Spec Ops: The Line 3D Vision?
  2 / 4    
Nvidia. Yes, the texture files work, but as there are many types of weapons and so many types of different crosshairs some will not be fixed yet. What bothers me more is the fact that the Nvidia laser sight doesn't work very reliable. But as I'm playing with Xbox controller and aiming help I can live with it...
The graphics and the scenery are impressive. With shadows set to minimum and ambient occlusion turned off there are only few issues.
One is ghosting/halo caused by smoke from exploading granades. I managed to catch the shader:

VertexShader_1237_CRC32_CD3769FD

[code]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float4x4 LocalToWorld;
// float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// ViewProjectionMatrix c0 4
// LocalToWorld c6 4
//

vs_3_0
def c4, 0, 0, 0, 0
dcl_position v0
dcl_color1 v1
dcl_color o0
dcl_texcoord o1
dcl_texcoord5 o2
dcl_position o3
mov o0, v1
mov o1, c4.x
mul r0, c7, v0.y
mad r0, c6, v0.x, r0
mad r0, c8, v0.z, r0
mad r0, c9, v0.w, r0
mul r1, r0.y, c1
mad r1, c0, r0.x, r1
mad r1, c2, r0.z, r1
mad r0, c3, r0.w, r1
mov o2, r0
mov o3, r0

// approximately 12 instruction slots used[/code]
Nvidia. Yes, the texture files work, but as there are many types of weapons and so many types of different crosshairs some will not be fixed yet. What bothers me more is the fact that the Nvidia laser sight doesn't work very reliable. But as I'm playing with Xbox controller and aiming help I can live with it...

The graphics and the scenery are impressive. With shadows set to minimum and ambient occlusion turned off there are only few issues.

One is ghosting/halo caused by smoke from exploading granades. I managed to catch the shader:



VertexShader_1237_CRC32_CD3769FD



//

// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022

//

// Parameters:

//

// float4x4 LocalToWorld;

// float4x4 ViewProjectionMatrix;

//

//

// Registers:

//

// Name Reg Size

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

// ViewProjectionMatrix c0 4

// LocalToWorld c6 4

//



vs_3_0

def c4, 0, 0, 0, 0

dcl_position v0

dcl_color1 v1

dcl_color o0

dcl_texcoord o1

dcl_texcoord5 o2

dcl_position o3

mov o0, v1

mov o1, c4.x

mul r0, c7, v0.y

mad r0, c6, v0.x, r0

mad r0, c8, v0.z, r0

mad r0, c9, v0.w, r0

mul r1, r0.y, c1

mad r1, c0, r0.x, r1

mad r1, c2, r0.z, r1

mad r0, c3, r0.w, r1

mov o2, r0

mov o3, r0



// approximately 12 instruction slots used

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#16
Posted 06/29/2012 01:21 AM   
[quote name='3d4dd' date='29 June 2012 - 01:21 AM' timestamp='1340932885' post='1427825']
Nvidia. Yes, the texture files work, but as there are many types of weapons and so many types of different crosshairs some will not be fixed yet. What bothers me more is the fact that the Nvidia laser sight doesn't work very reliable. But as I'm playing with Xbox controller and aiming help I can live with it...
The graphics and the scenery are impressive. With shadows set to minimum and ambient occlusion turned off there are only few issues.
One is ghosting/halo caused by smoke from exploading granades. I managed to catch the shader:

VertexShader_1237_CRC32_CD3769FD

[code]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float4x4 LocalToWorld;
// float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// ViewProjectionMatrix c0 4
// LocalToWorld c6 4
//

vs_3_0
def c4, 0, 0, 0, 0
dcl_position v0
dcl_color1 v1
dcl_color o0
dcl_texcoord o1
dcl_texcoord5 o2
dcl_position o3
mov o0, v1
mov o1, c4.x
mul r0, c7, v0.y
mad r0, c6, v0.x, r0
mad r0, c8, v0.z, r0
mad r0, c9, v0.w, r0
mul r1, r0.y, c1
mad r1, c0, r0.x, r1
mad r1, c2, r0.z, r1
mad r0, c3, r0.w, r1
mov o2, r0
mov o3, r0

// approximately 12 instruction slots used[/code]
[/quote]
That may have made the effect go away but its the wrong shader Im almost 99.999% sure. Which makes a big pain when it loads 2000+ shaders. That looks what I call an index shader. That probably controls all effects. Notes for the "ghosting effects"(or pretty much any effect should read like this in the comments.
// float4 CameraPosition;
// float4 FogDistanceScale;
// float4 FogExtinctionDistance;
// float4 FogInScattering[4];
// float4 FogMaxHeight;
// float4 FogMinHeight;
// float4 FogStartDistance;
// float4x4 LocalToWorld;
// float4x4 ViewProjectionMatrix;
// float3x3 WorldToLocal;

This is how it would go IF it was right though if you want to try

vs_3_0
def c220, 0.1, 2, 0.0625, 10 //inserted
def c4, 0, 0, 0, 0
dcl_position v0
dcl_color1 v1
dcl_2d s0 //inserted
dcl_color o0
dcl_texcoord o1
dcl_texcoord5 o2
dcl_position o3
mov o0, v1
mov o1, c4.x
mul r0, c7, v0.y
mad r0, c6, v0.x, r0
mad r0, c8, v0.z, r0
mad r0, c9, v0.w, r0
mul r1, r0.y, c1
mad r1, c0, r0.x, r1
mad r1, c2, r0.z, r1
mad r0, c3, r0.w, r1
mov o3, r0
texldl r11, c220.z, s0 //
add r11.y, r0.w, -r11.y //
mul r11.x, r11.x, r11.y //
add r0.x, r0.x, r11.x //
mov o2, r0
[quote name='3d4dd' date='29 June 2012 - 01:21 AM' timestamp='1340932885' post='1427825']

Nvidia. Yes, the texture files work, but as there are many types of weapons and so many types of different crosshairs some will not be fixed yet. What bothers me more is the fact that the Nvidia laser sight doesn't work very reliable. But as I'm playing with Xbox controller and aiming help I can live with it...

The graphics and the scenery are impressive. With shadows set to minimum and ambient occlusion turned off there are only few issues.

One is ghosting/halo caused by smoke from exploading granades. I managed to catch the shader:



VertexShader_1237_CRC32_CD3769FD



//

// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022

//

// Parameters:

//

// float4x4 LocalToWorld;

// float4x4 ViewProjectionMatrix;

//

//

// Registers:

//

// Name Reg Size

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

// ViewProjectionMatrix c0 4

// LocalToWorld c6 4

//



vs_3_0

def c4, 0, 0, 0, 0

dcl_position v0

dcl_color1 v1

dcl_color o0

dcl_texcoord o1

dcl_texcoord5 o2

dcl_position o3

mov o0, v1

mov o1, c4.x

mul r0, c7, v0.y

mad r0, c6, v0.x, r0

mad r0, c8, v0.z, r0

mad r0, c9, v0.w, r0

mul r1, r0.y, c1

mad r1, c0, r0.x, r1

mad r1, c2, r0.z, r1

mad r0, c3, r0.w, r1

mov o2, r0

mov o3, r0



// approximately 12 instruction slots used




That may have made the effect go away but its the wrong shader Im almost 99.999% sure. Which makes a big pain when it loads 2000+ shaders. That looks what I call an index shader. That probably controls all effects. Notes for the "ghosting effects"(or pretty much any effect should read like this in the comments.

// float4 CameraPosition;

// float4 FogDistanceScale;

// float4 FogExtinctionDistance;

// float4 FogInScattering[4];

// float4 FogMaxHeight;

// float4 FogMinHeight;

// float4 FogStartDistance;

// float4x4 LocalToWorld;

// float4x4 ViewProjectionMatrix;

// float3x3 WorldToLocal;



This is how it would go IF it was right though if you want to try



vs_3_0

def c220, 0.1, 2, 0.0625, 10 //inserted

def c4, 0, 0, 0, 0

dcl_position v0

dcl_color1 v1

dcl_2d s0 //inserted

dcl_color o0

dcl_texcoord o1

dcl_texcoord5 o2

dcl_position o3

mov o0, v1

mov o1, c4.x

mul r0, c7, v0.y

mad r0, c6, v0.x, r0

mad r0, c8, v0.z, r0

mad r0, c9, v0.w, r0

mul r1, r0.y, c1

mad r1, c0, r0.x, r1

mad r1, c2, r0.z, r1

mad r0, c3, r0.w, r1

mov o3, r0

texldl r11, c220.z, s0 //

add r11.y, r0.w, -r11.y //

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

add r0.x, r0.x, r11.x //

mov o2, r0

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#17
Posted 06/29/2012 01:46 AM   
Whoops I was just going through some of my files and I did rarely make a fix to that type shader for "ghosting". It is possible thats the right shader.
Whoops I was just going through some of my files and I did rarely make a fix to that type shader for "ghosting". It is possible thats the right shader.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#18
Posted 06/29/2012 03:50 AM   
@eqzitara:
Thank You for Your suggestion! Unfortunately the ghosting remains. I have checked the other hundreds of shaders but this was the only one that only affects the dust caused by the explosion. As the dust is only visible for 1-2 seconds I have to pause the game to check the shaders. Maybe this influences the detection...
Doesn't matter if disabling the shader will be the only solution as other types of dust and fog don't cause issues (as far I could play). With the disabled shader there is yet some dust visible when the granade explodes, it is only less than originally.
I've also attached the shader for lens flares (but I think You know it already). Seems to me that the sun and the lens flares use the same shader. So disabling this shader also removes the sun. I had the same effect when I turned off lens flares in the ini file of the demo. I wouldn't disable it if it can't be fixed. The lens flares at wrong depth doesn't irritate me so much that I would also set the sun aside.
@eqzitara:

Thank You for Your suggestion! Unfortunately the ghosting remains. I have checked the other hundreds of shaders but this was the only one that only affects the dust caused by the explosion. As the dust is only visible for 1-2 seconds I have to pause the game to check the shaders. Maybe this influences the detection...

Doesn't matter if disabling the shader will be the only solution as other types of dust and fog don't cause issues (as far I could play). With the disabled shader there is yet some dust visible when the granade explodes, it is only less than originally.

I've also attached the shader for lens flares (but I think You know it already). Seems to me that the sun and the lens flares use the same shader. So disabling this shader also removes the sun. I had the same effect when I turned off lens flares in the ini file of the demo. I wouldn't disable it if it can't be fixed. The lens flares at wrong depth doesn't irritate me so much that I would also set the sun aside.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#19
Posted 06/29/2012 09:42 AM   
[attachment=26170:VertexShader_927_CRC32_5F08F58B.txt]
[attachment=26170:VertexShader_927_CRC32_5F08F58B.txt]

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#20
Posted 06/29/2012 03:25 PM   
Thank You! Lens flares are perfect now /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Thank You! Lens flares are perfect now /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#21
Posted 06/29/2012 05:56 PM   
I've completed the game and can provide my personal conclusion:
With disabled dust shader, fixed lens flares, modified crosshairs (uMod) and adequate graphic settings (shadows low, ambient occlusion off) the game offers a good S3D experience.
The only remaining issues are:
- sometimes distant blood splatters are rendered differently for each eye. But this effect disappears when getting closer or when the splatters vanish after 2-3 seconds
- issues with water surfaces in a single room in the final chapter (ca. 2 min play time). The other water surfaces are rendered correctly.
- issues with a reflecting floor in a single room (ca. 20 sec play time)
- the Nvidia laser sight sometimes doesn't work correctly (can be solved by using another profile, see below!)
- because of the missing dynamic shadows characters sometimes appear too bright in dark areas. But as there are many static shadows the game still looks good (better than many other games with disabled shadows)

The graphics of the game are quite impressive: varied (although the complete story takes place in Dubai), many details, nice physic effects (destructible environment, sand flooding rooms, etc.) and an atmospheric (often surreal) setting with a luxury and modern town that sinks in sand...
Regarding the gameplay it is a standard 3rd person cover shooter. The story is interesting and has some inconvenient aspects that confronts the player with the horrors of war and the consequences of his actions.
I've completed the game and can provide my personal conclusion:

With disabled dust shader, fixed lens flares, modified crosshairs (uMod) and adequate graphic settings (shadows low, ambient occlusion off) the game offers a good S3D experience.

The only remaining issues are:

- sometimes distant blood splatters are rendered differently for each eye. But this effect disappears when getting closer or when the splatters vanish after 2-3 seconds

- issues with water surfaces in a single room in the final chapter (ca. 2 min play time). The other water surfaces are rendered correctly.

- issues with a reflecting floor in a single room (ca. 20 sec play time)

- the Nvidia laser sight sometimes doesn't work correctly (can be solved by using another profile, see below!)

- because of the missing dynamic shadows characters sometimes appear too bright in dark areas. But as there are many static shadows the game still looks good (better than many other games with disabled shadows)



The graphics of the game are quite impressive: varied (although the complete story takes place in Dubai), many details, nice physic effects (destructible environment, sand flooding rooms, etc.) and an atmospheric (often surreal) setting with a luxury and modern town that sinks in sand...

Regarding the gameplay it is a standard 3rd person cover shooter. The story is interesting and has some inconvenient aspects that confronts the player with the horrors of war and the consequences of his actions.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#22
Posted 06/29/2012 09:20 PM   
[quote name='3d4dd' date='29 June 2012 - 01:20 PM' timestamp='1341004854' post='1428142']
With disabled dust shader, fixed lens flares, modified crosshairs (uMod)
[/quote]


Hi, can you tell me step by step on how to do this? It would be much appreciated. Thanks.
[quote name='3d4dd' date='29 June 2012 - 01:20 PM' timestamp='1341004854' post='1428142']

With disabled dust shader, fixed lens flares, modified crosshairs (uMod)







Hi, can you tell me step by step on how to do this? It would be much appreciated. Thanks.

#23
Posted 06/30/2012 01:03 AM   
[quote name='3d4dd' date='29 June 2012 - 09:20 PM' timestamp='1341004854' post='1428142']
I've completed the game and can provide my personal conclusion:
With disabled dust shader, fixed lens flares, modified crosshairs (uMod) and adequate graphic settings (shadows low, ambient occlusion off) the game offers a good S3D experience.
The only remaining issues are:
- sometimes distant blood splatters are rendered differently for each eye. But this effect disappears when getting closer or when the splatters vanish after 2-3 seconds
- issues with water surfaces in a single room in the final chapter (ca. 2 min play time). The other water surfaces are rendered correctly.
- issues with a reflecting floor in a single room (ca. 20 sec play time)
- the Nvidia laser sight sometimes doesn't work correctly
- because of the missing dynamic shadows characters sometimes appear too bright in dark areas. But as there are many static shadows the game still looks good (better than many other games with disabled shadows)

The graphics of the game are quite impressive: varied (although the complete story takes place in Dubai), many details, nice physic effects (destructible environment, sand flooding rooms, etc.) and an atmospheric (often surreal) setting with a luxury and modern town that sinks in sand...
Regarding the gameplay it is a standard 3rd person cover shooter. The story is interesting and has some inconvenient aspects that confronts the player with the horrors of war and the consequences of his actions.
[/quote]
Post it up. Writing Unreal engine guide now.
[quote name='3d4dd' date='29 June 2012 - 09:20 PM' timestamp='1341004854' post='1428142']

I've completed the game and can provide my personal conclusion:

With disabled dust shader, fixed lens flares, modified crosshairs (uMod) and adequate graphic settings (shadows low, ambient occlusion off) the game offers a good S3D experience.

The only remaining issues are:

- sometimes distant blood splatters are rendered differently for each eye. But this effect disappears when getting closer or when the splatters vanish after 2-3 seconds

- issues with water surfaces in a single room in the final chapter (ca. 2 min play time). The other water surfaces are rendered correctly.

- issues with a reflecting floor in a single room (ca. 20 sec play time)

- the Nvidia laser sight sometimes doesn't work correctly

- because of the missing dynamic shadows characters sometimes appear too bright in dark areas. But as there are many static shadows the game still looks good (better than many other games with disabled shadows)



The graphics of the game are quite impressive: varied (although the complete story takes place in Dubai), many details, nice physic effects (destructible environment, sand flooding rooms, etc.) and an atmospheric (often surreal) setting with a luxury and modern town that sinks in sand...

Regarding the gameplay it is a standard 3rd person cover shooter. The story is interesting and has some inconvenient aspects that confronts the player with the horrors of war and the consequences of his actions.



Post it up. Writing Unreal engine guide now.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#24
Posted 06/30/2012 02:05 AM   
how is the game overall? Worth playing?
how is the game overall? Worth playing?

#25
Posted 06/30/2012 02:46 AM   
hmm, too many issues, I'll pass on this one.
hmm, too many issues, I'll pass on this one.

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

#26
Posted 06/30/2012 06:08 AM   
@eqzitara:
The guide is very usefull! Thank You!
Here are the actual files I have used for Spec Ops:
[attachment=26181:Spec Ops ShaderOverride.rar]
[attachment=26182:SpecOpsTheLine_Crosshairs.zip] (includes some more crosshairs than my earlier version)
Here are two example images for the fixed lens flares:
http://img6.imagebanana.com/img/vnym1fde/SpecOpsTheLine06_50.jpg
http://img6.imagebanana.com/img/ybzb1gbb/SpecOpsTheLine11_50.jpg

@kapitanron:
Here is a general guide for uMod. I would recommend to use method 1 (global hook)
http://code.google.com/p/texmod/wiki/uMod
The exe file You need to add is [b]SpecOpsTheLine.exe[/b] (installation folder of the game\Binaries\Win32)
Place [b]SpecOpsTheLine_Crosshairs.zip[/b] in the installation folder of the game.
Run uMod (global hook mode) and start Spec Ops.
When the game runs alt+tab back to uMod.
Click "open texture/package" and choose [b]SpecOpsTheLine_Crosshairs.zip[/b].
Click "Update (reload)", alt+tab back to the game and check if the new minimized crosshairs work (I didn't remove it completely but left two small dots that change their color when You are aiming). Don't forget to activate the Nvidia laser sight (strg+F12 by default).
If the crosshairs work alt+tab back to uMod, choose [i]Main/Save template[/i] and after saving [i]Main/Set template as default[/i].
After these initial steps You only have to start uMod before You start the game in the future. The other settings are loaded automatically from the template.

@conan48:
Regarding the S3D experience I think it is worth playing. Regarding the story and gameplay it is better to read some reviews of the specialized press than asking me...
Usually I don't like military shooters. This is the first one I have played through completely. But I'm not sure if this is a recommendation for other players /wink.gif' class='bbc_emoticon' alt=';)' />

@birthright:
I've tried to list all the issues I could find. So there seem to be many - but don't forget that in the bigger part of play time You won't notice these issues. I wish that most games would have so "many" issues. Even some titles that were announced to be "3D ready" had more issues (Alan Wake, Risen 2, Ghost Recon Future Solider, etc.). But of course S3D in this the game isn't as good as in real 3DVision or "Helimox-ready" games. Being an UR3 game there could be more done (see eqzitara's guide) but regarding the necessity to check almost 2000 shaders I think it is "good enough" /wink.gif' class='bbc_emoticon' alt=';)' />
The fixes should work with the demo of the game, too. You will find the most prominent issues (Nvidia laser sight, characters sometimes too bright) also in the demo. So everybody can try it and decide if it is worth playing.
@eqzitara:

The guide is very usefull! Thank You!

Here are the actual files I have used for Spec Ops:

[attachment=26181:Spec Ops ShaderOverride.rar]

[attachment=26182:SpecOpsTheLine_Crosshairs.zip] (includes some more crosshairs than my earlier version)

Here are two example images for the fixed lens flares:

http://img6.imagebanana.com/img/vnym1fde/SpecOpsTheLine06_50.jpg

http://img6.imagebanana.com/img/ybzb1gbb/SpecOpsTheLine11_50.jpg



@kapitanron:

Here is a general guide for uMod. I would recommend to use method 1 (global hook)

http://code.google.com/p/texmod/wiki/uMod

The exe file You need to add is SpecOpsTheLine.exe (installation folder of the game\Binaries\Win32)

Place SpecOpsTheLine_Crosshairs.zip in the installation folder of the game.

Run uMod (global hook mode) and start Spec Ops.

When the game runs alt+tab back to uMod.

Click "open texture/package" and choose SpecOpsTheLine_Crosshairs.zip.

Click "Update (reload)", alt+tab back to the game and check if the new minimized crosshairs work (I didn't remove it completely but left two small dots that change their color when You are aiming). Don't forget to activate the Nvidia laser sight (strg+F12 by default).

If the crosshairs work alt+tab back to uMod, choose Main/Save template and after saving Main/Set template as default.

After these initial steps You only have to start uMod before You start the game in the future. The other settings are loaded automatically from the template.



@conan48:

Regarding the S3D experience I think it is worth playing. Regarding the story and gameplay it is better to read some reviews of the specialized press than asking me...

Usually I don't like military shooters. This is the first one I have played through completely. But I'm not sure if this is a recommendation for other players /wink.gif' class='bbc_emoticon' alt=';)' />



@birthright:

I've tried to list all the issues I could find. So there seem to be many - but don't forget that in the bigger part of play time You won't notice these issues. I wish that most games would have so "many" issues. Even some titles that were announced to be "3D ready" had more issues (Alan Wake, Risen 2, Ghost Recon Future Solider, etc.). But of course S3D in this the game isn't as good as in real 3DVision or "Helimox-ready" games. Being an UR3 game there could be more done (see eqzitara's guide) but regarding the necessity to check almost 2000 shaders I think it is "good enough" /wink.gif' class='bbc_emoticon' alt=';)' />

The fixes should work with the demo of the game, too. You will find the most prominent issues (Nvidia laser sight, characters sometimes too bright) also in the demo. So everybody can try it and decide if it is worth playing.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#27
Posted 06/30/2012 09:58 AM   
Well I may try those fixes in the demo and make my final decision. I've read so many good things about this game that I want to play it, so I will check it out. I'm terrible with game tweaking so the umod stuff had me thinking twice about trying those fixes, but your guide makes it look easy enough.

About the Spec Ops ShaderOverride.rar, I just need to extract that folder on the main game folder and hopefully that will fix it or do i need anything else placed on the main folder? Other helix fixes had some other dx9 files not present in that rar.
Well I may try those fixes in the demo and make my final decision. I've read so many good things about this game that I want to play it, so I will check it out. I'm terrible with game tweaking so the umod stuff had me thinking twice about trying those fixes, but your guide makes it look easy enough.



About the Spec Ops ShaderOverride.rar, I just need to extract that folder on the main game folder and hopefully that will fix it or do i need anything else placed on the main folder? Other helix fixes had some other dx9 files not present in that rar.

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

#28
Posted 06/30/2012 10:36 AM   
3d4dd, thanks for the guide for umod...i will try it. What to do to remove completly crosshair??
I noticed some problems shadows in the main character...do you noticed??
3d4dd, thanks for the guide for umod...i will try it. What to do to remove completly crosshair??

I noticed some problems shadows in the main character...do you noticed??

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#29
Posted 06/30/2012 11:53 AM   
@brightright:
You can download the newest version of d3d9.dll here: http://helixmod.wikispot.org/How_To_Install
Both d3d9.dll and the override folder have to be placed in the same folder where SpecOpsTheLine.exe is (not the main folder, but usually [installation folder of the game or demo]\Binaries\Win32).

@DHR: To remove the entire crosshair You have to edit the dds files in the zip and make the alpha-channel completely black (=> all parts of the texture are transparent). I use the simple tool DXTBmp to edit/convert dds files ([url="http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/DXTBmp.shtml"]Download[/url]). Save the transparent dds files in the DDS DXT 5 format to use it with uMod.
I didn't notice issues with shadows on the characters. If I remember correctly there had been issues like that in the demo before I set DynamicShadows=False in SREngine.ini. In the final version I only had to set shadows to minimum in the graphic options.
@brightright:

You can download the newest version of d3d9.dll here: http://helixmod.wikispot.org/How_To_Install

Both d3d9.dll and the override folder have to be placed in the same folder where SpecOpsTheLine.exe is (not the main folder, but usually [installation folder of the game or demo]\Binaries\Win32).



@DHR: To remove the entire crosshair You have to edit the dds files in the zip and make the alpha-channel completely black (=> all parts of the texture are transparent). I use the simple tool DXTBmp to edit/convert dds files (Download). Save the transparent dds files in the DDS DXT 5 format to use it with uMod.

I didn't notice issues with shadows on the characters. If I remember correctly there had been issues like that in the demo before I set DynamicShadows=False in SREngine.ini. In the final version I only had to set shadows to minimum in the graphic options.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

#30
Posted 06/30/2012 01:16 PM   
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