone /rolleyes.gif' class='bbc_emoticon' alt=':rolleyes:' /> , i have many questions on how to deactivate the "pixel sheders" for a specific game, i reed the tutorial but my first question is: where can i find "Release.zip" and "Debug.zip", or better said, are ther "dll" files for any game(in the directory of the game), or is ther a common one(and i have to get it from the internet)?

Posted 02/21/2012 11:17 AM   
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