Sure I can do that. Will make a good guide for others.
vs_1_1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oD0, v1
mov oT0.xy, v2
First convert from 1_1(you example)to 3_0 format.
vs_3_0 // change from 1_1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0 //We need to list registers here for 3_0.
dcl_color o1 //We need to list registers here for 3_0.
dcl_texcoord o2.xy //We need to list registers here for 3_0. XY needs to be listed here since its attached to the register
dp4 o0.x, v0, c0//Change POS to whatever register is.POS=position
dp4 o0.y, v0, c1//Change POS to whatever register is.POS=position
dp4 o0.z, v0, c2//Change POS to whatever register is.POS=position
dp4 o0.w, v0, c3//Change POS to whatever register is.POS=position
mov o1, v1//change od0 to whatever register is.oD0=COLOR
mov o2.xy, v2//Change oT0 to what ever register is.oT0=TEXCOORD.
Next step put into shaderoverride->vertexshaders->crcname.txt
We confirm it still works.
Then we add our code. You want 2d to 3d.(plagiarizing helix)
vs_3_0
def c220, 0.15, 0, 0.0625, 0// we're defining constant first parameter (x) is depth value[15%], 3-d parameter coordinates for stereo texture(always the same).
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_2d s0// declaration of stereo texture sampler
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dp4 r3.x, v0, c0//change output register for temporary register
dp4 r3.y, v0, c1//change output register for temporary register
dp4 r3.z, v0, c2//change output register for temporary register
dp4 r3.w, v0, c3//change output register for temporary register
texldl r1, c220.z, s0// retrieve values from stereo texture
// as we just moving hud at constant depth we don't need convergence here (ObjectDepth(w component) - convergence) = c220.x
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o0, r3 // mov from temprary register to output
mov o1, v1
mov o2.xy, v2
[/quote]
Oh Nice Very nice
amazing !!!
perfect !!!!!
Exactly i wanted this answer
really thx to u and Helix
i will study hard today and i will do another 1 by myself
you r really nice man :)
and i am really thank you again
Two Worlds II:Velvet Edition is on sale on Steam for $19.99. They added 3D support to it from what I remember but it looks weird as there is no real depth and it's all convergence basically. It's a pretty good bargain for a fairly-lengthy RPG is anyone is interested.
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
Two Worlds II:Velvet Edition is on sale on Steam for $19.99. They added 3D support to it from what I remember but it looks weird as there is no real depth and it's all convergence basically. It's a pretty good bargain for a fairly-lengthy RPG is anyone is interested.
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
[quote name='Thrawn73' date='02 March 2012 - 04:48 AM' timestamp='1330681733' post='1377506']
Wow, Fallout series been done !!! Great news. How is it that suddenly many more fixes are being done? Is it because many games have nearly the same issues, thus requires minor changes to ShaderOveride. Looking at posts it looks like the big issues with most games are HUD and skybox yes?
[/quote]
I was sitting on a bunch of fixes that I didn't really think were release worthy or still needed work. But now that we had a nice spot set up by eqzitara where we could put everything up to make it a lot easier to keep track of and make updates, I figured it wouldn't hurt to just throw them up there as WIP and let people use them if they liked.
But yes, a lot of the changes are similar and as I said before I'm just picking the low hanging fruit, games that were already amazing in 3D except for a few annoying issues, mainly 2D HUD/crosshair, broken skybox, incorrect shadows/shader effects. These are generally the easiest fixes and are very similar between games, which is why we've been encouraging everyone to check out the fixes we've made and try to apply them to other games.
There's some fixes that are MUCH more difficult that I haven't even bothered to attempt, pretty much all of the games done by HeliX are good examples. /rofl.gif' class='bbc_emoticon' alt=':rofl:' />
[quote name='Thrawn73' date='02 March 2012 - 04:48 AM' timestamp='1330681733' post='1377506']
Wow, Fallout series been done !!! Great news. How is it that suddenly many more fixes are being done? Is it because many games have nearly the same issues, thus requires minor changes to ShaderOveride. Looking at posts it looks like the big issues with most games are HUD and skybox yes?
I was sitting on a bunch of fixes that I didn't really think were release worthy or still needed work. But now that we had a nice spot set up by eqzitara where we could put everything up to make it a lot easier to keep track of and make updates, I figured it wouldn't hurt to just throw them up there as WIP and let people use them if they liked.
But yes, a lot of the changes are similar and as I said before I'm just picking the low hanging fruit, games that were already amazing in 3D except for a few annoying issues, mainly 2D HUD/crosshair, broken skybox, incorrect shadows/shader effects. These are generally the easiest fixes and are very similar between games, which is why we've been encouraging everyone to check out the fixes we've made and try to apply them to other games.
There's some fixes that are MUCH more difficult that I haven't even bothered to attempt, pretty much all of the games done by HeliX are good examples. /rofl.gif' class='bbc_emoticon' alt=':rofl:' />
[quote name='eqzitara' date='02 March 2012 - 06:11 PM' timestamp='1330708270' post='1377653']
@mana84
Had did you fix the issue? Ty for reupload onto ftp. Was just about to do it but saw you did. ty
[/quote]
Yes, I've uploaded a new ShaderOverride folder with minor fixes and now it works with release dll. I've blanked the hud's vertex shader that caused the problem and luckily I don't think it's necessary to correct it becouse it only drew a very few of small unuseful lines (even if although I couldn't find where the problem is in that code and I'd like to understand that..)
Meantime I'm trying to fix shadows but it's not that easy... I've fixed shadows doubling for now, but I don't understand why some of them are rendered only in one eye for now :(
[quote name='eqzitara' date='02 March 2012 - 06:11 PM' timestamp='1330708270' post='1377653']
@mana84
Had did you fix the issue? Ty for reupload onto ftp. Was just about to do it but saw you did. ty
Yes, I've uploaded a new ShaderOverride folder with minor fixes and now it works with release dll. I've blanked the hud's vertex shader that caused the problem and luckily I don't think it's necessary to correct it becouse it only drew a very few of small unuseful lines (even if although I couldn't find where the problem is in that code and I'd like to understand that..)
Meantime I'm trying to fix shadows but it's not that easy... I've fixed shadows doubling for now, but I don't understand why some of them are rendered only in one eye for now :(
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
@Chiz
Sick borderlands video. I would try it out but I dont want to half start anything before me3. Will let you know if trying any renames(tricking profile) fixes any existing issues.I got a list of each unique one to go through.
Was that effect post process effect shader I disabled in me3 Anti-aliasing(causes messed up televeion screen)? Because I think so. If so I am looking around my me3 pre-load and it can be disabled.
Also FAQ is up if you want to check it out/want anything added/changed. Via pm.
Sick borderlands video. I would try it out but I dont want to half start anything before me3. Will let you know if trying any renames(tricking profile) fixes any existing issues.I got a list of each unique one to go through.
Was that effect post process effect shader I disabled in me3 Anti-aliasing(causes messed up televeion screen)? Because I think so. If so I am looking around my me3 pre-load and it can be disabled.
Also FAQ is up if you want to check it out/want anything added/changed. Via pm.
[attachment=24666:VertexShader_83_CRC32_184E2909.rar]Really glad to see this thread is alive and kicking. One game I decided to look into for fixes is Gothic 3. I have the retail version with the community patch installed. I have easily put in over 100 hours into this game and is quite good in 3D with the exception of two major problems.
1.) Sky out of depth
2.) Smoke effects distracting and don't fit right in 3D
Thanks to Helix's tool, I found a Vertex shader to disable the smoke. The ideal method though would be to fix it. I've only learned the basics with Helix's tool, disabling shaders. Would anyone mind having a look at the file that is unmodified and see if there is a way to fix? Perhaps a tip on what to look for?
I have also enclosed the shaderoverride that disables the smoke. I am using this along with the release dll to play the game. If I could fix the sky, this game would significantly improve in 3D.Anyone got any suggestions where to begin...lol...or whether this even possible. Gothic 3 with the community patch (extremely important) is a phenomenal RPG with an interesting world of characters.
This thread has turned out to be one of the best finds for 3D gaming fixes and issues thanks to everyone here contributing. I'm going to spend a bit of time to learn more on fixing so I can contribute back to this community.
[attachment=24666:VertexShader_83_CRC32_184E2909.rar]Really glad to see this thread is alive and kicking. One game I decided to look into for fixes is Gothic 3. I have the retail version with the community patch installed. I have easily put in over 100 hours into this game and is quite good in 3D with the exception of two major problems.
1.) Sky out of depth
2.) Smoke effects distracting and don't fit right in 3D
Thanks to Helix's tool, I found a Vertex shader to disable the smoke. The ideal method though would be to fix it. I've only learned the basics with Helix's tool, disabling shaders. Would anyone mind having a look at the file that is unmodified and see if there is a way to fix? Perhaps a tip on what to look for?
I have also enclosed the shaderoverride that disables the smoke. I am using this along with the release dll to play the game. If I could fix the sky, this game would significantly improve in 3D.Anyone got any suggestions where to begin...lol...or whether this even possible. Gothic 3 with the community patch (extremely important) is a phenomenal RPG with an interesting world of characters.
This thread has turned out to be one of the best finds for 3D gaming fixes and issues thanks to everyone here contributing. I'm going to spend a bit of time to learn more on fixing so I can contribute back to this community.
Good to have you. I will post this onto the main site. Contact me via pm next time you want to add something and I will set you up with a blogspot account.We are posting fixes in my comment below.
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
Heres your page.
http://helixmod.blogspot.com/2012/03/gothic-3.html
Good to have you. I will post this onto the main site. Contact me via pm next time you want to add something and I will set you up with a blogspot account.We are posting fixes in my comment below.
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
[quote name='eqzitara' date='02 March 2012 - 11:30 PM' timestamp='1330749036' post='1377872']
Good to have you. I will post this onto the main site. Contact me via pm next time you want to add something and I will set you up with a blogspot account.We are posting fixes in my comment below.
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
Heres your page.
http://helixmod.blogspot.com/2012/03/gothic-3.html
[/quote]
Cool, thanks for this eqzitara. I have just uncovered a few other minor fixes and I'm also going to dive in with links above to get rolling on learning those basics. Once I get more work done on this, i'll send a pm for the blogspot account.
[quote name='eqzitara' date='02 March 2012 - 11:30 PM' timestamp='1330749036' post='1377872']
Good to have you. I will post this onto the main site. Contact me via pm next time you want to add something and I will set you up with a blogspot account.We are posting fixes in my comment below.
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
Cool, thanks for this eqzitara. I have just uncovered a few other minor fixes and I'm also going to dive in with links above to get rolling on learning those basics. Once I get more work done on this, i'll send a pm for the blogspot account.
Well keep in mind if you find "fixing" to advanced. Hundreds of games that need looking at and very few hours in the day. We will never say no to a "shader removal fix" like you just did.Though it will probably be taken down when a more advanced fix comes up. Many games will never wind up looked at. Just dropping it out there. Will hook you up with an author account for either type of "fix" next time you want to write something up.
@chiz's below response.
They took me3 off the site listed as 3d vision ready. They gave up on it. Its got all of the me2 issues + that wierd post processing shader. If they could fix it they would of fixed me2 imo. http://www.geforce.com/GamesandApps/games/mass-effect-3
Knowing me I will probably get a temporary release before 3:00am going for people. If anyone puts something better up I will take it down. So that way people got something to play with.
Well keep in mind if you find "fixing" to advanced. Hundreds of games that need looking at and very few hours in the day. We will never say no to a "shader removal fix" like you just did.Though it will probably be taken down when a more advanced fix comes up. Many games will never wind up looked at. Just dropping it out there. Will hook you up with an author account for either type of "fix" next time you want to write something up.
@chiz's below response.
They took me3 off the site listed as 3d vision ready. They gave up on it. Its got all of the me2 issues + that wierd post processing shader. If they could fix it they would of fixed me2 imo. http://www.geforce.com/GamesandApps/games/mass-effect-3
Knowing me I will probably get a temporary release before 3:00am going for people. If anyone puts something better up I will take it down. So that way people got something to play with.
[b]@eqzitara[/b]: that's just the default cel shaded art direction Borderlands took. I've noticed other games have started using it more too, as it doubles as a cheap form of AA too. I'm pretty sure there's ways to disable it but I've always thought it was fine. Its a really fun game though, definitely worth a playthru, co-op is pretty fun too. The GOTY edition with all DLC has been $5 or less regularly from any of the various online digital distribution networks and I think they all end up activating on Steam anyways. But yeah I'm definitely looking forward to Borderlands 2.
I'll take a look at FAQ, haven't given too much thought about ME3 just yet, will probably make a decision on it the day before it launches lol. Still hoping Nvidia says something on it I guess.
[b]@Stryker_66[/b]: glad to see more people interested in fixing games. :)
I can see already from that shader you attached that you'll need to convert the shaders from VS_2_0 to VS_3_0. HeliX converted a few for me originally for Darksiders and I wrote a guide using that info and what I've learned a few pages back for Arioch. Eqzitara also posted another example on this page you can look at.
After that, you might have some luck playing with or correcting this value: vecFogAndDepthOffset c15
For the Skybox, you just need to find one of the code fixes we've done that fixes the skybox and try to apply it to your skybox shader. There's more than 1 way to get this done and every shader is a bit different, but once you figure out what needs to be done its much easier to implement from game to game. Also, try to profile/document your shaders as you go. Its not only extremely helpful for others to try and figure out what they're looking at, it also makes it much easier for you to keep track of what you're trying to fix.
Generally, I try to put the comments in the dumped shader before I've even looked at fixing the code so I can keep it straight once I move them to overrides folder to alter.
@eqzitara: that's just the default cel shaded art direction Borderlands took. I've noticed other games have started using it more too, as it doubles as a cheap form of AA too. I'm pretty sure there's ways to disable it but I've always thought it was fine. Its a really fun game though, definitely worth a playthru, co-op is pretty fun too. The GOTY edition with all DLC has been $5 or less regularly from any of the various online digital distribution networks and I think they all end up activating on Steam anyways. But yeah I'm definitely looking forward to Borderlands 2.
I'll take a look at FAQ, haven't given too much thought about ME3 just yet, will probably make a decision on it the day before it launches lol. Still hoping Nvidia says something on it I guess.
@Stryker_66: glad to see more people interested in fixing games. :)
I can see already from that shader you attached that you'll need to convert the shaders from VS_2_0 to VS_3_0. HeliX converted a few for me originally for Darksiders and I wrote a guide using that info and what I've learned a few pages back for Arioch. Eqzitara also posted another example on this page you can look at.
After that, you might have some luck playing with or correcting this value: vecFogAndDepthOffset c15
For the Skybox, you just need to find one of the code fixes we've done that fixes the skybox and try to apply it to your skybox shader. There's more than 1 way to get this done and every shader is a bit different, but once you figure out what needs to be done its much easier to implement from game to game. Also, try to profile/document your shaders as you go. Its not only extremely helpful for others to try and figure out what they're looking at, it also makes it much easier for you to keep track of what you're trying to fix.
Generally, I try to put the comments in the dumped shader before I've even looked at fixing the code so I can keep it straight once I move them to overrides folder to alter.
@chiz
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
I will delete my post stryker. You can write out what you want since you are a blogspot member now. Contact me back via pm if you run into any problems.
Rayman origins
As people who like 3d so much that we put work into making 3d better....do yourselves a favor. Stop looking at whatever coding you are looking at go onto steam right this second and download the rayman demo. I played it for 10 mins(ultra sleepy). Its equal to if not better then trine 2 imo. It will definetly reinvigorate you to the potential of 3d. This game has no profile, no nothing. It is crazy how beautiful this looks. I actually wish something was broken just so we could fix it and take credit for this beauty.
I will delete my post stryker. You can write out what you want since you are a blogspot member now. Contact me back via pm if you run into any problems.
Rayman origins
As people who like 3d so much that we put work into making 3d better....do yourselves a favor. Stop looking at whatever coding you are looking at go onto steam right this second and download the rayman demo. I played it for 10 mins(ultra sleepy). Its equal to if not better then trine 2 imo. It will definetly reinvigorate you to the potential of 3d. This game has no profile, no nothing. It is crazy how beautiful this looks. I actually wish something was broken just so we could fix it and take credit for this beauty.
[quote name='Arioch' date='02 March 2012 - 06:32 PM' timestamp='1330713126' post='1377675']
Two Worlds II:Velvet Edition is on sale on Steam for $19.99. They added 3D support to it from what I remember but it looks weird as there is no real depth and it's all convergence basically. It's a pretty good bargain for a fairly-lengthy RPG is anyone is interested.
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
[/quote]
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
[quote name='Arioch' date='02 March 2012 - 06:32 PM' timestamp='1330713126' post='1377675']
Two Worlds II:Velvet Edition is on sale on Steam for $19.99. They added 3D support to it from what I remember but it looks weird as there is no real depth and it's all convergence basically. It's a pretty good bargain for a fairly-lengthy RPG is anyone is interested.
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
[quote name='andysonofbob' date='03 March 2012 - 02:25 AM' timestamp='1330763159' post='1377923']
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
[/quote]
You can run the game in either DX9 or DX10 but the DX10 renderer isn't noticeably better and has more issues in 3D from what I remember. I think the main culprit is shadow issues, ambient or otherwise, which could be disabled but it would be nice to have shadows working with a shader override. Also, the game has horrible bloom, IMHO, but that can be disabled in the game.
[quote name='andysonofbob' date='03 March 2012 - 02:25 AM' timestamp='1330763159' post='1377923']
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
You can run the game in either DX9 or DX10 but the DX10 renderer isn't noticeably better and has more issues in 3D from what I remember. I think the main culprit is shadow issues, ambient or otherwise, which could be disabled but it would be nice to have shadows working with a shader override. Also, the game has horrible bloom, IMHO, but that can be disabled in the game.
[quote name='Stryker_66' date='03 March 2012 - 12:36 AM' timestamp='1330756564' post='1377900']
@chiz
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
[/quote]
Awesome - the Gothic games are some of my all-time favorites. I can't wait for Risen 2 to come out from the same developers.
Have you found the shader for the wrong-depth skybox? I don't have it installed but I wouldn't mind taking a look at it here and see if I can learn something from the fixes used on other games.
[quote name='Stryker_66' date='03 March 2012 - 12:36 AM' timestamp='1330756564' post='1377900']
@chiz
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
Awesome - the Gothic games are some of my all-time favorites. I can't wait for Risen 2 to come out from the same developers.
Have you found the shader for the wrong-depth skybox? I don't have it installed but I wouldn't mind taking a look at it here and see if I can learn something from the fixes used on other games.
@ndlrjajdlfo
Sure I can do that. Will make a good guide for others.
vs_1_1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oD0, v1
mov oT0.xy, v2
First convert from 1_1(you example)to 3_0 format.
vs_3_0 // change from 1_1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0 //We need to list registers here for 3_0.
dcl_color o1 //We need to list registers here for 3_0.
dcl_texcoord o2.xy //We need to list registers here for 3_0. XY needs to be listed here since its attached to the register
dp4 o0.x, v0, c0//Change POS to whatever register is.POS=position
dp4 o0.y, v0, c1//Change POS to whatever register is.POS=position
dp4 o0.z, v0, c2//Change POS to whatever register is.POS=position
dp4 o0.w, v0, c3//Change POS to whatever register is.POS=position
mov o1, v1//change od0 to whatever register is.oD0=COLOR
mov o2.xy, v2//Change oT0 to what ever register is.oT0=TEXCOORD.
Next step put into shaderoverride->vertexshaders->crcname.txt
We confirm it still works.
Then we add our code. You want 2d to 3d.(plagiarizing helix)
vs_3_0
def c220, 0.15, 0, 0.0625, 0// we're defining constant first parameter (x) is depth value[15%], 3-d parameter coordinates for stereo texture(always the same).
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_2d s0// declaration of stereo texture sampler
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dp4 r3.x, v0, c0//change output register for temporary register
dp4 r3.y, v0, c1//change output register for temporary register
dp4 r3.z, v0, c2//change output register for temporary register
dp4 r3.w, v0, c3//change output register for temporary register
texldl r1, c220.z, s0// retrieve values from stereo texture
// as we just moving hud at constant depth we don't need convergence here (ObjectDepth(w component) - convergence) = c220.x
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o0, r3 // mov from temprary register to output
mov o1, v1
mov o2.xy, v2
[/quote]
Oh Nice Very nice
amazing !!!
perfect !!!!!
Exactly i wanted this answer
really thx to u and Helix
i will study hard today and i will do another 1 by myself
you r really nice man :)
and i am really thank you again
@ndlrjajdlfo
Sure I can do that. Will make a good guide for others.
vs_1_1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oD0, v1
mov oT0.xy, v2
First convert from 1_1(you example)to 3_0 format.
vs_3_0 // change from 1_1
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0 //We need to list registers here for 3_0.
dcl_color o1 //We need to list registers here for 3_0.
dcl_texcoord o2.xy //We need to list registers here for 3_0. XY needs to be listed here since its attached to the register
dp4 o0.x, v0, c0//Change POS to whatever register is.POS=position
dp4 o0.y, v0, c1//Change POS to whatever register is.POS=position
dp4 o0.z, v0, c2//Change POS to whatever register is.POS=position
dp4 o0.w, v0, c3//Change POS to whatever register is.POS=position
mov o1, v1//change od0 to whatever register is.oD0=COLOR
mov o2.xy, v2//Change oT0 to what ever register is.oT0=TEXCOORD.
Next step put into shaderoverride->vertexshaders->crcname.txt
We confirm it still works.
Then we add our code. You want 2d to 3d.(plagiarizing helix)
vs_3_0
def c220, 0.15, 0, 0.0625, 0// we're defining constant first parameter (x) is depth value[15%], 3-d parameter coordinates for stereo texture(always the same).
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_2d s0// declaration of stereo texture sampler
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dp4 r3.x, v0, c0//change output register for temporary register
dp4 r3.y, v0, c1//change output register for temporary register
dp4 r3.z, v0, c2//change output register for temporary register
dp4 r3.w, v0, c3//change output register for temporary register
texldl r1, c220.z, s0// retrieve values from stereo texture
// as we just moving hud at constant depth we don't need convergence here (ObjectDepth(w component) - convergence) = c220.x
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o0, r3 // mov from temprary register to output
mov o1, v1
mov o2.xy, v2
Oh Nice Very nice
amazing !!!
perfect !!!!!
Exactly i wanted this answer
really thx to u and Helix
i will study hard today and i will do another 1 by myself
you r really nice man :)
and i am really thank you again
i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
Wow, Fallout series been done !!! Great news. How is it that suddenly many more fixes are being done? Is it because many games have nearly the same issues, thus requires minor changes to ShaderOveride. Looking at posts it looks like the big issues with most games are HUD and skybox yes?
[/quote]
I was sitting on a bunch of fixes that I didn't really think were release worthy or still needed work. But now that we had a nice spot set up by eqzitara where we could put everything up to make it a lot easier to keep track of and make updates, I figured it wouldn't hurt to just throw them up there as WIP and let people use them if they liked.
But yes, a lot of the changes are similar and as I said before I'm just picking the low hanging fruit, games that were already amazing in 3D except for a few annoying issues, mainly 2D HUD/crosshair, broken skybox, incorrect shadows/shader effects. These are generally the easiest fixes and are very similar between games, which is why we've been encouraging everyone to check out the fixes we've made and try to apply them to other games.
There's some fixes that are MUCH more difficult that I haven't even bothered to attempt, pretty much all of the games done by HeliX are good examples.
Wow, Fallout series been done !!! Great news. How is it that suddenly many more fixes are being done? Is it because many games have nearly the same issues, thus requires minor changes to ShaderOveride. Looking at posts it looks like the big issues with most games are HUD and skybox yes?
I was sitting on a bunch of fixes that I didn't really think were release worthy or still needed work. But now that we had a nice spot set up by eqzitara where we could put everything up to make it a lot easier to keep track of and make updates, I figured it wouldn't hurt to just throw them up there as WIP and let people use them if they liked.
But yes, a lot of the changes are similar and as I said before I'm just picking the low hanging fruit, games that were already amazing in 3D except for a few annoying issues, mainly 2D HUD/crosshair, broken skybox, incorrect shadows/shader effects. These are generally the easiest fixes and are very similar between games, which is why we've been encouraging everyone to check out the fixes we've made and try to apply them to other games.
There's some fixes that are MUCH more difficult that I haven't even bothered to attempt, pretty much all of the games done by HeliX are good examples.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
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@mana84
Had did you fix the issue? Ty for reupload onto ftp. Was just about to do it but saw you did. ty
[/quote]
Yes, I've uploaded a new ShaderOverride folder with minor fixes and now it works with release dll. I've blanked the hud's vertex shader that caused the problem and luckily I don't think it's necessary to correct it becouse it only drew a very few of small unuseful lines (even if although I couldn't find where the problem is in that code and I'd like to understand that..)
Meantime I'm trying to fix shadows but it's not that easy... I've fixed shadows doubling for now, but I don't understand why some of them are rendered only in one eye for now :(
@mana84
Had did you fix the issue? Ty for reupload onto ftp. Was just about to do it but saw you did. ty
Yes, I've uploaded a new ShaderOverride folder with minor fixes and now it works with release dll. I've blanked the hud's vertex shader that caused the problem and luckily I don't think it's necessary to correct it becouse it only drew a very few of small unuseful lines (even if although I couldn't find where the problem is in that code and I'd like to understand that..)
Meantime I'm trying to fix shadows but it's not that easy... I've fixed shadows doubling for now, but I don't understand why some of them are rendered only in one eye for now :(
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Sick borderlands video. I would try it out but I dont want to half start anything before me3. Will let you know if trying any renames(tricking profile) fixes any existing issues.I got a list of each unique one to go through.
Was that effect post process effect shader I disabled in me3 Anti-aliasing(causes messed up televeion screen)? Because I think so. If so I am looking around my me3 pre-load and it can be disabled.
Also FAQ is up if you want to check it out/want anything added/changed. Via pm.
Sick borderlands video. I would try it out but I dont want to half start anything before me3. Will let you know if trying any renames(tricking profile) fixes any existing issues.I got a list of each unique one to go through.
Was that effect post process effect shader I disabled in me3 Anti-aliasing(causes messed up televeion screen)? Because I think so. If so I am looking around my me3 pre-load and it can be disabled.
Also FAQ is up if you want to check it out/want anything added/changed. Via pm.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
1.) Sky out of depth
2.) Smoke effects distracting and don't fit right in 3D
Thanks to Helix's tool, I found a Vertex shader to disable the smoke. The ideal method though would be to fix it. I've only learned the basics with Helix's tool, disabling shaders. Would anyone mind having a look at the file that is unmodified and see if there is a way to fix? Perhaps a tip on what to look for?
I have also enclosed the shaderoverride that disables the smoke. I am using this along with the release dll to play the game. If I could fix the sky, this game would significantly improve in 3D.Anyone got any suggestions where to begin...lol...or whether this even possible. Gothic 3 with the community patch (extremely important) is a phenomenal RPG with an interesting world of characters.
This thread has turned out to be one of the best finds for 3D gaming fixes and issues thanks to everyone here contributing. I'm going to spend a bit of time to learn more on fixing so I can contribute back to this community.
1.) Sky out of depth
2.) Smoke effects distracting and don't fit right in 3D
Thanks to Helix's tool, I found a Vertex shader to disable the smoke. The ideal method though would be to fix it. I've only learned the basics with Helix's tool, disabling shaders. Would anyone mind having a look at the file that is unmodified and see if there is a way to fix? Perhaps a tip on what to look for?
I have also enclosed the shaderoverride that disables the smoke. I am using this along with the release dll to play the game. If I could fix the sky, this game would significantly improve in 3D.Anyone got any suggestions where to begin...lol...or whether this even possible. Gothic 3 with the community patch (extremely important) is a phenomenal RPG with an interesting world of characters.
This thread has turned out to be one of the best finds for 3D gaming fixes and issues thanks to everyone here contributing. I'm going to spend a bit of time to learn more on fixing so I can contribute back to this community.
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
Heres your page.
http://helixmod.blogspot.com/2012/03/gothic-3.html
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
Heres your page.
http://helixmod.blogspot.com/2012/03/gothic-3.html
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Good to have you. I will post this onto the main site. Contact me via pm next time you want to add something and I will set you up with a blogspot account.We are posting fixes in my comment below.
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
Heres your page.
http://helixmod.blogspot.com/2012/03/gothic-3.html
[/quote]
Cool, thanks for this eqzitara. I have just uncovered a few other minor fixes and I'm also going to dive in with links above to get rolling on learning those basics. Once I get more work done on this, i'll send a pm for the blogspot account.
Good to have you. I will post this onto the main site. Contact me via pm next time you want to add something and I will set you up with a blogspot account.We are posting fixes in my comment below.
Did you read through the guides and understand them?http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes
Explaining how to fix it(if possible) before you did that would be premature. I would recommend trying to fix something in a game via making a 2d ->3d. The basic lesson. Like find the vertex shader for text and see if you can make it 3d and push it into depth via the guide. From their we can explain lessons. After you do that a picture of the sky issue and explanation of whats wrong would help.
Heres your page.
http://helixmod.blogspot.com/2012/03/gothic-3.html
Cool, thanks for this eqzitara. I have just uncovered a few other minor fixes and I'm also going to dive in with links above to get rolling on learning those basics. Once I get more work done on this, i'll send a pm for the blogspot account.
@chiz's below response.
They took me3 off the site listed as 3d vision ready. They gave up on it. Its got all of the me2 issues + that wierd post processing shader. If they could fix it they would of fixed me2 imo. http://www.geforce.com/GamesandApps/games/mass-effect-3
Knowing me I will probably get a temporary release before 3:00am going for people. If anyone puts something better up I will take it down. So that way people got something to play with.
@chiz's below response.
They took me3 off the site listed as 3d vision ready. They gave up on it. Its got all of the me2 issues + that wierd post processing shader. If they could fix it they would of fixed me2 imo. http://www.geforce.com/GamesandApps/games/mass-effect-3
Knowing me I will probably get a temporary release before 3:00am going for people. If anyone puts something better up I will take it down. So that way people got something to play with.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I'll take a look at FAQ, haven't given too much thought about ME3 just yet, will probably make a decision on it the day before it launches lol. Still hoping Nvidia says something on it I guess.
[b]@Stryker_66[/b]: glad to see more people interested in fixing games. :)
I can see already from that shader you attached that you'll need to convert the shaders from VS_2_0 to VS_3_0. HeliX converted a few for me originally for Darksiders and I wrote a guide using that info and what I've learned a few pages back for Arioch. Eqzitara also posted another example on this page you can look at.
After that, you might have some luck playing with or correcting this value: vecFogAndDepthOffset c15
For the Skybox, you just need to find one of the code fixes we've done that fixes the skybox and try to apply it to your skybox shader. There's more than 1 way to get this done and every shader is a bit different, but once you figure out what needs to be done its much easier to implement from game to game. Also, try to profile/document your shaders as you go. Its not only extremely helpful for others to try and figure out what they're looking at, it also makes it much easier for you to keep track of what you're trying to fix.
Generally, I try to put the comments in the dumped shader before I've even looked at fixing the code so I can keep it straight once I move them to overrides folder to alter.
I'll take a look at FAQ, haven't given too much thought about ME3 just yet, will probably make a decision on it the day before it launches lol. Still hoping Nvidia says something on it I guess.
@Stryker_66: glad to see more people interested in fixing games. :)
I can see already from that shader you attached that you'll need to convert the shaders from VS_2_0 to VS_3_0. HeliX converted a few for me originally for Darksiders and I wrote a guide using that info and what I've learned a few pages back for Arioch. Eqzitara also posted another example on this page you can look at.
After that, you might have some luck playing with or correcting this value: vecFogAndDepthOffset c15
For the Skybox, you just need to find one of the code fixes we've done that fixes the skybox and try to apply it to your skybox shader. There's more than 1 way to get this done and every shader is a bit different, but once you figure out what needs to be done its much easier to implement from game to game. Also, try to profile/document your shaders as you go. Its not only extremely helpful for others to try and figure out what they're looking at, it also makes it much easier for you to keep track of what you're trying to fix.
Generally, I try to put the comments in the dumped shader before I've even looked at fixing the code so I can keep it straight once I move them to overrides folder to alter.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
Rayman origins
As people who like 3d so much that we put work into making 3d better....do yourselves a favor. Stop looking at whatever coding you are looking at go onto steam right this second and download the rayman demo. I played it for 10 mins(ultra sleepy). Its equal to if not better then trine 2 imo. It will definetly reinvigorate you to the potential of 3d. This game has no profile, no nothing. It is crazy how beautiful this looks. I actually wish something was broken just so we could fix it and take credit for this beauty.
Rayman origins
As people who like 3d so much that we put work into making 3d better....do yourselves a favor. Stop looking at whatever coding you are looking at go onto steam right this second and download the rayman demo. I played it for 10 mins(ultra sleepy). Its equal to if not better then trine 2 imo. It will definetly reinvigorate you to the potential of 3d. This game has no profile, no nothing. It is crazy how beautiful this looks. I actually wish something was broken just so we could fix it and take credit for this beauty.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Two Worlds II:Velvet Edition is on sale on Steam for $19.99. They added 3D support to it from what I remember but it looks weird as there is no real depth and it's all convergence basically. It's a pretty good bargain for a fairly-lengthy RPG is anyone is interested.
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
[/quote]
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
Two Worlds II:Velvet Edition is on sale on Steam for $19.99. They added 3D support to it from what I remember but it looks weird as there is no real depth and it's all convergence basically. It's a pretty good bargain for a fairly-lengthy RPG is anyone is interested.
Sorry to go off topic, but I remember there was mention of someone messing around with the shaders for it.
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
[/quote]
You can run the game in either DX9 or DX10 but the DX10 renderer isn't noticeably better and has more issues in 3D from what I remember. I think the main culprit is shadow issues, ambient or otherwise, which could be disabled but it would be nice to have shadows working with a shader override. Also, the game has horrible bloom, IMHO, but that can be disabled in the game.
There's a challenge for you guys. Is it fixable? I can't remember if it was DX9 or 10.
Yeah I struggled with the pop-out only 3D too. This style of 3D is probably fine if you play some distance away from the screen like on a pj but I felt I had to go crosseyed to play it on my desktop monitor.
You can run the game in either DX9 or DX10 but the DX10 renderer isn't noticeably better and has more issues in 3D from what I remember. I think the main culprit is shadow issues, ambient or otherwise, which could be disabled but it would be nice to have shadows working with a shader override. Also, the game has horrible bloom, IMHO, but that can be disabled in the game.
@chiz
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
[/quote]
Awesome - the Gothic games are some of my all-time favorites. I can't wait for Risen 2 to come out from the same developers.
Have you found the shader for the wrong-depth skybox? I don't have it installed but I wouldn't mind taking a look at it here and see if I can learn something from the fixes used on other games.
@chiz
Thanks for the tips, this is exactly the direction I was looking for. I will look at the VS_2_0 to VS_3_0 guide and the skybox examples. Your point about documenting is well taken. In fact I am now using the // for comments that gives an indication what the shader affects. I disabled another vertex shader in Gothic 3 that affects the haze around any fire or flames. Played the game for awhile and looks much much better in 3D now without that haze and black smoke. The skybox is something I'll look into....might be too advanced for me at this stage but I'll go for and try the challenge...
@eqzitara
I'm all for taking down fixes in favor of advanced fixes, whatever makes these game better in 3D. PM for update sent.
I have updated Gothic3 with one other Vertex shader disabled. The two shaders disabled affect the black smoke and haze around anything with fire. Comments are now in files as to which shader affects what. Looks much much better now.
Awesome - the Gothic games are some of my all-time favorites. I can't wait for Risen 2 to come out from the same developers.
Have you found the shader for the wrong-depth skybox? I don't have it installed but I wouldn't mind taking a look at it here and see if I can learn something from the fixes used on other games.