How to fix/disable shaders in games(DLL,guide and fixes).
30 / 167
[quote name='eqzitara' date='28 February 2012 - 04:35 AM' timestamp='1330392943' post='1375953']
@Helix
How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
[/quote]
You can disable HUD in the game options.
[quote name='eqzitara' date='28 February 2012 - 04:35 AM' timestamp='1330392943' post='1375953']
@Helix
How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
[quote name='chiz' date='28 February 2012 - 05:56 AM' timestamp='1330397794' post='1375980']
It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
[/quote]
I guess I missed your post, this thread has been expanding very rapidly. I guess I'll be flagging PSs when I have the time. Thanks for the info :)
[quote name='chiz' date='28 February 2012 - 05:56 AM' timestamp='1330397794' post='1375980']
It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
I guess I missed your post, this thread has been expanding very rapidly. I guess I'll be flagging PSs when I have the time. Thanks for the info :)
Ok, this is probably a stupid question about enabling the 3D HUD in Amalur. I can get great looking results with the in game look of the target healthbars, mini-map and character health bars but it does so with adverse affects. The map is hard to navigate because the mouse cursor is still rendered in 2D and I don't know if there is a way to make that 3D like the rest of the HUD. The rest of the menu also is harder to read to that isn't as hard to deal with as the map is. I really have to push the HUD in pretty far for the in game stuff to look right but there doesn't seem to be a fine line between those settings and the map/menu items.
I figured there is no way around this but though I would post here anyway.
Ok, this is probably a stupid question about enabling the 3D HUD in Amalur. I can get great looking results with the in game look of the target healthbars, mini-map and character health bars but it does so with adverse affects. The map is hard to navigate because the mouse cursor is still rendered in 2D and I don't know if there is a way to make that 3D like the rest of the HUD. The rest of the menu also is harder to read to that isn't as hard to deal with as the map is. I really have to push the HUD in pretty far for the in game stuff to look right but there doesn't seem to be a fine line between those settings and the map/menu items.
I figured there is no way around this but though I would post here anyway.
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote name='-=HeliX=-' date='24 February 2012 - 02:55 PM' timestamp='1330084542' post='1374318']
As i thought it was a problem with vPos.
I did manually conversion to texture coordinates by using vertex position.
I hope that I found all water shaders.
Should fix all water issues. Tested on Skyrim without any water mods.
@chiz
Could you please merge it with your HUD mod ?
I think it'll be better to have all fixes in one pack.
Edit: Attach moved to [url="http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1374450"]this[/url] post
[/quote]
Damn it man, it's amazing news!=) Need to try!=)
[quote name='eqzitara' date='26 February 2012 - 05:24 PM' timestamp='1330273486' post='1375364']
Well first off we can only fix the DX9 version keep in mind. Ill look if someone doesnt after mass effect 3 if someone hasnt.DA2's sky can [u]probably[/u] be fixed when we see how helix fixes the convergence effect(Like lights in me2/3). Im not certain how it will look after that is fixed. I think the sun also suffers from same issue. Stuff rendered in one eye can be fixed. Shadows [u]I[/u] cant fix. Not sure when I can look at it but if someone else doesnt I will. I am a pretty big bioware fan and its got a big fan base so would be good to fix. Ill do it after im done beating mass effect 3 for the x time lol. Does it have any other issues I dont remember?
[/quote]
Thanks for your answer. I would be very happy if you could try /smile.gif' class='bbc_emoticon' alt=':smile:' />
[quote name='eqzitara' date='26 February 2012 - 05:24 PM' timestamp='1330273486' post='1375364']
Well first off we can only fix the DX9 version keep in mind. Ill look if someone doesnt after mass effect 3 if someone hasnt.DA2's sky can probably be fixed when we see how helix fixes the convergence effect(Like lights in me2/3). Im not certain how it will look after that is fixed. I think the sun also suffers from same issue. Stuff rendered in one eye can be fixed. Shadows I cant fix. Not sure when I can look at it but if someone else doesnt I will. I am a pretty big bioware fan and its got a big fan base so would be good to fix. Ill do it after im done beating mass effect 3 for the x time lol. Does it have any other issues I dont remember?
Thanks for your answer. I would be very happy if you could try /smile.gif' class='bbc_emoticon' alt=':smile:' />
Helix, is it possible to fix X3 with current dll version ? or is not ready yet ? No idea about Shader programming but i will try a few copy/pastes lol. Thanks !
Helix, is it possible to fix X3 with current dll version ? or is not ready yet ? No idea about Shader programming but i will try a few copy/pastes lol. Thanks !
[quote name='mana84' date='28 February 2012 - 01:25 PM' timestamp='1330424719' post='1376086']
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
[/quote]
[quote name='mana84' date='28 February 2012 - 01:25 PM' timestamp='1330424719' post='1376086']
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
Ok, I decided to try the debug .dll in Risen and see what I could find and try to fix, or at least disable. I found a vertex shader that, when disabled, would make the entire sky go black so I am thinking that this is for the skybox maybe. I extracted the file and saved it as 8ADC96BD.txt and put it in a newly created shaderoverride\vertexshaders folder. Blanking out the file and reloading the game did make the sky stay black. I wanted to see what the skybox fix was for Darksiders II and noticed that one is using VS_3_0 while the one for Risen is VS_2_0. At this point I have no idea what would need to be changed to push the sky out, assuming this is the correct file for that. I attached it in case anyone has the game installed and wanted to take a peak. The game has thousands of shaders but I wanted to see if fixing the sky could be easier than the horrible shadows or torch lighting and character halo problems.
Ok, I decided to try the debug .dll in Risen and see what I could find and try to fix, or at least disable. I found a vertex shader that, when disabled, would make the entire sky go black so I am thinking that this is for the skybox maybe. I extracted the file and saved it as 8ADC96BD.txt and put it in a newly created shaderoverride\vertexshaders folder. Blanking out the file and reloading the game did make the sky stay black. I wanted to see what the skybox fix was for Darksiders II and noticed that one is using VS_3_0 while the one for Risen is VS_2_0. At this point I have no idea what would need to be changed to push the sky out, assuming this is the correct file for that. I attached it in case anyone has the game installed and wanted to take a peak. The game has thousands of shaders but I wanted to see if fixing the sky could be easier than the horrible shadows or torch lighting and character halo problems.
[quote name='-=HeliX=-' date='27 February 2012 - 06:24 PM' timestamp='1330367095' post='1375807']
Probably you're dumping already overrode shaders.
[/quote]
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
[quote name='-=HeliX=-' date='27 February 2012 - 06:24 PM' timestamp='1330367095' post='1375807']
Probably you're dumping already overrode shaders.
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote name='3d4dd' date='28 February 2012 - 04:17 PM' timestamp='1330445822' post='1376209']
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
[/quote]
Yea when you make changes with a game and put them in override. Go into game, some files will be numbered/identification changed but crcs will be the same. Its fine.
[quote name='3d4dd' date='28 February 2012 - 04:17 PM' timestamp='1330445822' post='1376209']
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
Yea when you make changes with a game and put them in override. Go into game, some files will be numbered/identification changed but crcs will be the same. Its fine.
[quote name='Arioch' date='28 February 2012 - 11:13 AM' timestamp='1330445637' post='1376207']
Ok, I decided to try the debug .dll in Risen and see what I could find and try to fix, or at least disable. I found a vertex shader that, when disabled, would make the entire sky go black so I am thinking that this is for the skybox maybe. I extracted the file and saved it as 8ADC96BD.txt and put it in a newly created shaderoverride\vertexshaders folder. Blanking out the file and reloading the game did make the sky stay black. I wanted to see what the skybox fix was for Darksiders II and noticed that one is using VS_3_0 while the one for Risen is VS_2_0. At this point I have no idea what would need to be changed to push the sky out, assuming this is the correct file for that. I attached it in case anyone has the game installed and wanted to take a peak. The game has thousands of shaders but I wanted to see if fixing the sky could be easier than the horrible shadows or torch lighting and character halo problems.
[attachment=31888:VertexShader_1145_CRC32_8ADC96BD.txt]
[/quote]
Yes that is most likely skybox depth if you can make the sky go black like that.
What you need to do now is convert the vertex shader from 2_0 to 3_0, which is hard if you don't know the syntax, but easy if you have a resident shader guru like HeliX to guide you through it. :)
He did the original conversions for me for Darksiders, once you see what he did its very easy to replicate it again later (I've done this for 4-5 games now even VS_1_1 and I know eqzitara and mana84 have as well). Just open the two original VS_2_0 shaders I attach here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371132
Then compare them with the two fixes HeliX attached in the next post. You are basically replacing VS_2_0 variables to VS_3_0 compatible ones and declaring the replaced variables in the first few lines of code before you start your transformations.
[u][b]Basic primer[/b][/u]:
[list]
[*]Change VS_2_0 on the first line to VS_3_0 or your new code won't work.
[*]All of your output variables no matter the type will need to enumerate in order: o0, o1, o2, o3, o4, o5 etc.
[*]You have 3 basic types of declarations from what I can tell: dcl_position, dcl_texcoord, dcl_color
[*]More declarations here along with some useful ASM/HLSL definitions: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205573(v=vs.85).aspx
[*]Go through the code and find the output registers designated 'oXxx'
[/list]
[list]
[*]Then change the new 3_0 variables in the shader code itself so its all coherent. So any iteration of 'oPos' change to 'o0', oT1 to o2.xy, etc.
[*]Once you are done modifying the shader, remove the shader/CRC info so its just 8char.txt format and put it in override. Then run the game. If the shader effect is still onscreen and the same as it was originally when you dumped it, then you at least got the VS2 to VS3 translation correct. If its missing or a wrong position/color then you probably missed something and need to look over translated shader again.
[/list]
Once you've done this, you can then go and modify the shader using some of the sample codes and fixes we've compiled so far. For skybox fix you can very easily look at some of the fixes I made in Skyrim or Darksiders, or if those don't work, the ones from Assassin's Creed games. I'll leave these steps up to you as mental exercise to help you get into the swing of it. If you need more help let us know! /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Also for the Amalur mouse issue, its probably another case of hardware mouse cursor. I don't think there is a way to get that to 3D unless there's a way to disable hardware mouse and change it into software/rendered mouse instead.
[quote name='Arioch' date='28 February 2012 - 11:13 AM' timestamp='1330445637' post='1376207']
Ok, I decided to try the debug .dll in Risen and see what I could find and try to fix, or at least disable. I found a vertex shader that, when disabled, would make the entire sky go black so I am thinking that this is for the skybox maybe. I extracted the file and saved it as 8ADC96BD.txt and put it in a newly created shaderoverride\vertexshaders folder. Blanking out the file and reloading the game did make the sky stay black. I wanted to see what the skybox fix was for Darksiders II and noticed that one is using VS_3_0 while the one for Risen is VS_2_0. At this point I have no idea what would need to be changed to push the sky out, assuming this is the correct file for that. I attached it in case anyone has the game installed and wanted to take a peak. The game has thousands of shaders but I wanted to see if fixing the sky could be easier than the horrible shadows or torch lighting and character halo problems.
Yes that is most likely skybox depth if you can make the sky go black like that.
What you need to do now is convert the vertex shader from 2_0 to 3_0, which is hard if you don't know the syntax, but easy if you have a resident shader guru like HeliX to guide you through it. :)
He did the original conversions for me for Darksiders, once you see what he did its very easy to replicate it again later (I've done this for 4-5 games now even VS_1_1 and I know eqzitara and mana84 have as well). Just open the two original VS_2_0 shaders I attach here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371132
Then compare them with the two fixes HeliX attached in the next post. You are basically replacing VS_2_0 variables to VS_3_0 compatible ones and declaring the replaced variables in the first few lines of code before you start your transformations.
Basic primer:
Change VS_2_0 on the first line to VS_3_0 or your new code won't work.
All of your output variables no matter the type will need to enumerate in order: o0, o1, o2, o3, o4, o5 etc.
You have 3 basic types of declarations from what I can tell: dcl_position, dcl_texcoord, dcl_color
More declarations here along with some useful ASM/HLSL definitions: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205573(v=vs.85).aspx
Go through the code and find the output registers designated 'oXxx'
[indent]Example: old VS2 -> new VS3 code
oPos -> dcl_position o0
oT0.xy -> dcl_texcoord o1.xy
oT1.xy -> dcl_texcoord2 o2.xy
oD0 -> dcl_color o3
oC0 -> dcl_color o4
oFog -> dcl_fog o5[/indent]
Then change the new 3_0 variables in the shader code itself so its all coherent. So any iteration of 'oPos' change to 'o0', oT1 to o2.xy, etc.
Once you are done modifying the shader, remove the shader/CRC info so its just 8char.txt format and put it in override. Then run the game. If the shader effect is still onscreen and the same as it was originally when you dumped it, then you at least got the VS2 to VS3 translation correct. If its missing or a wrong position/color then you probably missed something and need to look over translated shader again.
Once you've done this, you can then go and modify the shader using some of the sample codes and fixes we've compiled so far. For skybox fix you can very easily look at some of the fixes I made in Skyrim or Darksiders, or if those don't work, the ones from Assassin's Creed games. I'll leave these steps up to you as mental exercise to help you get into the swing of it. If you need more help let us know! /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />
Also for the Amalur mouse issue, its probably another case of hardware mouse cursor. I don't think there is a way to get that to 3D unless there's a way to disable hardware mouse and change it into software/rendered mouse instead.
[quote name='mana84' date='28 February 2012 - 05:25 AM' timestamp='1330424719' post='1376086']
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
[/quote]
Ah cool, I didn't double-check but if that's the case, even better. Artox let us know if you aren't having any luck with just the vertex shader.
[quote name='mana84' date='28 February 2012 - 05:25 AM' timestamp='1330424719' post='1376086']
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
Ah cool, I didn't double-check but if that's the case, even better. Artox let us know if you aren't having any luck with just the vertex shader.
@Helix
How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
[/quote]
You can disable HUD in the game options.
@Helix
How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
You can disable HUD in the game options.
Co-founder/Web host of helixmod.blog.com
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It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
[/quote]
I guess I missed your post, this thread has been expanding very rapidly. I guess I'll be flagging PSs when I have the time. Thanks for the info :)
It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
I guess I missed your post, this thread has been expanding very rapidly. I guess I'll be flagging PSs when I have the time. Thanks for the info :)
http://helixmod.blogspot.com/
I figured there is no way around this but though I would post here anyway.
I figured there is no way around this but though I would post here anyway.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
As i thought it was a problem with vPos.
I did manually conversion to texture coordinates by using vertex position.
I hope that I found all water shaders.
Should fix all water issues. Tested on Skyrim without any water mods.
@chiz
Could you please merge it with your HUD mod ?
I think it'll be better to have all fixes in one pack.
Edit: Attach moved to [url="http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1374450"]this[/url] post
[/quote]
Damn it man, it's amazing news!=) Need to try!=)
As i thought it was a problem with vPos.
I did manually conversion to texture coordinates by using vertex position.
I hope that I found all water shaders.
Should fix all water issues. Tested on Skyrim without any water mods.
@chiz
Could you please merge it with your HUD mod ?
I think it'll be better to have all fixes in one pack.
Edit: Attach moved to this post
Damn it man, it's amazing news!=) Need to try!=)
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Well first off we can only fix the DX9 version keep in mind. Ill look if someone doesnt after mass effect 3 if someone hasnt.DA2's sky can [u]probably[/u] be fixed when we see how helix fixes the convergence effect(Like lights in me2/3). Im not certain how it will look after that is fixed. I think the sun also suffers from same issue. Stuff rendered in one eye can be fixed. Shadows [u]I[/u] cant fix. Not sure when I can look at it but if someone else doesnt I will. I am a pretty big bioware fan and its got a big fan base so would be good to fix. Ill do it after im done beating mass effect 3 for the x time lol. Does it have any other issues I dont remember?
[/quote]
Thanks for your answer. I would be very happy if you could try
Tanks again, Bye Sam
Well first off we can only fix the DX9 version keep in mind. Ill look if someone doesnt after mass effect 3 if someone hasnt.DA2's sky can probably be fixed when we see how helix fixes the convergence effect(Like lights in me2/3). Im not certain how it will look after that is fixed. I think the sun also suffers from same issue. Stuff rendered in one eye can be fixed. Shadows I cant fix. Not sure when I can look at it but if someone else doesnt I will. I am a pretty big bioware fan and its got a big fan base so would be good to fix. Ill do it after im done beating mass effect 3 for the x time lol. Does it have any other issues I dont remember?
Thanks for your answer. I would be very happy if you could try
Tanks again, Bye Sam
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
[/quote]
Thanks, I'll try it tonight.
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
Thanks, I'll try it tonight.
http://helixmod.blogspot.com/
[attachment=31888:VertexShader_1145_CRC32_8ADC96BD.txt]
[attachment=31888:VertexShader_1145_CRC32_8ADC96BD.txt]
Probably you're dumping already overrode shaders.
[/quote]
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
Probably you're dumping already overrode shaders.
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
[/quote]
Yea when you make changes with a game and put them in override. Go into game, some files will be numbered/identification changed but crcs will be the same. Its fine.
I had this issue with every shader (original/overrode) I saved. Now I discovered that it happens only with Alan Wake and Hunted but not with other games. It's not a problem if You are aware that this can happen and note down the correct CRCs displayed in the HUD. We also should keep this file name phenomenon in mind as a possible explanation when someone reports that his saved and fixed shaders don't seem to have any effects on the game...
Yea when you make changes with a game and put them in override. Go into game, some files will be numbered/identification changed but crcs will be the same. Its fine.
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Ok, I decided to try the debug .dll in Risen and see what I could find and try to fix, or at least disable. I found a vertex shader that, when disabled, would make the entire sky go black so I am thinking that this is for the skybox maybe. I extracted the file and saved it as 8ADC96BD.txt and put it in a newly created shaderoverride\vertexshaders folder. Blanking out the file and reloading the game did make the sky stay black. I wanted to see what the skybox fix was for Darksiders II and noticed that one is using VS_3_0 while the one for Risen is VS_2_0. At this point I have no idea what would need to be changed to push the sky out, assuming this is the correct file for that. I attached it in case anyone has the game installed and wanted to take a peak. The game has thousands of shaders but I wanted to see if fixing the sky could be easier than the horrible shadows or torch lighting and character halo problems.
[attachment=31888:VertexShader_1145_CRC32_8ADC96BD.txt]
[/quote]
Yes that is most likely skybox depth if you can make the sky go black like that.
What you need to do now is convert the vertex shader from 2_0 to 3_0, which is hard if you don't know the syntax, but easy if you have a resident shader guru like HeliX to guide you through it. :)
He did the original conversions for me for Darksiders, once you see what he did its very easy to replicate it again later (I've done this for 4-5 games now even VS_1_1 and I know eqzitara and mana84 have as well). Just open the two original VS_2_0 shaders I attach here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371132
Then compare them with the two fixes HeliX attached in the next post. You are basically replacing VS_2_0 variables to VS_3_0 compatible ones and declaring the replaced variables in the first few lines of code before you start your transformations.
[u][b]Basic primer[/b][/u]:
[list]
[*]Change VS_2_0 on the first line to VS_3_0 or your new code won't work.
[*]All of your output variables no matter the type will need to enumerate in order: o0, o1, o2, o3, o4, o5 etc.
[*]You have 3 basic types of declarations from what I can tell: dcl_position, dcl_texcoord, dcl_color
[*]More declarations here along with some useful ASM/HLSL definitions: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205573(v=vs.85).aspx
[*]Go through the code and find the output registers designated 'oXxx'
[/list]
[indent]Example: old VS2 -> new VS3 code
oPos -> dcl_position o0
oT0.xy -> dcl_texcoord o1.xy
oT1.xy -> dcl_texcoord2 o2.xy
oD0 -> dcl_color o3
oC0 -> dcl_color o4
oFog -> dcl_fog o5[/indent]
[list]
[*]Then change the new 3_0 variables in the shader code itself so its all coherent. So any iteration of 'oPos' change to 'o0', oT1 to o2.xy, etc.
[*]Once you are done modifying the shader, remove the shader/CRC info so its just 8char.txt format and put it in override. Then run the game. If the shader effect is still onscreen and the same as it was originally when you dumped it, then you at least got the VS2 to VS3 translation correct. If its missing or a wrong position/color then you probably missed something and need to look over translated shader again.
[/list]
Once you've done this, you can then go and modify the shader using some of the sample codes and fixes we've compiled so far. For skybox fix you can very easily look at some of the fixes I made in Skyrim or Darksiders, or if those don't work, the ones from Assassin's Creed games. I'll leave these steps up to you as mental exercise to help you get into the swing of it. If you need more help let us know!
Also for the Amalur mouse issue, its probably another case of hardware mouse cursor. I don't think there is a way to get that to 3D unless there's a way to disable hardware mouse and change it into software/rendered mouse instead.
Ok, I decided to try the debug .dll in Risen and see what I could find and try to fix, or at least disable. I found a vertex shader that, when disabled, would make the entire sky go black so I am thinking that this is for the skybox maybe. I extracted the file and saved it as 8ADC96BD.txt and put it in a newly created shaderoverride\vertexshaders folder. Blanking out the file and reloading the game did make the sky stay black. I wanted to see what the skybox fix was for Darksiders II and noticed that one is using VS_3_0 while the one for Risen is VS_2_0. At this point I have no idea what would need to be changed to push the sky out, assuming this is the correct file for that. I attached it in case anyone has the game installed and wanted to take a peak. The game has thousands of shaders but I wanted to see if fixing the sky could be easier than the horrible shadows or torch lighting and character halo problems.
[attachment=31888:VertexShader_1145_CRC32_8ADC96BD.txt]
Yes that is most likely skybox depth if you can make the sky go black like that.
What you need to do now is convert the vertex shader from 2_0 to 3_0, which is hard if you don't know the syntax, but easy if you have a resident shader guru like HeliX to guide you through it. :)
He did the original conversions for me for Darksiders, once you see what he did its very easy to replicate it again later (I've done this for 4-5 games now even VS_1_1 and I know eqzitara and mana84 have as well). Just open the two original VS_2_0 shaders I attach here: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1371132
Then compare them with the two fixes HeliX attached in the next post. You are basically replacing VS_2_0 variables to VS_3_0 compatible ones and declaring the replaced variables in the first few lines of code before you start your transformations.
Basic primer:
[indent]Example: old VS2 -> new VS3 code
oPos -> dcl_position o0
oT0.xy -> dcl_texcoord o1.xy
oT1.xy -> dcl_texcoord2 o2.xy
oD0 -> dcl_color o3
oC0 -> dcl_color o4
oFog -> dcl_fog o5[/indent]
Once you've done this, you can then go and modify the shader using some of the sample codes and fixes we've compiled so far. For skybox fix you can very easily look at some of the fixes I made in Skyrim or Darksiders, or if those don't work, the ones from Assassin's Creed games. I'll leave these steps up to you as mental exercise to help you get into the swing of it. If you need more help let us know!
Also for the Amalur mouse issue, its probably another case of hardware mouse cursor. I don't think there is a way to get that to 3D unless there's a way to disable hardware mouse and change it into software/rendered mouse instead.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
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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
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
[/quote]
Ah cool, I didn't double-check but if that's the case, even better. Artox let us know if you aren't having any luck with just the vertex shader.
@Artox: I've looked at your darksiders' hud vertex shader and it seems to have output colors into, sometimes you can change transparency in vertex shaders too but it depends from the game becouse other times the color could be assigned only in the related pixel shader. The fact that the output color is given after the label "line 16" make me think that the output color is assigned by this vertex shader only if there's a jump elsewhere. So I think you could try to subtract alpha value a line above that label to force an assignment, or you can try to find a related pixel shader as suggested.
Ah cool, I didn't double-check but if that's the case, even better. Artox let us know if you aren't having any luck with just the vertex shader.
-=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