Just wanted to ask if this part where 3dmigoto does not dump the shaders properly can be fixed by doing some improvements for other games or would it have to be specific for this one only?
Just wanted to ask if this part where 3dmigoto does not dump the shaders properly can be fixed by doing some improvements for other games or would it have to be specific for this one only?
[quote="tehace"]Just wanted to ask if this part where 3dmigoto does not dump the shaders properly can be fixed by doing some improvements for other games or would it have to be specific for this one only? [/quote]
Initializer problem has been fixed in recent 3Dmigoto, please give it another try. For this variants of an array of float4, it may not generate exactly the right code, but we can manually fix it. (I have no example games with this variant to debug completely).
If you get a glitch, post it here, and we can manually fix it. I'm nearly certain you'll get the rest of the shader now.
tehace said:Just wanted to ask if this part where 3dmigoto does not dump the shaders properly can be fixed by doing some improvements for other games or would it have to be specific for this one only?
Initializer problem has been fixed in recent 3Dmigoto, please give it another try. For this variants of an array of float4, it may not generate exactly the right code, but we can manually fix it. (I have no example games with this variant to debug completely).
If you get a glitch, post it here, and we can manually fix it. I'm nearly certain you'll get the rest of the shader now.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
This error persists up until I downgrade to 1.2.13. This seem to be the latest version that doesnt cause this error to occur at start. Unfortunateley when I try to dump the ground shader using this version Im getting this error
[quote="tehace"]ok I guess this get worse than better :) let me explain.
I've tried using the 1.2.27 version but I got this error when I try to launch the game
http://thc333.com/coh1227.jpg
This error persists up until I downgrade to 1.2.13. This seem to be the latest version that doesnt cause this error to occur at start. Unfortunateley when I try to dump the ground shader using this version Im getting this error
[/quote]Thanks for tracking down the exact version - that would seem to point the finger at a change we made in 1.2.14 to fix crashes in FC4 but in doing so must have broken this one. I'll download the game and see if I can find a solution that works for both - if nothing else I can probably make that change configurable.
[quote]whatever is dumped looks like this[/quote]Yeah, we will need to get the latest version working I think - the declarations are pretty badly damaged on this one. Looking at the code I think in this case you can fix the mixed4 issue by replacing this line:
[code]Buffer<mixed4> t48 : register(t48);[/code]
With this:
[code]Buffer<float4> t48 : register(t48);[/code]
But we still need to fix the rest of the declarations first.
This error persists up until I downgrade to 1.2.13. This seem to be the latest version that doesnt cause this error to occur at start. Unfortunateley when I try to dump the ground shader using this version Im getting this error
Thanks for tracking down the exact version - that would seem to point the finger at a change we made in 1.2.14 to fix crashes in FC4 but in doing so must have broken this one. I'll download the game and see if I can find a solution that works for both - if nothing else I can probably make that change configurable.
whatever is dumped looks like this
Yeah, we will need to get the latest version working I think - the declarations are pretty badly damaged on this one. Looking at the code I think in this case you can fix the mixed4 issue by replacing this line:
Buffer<mixed4> t48 : register(t48);
With this:
Buffer<float4> t48 : register(t48);
But we still need to fix the rest of the declarations first.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
@tehace: Thanks for narrowing that down. You might also try swapping the Evil Update KB2670838. i.e. remove it if you've got it, or add it if you don't. That will related to the fix made in 1.2.14 and would help clarify.
Also, make sure that you are rendering with DX11. I don't know if the game allows other renderers like DX10, but we specifically allow DX11 and reject others. Hopefully we can find some change we make to the game or setup itself, as this is the first game to fail that 1.2.14 test, and it would be nice to not have to special case it.
You'll need the most recent version to get that big initializer to work.
@tehace: Thanks for narrowing that down. You might also try swapping the Evil Update KB2670838. i.e. remove it if you've got it, or add it if you don't. That will related to the fix made in 1.2.14 and would help clarify.
Also, make sure that you are rendering with DX11. I don't know if the game allows other renderers like DX10, but we specifically allow DX11 and reject others. Hopefully we can find some change we make to the game or setup itself, as this is the first game to fail that 1.2.14 test, and it would be nice to not have to special case it.
You'll need the most recent version to get that big initializer to work.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
I remember searching for a way to launch this game in other DX than 11 and havent foudn anything so I guess it only runs in 11.
I did had that evil update installed although after uninstalling it I have the same error occuring while launching the game with 1.2.14
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Initializer problem has been fixed in recent 3Dmigoto, please give it another try. For this variants of an array of float4, it may not generate exactly the right code, but we can manually fix it. (I have no example games with this variant to debug completely).
If you get a glitch, post it here, and we can manually fix it. I'm nearly certain you'll get the rest of the shader now.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I've tried using the 1.2.27 version but I got this error when I try to launch the game
http://thc333.com/coh1227.jpg
This error persists up until I downgrade to 1.2.13. This seem to be the latest version that doesnt cause this error to occur at start. Unfortunateley when I try to dump the ground shader using this version Im getting this error
whatever is dumped looks like this
Interesting found is that now the winter maps I've checked render the ground properly...
http://photos.3dvisionlive.com/tehace/image/56b1efd8e7e5647e3800013b/
Here is a better example from the map that have both summer/winter versions of it
Summer (ground wrong) - http://photos.3dvisionlive.com/tehace/image/56b1f155e7e5647e3800013c/
Winter (ground proper) - http://photos.3dvisionlive.com/tehace/image/56b1f16be7e5645345000126/
What bothers me tho is that they seem to be the same VS/PS...
EDIT: the game have a freecam and the summer ground seem to appear somewaht properly when you pan the cammera as if you were standing on the ground
http://photos.3dvisionlive.com/tehace/image/56b1f311e7e5641b7a000137/
but gets disconnected from objects from the regular izometric perspective as well as from the top down
http://photos.3dvisionlive.com/tehace/image/56b1f324e7e564b2600003a4/
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Yeah, we will need to get the latest version working I think - the declarations are pretty badly damaged on this one. Looking at the code I think in this case you can fix the mixed4 issue by replacing this line:
With this:
But we still need to fix the rest of the declarations first.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
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Also, make sure that you are rendering with DX11. I don't know if the game allows other renderers like DX10, but we specifically allow DX11 and reject others. Hopefully we can find some change we make to the game or setup itself, as this is the first game to fail that 1.2.14 test, and it would be nice to not have to special case it.
You'll need the most recent version to get that big initializer to work.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I did had that evil update installed although after uninstalling it I have the same error occuring while launching the game with 1.2.14
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
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