How to fix/disable shaders in games(DLL,guide and fixes).
142 / 167
I'm trying to remove some shaders but it only works with the debugger, when I put them in the shaderoverride folder nothing happens.
Is it because they're vs_2_0 instead of vs_3_0? I guess you have to convert them to version 3 or something?
If anyone can help here's the files (it's 5 vertex and 1 pixel)
http://www.mediafire.com/?dv4ufrn5g0gkzpg
EDIT: Nevermind this post I got it working
Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.
Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.
[quote="mike_ar69"]Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.[/quote]
Whish I could understand that code stuff but it's an alien language to me :P
Thanks though
mike_ar69 said:Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.
Whish I could understand that code stuff but it's an alien language to me :P
Thanks though
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
@Jan-Itor
If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide:
http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html
Pixel Shader:
[quote]ps_3_0
dcl_texcoord v0[/quote]Vertex Shader:
[quote]vs_3_0
dcl_position v0
dcl_position o0[/quote]@ricardokung
Mana's tool only converts Vertex Shaders from previous versions to 3.0, say vs_1_1 to vs_3_0. It doesn't fix them in any other way than that, if that's what you're thinking. But yes you can use it to convert any game's Vertex Shaders to 3.0 but then you still have to manually fix them. To use it you can simply drag and drop a Vertex Shader onto the exe, or use a batch script.
@ricardokung
Mana's tool only converts Vertex Shaders from previous versions to 3.0, say vs_1_1 to vs_3_0. It doesn't fix them in any other way than that, if that's what you're thinking. But yes you can use it to convert any game's Vertex Shaders to 3.0 but then you still have to manually fix them. To use it you can simply drag and drop a Vertex Shader onto the exe, or use a batch script.
[quote="TsaebehT"]@Jan-Itor
If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide:
[/quote]
When I tried that at first the game crashed, turns out it was because I pasted the wrong code.
So it works now, forget my post above :)
TsaebehT said:@Jan-Itor
If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide:
When I tried that at first the game crashed, turns out it was because I pasted the wrong code.
So it works now, forget my post above :)
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
[quote="Jan-Itor"]When I tried that at first the game crashed, turns out it was because I pasted the wrong code.
So it works now, forget my post above :)[/quote]I whipped up a little utility that takes all the work out of copy, pasting, renaming, etc. of dealing with the 'single' shaders when you manually dump them using the debug. You run it from the same location as the dll it searches for the 'Dumps' folder, gets the filenames from the 'SingleShaders' folder, fixes the filenames for use (removes extra characters and adds zeros if necessary), and then creates the ShaderOverride injecting the disable code all automatically. :)
SingleShaders2Override:
[url]https://www.amazon.com/clouddrive/share?s=CNt1aYi-R84nN3zfWlyq78[/url]
Jan-Itor said:When I tried that at first the game crashed, turns out it was because I pasted the wrong code.
So it works now, forget my post above :)
I whipped up a little utility that takes all the work out of copy, pasting, renaming, etc. of dealing with the 'single' shaders when you manually dump them using the debug. You run it from the same location as the dll it searches for the 'Dumps' folder, gets the filenames from the 'SingleShaders' folder, fixes the filenames for use (removes extra characters and adds zeros if necessary), and then creates the ShaderOverride injecting the disable code all automatically. :)
[quote="Libertine"]Are the building textures better? The cityscape was a lost opportunity IMO.[/quote]
Whole game was kind of ugly = /
Hard Reset was the game it should of been as far as graphics imo.
Design was good at least.
I didn't like the design all that much, although many things looked very nice. The cities i found too small, too "gamey" and unrealistic and non-functional looking. I'd have preferred a compromise in size somewhere between what it had and cities like in L.A. Noire or GTA 4. After watching a "Lets Play of it, i was surprised to conclude that i didn't really much like the game at all and was glad i didn't bother playing it, yet at the same time, i wondered if i could have gotten more immersion and enjoyment playing it myself.
This series on the architecture of Deus EX: Human Revolution is kinda interesting. The guy has an architectural degree and has a bit of a passion for it so its kind of interesting, if sometimes a little slow.
http://www.youtube.com/watch?v=_ypHM_b88Jw&list=SPD7519BFFBCE668B2
I didn't like the design all that much, although many things looked very nice. The cities i found too small, too "gamey" and unrealistic and non-functional looking. I'd have preferred a compromise in size somewhere between what it had and cities like in L.A. Noire or GTA 4. After watching a "Lets Play of it, i was surprised to conclude that i didn't really much like the game at all and was glad i didn't bother playing it, yet at the same time, i wondered if i could have gotten more immersion and enjoyment playing it myself.
This series on the architecture of Deus EX: Human Revolution is kinda interesting. The guy has an architectural degree and has a bit of a passion for it so its kind of interesting, if sometimes a little slow.
[quote="Pirateguybrush"]Elaborate?[/quote]
You barely see any 3D effect at all and all the lighting effects are doubled. Also, having the 3D controls being controlled from inside of the game limits 3DVision even more. I haven't tried it with tridef yet but it's probably way better if it works with it. Playing it in 2D is great. I love this game.
As for Naruto Shippuden Ultimate Ninja Storm Full Burst, I would say that it is unplayable in 3D vision. It has effect but everything is sorta misaligned.
You barely see any 3D effect at all and all the lighting effects are doubled. Also, having the 3D controls being controlled from inside of the game limits 3DVision even more. I haven't tried it with tridef yet but it's probably way better if it works with it. Playing it in 2D is great. I love this game.
As for Naruto Shippuden Ultimate Ninja Storm Full Burst, I would say that it is unplayable in 3D vision. It has effect but everything is sorta misaligned.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
Hi guys, is there any FULL working fix for Half-Life 2?
Thanks a lot.
Could this work?
http://helixmod.blogspot.it/2012/09/source-based-gamesmods-half-life-series.html
Is it because they're vs_2_0 instead of vs_3_0? I guess you have to convert them to version 3 or something?
If anyone can help here's the files (it's 5 vertex and 1 pixel)
http://www.mediafire.com/?dv4ufrn5g0gkzpg
EDIT: Nevermind this post I got it working
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Whish I could understand that code stuff but it's an alien language to me :P
Thanks though
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide:
http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html
Pixel Shader:
Vertex Shader:
@ricardokung
Mana's tool only converts Vertex Shaders from previous versions to 3.0, say vs_1_1 to vs_3_0. It doesn't fix them in any other way than that, if that's what you're thinking. But yes you can use it to convert any game's Vertex Shaders to 3.0 but then you still have to manually fix them. To use it you can simply drag and drop a Vertex Shader onto the exe, or use a batch script.
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
When I tried that at first the game crashed, turns out it was because I pasted the wrong code.
So it works now, forget my post above :)
1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
SingleShaders2Override:
https://www.amazon.com/clouddrive/share?s=CNt1aYi-R84nN3zfWlyq78
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Whole game was kind of ugly = /
Hard Reset was the game it should of been as far as graphics imo.
Design was good at least.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
This series on the architecture of Deus EX: Human Revolution is kinda interesting. The guy has an architectural degree and has a bit of a passion for it so its kind of interesting, if sometimes a little slow.
;list=SPD7519BFFBCE668B2
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
You barely see any 3D effect at all and all the lighting effects are doubled. Also, having the 3D controls being controlled from inside of the game limits 3DVision even more. I haven't tried it with tridef yet but it's probably way better if it works with it. Playing it in 2D is great. I love this game.
As for Naruto Shippuden Ultimate Ninja Storm Full Burst, I would say that it is unplayable in 3D vision. It has effect but everything is sorta misaligned.
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
Thanks a lot.
Could this work?
http://helixmod.blogspot.it/2012/09/source-based-gamesmods-half-life-series.html