How to fix/disable shaders in games(DLL,guide and fixes).
  166 / 167    
error
error

Posted 02/23/2017 10:31 PM   
Hi 4everAwake THANKS!!!!!!!!!! :))) The game runs perfect now!!! As you said I deleted all that stuff and "voilà" shadows are perfect!!! And thanks to darkstarsword for his "manific" unity template. I even fixed the crosshair and the text in the HUD!!!
Hi 4everAwake THANKS!!!!!!!!!! :)))
The game runs perfect now!!! As you said I deleted all that stuff and "voilà" shadows are perfect!!!
And thanks to darkstarsword for his "manific" unity template.
I even fixed the crosshair and the text in the HUD!!!

Posted 02/23/2017 10:36 PM   
Glad you got it working, cicicleta! If you run into any more problems let me know and I'll try my best to assist.
Glad you got it working, cicicleta! If you run into any more problems let me know and I'll try my best to assist.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 02/24/2017 05:25 AM   
Hi, this shader is only rendering in one eye, they are a lot of trees far away, I can disable the shader but... it is possible to fix it and render it both eyes? [code]// ---- Created with 3Dmigoto v1.2.56 on Sat Feb 25 03:18:13 2017 Texture2D<float4> t0 : register(t0); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[2]; } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float4 v0 : SV_POSITION0, float4 v1 : COLOR0, float2 v2 : TEXCOORD0, float w2 : TEXCOORD1, uint v3 : SV_InstanceID0, out float4 o0 : SV_Target0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; discard; r0.xyzw = t0.Sample(s0_s, v2.xy).xyzw; r1.x = cmp(r0.w < 0.899999976); if (r1.x != 0) discard; r1.x = cb0[1].x * w2.x; r1.x = -r1.x * r1.x; r1.x = exp2(r1.x); r0.xyz = r0.xyz * v1.xyz + -cb0[0].xyz; o0.xyz = r1.xxx * r0.xyz + cb0[0].xyz; o0.w = r0.w; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) D3D Shader Disassembler // // using 3Dmigoto v1.2.56 on Sat Feb 25 03:18:13 2017 // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float // COLOR 0 xyzw 1 NONE float xyz // TEXCOORD 0 xy 2 NONE float xy // TEXCOORD 1 z 2 NONE float z // SV_InstanceID 0 x 3 NONE uint // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Target 0 xyzw 0 TARGET float xyzw // ps_4_0 dcl_constantbuffer cb0[2], immediateIndexed dcl_sampler s0, mode_default dcl_resource_texture2d (float,float,float,float) t0 dcl_input_ps linear v1.xyz dcl_input_ps linear v2.xy dcl_input_ps linear v2.z dcl_output o0.xyzw dcl_temps 2 sample r0.xyzw, v2.xyxx, t0.xyzw, s0 lt r1.x, r0.w, l(0.900000) discard_nz r1.x mul r1.x, v2.z, cb0[1].x mul r1.x, r1.x, -r1.x exp r1.x, r1.x mad r0.xyz, r0.xyzx, v1.xyzx, -cb0[0].xyzx mad o0.xyz, r1.xxxx, r0.xyzx, cb0[0].xyzx mov o0.w, r0.w ret // Approximately 0 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Thanks
Hi, this shader is only rendering in one eye, they are a lot of trees far away, I can disable the shader but... it is possible to fix it and render it both eyes?
// ---- Created with 3Dmigoto v1.2.56 on Sat Feb 25 03:18:13 2017
Texture2D<float4> t0 : register(t0);

SamplerState s0_s : register(s0);

cbuffer cb0 : register(b0)
{
float4 cb0[2];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float4 v0 : SV_POSITION0,
float4 v1 : COLOR0,
float2 v2 : TEXCOORD0,
float w2 : TEXCOORD1,
uint v3 : SV_InstanceID0,
out float4 o0 : SV_Target0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

discard;

r0.xyzw = t0.Sample(s0_s, v2.xy).xyzw;
r1.x = cmp(r0.w < 0.899999976);
if (r1.x != 0) discard;
r1.x = cb0[1].x * w2.x;
r1.x = -r1.x * r1.x;
r1.x = exp2(r1.x);
r0.xyz = r0.xyz * v1.xyz + -cb0[0].xyz;
o0.xyz = r1.xxx * r0.xyz + cb0[0].xyz;
o0.w = r0.w;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
// using 3Dmigoto v1.2.56 on Sat Feb 25 03:18:13 2017
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// COLOR 0 xyzw 1 NONE float xyz
// TEXCOORD 0 xy 2 NONE float xy
// TEXCOORD 1 z 2 NONE float z
// SV_InstanceID 0 x 3 NONE uint
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_4_0
dcl_constantbuffer cb0[2], immediateIndexed
dcl_sampler s0, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_input_ps linear v1.xyz
dcl_input_ps linear v2.xy
dcl_input_ps linear v2.z
dcl_output o0.xyzw
dcl_temps 2
sample r0.xyzw, v2.xyxx, t0.xyzw, s0
lt r1.x, r0.w, l(0.900000)
discard_nz r1.x
mul r1.x, v2.z, cb0[1].x
mul r1.x, r1.x, -r1.x
exp r1.x, r1.x
mad r0.xyz, r0.xyzx, v1.xyzx, -cb0[0].xyzx
mad o0.xyz, r1.xxxx, r0.xyzx, cb0[0].xyzx
mov o0.w, r0.w
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Thanks

Posted 02/25/2017 12:16 PM   
Since I have the game already, I downloaded it and I was able to duplicate the issue with the trees missing in the left eye. I think this is a driver bug since it happens even with no fix installed. One temporary solution: Once you're in the game world, press "Alt-Enter" to switch to window mode. Then press "Alt-Enter" again to switch back to exclusive fullscreen. When I did that, the trees re-appeared in the left eye. Let me know if this works for you. (EDIT: I originally wrote Alt-Tab. It should be "Alt-Enter")
Since I have the game already, I downloaded it and I was able to duplicate the issue with the trees missing in the left eye. I think this is a driver bug since it happens even with no fix installed.
One temporary solution: Once you're in the game world, press "Alt-Enter" to switch to window mode. Then press "Alt-Enter" again to switch back to exclusive fullscreen. When I did that, the trees re-appeared in the left eye.
Let me know if this works for you.

(EDIT: I originally wrote Alt-Tab. It should be "Alt-Enter")

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 02/25/2017 06:46 PM   
Hi, it worked perfectly. Thanks, again!!!
Hi, it worked perfectly. Thanks, again!!!

Posted 02/25/2017 11:31 PM   
Hi again XD. [s]There's a game I want to disable all shadows[/s], the game is "How to survive" but this game uses an archive named "log.txt". Helixmod uses an archive with the same name so this game can't start with helixmod's debug mode because the game can't find its "log.txt". Is there any way we can change the name of the archive log.txt of helixmod? Thanks. EDIT: I disabled the shadow... is was in a folder!!!
Hi again XD. There's a game I want to disable all shadows, the game is "How to survive" but this game uses an archive named "log.txt". Helixmod uses an archive with the same name so this game can't start with helixmod's debug mode because the game can't find its "log.txt". Is there any way we can change the name of the archive log.txt of helixmod? Thanks.
EDIT: I disabled the shadow... is was in a folder!!!

Posted 02/26/2017 10:01 PM   
[quote="cicicleta"]Hi 4everAwake THANKS!!!!!!!!!! :))) The game runs perfect now!!! As you said I deleted all that stuff and "voilà" shadows are perfect!!! And thanks to darkstarsword for his "manific" unity template. I even fixed the crosshair and the text in the HUD!!! [/quote] I would be happy to test your fix on the new updates of The LD.
cicicleta said:Hi 4everAwake THANKS!!!!!!!!!! :)))
The game runs perfect now!!! As you said I deleted all that stuff and "voilà" shadows are perfect!!!
And thanks to darkstarsword for his "manific" unity template.
I even fixed the crosshair and the text in the HUD!!!




I would be happy to test your fix on the new updates of The LD.

Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/ Image

Posted 02/26/2017 10:30 PM   
@mrorange55 here you are:[url]https://drive.google.com/open?id=0B7-C-G8Te2HbQ3FsODNUTzQyTkU[/url] I added a key toggle for aiming and the inventary because the mouse depth can't be fixed Key "o" and Key "." [code][Key1] Key = o separation = 60.0 convergence = 0.72 ; Toggle for inventary [Key2] Key = . separation = 5.0, 60.0 convergence = 2.5, 0.72 type = toggle[/code] Thanks to Darkstarsword (unity template) and 4everawake (he opened my eyes).
@mrorange55 here you are:https://drive.google.com/open?id=0B7-C-G8Te2HbQ3FsODNUTzQyTkU

I added a key toggle for aiming and the inventary because the mouse depth can't be fixed
Key "o" and Key "."
[Key1]
Key = o
separation = 60.0
convergence = 0.72
; Toggle for inventary
[Key2]
Key = .
separation = 5.0, 60.0
convergence = 2.5, 0.72
type = toggle



Thanks to Darkstarsword (unity template) and 4everawake (he opened my eyes).

Posted 02/26/2017 10:43 PM   
Hi. Is somebody knows how to fix HUD assembled with only PS 2.0 without any VS? [code] ps_2_0 dcl_pp t0.xy dcl_2d s0 texld_pp r0, t0, s0 mov_pp oC0, r0 [/code] Should I convert it to PS 3.0 to fix ?
Hi. Is somebody knows how to fix HUD assembled with only PS 2.0 without any VS?

ps_2_0
dcl_pp t0.xy
dcl_2d s0
texld_pp r0, t0, s0
mov_pp oC0, r0

Should I convert it to PS 3.0 to fix ?

Posted 02/28/2017 12:25 AM   
[quote="neovad"]Hi. Is somebody knows how to fix HUD assembled with only PS 2.0 without any VS? [code] ps_2_0 dcl_pp t0.xy dcl_2d s0 texld_pp r0, t0, s0 mov_pp oC0, r0 [/code] Should I convert it to PS 3.0 to fix ?[/quote] Hi neovad. See if you can find a matching vertex shader using the method documented here: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Shader_Hunting_a_Vertex_Shader_for_a_Given_Pixel_Shader_.28or_vice_versa.29[/url] With some older games, newer Helixmod DLLs might not be able to find & dump some shaders. If that's the case, try using the older Helixmod DLLs instead. If you still can't locate a VS for the HUD, you can try to make a VS using the method documented here: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Inserting_a_Missing_Vertex_Shader_Before_a_Pixel_Shader[/url] Let me know if this helps or not.
neovad said:Hi. Is somebody knows how to fix HUD assembled with only PS 2.0 without any VS?

ps_2_0
dcl_pp t0.xy
dcl_2d s0
texld_pp r0, t0, s0
mov_pp oC0, r0

Should I convert it to PS 3.0 to fix ?


Hi neovad. See if you can find a matching vertex shader using the method documented here:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Shader_Hunting_a_Vertex_Shader_for_a_Given_Pixel_Shader_.28or_vice_versa.29

With some older games, newer Helixmod DLLs might not be able to find & dump some shaders. If that's the case, try using the older Helixmod DLLs instead.

If you still can't locate a VS for the HUD, you can try to make a VS using the method documented here:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Inserting_a_Missing_Vertex_Shader_Before_a_Pixel_Shader

Let me know if this helps or not.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 02/28/2017 05:32 PM   
[quote="4everAwake"][quote="neovad"]Hi. Is somebody knows how to fix HUD assembled with only PS 2.0 without any VS? [code] ps_2_0 dcl_pp t0.xy dcl_2d s0 texld_pp r0, t0, s0 mov_pp oC0, r0 [/code] Should I convert it to PS 3.0 to fix ?[/quote] Hi neovad. See if you can find a matching vertex shader using the method documented here: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Shader_Hunting_a_Vertex_Shader_for_a_Given_Pixel_Shader_.28or_vice_versa.29[/url] With some older games, newer Helixmod DLLs might not be able to find & dump some shaders. If that's the case, try using the older Helixmod DLLs instead. If you still can't locate a VS for the HUD, you can try to make a VS using the method documented here: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Inserting_a_Missing_Vertex_Shader_Before_a_Pixel_Shader[/url] Let me know if this helps or not.[/quote] It's strange, but when I cycling with pixel or vetex shaders numbers of their pairs changes very rarely. There are many VS 2.0 and PS 2.0 in the game and it's seem to me that helix dll finds pairs when version of PS and VS is 3.0. So the number of PS which VertexPair I want to find is 60, but when I cycle on it helix's string becomes "VS:0 PS:60 bla-bla-bla VertexPair 0 PixelPair 0"
4everAwake said:
neovad said:Hi. Is somebody knows how to fix HUD assembled with only PS 2.0 without any VS?

ps_2_0
dcl_pp t0.xy
dcl_2d s0
texld_pp r0, t0, s0
mov_pp oC0, r0

Should I convert it to PS 3.0 to fix ?


Hi neovad. See if you can find a matching vertex shader using the method documented here:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Shader_Hunting_a_Vertex_Shader_for_a_Given_Pixel_Shader_.28or_vice_versa.29

With some older games, newer Helixmod DLLs might not be able to find & dump some shaders. If that's the case, try using the older Helixmod DLLs instead.

If you still can't locate a VS for the HUD, you can try to make a VS using the method documented here:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Inserting_a_Missing_Vertex_Shader_Before_a_Pixel_Shader

Let me know if this helps or not.

It's strange, but when I cycling with pixel or vetex shaders numbers of their pairs changes very rarely. There are many VS 2.0 and PS 2.0 in the game and it's seem to me that helix dll finds pairs when version of PS and VS is 3.0. So the number of PS which VertexPair I want to find is 60, but when I cycle on it helix's string becomes "VS:0 PS:60 bla-bla-bla VertexPair 0 PixelPair 0"

Posted 03/02/2017 06:55 PM   
[quote="neovad"]It's strange, but when I cycling with pixel or vetex shaders numbers of their pairs changes very rarely. There are many VS 2.0 and PS 2.0 in the game and it's seem to me that helix dll finds pairs when version of PS and VS is 3.0. So the number of PS which VertexPair I want to find is 60, but when I cycle on it helix's string becomes "VS:0 PS:60 bla-bla-bla VertexPair 0 PixelPair 0"[/quote] That's strange. I'm not sure what could be causing that issue. What game are you fixing? If I have it in my library, I can check it out.
neovad said:It's strange, but when I cycling with pixel or vetex shaders numbers of their pairs changes very rarely. There are many VS 2.0 and PS 2.0 in the game and it's seem to me that helix dll finds pairs when version of PS and VS is 3.0. So the number of PS which VertexPair I want to find is 60, but when I cycle on it helix's string becomes "VS:0 PS:60 bla-bla-bla VertexPair 0 PixelPair 0"

That's strange. I'm not sure what could be causing that issue. What game are you fixing? If I have it in my library, I can check it out.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 03/04/2017 07:41 PM   
I'm sure you haven't it. This is bad known regional game. By the way, I almost fixed "Falling Skies". How can i post it on helixmod.blogspot ?
I'm sure you haven't it. This is bad known regional game. By the way, I almost fixed "Falling Skies". How can i post it on helixmod.blogspot ?

Posted 03/06/2017 07:55 AM   
I can upload it for you. Or you can PM bo3b or eqzitara and they can set you up with a Helixmod account.
I can upload it for you. Or you can PM bo3b or eqzitara and they can set you up with a Helixmod account.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 03/06/2017 08:49 AM   
  166 / 167    
Scroll To Top