How to fix/disable shaders in games(DLL,guide and fixes).
  64 / 167    
Did you look at log?
Did you look at log?

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Posted 04/08/2012 01:04 AM   
[quote name='eqzitara' date='08 April 2012 - 01:04 AM' timestamp='1333847089' post='1393178']
Did you look at log?
[/quote]
Here is the log...
[quote name='eqzitara' date='08 April 2012 - 01:04 AM' timestamp='1333847089' post='1393178']

Did you look at log?



Here is the log...

HELIX MOD NEWS

Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing

Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)

Galaxy GTX 670

Posted 04/08/2012 01:14 AM   
Was just checking to make sure it wasnt a .dll conflict. It happens.(like evga/steam/etc). Something tells me windows live will crash it though.(All overlays crash debugger). Its similiar to steam overlay/origin.

Will download and see what I can find out. I never had it just crash on me without loading all the way and it not be a dll conflict.(im pretty sure its windows live)
Was just checking to make sure it wasnt a .dll conflict. It happens.(like evga/steam/etc). Something tells me windows live will crash it though.(All overlays crash debugger). Its similiar to steam overlay/origin.



Will download and see what I can find out. I never had it just crash on me without loading all the way and it not be a dll conflict.(im pretty sure its windows live)

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Posted 04/08/2012 01:59 AM   
I have managed to find and disable 3 vertex shaders in FIFA12 that were making the game unplayable, however I would like to change their depth instead of disabling them, how do I do that?

I have the 3 vertex.txt's in shader override folder, so now how do I set their depth?

First line of code is:

vs_3_0


Now what do I add?
I have managed to find and disable 3 vertex shaders in FIFA12 that were making the game unplayable, however I would like to change their depth instead of disabling them, how do I do that?



I have the 3 vertex.txt's in shader override folder, so now how do I set their depth?



First line of code is:



vs_3_0





Now what do I add?

Posted 04/08/2012 06:25 AM   
@demowhc
A lot. Ill write it and show you if you give me originals. (from your dump folder). We need to MODIFY the existing code. Not replace.
@demowhc

A lot. Ill write it and show you if you give me originals. (from your dump folder). We need to MODIFY the existing code. Not replace.

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Posted 04/08/2012 06:41 AM   
Ok thanks, these are the 3 txt's created in dumps vertex shader folder. At the moment the HUD is projecting very far out of the screen.

http://www.mediafire.com/?ud6lyzgfsa0thel
Ok thanks, these are the 3 txt's created in dumps vertex shader folder. At the moment the HUD is projecting very far out of the screen.



http://www.mediafire.com/?ud6lyzgfsa0thel

Posted 04/08/2012 06:59 AM   
Just thought I'd be a little more specific and add, that I want to make the HUD display at screen depth, or even inside the screen an inch or two, the problem is atm the HUD is displaying a good foot outside the monitor by default, making it very hard to view. I know how to adjust HUD depth in say the Skyrim 3D fix, so if its possible to just "set it up" then I can manually adjust HUD/icon depths.
Just thought I'd be a little more specific and add, that I want to make the HUD display at screen depth, or even inside the screen an inch or two, the problem is atm the HUD is displaying a good foot outside the monitor by default, making it very hard to view. I know how to adjust HUD depth in say the Skyrim 3D fix, so if its possible to just "set it up" then I can manually adjust HUD/icon depths.

Posted 04/08/2012 08:18 AM   
You have to know some coding basics. We NEED to modify the original files. Its EASY to adjust the depth of hud ONCE we add recode it. However the code to adjust depth is not there till we add it along with more code.
Like here is the original code for a 2d hud
[quote]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
//
// float4x4 mvp;
// float4 texgen[2];
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// mvp c0 4
// texgen c4 2
//

vs_2_0
dcl_position v0 // pos<0,1,2,3>

#line 7 "D:\Games\Star Wars-The Old Republic\swtor\RetailClient\memory"
dp4 oPos.x, v0, c0 // opos<0>
dp4 oPos.y, v0, c1 // opos<1>
dp4 oPos.z, v0, c2 // opos<2>
dp4 oPos.w, v0, c3 // opos<3>
dp4 oT0.x, v0, c4 // otc0<0>
dp4 oT0.y, v0, c5 // otc0<1>

// approximately 6 instruction slots used
[/quote]
Here is the same code in 3D DEPTH
[quote]//
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
//
// float4x4 mvp;
// float4 texgen[2];
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// mvp c0 4
// texgen c4 2
//

vs_3_0
def c220, 0.25, 0, 0.0625, 0
dcl_position v0 // pos<0,1,2,3>
dcl_2d s0
dcl_position o0
dcl_texcoord o1.xy

#line 7 "D:\Games\Star Wars-The Old Republic\swtor\RetailClient\memory"
dp4 r3.x, v0, c0 // opos<0>
dp4 r3.y, v0, c1 // opos<1>
dp4 r3.z, v0, c2 // opos<2>
dp4 r3.w, v0, c3 // opos<3>
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov o0, r3
dp4 o1.x, v0, c4 // otc0<0>
dp4 o1.y, v0, c5 // otc0<1>

// approximately 6 instruction slots used[/quote]
You have to know some coding basics. We NEED to modify the original files. Its EASY to adjust the depth of hud ONCE we add recode it. However the code to adjust depth is not there till we add it along with more code.

Like here is the original code for a 2d hud

//

// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378

//

// Parameters:

//

// float4x4 mvp;

// float4 texgen[2];

//

//

// Registers:

//

// Name Reg Size

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

// mvp c0 4

// texgen c4 2

//



vs_2_0

dcl_position v0 // pos<0,1,2,3>



#line 7 "D:\Games\Star Wars-The Old Republic\swtor\RetailClient\memory"

dp4 oPos.x, v0, c0 // opos<0>

dp4 oPos.y, v0, c1 // opos<1>

dp4 oPos.z, v0, c2 // opos<2>

dp4 oPos.w, v0, c3 // opos<3>

dp4 oT0.x, v0, c4 // otc0<0>

dp4 oT0.y, v0, c5 // otc0<1>



// approximately 6 instruction slots used



Here is the same code in 3D DEPTH

//

// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378

//

// Parameters:

//

// float4x4 mvp;

// float4 texgen[2];

//

//

// Registers:

//

// Name Reg Size

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

// mvp c0 4

// texgen c4 2

//



vs_3_0

def c220, 0.25, 0, 0.0625, 0

dcl_position v0 // pos<0,1,2,3>

dcl_2d s0

dcl_position o0

dcl_texcoord o1.xy



#line 7 "D:\Games\Star Wars-The Old Republic\swtor\RetailClient\memory"

dp4 r3.x, v0, c0 // opos<0>

dp4 r3.y, v0, c1 // opos<1>

dp4 r3.z, v0, c2 // opos<2>

dp4 r3.w, v0, c3 // opos<3>

texldl r1, c220.z, s0

mul r1.x, r1.x, -c220.x

add r3.x, r3.x, -r1.x

mov o0, r3

dp4 o1.x, v0, c4 // otc0<0>

dp4 o1.y, v0, c5 // otc0<1>



// approximately 6 instruction slots used

Co-founder/Web host of helixmod.blog.com

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Posted 04/08/2012 03:25 PM   
Well this should work. If it does if you can take a before and after shot and let me know what you'd rate the game I will add it to site and credit you for it.
Well this should work. If it does if you can take a before and after shot and let me know what you'd rate the game I will add it to site and credit you for it.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Posted 04/08/2012 04:07 PM   
Thanks but the HUD didnt display and has issues.
Thanks but the HUD didnt display and has issues.

Posted 04/08/2012 07:38 PM   
[quote name='eqzitara' date='08 April 2012 - 05:07 PM' timestamp='1333901238' post='1393364']
Well this should work. If it does if you can take a before and after shot and let me know what you'd rate the game I will add it to site and credit you for it.
[/quote]

I ve tried the fix, cursors over players are still in 2D. Everything is fine except 2D cursors.
[quote name='eqzitara' date='08 April 2012 - 05:07 PM' timestamp='1333901238' post='1393364']

Well this should work. If it does if you can take a before and after shot and let me know what you'd rate the game I will add it to site and credit you for it.





I ve tried the fix, cursors over players are still in 2D. Everything is fine except 2D cursors.

Posted 04/08/2012 09:39 PM   
Let me know which shader it is and I will see what I did wrong.
Let me know which shader it is and I will see what I did wrong.

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Posted 04/08/2012 09:54 PM   
The HUD changes when you adjust convergence, which is the issue, if you use default convergence its fine.. as you raise convergence the HUD projects further out of the display. I have started playing with everything disabled, looks much cleaner that way. The player icon would be good if it was a couple inches into the screen though, but I'm happy to play with everything disabled.
The HUD changes when you adjust convergence, which is the issue, if you use default convergence its fine.. as you raise convergence the HUD projects further out of the display. I have started playing with everything disabled, looks much cleaner that way. The player icon would be good if it was a couple inches into the screen though, but I'm happy to play with everything disabled.

Posted 04/09/2012 06:14 AM   
Demo write up a quick little summary, take a picture(optional), and zip up what you use. I will add it in the removed shaders section. Might help out someone who has game.
http://helixmod.wikispot.org/gamelist
Demo write up a quick little summary, take a picture(optional), and zip up what you use. I will add it in the removed shaders section. Might help out someone who has game.

http://helixmod.wikispot.org/gamelist

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Posted 04/09/2012 09:03 PM   
bad news about need for speed shift2... latest dlls caused bad gfx and oldest ones although works good, but the real problem is that shift2 shaders contains "preshader" instructions that are probably unrecognized by dlls, in fact in the log.txt presents errors like: "(30,5): error X2001: shader version expected" that make me think that you must have a "vs_x_x" (where x is a number) as the first instruction in shaders txts. In shift2 some shaders begins with "preshader" instruction and if I insert "vs_3_0" in the head of the file it doesn't work either becouse the log shows another error saying "error X2000: syntax error : unexpected token 'preshader'".. I'll try later on this evening to remove preshader instructions to see if they works the same even in this way.
bad news about need for speed shift2... latest dlls caused bad gfx and oldest ones although works good, but the real problem is that shift2 shaders contains "preshader" instructions that are probably unrecognized by dlls, in fact in the log.txt presents errors like: "(30,5): error X2001: shader version expected" that make me think that you must have a "vs_x_x" (where x is a number) as the first instruction in shaders txts. In shift2 some shaders begins with "preshader" instruction and if I insert "vs_3_0" in the head of the file it doesn't work either becouse the log shows another error saying "error X2000: syntax error : unexpected token 'preshader'".. I'll try later on this evening to remove preshader instructions to see if they works the same even in this way.

my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64

Helix mod 3d vision game fixes

Posted 04/10/2012 01:21 PM   
  64 / 167    
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