How to fix/disable shaders in games(DLL,guide and fixes).
95 / 167
Great that You are back in the forum!
Renaming games to aion.exe/adding it to Aion's profile:
This profile is extremly interesting. It seems to handle water surfaces and some dust effects in a similar way the iZ3D driver does. So it is very usefull for games that have these issues. This profile is sometimes even better than the profile Nvidia originally offers for the game. E.G. The Sims 3 has issues with water surfaces that can be solved by using aion.exe. Or Hitman Blood Money can be played with higher graphic settings and better light effects when using the Aion-profile instead of the Blood Money profile. I don't want to blame Nvidia. It seems to me that they developed new methods to handle shaders in Aion and I don't expect them to examine all the older games to see if they could benefit from this method, too. But it would be great if Nivida would allow to edit profiles and to offer the option to activate rendering methods like the ones used in Aion also in other games... BTW renaming to aion.exe also allows to play games in windowed mode in S3D.
Deathlight looks already very impressive in S3D with iZ3D and if You disable certain shadows with Helixmod. It would be great if they even could be fixed and the game be playable with the Nvidia drivers. It uses the UR3 engine.
I also had a look at 007 Legends (should have known better regarding the low ratings...). But it works quite good in S3D. So the simple graphics and gameplay don't hurt so much. Until now I only had issues with bloom effects and heat haze. Bloom effects can be removed by disabling the shader. But if I disable the vertex or pixel shader for heat haze the surface get's black. Is there a way to disable the shader by making it simply transparent instead? This is the vertex shader: [url]http://www53.zippyshare.com/v/52188227/file.html[/url]
Renaming games to aion.exe/adding it to Aion's profile:
This profile is extremly interesting. It seems to handle water surfaces and some dust effects in a similar way the iZ3D driver does. So it is very usefull for games that have these issues. This profile is sometimes even better than the profile Nvidia originally offers for the game. E.G. The Sims 3 has issues with water surfaces that can be solved by using aion.exe. Or Hitman Blood Money can be played with higher graphic settings and better light effects when using the Aion-profile instead of the Blood Money profile. I don't want to blame Nvidia. It seems to me that they developed new methods to handle shaders in Aion and I don't expect them to examine all the older games to see if they could benefit from this method, too. But it would be great if Nivida would allow to edit profiles and to offer the option to activate rendering methods like the ones used in Aion also in other games... BTW renaming to aion.exe also allows to play games in windowed mode in S3D.
Deathlight looks already very impressive in S3D with iZ3D and if You disable certain shadows with Helixmod. It would be great if they even could be fixed and the game be playable with the Nvidia drivers. It uses the UR3 engine.
I also had a look at 007 Legends (should have known better regarding the low ratings...). But it works quite good in S3D. So the simple graphics and gameplay don't hurt so much. Until now I only had issues with bloom effects and heat haze. Bloom effects can be removed by disabling the shader. But if I disable the vertex or pixel shader for heat haze the surface get's black. Is there a way to disable the shader by making it simply transparent instead? This is the vertex shader: http://www53.zippyshare.com/v/52188227/file.html
My original display name is 3d4dd - for some reason Nvidia changed it..?!
3d4dd, for 007 Legends try this fix i made (is still [b]WIP[/b]):
- Crosshair 3D, rest of the HUD 2D
- Objective icons 3D
- Lights/Bloom that render in 2D, now are 3D
- Some Ghosting fixed
[url]https://s3.amazonaws.com/dhr/007Legends.zip[/url]
The game is not the "big" thing, but have great S3D... i play previous 007 games in 2D, so it's like kind of new for me playing this on 3D.... i'm trying to disable the Gun, because it's a little annoying with convergence/aiming.
later i post on the blog....i want to go a little further in the game.
edit1: update file
3d4dd, for 007 Legends try this fix i made (is still WIP):
- Crosshair 3D, rest of the HUD 2D
- Objective icons 3D
- Lights/Bloom that render in 2D, now are 3D
- Some Ghosting fixed
The game is not the "big" thing, but have great S3D... i play previous 007 games in 2D, so it's like kind of new for me playing this on 3D.... i'm trying to disable the Gun, because it's a little annoying with convergence/aiming.
later i post on the blog....i want to go a little further in the game.
@dhr
Its probably not worth it but if you want you can make reduce the convergence on the gun and give it a binding. F1 normal F2 will reduce convergence on gun. Then you can use a right click release script(AHK). I was gonna do that as an option for borderlands 2 but the guns in that game have too many parts. I did the opposite in blackmesa.
@3D4DD
Ah thank you for that. Constantly renaming stuff/nvidia inspector is a real hassle and I am trying to better understand the profiles. Maybe I will look at Blood Money. I bought for $3.00 on steam at one point. I really wish nvidia would update the profileing system.
Aion Profile
Seems to be a good thing to check out for depth related issues in games.
Half life 2 water/background/sky depth issues. Trees at wrong depth in Divinity 2. I still need to look at Fable 1 but its probably the same thing.
The way to fix effects(most of the time) is the same.(NON SHADOWS/LIGHTING).
Look for position
dcl_position o0
Position is o0, now look for the code that shows which temporary register it uses.
mov o0, r1
R1. Now you should see a texcoord that makes use of it.
mov o4, r1
dcl_texcoord4 o4 uses r1. Thats what you need to fix. Its pretty much always the same all the time. If you look at my unreal code stuff its done same way every time but will work in pretty much all games.
def c220, 0.1, 2, 0.0625, 10 //This is what I use for all effects. For organization reasons.
..
dcl_2d s0
..
..
mov o0, r1
texldl r11, c220.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o4, r1
Now I am not sure if this will fix whatever effect you are having trouble with in this game since I am not even sure its the right shader(I dont have the game). When you want to disable an effect you cant fix try to remove the texcoord attached to position. You should be able to turn off the bad effect without turning off a whole bunch of other stuff.
//mov o4, r1
Then if that doesnt work(it glitches or whatever). Disable position
//mov o0, r1
@dhr
Its probably not worth it but if you want you can make reduce the convergence on the gun and give it a binding. F1 normal F2 will reduce convergence on gun. Then you can use a right click release script(AHK). I was gonna do that as an option for borderlands 2 but the guns in that game have too many parts. I did the opposite in blackmesa.
@3D4DD
Ah thank you for that. Constantly renaming stuff/nvidia inspector is a real hassle and I am trying to better understand the profiles. Maybe I will look at Blood Money. I bought for $3.00 on steam at one point. I really wish nvidia would update the profileing system.
Aion Profile
Seems to be a good thing to check out for depth related issues in games.
Half life 2 water/background/sky depth issues. Trees at wrong depth in Divinity 2. I still need to look at Fable 1 but its probably the same thing.
The way to fix effects(most of the time) is the same.(NON SHADOWS/LIGHTING).
Look for position
dcl_position o0
Position is o0, now look for the code that shows which temporary register it uses.
mov o0, r1
R1. Now you should see a texcoord that makes use of it.
mov o4, r1
dcl_texcoord4 o4 uses r1. Thats what you need to fix. Its pretty much always the same all the time. If you look at my unreal code stuff its done same way every time but will work in pretty much all games.
def c220, 0.1, 2, 0.0625, 10 //This is what I use for all effects. For organization reasons.
..
dcl_2d s0
..
..
mov o0, r1
texldl r11, c220.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o4, r1
Now I am not sure if this will fix whatever effect you are having trouble with in this game since I am not even sure its the right shader(I dont have the game). When you want to disable an effect you cant fix try to remove the texcoord attached to position. You should be able to turn off the bad effect without turning off a whole bunch of other stuff.
//mov o4, r1
Then if that doesnt work(it glitches or whatever). Disable position
//mov o0, r1
[quote="eqzitara"] vs_3_0
def c220, 0.50, 0, 0.0625, 0
dcl_position v0
dcl_texcoord v1
dcl_color v2
dcl_2d s0
dcl_position o0
dcl_texcoord o1.xy
dcl_color o2
#line 10 "D:jeuxRise
...
def c220, 0.50, 0, 0.0625, 0
Change the .50 value to change the depth.[/quote]
Thanks for your help. It allow me to also put in 3d icons pointing objects and waypoint.
But I have a problem:
* All the text are in 3d now, all the buttons and GUI texts, making them hardly legible, but I think that anybody can cope with that (closing one eye, or switching off 3d), this part of the GUI is not used during the flight.
* Most of the 2d objects (map, GUI background, GUI icons,....) are also in 3d. This is a problem because only a part of the jauges are in 3D and I did not find neither a pixel shader, nor a vertex shader, to transform in 3d the rest of the jauges (needle,...). They are not legible but may be needed during the game.
I have now to use the "bind shader with texture" feature to only put in 3d the object icons, nothing can be done for the text. Am I right ?
#line 10 "D:jeuxRise
...
def c220, 0.50, 0, 0.0625, 0
Change the .50 value to change the depth.
Thanks for your help. It allow me to also put in 3d icons pointing objects and waypoint.
But I have a problem:
* All the text are in 3d now, all the buttons and GUI texts, making them hardly legible, but I think that anybody can cope with that (closing one eye, or switching off 3d), this part of the GUI is not used during the flight.
* Most of the 2d objects (map, GUI background, GUI icons,....) are also in 3d. This is a problem because only a part of the jauges are in 3D and I did not find neither a pixel shader, nor a vertex shader, to transform in 3d the rest of the jauges (needle,...). They are not legible but may be needed during the game.
I have now to use the "bind shader with texture" feature to only put in 3d the object icons, nothing can be done for the text. Am I right ?
I have trouble understanding the issue tbh. Take a picture alt-f1
Is the problem you dont want some objects to be 3d, or that you cant find a shader?
If you cant find a vertexshader, your kind of out of luck though tbh.
I have trouble understanding the issue tbh. Take a picture alt-f1
Is the problem you dont want some objects to be 3d, or that you cant find a shader?
If you cant find a vertexshader, your kind of out of luck though tbh.
[quote="eqzitara"]@dhr
Its probably not worth it but if you want you can make reduce the convergence on the gun and give it a binding. F1 normal F2 will reduce convergence on gun. Then you can use a right click release script(AHK). I was gonna do that as an option for borderlands 2 but the guns in that game have too many parts. I did the opposite in blackmesa.[/quote]
Thanks! but i use Xbox Controller, so does not help. I made a xpadder profile for 007 Legends, the game don't support controllers, only M+K. If anyone want the xpadder profile let me know and i upload.
Yesterday i do some test and sadly the gun/hand use different shaders depending on light, some of those shaders also have objects...so if i remove in some parts i mess with objects, i use ini code for separate textures, but testing one "Gun + Objects" shader, there are 70-100 textures (to much job to remove)... today i do more test...
The game is not bad, i finish Mission 1: Goldfinger and was fun... or maybe it's i like 007 games (i'm still playing Goldeneye 007 - Nintendo 64). The beginning of Mission 2 is great... a lot of action.
i update the fix/file (fix some ghosting and others HUD elements).
eqzitara said:@dhr
Its probably not worth it but if you want you can make reduce the convergence on the gun and give it a binding. F1 normal F2 will reduce convergence on gun. Then you can use a right click release script(AHK). I was gonna do that as an option for borderlands 2 but the guns in that game have too many parts. I did the opposite in blackmesa.
Thanks! but i use Xbox Controller, so does not help. I made a xpadder profile for 007 Legends, the game don't support controllers, only M+K. If anyone want the xpadder profile let me know and i upload.
Yesterday i do some test and sadly the gun/hand use different shaders depending on light, some of those shaders also have objects...so if i remove in some parts i mess with objects, i use ini code for separate textures, but testing one "Gun + Objects" shader, there are 70-100 textures (to much job to remove)... today i do more test...
The game is not bad, i finish Mission 1: Goldfinger and was fun... or maybe it's i like 007 games (i'm still playing Goldeneye 007 - Nintendo 64). The beginning of Mission 2 is great... a lot of action.
i update the fix/file (fix some ghosting and others HUD elements).
There should be an specific forum outside this Nvidia Forums to write/read about (besides this trhead). I guess there is one, but I do not know where to find.
There should be an specific forum outside this Nvidia Forums to write/read about (besides this trhead). I guess there is one, but I do not know where to find.
@eqzitara and DHR:
Thanks a lot for override (which includes already the fix for the heat effect) and the explanation how to fix this kind of issues!!!
So I managed to make a fix for a shader that is used for a waterfall in the Biodome level :)
DHR, perhaps You want to include it in Your fix: [url]http://www16.zippyshare.com/v/45934497/file.html[/url]
One question:
Has the code with
texldl r11, c220.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
to be placed directly before the line with mov... for the textcoord that is connected to the position?
Regarding James Bond games I played Bloodstone in S3D before the "Helixmod era". I had to turn off most of the lighting and shadow effects. Then I only had issues with some water and fire effects (prevented them by using iZ3D) and some dynamic lights (alarm red). Renamimg to masseffect.exe provided a working laser sight. See [url]https://forums.geforce.com/default/topic/479562/3d-vision/james-bond-007-blood-stone-does-it-perform-well-in-s3d-/[/url] . The gameplay in Bloodstone was to me much better than in 007 Legends. Especially sneaking was very usefull in contrary to 007 Legends. Besides from that 007 Legends suffers from a strange mouse acceleration which makes aming very hard. It would be great if Bloodstone could be fixed...
@eqzitara and DHR:
Thanks a lot for override (which includes already the fix for the heat effect) and the explanation how to fix this kind of issues!!!
So I managed to make a fix for a shader that is used for a waterfall in the Biodome level :)
DHR, perhaps You want to include it in Your fix: http://www16.zippyshare.com/v/45934497/file.html
One question:
Has the code with
texldl r11, c220.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
to be placed directly before the line with mov... for the textcoord that is connected to the position?
Regarding James Bond games I played Bloodstone in S3D before the "Helixmod era". I had to turn off most of the lighting and shadow effects. Then I only had issues with some water and fire effects (prevented them by using iZ3D) and some dynamic lights (alarm red). Renamimg to masseffect.exe provided a working laser sight. See https://forums.geforce.com/default/topic/479562/3d-vision/james-bond-007-blood-stone-does-it-perform-well-in-s3d-/ . The gameplay in Bloodstone was to me much better than in 007 Legends. Especially sneaking was very usefull in contrary to 007 Legends. Besides from that 007 Legends suffers from a strange mouse acceleration which makes aming very hard. It would be great if Bloodstone could be fixed...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Yes, it needs to before the line.
When you see any line of code with o0,o1,o2,o3. The output is defined(texcoord,position,color) and is "done". So you need to change it before then or move the output into a temporary register then fix it. If you look at the original version of darksider(non helix one), its like that for most of the effects and its explained in the comments.
http://helixmod.blogspot.com/2012/08/darksiders-2.html
Bloodstone
I dont really like doing "old games" if I have to turn off shadows. It sounds like the game was never given a profile though(never played it). Id try to rename it to prototype.exe though laser sight would probably stop working then. Mass effect 2 is a "standard" profile but has some kind of compatibility setting to get crosshair to work I believe.
Yes, it needs to before the line.
When you see any line of code with o0,o1,o2,o3. The output is defined(texcoord,position,color) and is "done". So you need to change it before then or move the output into a temporary register then fix it. If you look at the original version of darksider(non helix one), its like that for most of the effects and its explained in the comments.
http://helixmod.blogspot.com/2012/08/darksiders-2.html
Bloodstone
I dont really like doing "old games" if I have to turn off shadows. It sounds like the game was never given a profile though(never played it). Id try to rename it to prototype.exe though laser sight would probably stop working then. Mass effect 2 is a "standard" profile but has some kind of compatibility setting to get crosshair to work I believe.
3d4dd, right now i'm at work (the zippyshare page is blocked).....but of course i include in the release, Thanks a lot!!
For fixing code....Look my fixes, i always put a comment in the lines of code, for example if it's a new line of code i put "//new" ....or if something is changed in a line of code i put for example "//change o# for r#"....easy for others to understand the code and use....all those lines of code are of course a helix® code that been used in others games with same problems. Good to know reading others are using the wrapper/dll.
I will look "Bloodstone" (time ago played 2D), i have my Retail copy somewhere at home.
3d4dd, right now i'm at work (the zippyshare page is blocked).....but of course i include in the release, Thanks a lot!!
For fixing code....Look my fixes, i always put a comment in the lines of code, for example if it's a new line of code i put "//new" ....or if something is changed in a line of code i put for example "//change o# for r#"....easy for others to understand the code and use....all those lines of code are of course a helix® code that been used in others games with same problems. Good to know reading others are using the wrapper/dll.
I will look "Bloodstone" (time ago played 2D), i have my Retail copy somewhere at home.
@3d4dd
Not many people have messed around with profiles like you have. I think you messed around more with profiles then I have.
There are a set of games on the "prototype" profile. Some people have really wierd issues. Like dissapearing objects, clipping
http://photos.3dvisionlive.com/q8_devil/image/5014f1ea378501954c000000/
And some users.. dont have a problem at all. I tried serious same BFE and it had disapearing objects and some people have no issues(i believe)
@3d4dd
Not many people have messed around with profiles like you have. I think you messed around more with profiles then I have.
There are a set of games on the "prototype" profile. Some people have really wierd issues. Like dissapearing objects, clipping
http://photos.3dvisionlive.com/q8_devil/image/5014f1ea378501954c000000/ And some users.. dont have a problem at all. I tried serious same BFE and it had disapearing objects and some people have no issues(i believe)
@DHR: I've attached the fixed shader (of course with comments - the same You used ;) ). Rename the "jpg" back to "txt". In "Die Another Day"/"Ice Lake" there are issues with the car's reflections on the ice. I tried to deactivate the shader but it seems to change it's CRC. The shader I catched had different CRCs and when I dsabled a shader and restartet the game the reflection was there again. But it doesn't bother to much as it is hardly visible. Besides from this the level is horrible to play without support for controllers but with A/D. It took me abaout 20 attempts to complete this level :( The rest of the game was without isues using Your fix. The Moonbraker chapter was the highlight of the game to me.
@eqzitara: Thank You for Your explanation about the code! I didn't try the Prototype profile with other games, yet. Another profile that was quite "popular" is ofdr.exe (operation flashpoint dragon rising). It also seems to solve issues with water surfaces but I often had issues with a kind of blure effect when using this profile. masseffect.exe seems to fix the laser sight or at least to push it back to "infinite depth" which is more usefull than a laser sight at screen depth.
@DHR: I've attached the fixed shader (of course with comments - the same You used ;) ). Rename the "jpg" back to "txt". In "Die Another Day"/"Ice Lake" there are issues with the car's reflections on the ice. I tried to deactivate the shader but it seems to change it's CRC. The shader I catched had different CRCs and when I dsabled a shader and restartet the game the reflection was there again. But it doesn't bother to much as it is hardly visible. Besides from this the level is horrible to play without support for controllers but with A/D. It took me abaout 20 attempts to complete this level :( The rest of the game was without isues using Your fix. The Moonbraker chapter was the highlight of the game to me.
@eqzitara: Thank You for Your explanation about the code! I didn't try the Prototype profile with other games, yet. Another profile that was quite "popular" is ofdr.exe (operation flashpoint dragon rising). It also seems to solve issues with water surfaces but I often had issues with a kind of blure effect when using this profile. masseffect.exe seems to fix the laser sight or at least to push it back to "infinite depth" which is more usefull than a laser sight at screen depth.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I have another question:
When the forum was closed down I just wanted to post a fix for Scania Truck Driving Simulator.
I wanted to do this now but I have a problem:
The fix uses presets for the keys 1, 2, 3, 4, 5, 6, 7 (the same keys used by the game for different views). Using the debug-dll the hotkeys work but with the release-dll the hotkeys have no effect.
Any idea what I can do? I would like to keep the hotkeys (1-7) as they are the default keys for the game. On the other hand using the debug-dll might cause problems for inexperienced users...
I have another question:
When the forum was closed down I just wanted to post a fix for Scania Truck Driving Simulator.
I wanted to do this now but I have a problem:
The fix uses presets for the keys 1, 2, 3, 4, 5, 6, 7 (the same keys used by the game for different views). Using the debug-dll the hotkeys work but with the release-dll the hotkeys have no effect.
Any idea what I can do? I would like to keep the hotkeys (1-7) as they are the default keys for the game. On the other hand using the debug-dll might cause problems for inexperienced users...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@eqzitara:
I tried the release version I've downloaded here: [url]http://helixmod.wikispot.org/How_To_Install[/url]
@DHR:
Thank You for mentioning me in Your 007 post in the blog! I'm very proud about my first shader fix :)
Renaming games to aion.exe/adding it to Aion's profile:
This profile is extremly interesting. It seems to handle water surfaces and some dust effects in a similar way the iZ3D driver does. So it is very usefull for games that have these issues. This profile is sometimes even better than the profile Nvidia originally offers for the game. E.G. The Sims 3 has issues with water surfaces that can be solved by using aion.exe. Or Hitman Blood Money can be played with higher graphic settings and better light effects when using the Aion-profile instead of the Blood Money profile. I don't want to blame Nvidia. It seems to me that they developed new methods to handle shaders in Aion and I don't expect them to examine all the older games to see if they could benefit from this method, too. But it would be great if Nivida would allow to edit profiles and to offer the option to activate rendering methods like the ones used in Aion also in other games... BTW renaming to aion.exe also allows to play games in windowed mode in S3D.
Deathlight looks already very impressive in S3D with iZ3D and if You disable certain shadows with Helixmod. It would be great if they even could be fixed and the game be playable with the Nvidia drivers. It uses the UR3 engine.
I also had a look at 007 Legends (should have known better regarding the low ratings...). But it works quite good in S3D. So the simple graphics and gameplay don't hurt so much. Until now I only had issues with bloom effects and heat haze. Bloom effects can be removed by disabling the shader. But if I disable the vertex or pixel shader for heat haze the surface get's black. Is there a way to disable the shader by making it simply transparent instead? This is the vertex shader: http://www53.zippyshare.com/v/52188227/file.html
My original display name is 3d4dd - for some reason Nvidia changed it..?!
- Crosshair 3D, rest of the HUD 2D
- Objective icons 3D
- Lights/Bloom that render in 2D, now are 3D
- Some Ghosting fixed
https://s3.amazonaws.com/dhr/007Legends.zip
The game is not the "big" thing, but have great S3D... i play previous 007 games in 2D, so it's like kind of new for me playing this on 3D.... i'm trying to disable the Gun, because it's a little annoying with convergence/aiming.
later i post on the blog....i want to go a little further in the game.
edit1: update file
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Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Its probably not worth it but if you want you can make reduce the convergence on the gun and give it a binding. F1 normal F2 will reduce convergence on gun. Then you can use a right click release script(AHK). I was gonna do that as an option for borderlands 2 but the guns in that game have too many parts. I did the opposite in blackmesa.
@3D4DD
Ah thank you for that. Constantly renaming stuff/nvidia inspector is a real hassle and I am trying to better understand the profiles. Maybe I will look at Blood Money. I bought for $3.00 on steam at one point. I really wish nvidia would update the profileing system.
Aion Profile
Seems to be a good thing to check out for depth related issues in games.
Half life 2 water/background/sky depth issues. Trees at wrong depth in Divinity 2. I still need to look at Fable 1 but its probably the same thing.
The way to fix effects(most of the time) is the same.(NON SHADOWS/LIGHTING).
Look for position
dcl_position o0
Position is o0, now look for the code that shows which temporary register it uses.
mov o0, r1
R1. Now you should see a texcoord that makes use of it.
mov o4, r1
dcl_texcoord4 o4 uses r1. Thats what you need to fix. Its pretty much always the same all the time. If you look at my unreal code stuff its done same way every time but will work in pretty much all games.
def c220, 0.1, 2, 0.0625, 10 //This is what I use for all effects. For organization reasons.
..
dcl_2d s0
..
..
mov o0, r1
texldl r11, c220.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o4, r1
Now I am not sure if this will fix whatever effect you are having trouble with in this game since I am not even sure its the right shader(I dont have the game). When you want to disable an effect you cant fix try to remove the texcoord attached to position. You should be able to turn off the bad effect without turning off a whole bunch of other stuff.
//mov o4, r1
Then if that doesnt work(it glitches or whatever). Disable position
//mov o0, r1
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Thanks for your help. It allow me to also put in 3d icons pointing objects and waypoint.
But I have a problem:
* All the text are in 3d now, all the buttons and GUI texts, making them hardly legible, but I think that anybody can cope with that (closing one eye, or switching off 3d), this part of the GUI is not used during the flight.
* Most of the 2d objects (map, GUI background, GUI icons,....) are also in 3d. This is a problem because only a part of the jauges are in 3D and I did not find neither a pixel shader, nor a vertex shader, to transform in 3d the rest of the jauges (needle,...). They are not legible but may be needed during the game.
I have now to use the "bind shader with texture" feature to only put in 3d the object icons, nothing can be done for the text. Am I right ?
Is the problem you dont want some objects to be 3d, or that you cant find a shader?
If you cant find a vertexshader, your kind of out of luck though tbh.
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Thanks! but i use Xbox Controller, so does not help. I made a xpadder profile for 007 Legends, the game don't support controllers, only M+K. If anyone want the xpadder profile let me know and i upload.
Yesterday i do some test and sadly the gun/hand use different shaders depending on light, some of those shaders also have objects...so if i remove in some parts i mess with objects, i use ini code for separate textures, but testing one "Gun + Objects" shader, there are 70-100 textures (to much job to remove)... today i do more test...
The game is not bad, i finish Mission 1: Goldfinger and was fun... or maybe it's i like 007 games (i'm still playing Goldeneye 007 - Nintendo 64). The beginning of Mission 2 is great... a lot of action.
i update the fix/file (fix some ghosting and others HUD elements).
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Thanks a lot for override (which includes already the fix for the heat effect) and the explanation how to fix this kind of issues!!!
So I managed to make a fix for a shader that is used for a waterfall in the Biodome level :)
DHR, perhaps You want to include it in Your fix: http://www16.zippyshare.com/v/45934497/file.html
One question:
Has the code with
texldl r11, c220.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
to be placed directly before the line with mov... for the textcoord that is connected to the position?
Regarding James Bond games I played Bloodstone in S3D before the "Helixmod era". I had to turn off most of the lighting and shadow effects. Then I only had issues with some water and fire effects (prevented them by using iZ3D) and some dynamic lights (alarm red). Renamimg to masseffect.exe provided a working laser sight. See https://forums.geforce.com/default/topic/479562/3d-vision/james-bond-007-blood-stone-does-it-perform-well-in-s3d-/ . The gameplay in Bloodstone was to me much better than in 007 Legends. Especially sneaking was very usefull in contrary to 007 Legends. Besides from that 007 Legends suffers from a strange mouse acceleration which makes aming very hard. It would be great if Bloodstone could be fixed...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
When you see any line of code with o0,o1,o2,o3. The output is defined(texcoord,position,color) and is "done". So you need to change it before then or move the output into a temporary register then fix it. If you look at the original version of darksider(non helix one), its like that for most of the effects and its explained in the comments.
http://helixmod.blogspot.com/2012/08/darksiders-2.html
Bloodstone
I dont really like doing "old games" if I have to turn off shadows. It sounds like the game was never given a profile though(never played it). Id try to rename it to prototype.exe though laser sight would probably stop working then. Mass effect 2 is a "standard" profile but has some kind of compatibility setting to get crosshair to work I believe.
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For fixing code....Look my fixes, i always put a comment in the lines of code, for example if it's a new line of code i put "//new" ....or if something is changed in a line of code i put for example "//change o# for r#"....easy for others to understand the code and use....all those lines of code are of course a helix® code that been used in others games with same problems. Good to know reading others are using the wrapper/dll.
I will look "Bloodstone" (time ago played 2D), i have my Retail copy somewhere at home.
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Not many people have messed around with profiles like you have. I think you messed around more with profiles then I have.
There are a set of games on the "prototype" profile. Some people have really wierd issues. Like dissapearing objects, clipping
http://photos.3dvisionlive.com/q8_devil/image/5014f1ea378501954c000000/
And some users.. dont have a problem at all. I tried serious same BFE and it had disapearing objects and some people have no issues(i believe)
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@eqzitara: Thank You for Your explanation about the code! I didn't try the Prototype profile with other games, yet. Another profile that was quite "popular" is ofdr.exe (operation flashpoint dragon rising). It also seems to solve issues with water surfaces but I often had issues with a kind of blure effect when using this profile. masseffect.exe seems to fix the laser sight or at least to push it back to "infinite depth" which is more usefull than a laser sight at screen depth.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
When the forum was closed down I just wanted to post a fix for Scania Truck Driving Simulator.
I wanted to do this now but I have a problem:
The fix uses presets for the keys 1, 2, 3, 4, 5, 6, 7 (the same keys used by the game for different views). Using the debug-dll the hotkeys work but with the release-dll the hotkeys have no effect.
Any idea what I can do? I would like to keep the hotkeys (1-7) as they are the default keys for the game. On the other hand using the debug-dll might cause problems for inexperienced users...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
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I tried the release version I've downloaded here: http://helixmod.wikispot.org/How_To_Install
@DHR:
Thank You for mentioning me in Your 007 post in the blog! I'm very proud about my first shader fix :)
My original display name is 3d4dd - for some reason Nvidia changed it..?!