How to fix/disable shaders in games(DLL,guide and fixes).
46 / 167
[quote name='eqzitara' date='15 March 2012 - 12:41 PM' timestamp='1331782919' post='1383069']
@FLINXY
def c220, 0.7, 0.05, 0.0625, 0
Change the depth value (0.7) to something less like (0.35). Change each of the txt files in vertex shaders to match that.(this will change the depth on all hud elements).
[/quote]
[quote name='eqzitara' date='15 March 2012 - 12:41 PM' timestamp='1331782919' post='1383069']
@FLINXY
def c220, 0.7, 0.05, 0.0625, 0
Change the depth value (0.7) to something less like (0.35). Change each of the txt files in vertex shaders to match that.(this will change the depth on all hud elements).
[quote name='eqzitara' date='15 March 2012 - 04:41 AM' timestamp='1331782919' post='1383069']
I want to play around with new debug features but I am stuck trying to change depth of pixel shader(text). I never did before and am a bit lost. I will also post the original since I am not 100% confident in my ps_2_0->ps_3_0 conversion yet.
[/quote]
I've examined your converted code and I think you should make this changes to make it work:
ps_3_0
dcl_position v0
dcl_texcoord o0.xy
dcl_color o1 //remove this line as you don't need to declare an output for color in ps, you should use the default oC# registers as below
dcl_position o2 //remove this too as you don't use it
dcl_2d s0
mad r0.x, o0.x, c4.z, c4.x
mad r0.y, o0.y, c4.w, c4.y
texld r0, r0, s0
mov r1, c2
mad r2.xw, v0.zxyw, r1, c3
mad r2.z, v0.x, r1.z, c3.z
mad r2.y, v0.y, r1.y, c3.y
mul r2.w, r0.w, r2.w
mov o1, r2 //here you should leave it as oC0 becouse ps3 output color registers are oC#
make me know if it works after /wink.gif' class='bbc_emoticon' alt=';)' />
[quote name='eqzitara' date='15 March 2012 - 04:41 AM' timestamp='1331782919' post='1383069']
I want to play around with new debug features but I am stuck trying to change depth of pixel shader(text). I never did before and am a bit lost. I will also post the original since I am not 100% confident in my ps_2_0->ps_3_0 conversion yet.
I've examined your converted code and I think you should make this changes to make it work:
ps_3_0
dcl_position v0
dcl_texcoord o0.xy
dcl_color o1 //remove this line as you don't need to declare an output for color in ps, you should use the default oC# registers as below
dcl_position o2 //remove this too as you don't use it
dcl_2d s0
mad r0.x, o0.x, c4.z, c4.x
mad r0.y, o0.y, c4.w, c4.y
texld r0, r0, s0
mov r1, c2
mad r2.xw, v0.zxyw, r1, c3
mad r2.z, v0.x, r1.z, c3.z
mad r2.y, v0.y, r1.y, c3.y
mul r2.w, r0.w, r2.w
mov o1, r2 //here you should leave it as oC0 becouse ps3 output color registers are oC#
make me know if it works after /wink.gif' class='bbc_emoticon' alt=';)' />
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Alright well I am playing around with the depth of the text vertex shader in dragonage(names/items/obj) however its tied to all text. Wanted to see if they are seperate shaders but I am confusing myself over instructions. Not sure if dx9settings is need or not.
Alright well I am playing around with the depth of the text vertex shader in dragonage(names/items/obj) however its tied to all text. Wanted to see if they are seperate shaders but I am confusing myself over instructions. Not sure if dx9settings is need or not.
False alert.
You can check it on [url="https://www.virustotal.com/file/e1bd86baeb90209d8b137c5c785da985a8b7d10adc2f809545c71ad2816f3738/analysis/1331885097/"]virus total[/url] or by other anti-virus programs.
Added [url="http://helixmod.blogspot.com/2012/03/x3-terran-conflict-and-albion-prelude.html"]X3 Terran Conflict and Albion Prelude - 3D Vision Fix.[/url]
Also available new DLL's.
Improving texture detection mechanism(I'll give more info later).
Texture detection still doesn't work with SKYRIM and I doubt it will work.
[url="https://s3.amazonaws.com/-HeliX-/DLLS/Beta/Debug.zip"]Debug DLL.[/url]
[url="https://s3.amazonaws.com/-HeliX-/DLLS/Beta/Release.zip"]Release DLL.[/url]
I noticed if I used the TESV.exe from patch 1.4 the shadows work right and the Lydia marriage fix from the new patch was still working. I suppose we could always disable auto-patching from inside Steam and use the last known good .exe file for the time being. I looked around in the settings and .ini files but didn't see a way to disable the new grass shadows the beta patch added. I wish I could slap a Bethesda dev right now.
I noticed if I used the TESV.exe from patch 1.4 the shadows work right and the Lydia marriage fix from the new patch was still working. I suppose we could always disable auto-patching from inside Steam and use the last known good .exe file for the time being. I looked around in the settings and .ini files but didn't see a way to disable the new grass shadows the beta patch added. I wish I could slap a Bethesda dev right now.
[quote name='Arioch' date='16 March 2012 - 04:34 PM' timestamp='1331912088' post='1383768']
I noticed if I used the TESV.exe from patch 1.4 the shadows work right and the Lydia marriage fix from the new patch was still working. I suppose we could always disable auto-patching from inside Steam and use the last known good .exe file for the time being. I looked around in the settings and .ini files but didn't see a way to disable the new grass shadows the beta patch added. I wish I could slap a Bethesda dev right now.
[/quote]
Do you use the last SKSE launcher? I'm not sure it works with previous .exe version.
[quote name='Arioch' date='16 March 2012 - 04:34 PM' timestamp='1331912088' post='1383768']
I noticed if I used the TESV.exe from patch 1.4 the shadows work right and the Lydia marriage fix from the new patch was still working. I suppose we could always disable auto-patching from inside Steam and use the last known good .exe file for the time being. I looked around in the settings and .ini files but didn't see a way to disable the new grass shadows the beta patch added. I wish I could slap a Bethesda dev right now.
Do you use the last SKSE launcher? I'm not sure it works with previous .exe version.
[quote name='Laast' date='16 March 2012 - 11:43 AM' timestamp='1331916201' post='1383792']
Do you use the last SKSE launcher? I'm not sure it works with previous .exe version.
[/quote]
[quote name='eqzitara' date='16 March 2012 - 12:51 PM' timestamp='1331920286' post='1383817']
Fixing anything is a bit premature on a beta patch, no?
Also are you using newest 3d vision driver? It messes stuff up.
[/quote]
I am using a prior 3D Vision driver. I guess we might as well wait until the patch goes live and go from there.
@FLINXY
def c220, 0.7, 0.05, 0.0625, 0
Change the depth value (0.7) to something less like (0.35). Change each of the txt files in vertex shaders to match that.(this will change the depth on all hud elements).
[/quote]
Thanks - I'll experiment with the values. :)
@FLINXY
def c220, 0.7, 0.05, 0.0625, 0
Change the depth value (0.7) to something less like (0.35). Change each of the txt files in vertex shaders to match that.(this will change the depth on all hud elements).
Thanks - I'll experiment with the values. :)
I want to play around with new debug features but I am stuck trying to change depth of pixel shader(text). I never did before and am a bit lost. I will also post the original since I am not 100% confident in my ps_2_0->ps_3_0 conversion yet.
[/quote]
I've examined your converted code and I think you should make this changes to make it work:
ps_3_0
dcl_position v0
dcl_texcoord o0.xy
dcl_color o1 //remove this line as you don't need to declare an output for color in ps, you should use the default oC# registers as below
dcl_position o2 //remove this too as you don't use it
dcl_2d s0
mad r0.x, o0.x, c4.z, c4.x
mad r0.y, o0.y, c4.w, c4.y
texld r0, r0, s0
mov r1, c2
mad r2.xw, v0.zxyw, r1, c3
mad r2.z, v0.x, r1.z, c3.z
mad r2.y, v0.y, r1.y, c3.y
mul r2.w, r0.w, r2.w
mov o1, r2 //here you should leave it as oC0 becouse ps3 output color registers are oC#
make me know if it works after
I want to play around with new debug features but I am stuck trying to change depth of pixel shader(text). I never did before and am a bit lost. I will also post the original since I am not 100% confident in my ps_2_0->ps_3_0 conversion yet.
I've examined your converted code and I think you should make this changes to make it work:
ps_3_0
dcl_position v0
dcl_texcoord o0.xy
dcl_color o1 //remove this line as you don't need to declare an output for color in ps, you should use the default oC# registers as below
dcl_position o2 //remove this too as you don't use it
dcl_2d s0
mad r0.x, o0.x, c4.z, c4.x
mad r0.y, o0.y, c4.w, c4.y
texld r0, r0, s0
mov r1, c2
mad r2.xw, v0.zxyw, r1, c3
mad r2.z, v0.x, r1.z, c3.z
mad r2.y, v0.y, r1.y, c3.y
mul r2.w, r0.w, r2.w
mov o1, r2 //here you should leave it as oC0 becouse ps3 output color registers are oC#
make me know if it works after
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Renamed the dx9settings.ini to txt
Renamed the dx9settings.ini to txt
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Heuristic virus as High Risk
how do u think so about this?
Heuristic virus as High Risk
how do u think so about this?
i7 8700K @4.9
GTX1080Ti
Asrock Z370 Gamming K6
Windows10 64bit
LG OLED UHD 3dtv 55E6K
You can check it on [url="https://www.virustotal.com/file/e1bd86baeb90209d8b137c5c785da985a8b7d10adc2f809545c71ad2816f3738/analysis/1331885097/"]virus total[/url] or by other anti-virus programs.
You can check it on virus total or by other anti-virus programs.
Here is a link to what the patch did:
http://www.bethblog.com/2012/03/15/new-features-highlight-1-5-update/
The culprit for breaking shadows is probably where they added the following item:
"Shadows on grass available (PC)"
Here is a link to what the patch did:
http://www.bethblog.com/2012/03/15/new-features-highlight-1-5-update/
The culprit for breaking shadows is probably where they added the following item:
"Shadows on grass available (PC)"
Edit: some comments on Nexus say shadows looks broken or "weird" even in 2D...
Edit: some comments on Nexus say shadows looks broken or "weird" even in 2D...
Also available new DLL's.
Improving texture detection mechanism(I'll give more info later).
Texture detection still doesn't work with SKYRIM and I doubt it will work.
[url="https://s3.amazonaws.com/-HeliX-/DLLS/Beta/Debug.zip"]Debug DLL.[/url]
[url="https://s3.amazonaws.com/-HeliX-/DLLS/Beta/Release.zip"]Release DLL.[/url]
Also available new DLL's.
Improving texture detection mechanism(I'll give more info later).
Texture detection still doesn't work with SKYRIM and I doubt it will work.
Debug DLL.
Release DLL.
Gonna fix date on me3 so x3 goes above.
Gonna fix date on me3 so x3 goes above.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I noticed if I used the TESV.exe from patch 1.4 the shadows work right and the Lydia marriage fix from the new patch was still working. I suppose we could always disable auto-patching from inside Steam and use the last known good .exe file for the time being. I looked around in the settings and .ini files but didn't see a way to disable the new grass shadows the beta patch added. I wish I could slap a Bethesda dev right now.
[/quote]
Do you use the last SKSE launcher? I'm not sure it works with previous .exe version.
I noticed if I used the TESV.exe from patch 1.4 the shadows work right and the Lydia marriage fix from the new patch was still working. I suppose we could always disable auto-patching from inside Steam and use the last known good .exe file for the time being. I looked around in the settings and .ini files but didn't see a way to disable the new grass shadows the beta patch added. I wish I could slap a Bethesda dev right now.
Do you use the last SKSE launcher? I'm not sure it works with previous .exe version.
Do you use the last SKSE launcher? I'm not sure it works with previous .exe version.
[/quote]
Sorry, I don't use SKSE at this time.
Do you use the last SKSE launcher? I'm not sure it works with previous .exe version.
Sorry, I don't use SKSE at this time.
Also are you using newest 3d vision driver? It messes stuff up.
Also are you using newest 3d vision driver? It messes stuff up.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Fixing anything is a bit premature on a beta patch, no?
Also are you using newest 3d vision driver? It messes stuff up.
[/quote]
I am using a prior 3D Vision driver. I guess we might as well wait until the patch goes live and go from there.
Fixing anything is a bit premature on a beta patch, no?
Also are you using newest 3d vision driver? It messes stuff up.
I am using a prior 3D Vision driver. I guess we might as well wait until the patch goes live and go from there.