I just test....and now works fine!! Thanks!!
a few comments:
- The geometry and domain keys in the .ini are not there...i just take from Wither 3 fix (copy-paste)
- I hunt the water ds, but when i try to dump i get the classic boop sound (something wrong), with this error in the log:
[code]>>>> domain shader marked: domain shader hash = 4f584b0601f33edd
HackerDXGISwapChain::GetOrigSwapChain returns 146B4BE0
StereoScreenShot on Mark: D:\GAMES\Crysis 3\Bin32\ShaderFixes\4f584b0601f33edd-ds.jps, result: 0
creating HLSL representation.
******* Exception caught while decompiling shader ******
error while decompiling.
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@146C7908) called with
Fullscreen = 0
Target = 00000000
returns 0[/code]
What is wrong? i only get a screenshot, but no ds.txt file.
a few comments:
- The geometry and domain keys in the .ini are not there...i just take from Wither 3 fix (copy-paste)
- I hunt the water ds, but when i try to dump i get the classic boop sound (something wrong), with this error in the log:
>>>> domain shader marked: domain shader hash = 4f584b0601f33edd
HackerDXGISwapChain::GetOrigSwapChain returns 146B4BE0
StereoScreenShot on Mark: D:\GAMES\Crysis 3\Bin32\ShaderFixes\4f584b0601f33edd-ds.jps, result: 0
creating HLSL representation.
******* Exception caught while decompiling shader ******
error while decompiling.
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@146C7908) called with
Fullscreen = 0
Target = 00000000
returns 0
What is wrong? i only get a screenshot, but no ds.txt file.
Oh yeah, I forgot about that - we haven't hooked up the assembly versions to copy on mark yet. Currently the way to do it is to turn on export_shaders=1 and copy the shader from ShaderCache to ShaderFixes.
Since you're going to be editing assembly shaders there's a few things to be aware of:
1. Be sure to increment dcl_temps so that it is one more than the maximum temporary register you have used
2. Be sure to declare the t125 texture (and t120 if you use it)
Forgetting those is easy, and can lead to a crash - but it's inconsistent so can easily go unnoticed.
Oh yeah, I forgot about that - we haven't hooked up the assembly versions to copy on mark yet. Currently the way to do it is to turn on export_shaders=1 and copy the shader from ShaderCache to ShaderFixes.
Since you're going to be editing assembly shaders there's a few things to be aware of:
1. Be sure to increment dcl_temps so that it is one more than the maximum temporary register you have used
2. Be sure to declare the t125 texture (and t120 if you use it)
Forgetting those is easy, and can lead to a crash - but it's inconsistent so can easily go unnoticed.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
@DHR, yes sorry, the Domain Shaders are not there yet for the Decompiler, there are a number of new instructions that they use which are not yet supported. Going to take me a bit to get those variants working. In the meantime, the Assembler is the way to go if you really need the DS.
It might be worth trying to see if you can affect the output of the tesselation pipeline in the Pixel Shader instead though. The input to the PS will typically be the vertices from the tesselation, and you might still be able to shift them there before they are used.
@DHR, yes sorry, the Domain Shaders are not there yet for the Decompiler, there are a number of new instructions that they use which are not yet supported. Going to take me a bit to get those variants working. In the meantime, the Assembler is the way to go if you really need the DS.
It might be worth trying to see if you can affect the output of the tesselation pipeline in the Pixel Shader instead though. The input to the PS will typically be the vertices from the tesselation, and you might still be able to shift them there before they are used.
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
Don't worry bo3b! i just fix water in a couple of ds...
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65333/[/img]
a couple of screenshots:
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65332/[/img]
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/65331/[/img]
[quote=""]It might be worth trying to see if you can affect the output of the tesselation pipeline in the Pixel Shader instead though. The input to the PS will typically be the vertices from the tesselation, and you might still be able to shift them there before they are used.[/quote]
CryEngine seems to only pass the XY coords to the pixel shader for water, so this has to be fixed in the domain shaders (very high quality) or vertex shaders (low-high quality).
@DHR that reminds me - the only settings that I found that seemed to affect which shaders were in use in Lichdom was water and "visual quality" - the later changed some of the lighting shaders (directional IIRC) & snow decals. In both cases, low-high all seemed to use the same shaders and very high used a different set.
said:It might be worth trying to see if you can affect the output of the tesselation pipeline in the Pixel Shader instead though. The input to the PS will typically be the vertices from the tesselation, and you might still be able to shift them there before they are used.
CryEngine seems to only pass the XY coords to the pixel shader for water, so this has to be fixed in the domain shaders (very high quality) or vertex shaders (low-high quality).
@DHR that reminds me - the only settings that I found that seemed to affect which shaders were in use in Lichdom was water and "visual quality" - the later changed some of the lighting shaders (directional IIRC) & snow decals. In both cases, low-high all seemed to use the same shaders and very high used a different set.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I just want to give an update about this game.
Atm, this is the list of fixed stuff in REAL 3D (not a single shader was disable):
- Shadows
- Lights
- Sun Beams
- Halos in effects (Water, Smoke, light, others)
- Decals
- Disappearing / flickering objects
- Crosshair depth adjustable "x" iniparams (using texture separation)
- Target icons depth adjustable "x" iniparams (using texture separation)
- HUD (minimap and Gun info only) toggle on/off ("P" key)
- HUD depth adjustable "y" iniparams (using texture separation)
I'm playing the game from the beginning to check if there are more issues
I'm still looking Crosshair, there is something with the wrapper i can't use more than 1 texture for 1 specific shader, and i need for the crosshair....for some reason the game use 1 texture in the first stages and later for the same group of crosshair use another texture in different stages...LOL
Overall the game is looking awesome....i playing with a command that disable the Weapon/Hands (r_drawnearfov 2)....and if you disable the minimap and gun info with the "P" key....you can only see the Crosshair and Icon Target....the image is very clean and the 3D is more enjoyable :)
I'm playing the game from the beginning to check if there are more issues
I'm still looking Crosshair, there is something with the wrapper i can't use more than 1 texture for 1 specific shader, and i need for the crosshair....for some reason the game use 1 texture in the first stages and later for the same group of crosshair use another texture in different stages...LOL
Overall the game is looking awesome....i playing with a command that disable the Weapon/Hands (r_drawnearfov 2)....and if you disable the minimap and gun info with the "P" key....you can only see the Crosshair and Icon Target....the image is very clean and the 3D is more enjoyable :)
Knowing all this feature games being developed on CryEngine 3 this is like hearing about new tool for 3D fixing.
How`s that actually work. Do we have to disable automatic 3D (CryEngine`s one) in the game or the fix does this for Us ?
Knowing all this feature games being developed on CryEngine 3 this is like hearing about new tool for 3D fixing.
How`s that actually work. Do we have to disable automatic 3D (CryEngine`s one) in the game or the fix does this for Us ?
@SKAUT
The wrapper do all the job to disable CryEngine Fake3D and enable Nvidia automatic. So the install process is the same that other games fixed with 3Dmigoto.
@Zappologist
I'm playing with all max out (VERY HIGH, MSAA 8x, AF 16x, Motion blur disabled) and the game runs 50-60fps. I have a GTX 980 factory OC / i7 3770K / 8 GB RAM / 3DTV Play. Lowering MSAA give more fps.
@SKAUT
The wrapper do all the job to disable CryEngine Fake3D and enable Nvidia automatic. So the install process is the same that other games fixed with 3Dmigoto.
@Zappologist
I'm playing with all max out (VERY HIGH, MSAA 8x, AF 16x, Motion blur disabled) and the game runs 50-60fps. I have a GTX 980 factory OC / i7 3770K / 8 GB RAM / 3DTV Play. Lowering MSAA give more fps.
[quote=""]That's some impressive stuff, DHR. Congratulations and thank you!
This is supposed to be a very graphically advanced game, how's the 3D performance?[/quote]
...and technologically advanced. This engine proved everybody that you can make all look great and keep impressive performance. I bet you`ll be able to run it smooth on Ultra.
said:That's some impressive stuff, DHR. Congratulations and thank you!
This is supposed to be a very graphically advanced game, how's the 3D performance?
...and technologically advanced. This engine proved everybody that you can make all look great and keep impressive performance. I bet you`ll be able to run it smooth on Ultra.
[quote="DHR"]I'm still looking Crosshair, there is something with the wrapper i can't use more than 1 texture for 1 specific shader, and i need for the crosshair....[/quote]Can I clarify what you mean by that? You should be able to use multiple TextureOverride sections with the same or different filter_index. Do you need something more flexible, or is the intended functionality not working properly?
[quote]for some reason the game use 1 texture in the first stages and later for the same group of crosshair use another texture in different stages...LOL[/quote]Do you have the lines from the ShaderUsage.txt for these? That should show if there's any different attributes about them, or frame analysis can dump them out for comparison.
If there's something weird going on you may be able to use frame analysis to find out more info. For example, in Lichdom I tried filtering on different font textures but found out that they all use the same texture, which only contains the characters that the game has used so far - whenever the game renders a new character the texture is updated but the hash stays the same. I assume if they ran out of room in that texture that they would create a new one.
DHR said:I'm still looking Crosshair, there is something with the wrapper i can't use more than 1 texture for 1 specific shader, and i need for the crosshair....
Can I clarify what you mean by that? You should be able to use multiple TextureOverride sections with the same or different filter_index. Do you need something more flexible, or is the intended functionality not working properly?
for some reason the game use 1 texture in the first stages and later for the same group of crosshair use another texture in different stages...LOL
Do you have the lines from the ShaderUsage.txt for these? That should show if there's any different attributes about them, or frame analysis can dump them out for comparison.
If there's something weird going on you may be able to use frame analysis to find out more info. For example, in Lichdom I tried filtering on different font textures but found out that they all use the same texture, which only contains the characters that the game has used so far - whenever the game renders a new character the texture is updated but the hash stays the same. I assume if they ran out of room in that texture that they would create a new one.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Maybe something more flexible or maybe is possible but i don't now how to configure. I send you a PM with this.
Basically, the textures for crosshair are 2 for the same group of crosshair: e19d2d8058ec32b4 and cfc01fb2ceb6bb21
The first one is used (or activated) in early stages of the games and the second later in game. Is one or the other, not both.
PS----------------------id---------texture
7ff9e9526ba34616----2----------e19d2d8058ec32b4
7ff9e9526ba34616----1----------cfc01fb2ceb6bb21
i try this, but i get a duplicate PS error, only the first texture is working
[code][ShaderOverrideHUD1]
Hash=7ff9e9526ba34616
x2=ps-t2
[TextureOverrideCrosshair1]
Hash=e19d2d8058ec32b4
filter_index=2
[ShaderOverrideHUD2]
Hash=7ff9e9526ba34616
x2=ps-t1
[TextureOverrideCrosshair2]
Hash=cfc01fb2ceb6bb21
filter_index=2[/code]
And this, but only take the first id (in this case t2):
[code][ShaderOverrideHUD1]
Hash=7ff9e9526ba34616
x2=ps-t2
x2=ps-t1
[TextureOverrideCrosshair1]
Hash=e19d2d8058ec32b4
filter_index=2
[TextureOverrideCrosshair2]
Hash=cfc01fb2ceb6bb21
filter_index=2[/code]
Maybe i have to configure different....i don't know.
[quote="DHR"]Maybe something more flexible or maybe is possible but i don't now how to configure. I send you a PM with this.[/quote]
Ah, sorry - I missed your PM.
[quote]Basically, the textures for crosshair are 2 for the same group of crosshair: e19d2d8058ec32b4 and cfc01fb2ceb6bb21
The first one is used (or activated) in early stages of the games and the second later in game. Is one or the other, not both.
PS----------------------id---------texture
7ff9e9526ba34616----2----------e19d2d8058ec32b4
7ff9e9526ba34616----1----------cfc01fb2ceb6bb21[/quote]
ok, to make sure we are on the same page, are you saying that you are seeing these textures in separate texture slots like this:
<PixelShader hash="7ff9e9526ba34616">
...
<Register [color="green"]id=1[/color] handle=xxxxxxxx>cfc01fb2ceb6bb21</Register>
...
<Register [color="green"]id=2[/color] handle=xxxxxxxx>e19d2d8058ec32b4</Register>
...
</PixelShader>
The way to handle this is to use a separate ini param for each slot. Your d3dx.ini would look something like this:
[code]
[ShaderOverrideHUD1]
Hash=7ff9e9526ba34616
x2=ps-t1
y2=ps-t2
[TextureOverrideCrosshair1]
Hash=e19d2d8058ec32b4
filter_index=2
[TextureOverrideCrosshair2]
Hash=cfc01fb2ceb6bb21
filter_index=2
[/code]
In the shader you will need to check both using something like:
[code]
float4 tex_filter = IniParams.Load(int2(2, 0));
if (tex_filter.x == 2 || tex_filter.y == 2) {
// Crosshair
} else {
// Not crosshair
}
[/code]
Instead of x2 & y2, you could alternatively use any of the other ini param slots: x, y, z, w, x1, y1, z1, w1, x2, ..., x7, y7, z7, w7. The number corresponds with the index in the IniParams.Load(int2(<INDEX>, 0)); line, and the x/y/z/w will correspond with the component in that float4. The reason I've been using x2 is that I'm using x/y/z/w for user configurable parameters, x1/y1/z1/w1 for render target size filtering and so x2 was the next free parameter.
Instead of x2 & y2, you could alternatively use any of the other ini param slots: x, y, z, w, x1, y1, z1, w1, x2, ..., x7, y7, z7, w7. The number corresponds with the index in the IniParams.Load(int2(<INDEX>, 0)); line, and the x/y/z/w will correspond with the component in that float4. The reason I've been using x2 is that I'm using x/y/z/w for user configurable parameters, x1/y1/z1/w1 for render target size filtering and so x2 was the next free parameter.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
a few comments:
- The geometry and domain keys in the .ini are not there...i just take from Wither 3 fix (copy-paste)
- I hunt the water ds, but when i try to dump i get the classic boop sound (something wrong), with this error in the log:
What is wrong? i only get a screenshot, but no ds.txt file.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Since you're going to be editing assembly shaders there's a few things to be aware of:
1. Be sure to increment dcl_temps so that it is one more than the maximum temporary register you have used
2. Be sure to declare the t125 texture (and t120 if you use it)
Forgetting those is easy, and can lead to a crash - but it's inconsistent so can easily go unnoticed.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
It might be worth trying to see if you can affect the output of the tesselation pipeline in the Pixel Shader instead though. The input to the PS will typically be the vertices from the tesselation, and you might still be able to shift them there before they are used.
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
a couple of screenshots:
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
CryEngine seems to only pass the XY coords to the pixel shader for water, so this has to be fixed in the domain shaders (very high quality) or vertex shaders (low-high quality).
@DHR that reminds me - the only settings that I found that seemed to affect which shaders were in use in Lichdom was water and "visual quality" - the later changed some of the lighting shaders (directional IIRC) & snow decals. In both cases, low-high all seemed to use the same shaders and very high used a different set.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
It's interesting that this sort of old game (targeted XBox 360 and PS3 early 2013) is using tesselation.
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
Atm, this is the list of fixed stuff in REAL 3D (not a single shader was disable):
- Shadows
- Lights
- Sun Beams
- Halos in effects (Water, Smoke, light, others)
- Decals
- Disappearing / flickering objects
- Crosshair depth adjustable "x" iniparams (using texture separation)
- Target icons depth adjustable "x" iniparams (using texture separation)
- HUD (minimap and Gun info only) toggle on/off ("P" key)
- HUD depth adjustable "y" iniparams (using texture separation)
I'm playing the game from the beginning to check if there are more issues
I'm still looking Crosshair, there is something with the wrapper i can't use more than 1 texture for 1 specific shader, and i need for the crosshair....for some reason the game use 1 texture in the first stages and later for the same group of crosshair use another texture in different stages...LOL
Overall the game is looking awesome....i playing with a command that disable the Weapon/Hands (r_drawnearfov 2)....and if you disable the minimap and gun info with the "P" key....you can only see the Crosshair and Icon Target....the image is very clean and the 3D is more enjoyable :)
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard
How`s that actually work. Do we have to disable automatic 3D (CryEngine`s one) in the game or the fix does this for Us ?
https://steamcommunity.com/profiles/76561198014296177/
This is supposed to be a very graphically advanced game, how's the 3D performance?
The wrapper do all the job to disable CryEngine Fake3D and enable Nvidia automatic. So the install process is the same that other games fixed with 3Dmigoto.
@Zappologist
I'm playing with all max out (VERY HIGH, MSAA 8x, AF 16x, Motion blur disabled) and the game runs 50-60fps. I have a GTX 980 factory OC / i7 3770K / 8 GB RAM / 3DTV Play. Lowering MSAA give more fps.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
...and technologically advanced. This engine proved everybody that you can make all look great and keep impressive performance. I bet you`ll be able to run it smooth on Ultra.
https://steamcommunity.com/profiles/76561198014296177/
Do you have the lines from the ShaderUsage.txt for these? That should show if there's any different attributes about them, or frame analysis can dump them out for comparison.
If there's something weird going on you may be able to use frame analysis to find out more info. For example, in Lichdom I tried filtering on different font textures but found out that they all use the same texture, which only contains the characters that the game has used so far - whenever the game renders a new character the texture is updated but the hash stays the same. I assume if they ran out of room in that texture that they would create a new one.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD
Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword
Basically, the textures for crosshair are 2 for the same group of crosshair: e19d2d8058ec32b4 and cfc01fb2ceb6bb21
The first one is used (or activated) in early stages of the games and the second later in game. Is one or the other, not both.
PS----------------------id---------texture
7ff9e9526ba34616----2----------e19d2d8058ec32b4
7ff9e9526ba34616----1----------cfc01fb2ceb6bb21
i try this, but i get a duplicate PS error, only the first texture is working
And this, but only take the first id (in this case t2):
Maybe i have to configure different....i don't know.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Ah, sorry - I missed your PM.
ok, to make sure we are on the same page, are you saying that you are seeing these textures in separate texture slots like this:
<PixelShader hash="7ff9e9526ba34616">
...
<Register id=1 handle=xxxxxxxx>cfc01fb2ceb6bb21</Register>
...
<Register id=2 handle=xxxxxxxx>e19d2d8058ec32b4</Register>
...
</PixelShader>
The way to handle this is to use a separate ini param for each slot. Your d3dx.ini would look something like this:
In the shader you will need to check both using something like:
Instead of x2 & y2, you could alternatively use any of the other ini param slots: x, y, z, w, x1, y1, z1, w1, x2, ..., x7, y7, z7, w7. The number corresponds with the index in the IniParams.Load(int2(<INDEX>, 0)); line, and the x/y/z/w will correspond with the component in that float4. The reason I've been using x2 is that I'm using x/y/z/w for user configurable parameters, x1/y1/z1/w1 for render target size filtering and so x2 was the next free parameter.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
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