@Mana84 Since offering to help test Bioshock for you I've had a b**tard of a flu all week and not done much, sorry. However, I did notice a couple of 'skybox' issues.
* Inside: when looking through windows to the outside, particularly roof windows so you can see the tall outside buildings, they are the wrong depth i..e too close and appear to be 'inside' the room. I attach VS shader 11ACE2E.txt that fixes this for at least one scene very early in the game, so I assume it would do so for the rest of it
* Outside: right at the beginning, the Moon and the moving clouds are similarly too close. I attach a modified version of your VS shader fix 64B960FF.txt that puts the moving clouds right back out. I have no idea what this shade actually fixes, so my update may screw up whatever it was - you should check that. For the life of me I can't seem to identify a shader that renders the Moon, so with the above fix the clouds are behind the moon right now. Am continuing to look for it.
@mike_ar69:
Thanks for testing/helping!
I'd like to test your 11ACE2E.txt but I'm still at the beginning of the game, I'll probably need a savegame to see it in action. I noticed you pushed it further by a constant depth of 1000... are those buildings not reachable and are just part of the background? If that's the case its fine, otherwise we would see them at wrong depth when we'll approach to them. If you'll say its ok, I'll add your file to the archive ;)
About the cloud shader, thanks for your effort, I didn't pushed its depth further just becouse of the moon (I can't find its shader too)... it would appear a little disturbing when the moon appears behind the clouds. Although I believe we could probably find the moon shader between the ones that make the entire screen to appear black while cycling through them with debug dll. I'm wasting my time trying to fix shadows atm... I've "fixed" them and I can see shadows are rendered normally... but when I encounter a spotlight I can see light doubling near hands. There are still some lighting/shadows interactions I can't figure out.
@mike_ar69:
Thanks for testing/helping!
I'd like to test your 11ACE2E.txt but I'm still at the beginning of the game, I'll probably need a savegame to see it in action. I noticed you pushed it further by a constant depth of 1000... are those buildings not reachable and are just part of the background? If that's the case its fine, otherwise we would see them at wrong depth when we'll approach to them. If you'll say its ok, I'll add your file to the archive ;)
About the cloud shader, thanks for your effort, I didn't pushed its depth further just becouse of the moon (I can't find its shader too)... it would appear a little disturbing when the moon appears behind the clouds. Although I believe we could probably find the moon shader between the ones that make the entire screen to appear black while cycling through them with debug dll. I'm wasting my time trying to fix shadows atm... I've "fixed" them and I can see shadows are rendered normally... but when I encounter a spotlight I can see light doubling near hands. There are still some lighting/shadows interactions I can't figure out.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
@Mana84
Yeah the 11ACE2E.txt file affects the 'outside canopy' which is a static image of distant buildings when you look through windows, just like a skybox. You can see it in action very early on - start a new game, go in the elevator, get through the cut-scene, come out of elevetor, chase the person, end up in big room with high windows with light shafts coming through etc. It's a few minutes of game play.
I can't work out how to attach files on here so you will need to create a text file called 11ACE2E.txt and paste the text in from my earlier post. PM me and I can email you a save game that puts you right at the spot (its only 840k). Or let me know how to attach. I have a dropbox account I could share out as well.
I'm going to look at the pixel shaders again (all 3000 of them) - like you said there are several of them that make parts of the view go black, so I'll try them out.
@Mana84
Yeah the 11ACE2E.txt file affects the 'outside canopy' which is a static image of distant buildings when you look through windows, just like a skybox. You can see it in action very early on - start a new game, go in the elevator, get through the cut-scene, come out of elevetor, chase the person, end up in big room with high windows with light shafts coming through etc. It's a few minutes of game play.
I can't work out how to attach files on here so you will need to create a text file called 11ACE2E.txt and paste the text in from my earlier post. PM me and I can email you a save game that puts you right at the spot (its only 840k). Or let me know how to attach. I have a dropbox account I could share out as well.
I'm going to look at the pixel shaders again (all 3000 of them) - like you said there are several of them that make parts of the view go black, so I'll try them out.
@mana84
The 11ACE2E.txt fix does seem to fix all occurances of the static image of outside buildings being too close. I played a while tonight and checked all window views with and without the fix.
I looked at shaders for the moon. The following VS shader, VS111 0xD6DC4114 seems to be responsible for the moon. Problems (a) this is already a shader you have modifed to fix something else (b) I can move the moon out to a far distance but is fracks everything else up (c) the shader is responsible not just for the moon and its static clouds, but also several of the lamps (the actual lamps not just the lighting) on the steps to the tower when you get out the water at the beginning, as well as some parts of the burning stuff in the water - it's bizarre really that these things are coupled. So I can't work out how to just push the depth of the moon out.
I must say, since this is only going to affect the first 2 minutes of the entire game, its probably not a priority, and probably best not to have the moving clouds fix.
I observed a few anomalies as I ran around, but it dawned on me there was only really two of them (a) many of the neon lights are at the wrong depth (too high depth, so they appear behind the wall they are on) (b) shadows on wall switches. There was another one where an exit sign was blacked out in one eye. I took screenshots and save games if you want them (and we can find a way for me to get them to you).
The game looks amazing now, you've done a brilliant job. While testing I accidentally started the game with the fixes disabled and jumped into a save game and could not believe what a god awful mess it is after playing the game with your fixes. It's transformed.
@mana84
The 11ACE2E.txt fix does seem to fix all occurances of the static image of outside buildings being too close. I played a while tonight and checked all window views with and without the fix.
I looked at shaders for the moon. The following VS shader, VS111 0xD6DC4114 seems to be responsible for the moon. Problems (a) this is already a shader you have modifed to fix something else (b) I can move the moon out to a far distance but is fracks everything else up (c) the shader is responsible not just for the moon and its static clouds, but also several of the lamps (the actual lamps not just the lighting) on the steps to the tower when you get out the water at the beginning, as well as some parts of the burning stuff in the water - it's bizarre really that these things are coupled. So I can't work out how to just push the depth of the moon out.
I must say, since this is only going to affect the first 2 minutes of the entire game, its probably not a priority, and probably best not to have the moving clouds fix.
I observed a few anomalies as I ran around, but it dawned on me there was only really two of them (a) many of the neon lights are at the wrong depth (too high depth, so they appear behind the wall they are on) (b) shadows on wall switches. There was another one where an exit sign was blacked out in one eye. I took screenshots and save games if you want them (and we can find a way for me to get them to you).
The game looks amazing now, you've done a brilliant job. While testing I accidentally started the game with the fixes disabled and jumped into a save game and could not believe what a god awful mess it is after playing the game with your fixes. It's transformed.
I never thought Bioshock would be so hard to fix, thanks for your efforts!
Maybe this fix will work with Bioshock 2?
Since there seems to be no real opposition against donations afaik, I'll sure send something so that you can grab a beer or two :)
I never thought Bioshock would be so hard to fix, thanks for your efforts!
Maybe this fix will work with Bioshock 2?
Since there seems to be no real opposition against donations afaik, I'll sure send something so that you can grab a beer or two :)
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
@mike_ar69:
sorry for replying hours later, I think we live in different time zone...
Thanks for description about the buildings you were talking about! I found the window and tested 11ACE2E, you're right about it (its more noticeable with high convergence) and with your scaling it looks properly, I've just added it to fix. Although the anomalies you're mentioning later, make me think maybe you aren't using the very last version of my fix.. could you try to redownload the fix, delete your previous shaderoverride folder and re-extract it from the downloaded archive? (I removed some files in the last version). Great finding about "D6DC4114", I'll give it a look this evening/night (GMT +1). I've sent you my email by PM, if you find the same/other issues you could give me a savegame and I'll look at it asap.
@birtright:
unfortunately every fix is unique... shaders crcs are different per game.
@mike_ar69:
sorry for replying hours later, I think we live in different time zone...
Thanks for description about the buildings you were talking about! I found the window and tested 11ACE2E, you're right about it (its more noticeable with high convergence) and with your scaling it looks properly, I've just added it to fix. Although the anomalies you're mentioning later, make me think maybe you aren't using the very last version of my fix.. could you try to redownload the fix, delete your previous shaderoverride folder and re-extract it from the downloaded archive? (I removed some files in the last version). Great finding about "D6DC4114", I'll give it a look this evening/night (GMT +1). I've sent you my email by PM, if you find the same/other issues you could give me a savegame and I'll look at it asap.
@birtright:
unfortunately every fix is unique... shaders crcs are different per game.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
@mana84
I am US side, I guess your UK/Europe? Anyway, you are correct that I had a couple days old version, and the neon lights and shadows stuff I described is all gone. Pretty awesome. I am now struggling to find any issues at all, but did notice one that 'recurs' to do with the way light reflects off waterfalls - as you look at them from a distance the reflections 'are not quite right' so I guess they render differently in each each. I took a screenshot example and have a savegame that I will email you.
@mana84
I am US side, I guess your UK/Europe? Anyway, you are correct that I had a couple days old version, and the neon lights and shadows stuff I described is all gone. Pretty awesome. I am now struggling to find any issues at all, but did notice one that 'recurs' to do with the way light reflects off waterfalls - as you look at them from a distance the reflections 'are not quite right' so I guess they render differently in each each. I took a screenshot example and have a savegame that I will email you.
[quote="birthright"]Maybe this fix will work with Bioshock 2?
Since there seems to be no real opposition against donations afaik, I'll sure send something so that you can grab a beer or two :)
[/quote]
I tried mana's fix on B2, didn't work.
(btw: I think an donation option for 3D fixers would be great)
[quote="mike_ar69"]I can't work out how to attach files on here so you will need to create a text file called 11ACE2E.txt and paste the text in from my earlier post.[/quote]
Attaching files is easy but the option doesn't come up until after you've already posted the reply, I know it's odd. Just type your message, click add reply, and then hover the mouse over your post and then the [img]https://forums.geforce.com/templates/default/images/forums/icon-pencil-75.png[/img] "edit comment" and [img]https://forums.geforce.com/templates/default/images/forums/icon-paperclip-75.png[/img] "add attachment" options will appear next to the [img]https://forums.geforce.com/templates/default/images/forums/icon-quote-75.png[/img] "quote this post" icon.
mike_ar69 said:I can't work out how to attach files on here so you will need to create a text file called 11ACE2E.txt and paste the text in from my earlier post.
Attaching files is easy but the option doesn't come up until after you've already posted the reply, I know it's odd. Just type your message, click add reply, and then hover the mouse over your post and then the "edit comment" and "add attachment" options will appear next to the "quote this post" icon.
@mike_ar69:
what a coincidence...I've just found the same issue you've just explained with waterfalls and I was reporting I've just fixed it and updated the archive :) (redownload from the usual link)
I discovered a bug in a couple of pixel shaders, now its fine.
Anyway I noticed that "D6DC4114" is really a pretty weird shader... it renders moon for the skybox, neon lights and some glass refraction! (I've found its used here and there in the medical pavillion)... btw the weird thing is that the correction that works for neon lights doesn't for that refractions and obviously for the moon... I'll try to separate the behaviour by texture... in case of problems I think we could leave moon depth as is since its not too much disturbing for me. I'm going to look at your email now..
@mike_ar69:
what a coincidence...I've just found the same issue you've just explained with waterfalls and I was reporting I've just fixed it and updated the archive :) (redownload from the usual link)
I discovered a bug in a couple of pixel shaders, now its fine.
Anyway I noticed that "D6DC4114" is really a pretty weird shader... it renders moon for the skybox, neon lights and some glass refraction! (I've found its used here and there in the medical pavillion)... btw the weird thing is that the correction that works for neon lights doesn't for that refractions and obviously for the moon... I'll try to separate the behaviour by texture... in case of problems I think we could leave moon depth as is since its not too much disturbing for me. I'm going to look at your email now..
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote="mana84"]what a coincidence...I've just found the same issue you've just explained with waterfalls and I was reporting I've just fixed it and updated the archive :) [/quote]
Sounds like you guys are storming it, quite looking forward to going over to the Bioshock forum and temping some hard-core fans into the dirty world of 3D with your work. Maybe if I could convince one of the mods to game it in 3D, IG_Felonious, I'm looking at you ;-)
mana84 said:what a coincidence...I've just found the same issue you've just explained with waterfalls and I was reporting I've just fixed it and updated the archive :)
Sounds like you guys are storming it, quite looking forward to going over to the Bioshock forum and temping some hard-core fans into the dirty world of 3D with your work. Maybe if I could convince one of the mods to game it in 3D, IG_Felonious, I'm looking at you ;-)
@TsaebehT
Thanks for the instructions :-)
@Mana84
Awesome, that does indeed fix the waterfall issue.
I was wondering if the texture separation method could be used for D6DC4114, but I have not got anywhere near that far in understanding that stuff, so good luck :-) Like I noted though, the outside moon and sky is only about 2 mins of the full game and is not too bothersome really, not compared to the effort that might be needed to fix it anyway.
Game looks amazing.
@Mana84
Awesome, that does indeed fix the waterfall issue.
I was wondering if the texture separation method could be used for D6DC4114, but I have not got anywhere near that far in understanding that stuff, so good luck :-) Like I noted though, the outside moon and sky is only about 2 mins of the full game and is not too bothersome really, not compared to the effort that might be needed to fix it anyway.
Game looks amazing.
Ok I've made it! ..I believe bioshock its 3d vision ready now! :)
All shaders should be fixed now (shadows included), I've added some pixel shaders (they're more than a thousand now lol) and bugfixed some others... I'm going to add a page on helixmod now!
However, shadows seems to be a little off from some particular angulation, but they returns in place when you move a little... I can't do nothing here becouse I believe those are the depth values the engine gives to them... although they're not too much "disturbing".
Ok I've made it! ..I believe bioshock its 3d vision ready now! :)
All shaders should be fixed now (shadows included), I've added some pixel shaders (they're more than a thousand now lol) and bugfixed some others... I'm going to add a page on helixmod now!
However, shadows seems to be a little off from some particular angulation, but they returns in place when you move a little... I can't do nothing here becouse I believe those are the depth values the engine gives to them... although they're not too much "disturbing".
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
* Inside: when looking through windows to the outside, particularly roof windows so you can see the tall outside buildings, they are the wrong depth i..e too close and appear to be 'inside' the room. I attach VS shader 11ACE2E.txt that fixes this for at least one scene very early in the game, so I assume it would do so for the rest of it
* Outside: right at the beginning, the Moon and the moving clouds are similarly too close. I attach a modified version of your VS shader fix 64B960FF.txt that puts the moving clouds right back out. I have no idea what this shade actually fixes, so my update may screw up whatever it was - you should check that. For the life of me I can't seem to identify a shader that renders the Moon, so with the above fix the clouds are behind the moon right now. Am continuing to look for it.
11ACE2E.txt:
vs_3_0
def c220, 1000, 0, 0, 0
def c15, 0.00784313772, -1, 1, 0
def c16, 1.44269502, 0, 0, 0
dcl_position v0
dcl_tangent v1
dcl_binormal v2
dcl_normal v3
dcl_texcoord v4
dcl_texcoord6 o0
dcl_texcoord7 o1
dcl_texcoord o2.xy
dcl_texcoord3 o3.xyz
dcl_texcoord4 o4.xyz
dcl_texcoord5 o5.xyz
dcl_position o6
add r0.xyz, c14, -v0
mad r1.xyz, v1, c15.x, c15.y
dp3 o1.x, r0, r1
mad r2.xyz, v2, c15.x, c15.y
dp3 o1.y, r0, r2
mad r3.xyz, v3, c15.x, c15.y
dp3 o1.z, r0, r3
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
dp4 r0.z, v0, c2
dp4 r0.w, v0, c3
mul r0, r0, c220.x
dp4 r4.x, c10, r0
dp4 r4.y, c11, r0
mov o6, r0
mad r4.zw, r0.w, c15, c15.xywz
dp4 r0.x, r4, c4
dp4 r0.y, r4, c5
dp4 r0.z, r4, c6
mov o0.xyw, r4.xyzz
dp3 r0.x, r0, r0
rsq r0.x, r0.x
rcp r0.x, r0.x
mad r0.x, r0.x, c13.x, c13.y
mul r0.x, r0.x, c16.x
exp_sat r0.x, r0.x
mad r0.x, c12.w, -r0.x, c12.w
mul o0.z, r0.x, c13.z
mul r0.xyz, r1.y, c8
mad r0.xyz, r1.x, c7, r0
mad o3.xyz, r1.z, c9, r0
mul r0.xyz, r2.y, c8
mad r0.xyz, r2.x, c7, r0
mad o4.xyz, r2.z, c9, r0
mul r0.xyz, r3.y, c8
mad r0.xyz, r3.x, c7, r0
mad o5.xyz, r3.z, c9, r0
mov o1.w, c15.z
mov o2.xy, v4
64B960FF.txt:
vs_3_0
def c253, 0.5, 0, 0.0625, 1
//mike
def c220, 1000, 0, 0, 0
def c21, 0.00784313772, -1, 1, 0
def c22, 1.44269502, 0, 0, 0
dcl_2d s1
dcl_position v0
dcl_tangent v1
dcl_binormal v2
dcl_normal v3
dcl_texcoord v4
dcl_color v5
dcl_texcoord o0
dcl_texcoord1 o1.xy
dcl_texcoord6 o2
dcl_texcoord7 o3
dcl_texcoord3 o4
dcl_texcoord4 o5
dcl_texcoord5 o6
dcl_position o7
dcl_texcoord8 o10.x
add r0.xyz, c20, -v0
mad r1.xyz, v1, c21.x, c21.y
dp3 o3.x, r0, r1
mad r2.xyz, v2, c21.x, c21.y
dp3 o3.y, r0, r2
mad r3.xyz, v3, c21.x, c21.y
dp3 o3.z, r0, r3
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
dp4 r0.z, v0, c2
dp4 r0.w, v0, c3
//mike
mul r0, r0, c220.x
dp4 o10.x, c10, r0
dp4 r4.x, c10, r0
dp4 r4.y, c11, r0
mov o7, r0
mad r4.zw, r0.w, c21, c21.xywz
dp4 r0.x, r4, c4
dp4 r0.y, r4, c5
dp4 r0.z, r4, c6
mov r10.xyw, r4.xyzz
dp3 r0.x, r0, r0
rsq r0.x, r0.x
rcp r0.x, r0.x
mad r0.x, r0.x, c19.x, c19.y
mul r0.x, r0.x, c22.x
exp_sat r0.x, r0.x
mad r0.x, c18.w, -r0.x, c18.w
mul r10.z, r0.x, c19.z
mad r0.xyz, v4.xyxw, c21.zzww, c21.wwzw
dp3 o0.x, r0, c12
dp3 o0.y, r0, c13
dp3 o0.w, r0, c16
dp3 o0.z, r0, c17
dp3 o1.x, r0, c14
dp3 o1.y, r0, c15
mul r0.xyz, r1.y, c8
mad r0.xyz, r1.x, c7, r0
mad o4.xyz, r1.z, c9, r0
mul r0.xyz, r2.y, c8
mad r0.xyz, r2.x, c7, r0
mad o5.xyz, r2.z, c9, r0
mul r0.xyz, r3.y, c8
mad r0.xyz, r3.x, c7, r0
mad o6.xyz, r3.z, c9, r0
mov o3.w, c21.z
mov o4.w, v5.x
mov o5.w, v5.y
mov o6.w, v5.z
texldl r11, c253.z, s1
add r11.y, r10.w, -r11.y
mul r11.x, r11.x, r11.y
mul r11.x, r11.x, c253.x
add r10.x, r10.x, r11.x
mov o2, r10
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks for testing/helping!
I'd like to test your 11ACE2E.txt but I'm still at the beginning of the game, I'll probably need a savegame to see it in action. I noticed you pushed it further by a constant depth of 1000... are those buildings not reachable and are just part of the background? If that's the case its fine, otherwise we would see them at wrong depth when we'll approach to them. If you'll say its ok, I'll add your file to the archive ;)
About the cloud shader, thanks for your effort, I didn't pushed its depth further just becouse of the moon (I can't find its shader too)... it would appear a little disturbing when the moon appears behind the clouds. Although I believe we could probably find the moon shader between the ones that make the entire screen to appear black while cycling through them with debug dll. I'm wasting my time trying to fix shadows atm... I've "fixed" them and I can see shadows are rendered normally... but when I encounter a spotlight I can see light doubling near hands. There are still some lighting/shadows interactions I can't figure out.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Yeah the 11ACE2E.txt file affects the 'outside canopy' which is a static image of distant buildings when you look through windows, just like a skybox. You can see it in action very early on - start a new game, go in the elevator, get through the cut-scene, come out of elevetor, chase the person, end up in big room with high windows with light shafts coming through etc. It's a few minutes of game play.
I can't work out how to attach files on here so you will need to create a text file called 11ACE2E.txt and paste the text in from my earlier post. PM me and I can email you a save game that puts you right at the spot (its only 840k). Or let me know how to attach. I have a dropbox account I could share out as well.
I'm going to look at the pixel shaders again (all 3000 of them) - like you said there are several of them that make parts of the view go black, so I'll try them out.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
The 11ACE2E.txt fix does seem to fix all occurances of the static image of outside buildings being too close. I played a while tonight and checked all window views with and without the fix.
I looked at shaders for the moon. The following VS shader, VS111 0xD6DC4114 seems to be responsible for the moon. Problems (a) this is already a shader you have modifed to fix something else (b) I can move the moon out to a far distance but is fracks everything else up (c) the shader is responsible not just for the moon and its static clouds, but also several of the lamps (the actual lamps not just the lighting) on the steps to the tower when you get out the water at the beginning, as well as some parts of the burning stuff in the water - it's bizarre really that these things are coupled. So I can't work out how to just push the depth of the moon out.
I must say, since this is only going to affect the first 2 minutes of the entire game, its probably not a priority, and probably best not to have the moving clouds fix.
I observed a few anomalies as I ran around, but it dawned on me there was only really two of them (a) many of the neon lights are at the wrong depth (too high depth, so they appear behind the wall they are on) (b) shadows on wall switches. There was another one where an exit sign was blacked out in one eye. I took screenshots and save games if you want them (and we can find a way for me to get them to you).
The game looks amazing now, you've done a brilliant job. While testing I accidentally started the game with the fixes disabled and jumped into a save game and could not believe what a god awful mess it is after playing the game with your fixes. It's transformed.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Maybe this fix will work with Bioshock 2?
Since there seems to be no real opposition against donations afaik, I'll sure send something so that you can grab a beer or two :)
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
sorry for replying hours later, I think we live in different time zone...
Thanks for description about the buildings you were talking about! I found the window and tested 11ACE2E, you're right about it (its more noticeable with high convergence) and with your scaling it looks properly, I've just added it to fix. Although the anomalies you're mentioning later, make me think maybe you aren't using the very last version of my fix.. could you try to redownload the fix, delete your previous shaderoverride folder and re-extract it from the downloaded archive? (I removed some files in the last version). Great finding about "D6DC4114", I'll give it a look this evening/night (GMT +1). I've sent you my email by PM, if you find the same/other issues you could give me a savegame and I'll look at it asap.
@birtright:
unfortunately every fix is unique... shaders crcs are different per game.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
I am US side, I guess your UK/Europe? Anyway, you are correct that I had a couple days old version, and the neon lights and shadows stuff I described is all gone. Pretty awesome. I am now struggling to find any issues at all, but did notice one that 'recurs' to do with the way light reflects off waterfalls - as you look at them from a distance the reflections 'are not quite right' so I guess they render differently in each each. I took a screenshot example and have a savegame that I will email you.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I tried mana's fix on B2, didn't work.
(btw: I think an donation option for 3D fixers would be great)
Attaching files is easy but the option doesn't come up until after you've already posted the reply, I know it's odd. Just type your message, click add reply, and then hover the mouse over your post and then the
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
what a coincidence...I've just found the same issue you've just explained with waterfalls and I was reporting I've just fixed it and updated the archive :) (redownload from the usual link)
I discovered a bug in a couple of pixel shaders, now its fine.
Anyway I noticed that "D6DC4114" is really a pretty weird shader... it renders moon for the skybox, neon lights and some glass refraction! (I've found its used here and there in the medical pavillion)... btw the weird thing is that the correction that works for neon lights doesn't for that refractions and obviously for the moon... I'll try to separate the behaviour by texture... in case of problems I think we could leave moon depth as is since its not too much disturbing for me. I'm going to look at your email now..
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Sounds like you guys are storming it, quite looking forward to going over to the Bioshock forum and temping some hard-core fans into the dirty world of 3D with your work. Maybe if I could convince one of the mods to game it in 3D, IG_Felonious, I'm looking at you ;-)
OS: Win 8 CPU: I7 4770k 3.5GZ GPU: GTX 780ti
Thanks for the instructions :-)
@Mana84
Awesome, that does indeed fix the waterfall issue.
I was wondering if the texture separation method could be used for D6DC4114, but I have not got anywhere near that far in understanding that stuff, so good luck :-) Like I noted though, the outside moon and sky is only about 2 mins of the full game and is not too bothersome really, not compared to the effort that might be needed to fix it anyway.
Game looks amazing.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
All shaders should be fixed now (shadows included), I've added some pixel shaders (they're more than a thousand now lol) and bugfixed some others... I'm going to add a page on helixmod now!
However, shadows seems to be a little off from some particular angulation, but they returns in place when you move a little... I can't do nothing here becouse I believe those are the depth values the engine gives to them... although they're not too much "disturbing".
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
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my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes