How to fix/disable shaders in games(DLL,guide and fixes).
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Will try in a bit.
Will try in a bit.

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Posted 03/18/2013 11:05 PM   
I tried using the new DLLs when I was working on The Last Remnant fixes, but it didn't work and I didn't waste time messing with it. Now, after playing Far Cry 3 and using Helix's fix, I want to take advantage of the preset cycling function. I was able to figure out how to do that, but I still have the problem I had before. My modified shaders don't work. Here is a logged error from my Medal of Honor fix when I try to use the latest debug DLL. [code]Start CreateVertexShader CreateVertexShader CRC: 0x88274CF pD3DXAssembleShaderFromFile Error in vertex shader result: 0x80004005 [/code] Is there something I need to do differently in the shader to use the new DLLs?
I tried using the new DLLs when I was working on The Last Remnant fixes, but it didn't work and I didn't waste time messing with it.

Now, after playing Far Cry 3 and using Helix's fix, I want to take advantage of the preset cycling function.

I was able to figure out how to do that, but I still have the problem I had before. My modified shaders don't work.

Here is a logged error from my Medal of Honor fix when I try to use the latest debug DLL.

Start CreateVertexShader 

CreateVertexShader CRC: 0x88274CF

pD3DXAssembleShaderFromFile

Error in vertex shader result: 0x80004005


Is there something I need to do differently in the shader to use the new DLLs?

Posted 03/18/2013 11:57 PM   
@mana84 The "blood effect" when at low health is off when you use convergence. You seem to be using shader for something unless it was just added in batch. Its not noticeable at the setting you have to be to use the quest arrow but Id rather turn it off then use map/wander. (I cant figure out how to fix it) Vertexshader - F6533505 @eincrou Does error message appear before you edit it? Its saying there is an error in the shaders code.
@mana84
The "blood effect" when at low health is off when you use convergence. You seem to be using shader for something unless it was just added in batch. Its not noticeable at the setting you have to be to use the quest arrow but Id rather turn it off then use map/wander. (I cant figure out how to fix it)
Vertexshader - F6533505

@eincrou
Does error message appear before you edit it? Its saying there is an error in the shaders code.

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Posted 03/19/2013 06:39 AM   
@eqzitara thanks for reporting! Sincerely I didn't noticed any issue with blood effects becouse too high convergence seems to be unconfortable to me. However I believe its rendered at "visor glass" (sorry I don't know how to call it) depth and when you increase convergence the glass comes out of the screen so does the blood stains on the glass too. I don't have the time to look at it today though, I'll do tomorrow as soon as possible. I can't find a shader for quest arrow, I've searched for it becouse I'd like to push a little further into the screen and to lower it a little so that peoples could play with 3d vision surround... I'll give it another try to disable manually some shaders untill I (hopefully) find it.
@eqzitara
thanks for reporting! Sincerely I didn't noticed any issue with blood effects becouse too high convergence seems to be unconfortable to me. However I believe its rendered at "visor glass" (sorry I don't know how to call it) depth and when you increase convergence the glass comes out of the screen so does the blood stains on the glass too. I don't have the time to look at it today though, I'll do tomorrow as soon as possible. I can't find a shader for quest arrow, I've searched for it becouse I'd like to push a little further into the screen and to lower it a little so that peoples could play with 3d vision surround... I'll give it another try to disable manually some shaders untill I (hopefully) find it.

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

Helix mod 3d vision game fixes

Posted 03/19/2013 03:21 PM   
[quote="eqzitara"]@eincrou Does error message appear before you edit it? Its saying there is an error in the shaders code.[/quote] Yes, the error is there even when it attempts to load an unmodified shader file. With this new DLL, I have to put ShaderOverride in the directory above, rather than the Binaries folder. I had to do the same thing with the Far Cry 3 fix, but I didn't have any problems loading that fix. Also, I noticed that I can't use SweetFX as a proxy library anymore, even with the old DLL. SFX is initialized, but it doesn't actually load the shaders so nothing happens. Something might be wrong with my system. I was planning on reinstalling Windows soon, maybe that will help with these strange things.
eqzitara said:@eincrou
Does error message appear before you edit it? Its saying there is an error in the shaders code.


Yes, the error is there even when it attempts to load an unmodified shader file.

With this new DLL, I have to put ShaderOverride in the directory above, rather than the Binaries folder. I had to do the same thing with the Far Cry 3 fix, but I didn't have any problems loading that fix.

Also, I noticed that I can't use SweetFX as a proxy library anymore, even with the old DLL. SFX is initialized, but it doesn't actually load the shaders so nothing happens.

Something might be wrong with my system. I was planning on reinstalling Windows soon, maybe that will help with these strange things.

Posted 03/19/2013 05:54 PM   
final bioshock 2 fix released on the blog. Sorry but I really can't find any shader related to quest arrow in any way... if someone is able to find it I'll try to fix it for 3d vision surround. @eqzitara my suspetcs were right, blood splashes renders at the depth of the big daddy's visor glass so it renders "right" like it is but it comes out of the screen if you increase convergence a lot... I can make it render at screen depth or even at hud depth but some fire effects are related to the same shader and they render at wrong depth if I move position at screen depth. I'll give it another try tomorrow, maybe I just have to isolate the blood texture crc...
final bioshock 2 fix released on the blog. Sorry but I really can't find any shader related to quest arrow in any way... if someone is able to find it I'll try to fix it for 3d vision surround.

@eqzitara
my suspetcs were right, blood splashes renders at the depth of the big daddy's visor glass so it renders "right" like it is but it comes out of the screen if you increase convergence a lot... I can make it render at screen depth or even at hud depth but some fire effects are related to the same shader and they render at wrong depth if I move position at screen depth. I'll give it another try tomorrow, maybe I just have to isolate the blood texture crc...

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

Helix mod 3d vision game fixes

Posted 03/21/2013 10:50 PM   
I got time will check later today if I can find texture/seperate it. In borderlands 2 I had same issue and couldnt seperate with textures. So I might know how if it doesnt work out normally. PMED.
I got time will check later today if I can find texture/seperate it. In borderlands 2 I had same issue and couldnt seperate with textures. So I might know how if it doesnt work out normally.

PMED.

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Posted 03/21/2013 11:35 PM   
--Made a separate thread for this discussion, please ignore this post-- So with the difficulties in fixing DX10/11 games, is this going to be a serious hurdle for the future of 3d vision? I've only had my 3d monitor a short time, but almost every game I've played has needed some degree of fixing. Given DX9 is dying, could it take down 3dvision with it? Assuming nvidia doesn't step up to the plate and start fixing things themselves, that is.
--Made a separate thread for this discussion, please ignore this post--

So with the difficulties in fixing DX10/11 games, is this going to be a serious hurdle for the future of 3d vision? I've only had my 3d monitor a short time, but almost every game I've played has needed some degree of fixing. Given DX9 is dying, could it take down 3dvision with it? Assuming nvidia doesn't step up to the plate and start fixing things themselves, that is.

Posted 03/25/2013 05:33 AM   
Does anyone have suggestions for when the damn texture CRC check doesn't work? I'm in a situation where I absolutely must move only specific textures. [code]Start logging.. BeginScene EndScene BeginScene EndScene BeginScene EndScene BeginScene EndScene On and on......[/code]
Does anyone have suggestions for when the damn texture CRC check doesn't work? I'm in a situation where I absolutely must move only specific textures.

Start logging.. 

BeginScene
EndScene
BeginScene
EndScene
BeginScene
EndScene
BeginScene
EndScene

On and on......

Posted 03/27/2013 08:44 AM   
Fine. Here's another question, then. Is there any documentation whatsoever on the new capabilities of the new DLLs? I looked through this thread and couldn't really find anything. This forum software is awful for searching.
Fine. Here's another question, then.

Is there any documentation whatsoever on the new capabilities of the new DLLs? I looked through this thread and couldn't really find anything. This forum software is awful for searching.

Posted 03/28/2013 07:54 AM   
@Eincrou - I don't think there is. I think people are just working it out - I have used the new DLL to fix (partially, until I got bogged down in all the other problems) the hud in Dead Island, set up presets etc, but did so by just looking at Helix's latest fixes and use of the DX9Settings.ini file. But there are fields in there that I don't know what it does: "SkipSetScissorRect", "DefDepthStencilSurfaceMode", "DefSurfaceCreationMode", "SurfaceCreationModeList", "UseMatrix = true", "GetMatrixFromReg = 0", "MatrixReg = 100", "InverseMatrix = true", "DoubleInverseMatrix = true" If anyone knows and can give a 1-liner description of each, that would be great. The last 5 of these to do with matrices are all Dead Space fix things, which would suggest that just looking at Dead Space shaders to work out it works is probably not enough to understand it?
@Eincrou - I don't think there is. I think people are just working it out - I have used the new DLL to fix (partially, until I got bogged down in all the other problems) the hud in Dead Island, set up presets etc, but did so by just looking at Helix's latest fixes and use of the DX9Settings.ini file. But there are fields in there that I don't know what it does:
"SkipSetScissorRect",
"DefDepthStencilSurfaceMode",
"DefSurfaceCreationMode",
"SurfaceCreationModeList",
"UseMatrix = true",
"GetMatrixFromReg = 0",
"MatrixReg = 100",
"InverseMatrix = true",
"DoubleInverseMatrix = true"
If anyone knows and can give a 1-liner description of each, that would be great. The last 5 of these to do with matrices are all Dead Space fix things, which would suggest that just looking at Dead Space shaders to work out it works is probably not enough to understand it?

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Posted 03/28/2013 06:24 PM   
I am looking for some help with shadow fixing. I am close to fixing shadows in the game "Overlord2". I know that not many people will be playing this, but it has helped me understand a lot about how shadow mapping works, and how to fix it. The same shadow technique is used in GTA4 and Divinity2 which I actually really want to fix when I have it nailed down. The basic issue is that shadows render at screen depth. The fix I am using is also nearly identical to one Helix used in Darksiders 2. When I say I am 'close' to fixing shadows I mean that I am successfully able to apply a stereo unprojection in the pixel shader, and align the right eye shadow with the right-eye object - but the issue is that the left-eye image shifts in the *same direction* as the right eye image, instead of in the opposite direction like it's supposed to (and hence align with the left eye object). If I switch the direction of the 'correction' (which I know is the wrong thing to do, but wanted to see what happens), both left and right eye shadows are just shifted in the other direction, so the left eye shadow aligns with the left eye object. The overall effect in both cases is that shadows still render at screen depth, just more to the left or to the right respectively. Has anyone seen this before, and knows what is wrong? Why would the stereo driver apply the shift in the same direction for the two stereo images?. I put some short "if" code in the shader to see if the Separation component changed sign (e.g. in "texldl, r12, c202.z, s13" looking to see if r12.x was positive or negative (and hence changing depending on left or right eye views) but it was always identified as negative. Any insights would be most welcome. Finally I will note that there is a vertex shader related to this pixel shader, and fixing the texture coordinate in the vertex shader did not work either, but I confess to have not investigated that enough yet. I am looking at it as an alternative way to solve this.
I am looking for some help with shadow fixing.
I am close to fixing shadows in the game "Overlord2". I know that not many people will be playing this, but it has helped me understand a lot about how shadow mapping works, and how to fix it. The same shadow technique is used in GTA4 and Divinity2 which I actually really want to fix when I have it nailed down. The basic issue is that shadows render at screen depth. The fix I am using is also nearly identical to one Helix used in Darksiders 2.
When I say I am 'close' to fixing shadows I mean that I am successfully able to apply a stereo unprojection in the pixel shader, and align the right eye shadow with the right-eye object - but the issue is that the left-eye image shifts in the *same direction* as the right eye image, instead of in the opposite direction like it's supposed to (and hence align with the left eye object).
If I switch the direction of the 'correction' (which I know is the wrong thing to do, but wanted to see what happens), both left and right eye shadows are just shifted in the other direction, so the left eye shadow aligns with the left eye object. The overall effect in both cases is that shadows still render at screen depth, just more to the left or to the right respectively.
Has anyone seen this before, and knows what is wrong? Why would the stereo driver apply the shift in the same direction for the two stereo images?. I put some short "if" code in the shader to see if the Separation component changed sign (e.g. in "texldl, r12, c202.z, s13" looking to see if r12.x was positive or negative (and hence changing depending on left or right eye views) but it was always identified as negative.
Any insights would be most welcome.
Finally I will note that there is a vertex shader related to this pixel shader, and fixing the texture coordinate in the vertex shader did not work either, but I confess to have not investigated that enough yet. I am looking at it as an alternative way to solve this.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 03/28/2013 06:41 PM   
You probably need both vertexshader/pixelshader. Like using a new texcoord in the vertexshader and use that information in the pixelshader. I cant say anything since I dont have game though. Ive never successfully fixed shadows in a game where they were 2D though(just wrong). I think helix is only one that ever has.
You probably need both vertexshader/pixelshader. Like using a new texcoord in the vertexshader and use that information in the pixelshader. I cant say anything since I dont have game though.

Ive never successfully fixed shadows in a game where they were 2D though(just wrong). I think helix is only one that ever has.

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Posted 03/28/2013 07:09 PM   
I don't know if someone (Helix?) will fix the game "Trials Evolution Gold Edition" in the near future so I thought, maybe I could fix it by myself. I never did this before and I have no programming knowledge but on the helix-homepage and in this topic "How to fix/disable shaders in games" is written, that it would be very easy to at least delete the shaders (shadows?) and everyone could learn it. Everyone but me, it seems... :-( I copied the debug dll to the game-directory, started the game but whenever I press any keys on the NUMPAD nothing happens and there are no entries in the Dump-Directories. Perhaps there is a conflict with the keymapping in the game (Some Numpad-Keys make the motorcycle-driver in the game lean forward/backward for example...). Perhaps it's the wrong game to start learning... I would be thankful for any hint!
I don't know if someone (Helix?) will fix the game "Trials Evolution Gold Edition" in the near future so I thought, maybe I could fix it by myself.
I never did this before and I have no programming knowledge but on the helix-homepage and in this topic "How to fix/disable shaders in games" is written, that it would be very easy to at least delete the shaders (shadows?) and everyone could learn it.

Everyone but me, it seems... :-(

I copied the debug dll to the game-directory, started the game but whenever I press any keys on the NUMPAD nothing happens and there are no entries in the Dump-Directories.

Perhaps there is a conflict with the keymapping in the game (Some Numpad-Keys make the motorcycle-driver in the game lean forward/backward for example...).

Perhaps it's the wrong game to start learning...
I would be thankful for any hint!

Win 8.1 pro 64 bit, Gigabyte Z87X-D3H - i7-4770K@3.5 - 32 GB, 2x Geforce TITAN SLI (EVGA), 3x ASUS 3D-Vision-Monitors

Posted 03/28/2013 07:30 PM   
Are you seeing the red text at the top of the screen? If so, try toggling the NumLock key to alter the keys on the keypad. Finally, there are instructions on the wiki to remap keys if the above does not work.
Are you seeing the red text at the top of the screen? If so, try toggling the NumLock key to alter the keys on the keypad. Finally, there are instructions on the wiki to remap keys if the above does not work.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 03/28/2013 09:05 PM   
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