Bind keys to change custom convergence/depth in DX11
Is it now possible with the 3Dmigoto or any other .dll to adapt the "DX9 GUIDE: How to bind a custom convergence/depth settings[Cycle] to a key of choosing" from here, [url]http://helixmod.blogspot.co.uk/2013/04/guide-how-to-bind-custom_28.html[/url] to make this work for a DX11 game? I would be grateful for it for use with Arma 3 or any other game that has too high a convergence for aiming down the scope.
Is it now possible with the 3Dmigoto or any other .dll to adapt the "DX9 GUIDE: How to bind a custom convergence/depth settings[Cycle] to a key of choosing" from here, http://helixmod.blogspot.co.uk/2013/04/guide-how-to-bind-custom_28.html to make this work for a DX11 game? I would be grateful for it for use with Arma 3 or any other game that has too high a convergence for aiming down the scope.
IIRC in it's current state you can't cycle through presets like you can with HelixMod but you can temporarily lower/change them, just like in Chiri's original(Dx9,10,11) wrapper(still may work if you happen to have it), which sounds like all you want anyway ... from 3DMigoto's d3dx.ini:
[quote];
; Custom stereo settings override
;
;
; Example of settings override by mouse button configuration
;
;[OverrideSettings]
;Input=Mouse
;Action=Button 1
;Convergence=5.0
;Separation=10
;
; Example of settings override by keyboard configuration
;
;[OverrideSettings]
;Input=Keyboard
;Action=Ctrl
;Convergence=5.0
;Separation=10
;
; Example of settings override by XBOX360 joypad button presses
;
;[OverrideSettings]
;XInputDevice=0
;Action=LeftTrigger
;Convergence=5.0
;Separation=10
;
; Example of settings override by generic joystick/joypad configuration
;
;[OverrideSettings]
;Input=WingMan Cordless Gamepad
;DeviceNr=0
;Action=Button9
;Convergence=5.0
;Separation=10[/quote]... so if you wanted to enable it for say the mouse you'd just 'uncomment'(remove the ;s) it's section, like so ...
[quote][OverrideSettings]
;
; Example of settings override by mouse button configuration
;
Input=Mouse
Action=Button 1
Convergence=5.0
Separation=10[/quote]
IIRC in it's current state you can't cycle through presets like you can with HelixMod but you can temporarily lower/change them, just like in Chiri's original(Dx9,10,11) wrapper(still may work if you happen to have it), which sounds like all you want anyway ... from 3DMigoto's d3dx.ini:
;
; Custom stereo settings override
;
;
; Example of settings override by mouse button configuration
;
;[OverrideSettings]
;Input=Mouse
;Action=Button 1
;Convergence=5.0
;Separation=10
;
; Example of settings override by keyboard configuration
;
;[OverrideSettings]
;Input=Keyboard
;Action=Ctrl
;Convergence=5.0
;Separation=10
;
; Example of settings override by XBOX360 joypad button presses
;
;[OverrideSettings]
;XInputDevice=0
;Action=LeftTrigger
;Convergence=5.0
;Separation=10
;
; Example of settings override by generic joystick/joypad configuration
;
;[OverrideSettings]
;Input=WingMan Cordless Gamepad
;DeviceNr=0
;Action=Button9
;Convergence=5.0
;Separation=10
... so if you wanted to enable it for say the mouse you'd just 'uncomment'(remove the ;s) it's section, like so ...
[OverrideSettings]
;
; Example of settings override by mouse button configuration
;
Input=Mouse
Action=Button 1
Convergence=5.0
Separation=10
Might also be that 3Dmigoto has trouble with Arma3 as well. It still needs some work on some games.
It might be the fake-3d that overrides any other wrapper, that was happening with Helix wrapper too. If that's the case, try switching the profile to something else using Nvidia Inspector, or roll back drivers.
You can help me out here at the same time though. Please go to the d3dx.ini and set the logging calls=1 at the top of the file. Also set the debug=1 in the same area for a more verbose log, and input=1 so we can see if your keys are being caught.
If you aren't, run the newest version I've made, which is the 0.52 here:
[url]https://github.com/bo3b/3Dmigoto/releases/download/0.52-alpha/3Dmigoto-0.52_alpha.zip[/url]
I fixed a couple of serious bugs there.
Then run the game with that installed, and it should generate log files we can look at. There isn't an on screen thing yet, so you can't tell by looking that it's working. If you cycle through the shader hunting keys you can maybe see shaders blink out then back on.
In any case, the easiest way to tell will be to look at the logs and from there we can see what got hooked, whether the keys got noticed, and what happened when aiming.
Please send me the log files, and I'll take a look.
Even better if you want to help us all out, would be to create a Wiki page on the github 3Dmigoto site, where we can keep track of details about specific game fixes. Make a new page for Arma 3, and link the info there. [url]https://github.com/bo3b/3Dmigoto/wiki[/url]
Might also be that 3Dmigoto has trouble with Arma3 as well. It still needs some work on some games.
It might be the fake-3d that overrides any other wrapper, that was happening with Helix wrapper too. If that's the case, try switching the profile to something else using Nvidia Inspector, or roll back drivers.
You can help me out here at the same time though. Please go to the d3dx.ini and set the logging calls=1 at the top of the file. Also set the debug=1 in the same area for a more verbose log, and input=1 so we can see if your keys are being caught.
Then run the game with that installed, and it should generate log files we can look at. There isn't an on screen thing yet, so you can't tell by looking that it's working. If you cycle through the shader hunting keys you can maybe see shaders blink out then back on.
In any case, the easiest way to tell will be to look at the logs and from there we can see what got hooked, whether the keys got noticed, and what happened when aiming.
Please send me the log files, and I'll take a look.
Even better if you want to help us all out, would be to create a Wiki page on the github 3Dmigoto site, where we can keep track of details about specific game fixes. Make a new page for Arma 3, and link the info there. https://github.com/bo3b/3Dmigoto/wiki
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Hi bo3b, I've managed to get the 3DMigoto loaded with Arma3 on Metro2033 profile which uses the real way of 3D vision with Arma3. I will send you the log files and to be honest the shaders looked much worse than they do without the wrapper with loads of things out of line. I couldn't find the web page that gives the controls for an xbox controller to cycle through the shaders so I was pressing all the keys but didn't see any shaders flickering with it. Anyhow, any other tips on using the wrapper?
P.S PM sent
Hi bo3b, I've managed to get the 3DMigoto loaded with Arma3 on Metro2033 profile which uses the real way of 3D vision with Arma3. I will send you the log files and to be honest the shaders looked much worse than they do without the wrapper with loads of things out of line. I couldn't find the web page that gives the controls for an xbox controller to cycle through the shaders so I was pressing all the keys but didn't see any shaders flickering with it. Anyhow, any other tips on using the wrapper?
OK, good to know, thanks for trying it out.
The fact that it changed/busted more shaders implies that it must be loading and mostly working. There are a lot of settings so I'm not sure what will make sense there. Correct me if wrong, but Arma3 looks pretty good with the default Automatic mode of the 3D driver right? Arma3 does not use it's own render driver, right?
If that is true, I can set up a d3dx.ini that will be more default mode, which should be closer to right. And I can make it do keyboard instead for shader hunting.
On the Xbox variant that is in the current 0.52, it's set up to use the first controller. If that's working, it should allow you to hunt pixel shaders with the shoulder buttons, and vertex shaders with the triggers. It might be snagged by the game itself though.
If you want to try a different d3dx.ini that uses keyboard, you can copy/paste this one:
[url]https://github.com/bo3b/3Dmigoto/wiki/AC3[/url]
Thanks.
The fact that it changed/busted more shaders implies that it must be loading and mostly working. There are a lot of settings so I'm not sure what will make sense there. Correct me if wrong, but Arma3 looks pretty good with the default Automatic mode of the 3D driver right? Arma3 does not use it's own render driver, right?
If that is true, I can set up a d3dx.ini that will be more default mode, which should be closer to right. And I can make it do keyboard instead for shader hunting.
On the Xbox variant that is in the current 0.52, it's set up to use the first controller. If that's working, it should allow you to hunt pixel shaders with the shoulder buttons, and vertex shaders with the triggers. It might be snagged by the game itself though.
I am wondering if there are more advanced options for binding keys. I love this feature and use it a lot, but currently have a dilemma - I want to have convergence1 toggle when pressing/tapping left trigger, and convergence2 for holding left trigger. Is this possible?
Is there any advanced technique where you can dictate how long the trigger must be held to use custom convergence kind of like xpadder does? I tried setting up a toggle and hold for same trigger, but it just uses the toggle no matter what since I am pressing it to hold it anyways.
I assume this probably isn't possible, but wanted to check before I go ahead and change the controls to get these functions on different buttons (it would be a much much worse control scheme, but at least allow for convergence1 toggle button and a convergence2 hold trigger).
I am wondering if there are more advanced options for binding keys. I love this feature and use it a lot, but currently have a dilemma - I want to have convergence1 toggle when pressing/tapping left trigger, and convergence2 for holding left trigger. Is this possible?
Is there any advanced technique where you can dictate how long the trigger must be held to use custom convergence kind of like xpadder does? I tried setting up a toggle and hold for same trigger, but it just uses the toggle no matter what since I am pressing it to hold it anyways.
I assume this probably isn't possible, but wanted to check before I go ahead and change the controls to get these functions on different buttons (it would be a much much worse control scheme, but at least allow for convergence1 toggle button and a convergence2 hold trigger).
Maybe these links might help
http://helixmod.blogspot.com/2013/04/guide-how-to-make-custom.html
http://helixmod.blogspot.com/2012/05/how-to-guide-map-right-mouse-click-to.html
http://helixmod.blogspot.com/2013/04/guide-how-to-bind-convergencedepth.html
http://helixmod.blogspot.com/2013/04/guide-how-to-bind-custom.html
[quote="D-Man11"]Maybe these links might help
http://helixmod.blogspot.com/2013/04/guide-how-to-make-custom.html
http://helixmod.blogspot.com/2012/05/how-to-guide-map-right-mouse-click-to.html
http://helixmod.blogspot.com/2013/04/guide-how-to-bind-convergencedepth.html
http://helixmod.blogspot.com/2013/04/guide-how-to-bind-custom.html
[/quote]
thanks, but those are for DX9. I was talking about DX11 using 3DMigoto. I create custom bindings for many of the games I play (great feature), but was not sure if this one situation was possible.
thanks, but those are for DX9. I was talking about DX11 using 3DMigoto. I create custom bindings for many of the games I play (great feature), but was not sure if this one situation was possible.
... so if you wanted to enable it for say the mouse you'd just 'uncomment'(remove the ;s) it's section, like so ...
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
It might be the fake-3d that overrides any other wrapper, that was happening with Helix wrapper too. If that's the case, try switching the profile to something else using Nvidia Inspector, or roll back drivers.
You can help me out here at the same time though. Please go to the d3dx.ini and set the logging calls=1 at the top of the file. Also set the debug=1 in the same area for a more verbose log, and input=1 so we can see if your keys are being caught.
If you aren't, run the newest version I've made, which is the 0.52 here:
https://github.com/bo3b/3Dmigoto/releases/download/0.52-alpha/3Dmigoto-0.52_alpha.zip
I fixed a couple of serious bugs there.
Then run the game with that installed, and it should generate log files we can look at. There isn't an on screen thing yet, so you can't tell by looking that it's working. If you cycle through the shader hunting keys you can maybe see shaders blink out then back on.
In any case, the easiest way to tell will be to look at the logs and from there we can see what got hooked, whether the keys got noticed, and what happened when aiming.
Please send me the log files, and I'll take a look.
Even better if you want to help us all out, would be to create a Wiki page on the github 3Dmigoto site, where we can keep track of details about specific game fixes. Make a new page for Arma 3, and link the info there. https://github.com/bo3b/3Dmigoto/wiki
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
P.S PM sent
The fact that it changed/busted more shaders implies that it must be loading and mostly working. There are a lot of settings so I'm not sure what will make sense there. Correct me if wrong, but Arma3 looks pretty good with the default Automatic mode of the 3D driver right? Arma3 does not use it's own render driver, right?
If that is true, I can set up a d3dx.ini that will be more default mode, which should be closer to right. And I can make it do keyboard instead for shader hunting.
On the Xbox variant that is in the current 0.52, it's set up to use the first controller. If that's working, it should allow you to hunt pixel shaders with the shoulder buttons, and vertex shaders with the triggers. It might be snagged by the game itself though.
If you want to try a different d3dx.ini that uses keyboard, you can copy/paste this one:
https://github.com/bo3b/3Dmigoto/wiki/AC3
Thanks.
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
Is there any advanced technique where you can dictate how long the trigger must be held to use custom convergence kind of like xpadder does? I tried setting up a toggle and hold for same trigger, but it just uses the toggle no matter what since I am pressing it to hold it anyways.
I assume this probably isn't possible, but wanted to check before I go ahead and change the controls to get these functions on different buttons (it would be a much much worse control scheme, but at least allow for convergence1 toggle button and a convergence2 hold trigger).
http://helixmod.blogspot.com/2013/04/guide-how-to-make-custom.html
http://helixmod.blogspot.com/2012/05/how-to-guide-map-right-mouse-click-to.html
http://helixmod.blogspot.com/2013/04/guide-how-to-bind-convergencedepth.html
http://helixmod.blogspot.com/2013/04/guide-how-to-bind-custom.html
thanks, but those are for DX9. I was talking about DX11 using 3DMigoto. I create custom bindings for many of the games I play (great feature), but was not sure if this one situation was possible.