How to fix/disable shaders in games(DLL,guide and fixes).
43 / 167
@Stan The Man: That's great you're interested in helping out, more experienced coders are certainly welcome. I think learning the syntax of ASM is the smallest obstacle, if you understand the concepts of transformations and the math/functions behind moving objects around in 3D space and how that correlates to stereo 3D, that's where the real magic happens when fixing games. For the most part, its not too hard to follow HeliX's code samples for specific transformations/fixes, the problems are for the more difficult fixes that aren't so cookie cutter simple.
@PureFun: Heroes VI should be easy enough to fix if the shadows are their own vertex shader and don't share with anything else. The easiest fix is to blank the shader completely, similar to toggling it off in the options if there was one. The harder fix is to correct its output vertex and tell the stereo 3D driver to render it 2x for each eye. I'd try the 1st approach first, then see if you can apply the stereo texture fix by correcting its vertex once you're more familiar with the tool.
To navigate using the tool, you want to use 4, 5 first as that cycles up/down through Vertex shaders. I'd say most of the easier fixes are via Vertex shader so you want to focus your efforts there, typically only HeliX is advanced enough to fix the problems that need to be fixed via pixel shader. Once you find the shadow vertex shader, you press "6" to dump it to your \\dumps\vertexshader folder.
I could explain all of this more but the easiest way is to download any of the fixes you'll find in my sig link and look at the directory structure and the fixes in there.
@Stan The Man: That's great you're interested in helping out, more experienced coders are certainly welcome. I think learning the syntax of ASM is the smallest obstacle, if you understand the concepts of transformations and the math/functions behind moving objects around in 3D space and how that correlates to stereo 3D, that's where the real magic happens when fixing games. For the most part, its not too hard to follow HeliX's code samples for specific transformations/fixes, the problems are for the more difficult fixes that aren't so cookie cutter simple.
@PureFun: Heroes VI should be easy enough to fix if the shadows are their own vertex shader and don't share with anything else. The easiest fix is to blank the shader completely, similar to toggling it off in the options if there was one. The harder fix is to correct its output vertex and tell the stereo 3D driver to render it 2x for each eye. I'd try the 1st approach first, then see if you can apply the stereo texture fix by correcting its vertex once you're more familiar with the tool.
To navigate using the tool, you want to use 4, 5 first as that cycles up/down through Vertex shaders. I'd say most of the easier fixes are via Vertex shader so you want to focus your efforts there, typically only HeliX is advanced enough to fix the problems that need to be fixed via pixel shader. Once you find the shadow vertex shader, you press "6" to dump it to your \\dumps\vertexshader folder.
I could explain all of this more but the easiest way is to download any of the fixes you'll find in my sig link and look at the directory structure and the fixes in there.
sorry for the double post. I just located the mention of profiles here:
http://3dvision-blog.com/5684-new-geforce-280-19-beta-drivers-are-now-available-for-download/
I get the feeling that the profile is supposed to be in the driver itself. Would that mean it would apply the profile automatically?
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
texldl r11, c200.z, s0
mul r11.x, r11.x, r11.y
mul r11.x, r11.x, c200.x //added this to decrease separation for flares, target boxes, place them closer to front of object
add r0.x, r0.x, r11.x
mov o6, r0
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
[quote name='PureFun' date='09 March 2012 - 11:06 PM' timestamp='1331352396' post='1380798']
sorry for the double post. I just located the mention of profiles here:
http://3dvision-blog.com/5684-new-geforce-280-19-beta-drivers-are-now-available-for-download/
I get the feeling that the profile is supposed to be in the driver itself. Would that mean it would apply the profile automatically?
My driver version is 295.51
[/quote]
The Nvidia 3D profiles are completely independent of what we are doing here with HeliX mod. HeliX mod tools allow us to intercept, change and inject our own shader code to fix problems in 3D that the devs didn't bother to and that Nvidia can't fix on their end. For the most part, Nvidia's 3D profile defines very basic settings about default separation and convergence values along with a few heuristic flags, but for the most part, the 3D Vision profile is not capable of fixing problems in 3D.
The tools consist of:
1) A d3d9.dll library and dx9settings.ini
2) shader .txt files that input overridden or corrected shaders.
There's nothing glitzy or GUI about them, they're very lightweight and are just amazing overall at how effective they are.
I get the feeling that the profile is supposed to be in the driver itself. Would that mean it would apply the profile automatically?
My driver version is 295.51
The Nvidia 3D profiles are completely independent of what we are doing here with HeliX mod. HeliX mod tools allow us to intercept, change and inject our own shader code to fix problems in 3D that the devs didn't bother to and that Nvidia can't fix on their end. For the most part, Nvidia's 3D profile defines very basic settings about default separation and convergence values along with a few heuristic flags, but for the most part, the 3D Vision profile is not capable of fixing problems in 3D.
The tools consist of:
1) A d3d9.dll library and dx9settings.ini
2) shader .txt files that input overridden or corrected shaders.
There's nothing glitzy or GUI about them, they're very lightweight and are just amazing overall at how effective they are.
@Purefun
does red text show at the top of the screen when you use debug? If it doesnt you probably put debug file in wrong directory. It ussually goes with the main .exe file. It will look like this. http://photos.3dvisionlive.com/HeliX666/image/4f564759378501876f000002/#fullscreen
If it does appear and you can't cycle please make sure you hit num lock.
does red text show at the top of the screen when you use debug? If it doesnt you probably put debug file in wrong directory. It ussually goes with the main .exe file. It will look like this. http://photos.3dvisionlive.com/HeliX666/image/4f564759378501876f000002/#fullscreen
If it does appear and you can't cycle please make sure you hit num lock.
CFF7F786 is definitely safe and gives 3D depth to horizontal crosshair reticle. 4531E48C is the outer scope texture but the distance text will be out-of-focus as a result. I tried isolating the text to push them 3D as well but I think they are shared with all other text.
CFF7F786 is definitely safe and gives 3D depth to horizontal crosshair reticle. 4531E48C is the outer scope texture but the distance text will be out-of-focus as a result. I tried isolating the text to push them 3D as well but I think they are shared with all other text.
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
texldl r11, c200.z, s0
mul r11.x, r11.x, r11.y
mul r11.x, r11.x, c200.x //added this to decrease separation for flares, target boxes, place them closer to front of object
add r0.x, r0.x, r11.x
mov o6, r0
mov o5.w, c5.w
// approximately 76 instruction slots used[/code]
Attached: [attachment=32003:F8138A32.txt]
[/quote]
I definetly like more on the object circle. I cant tell yet about flares. Will include images.
[quote name='chiz' date='10 March 2012 - 04:12 AM' timestamp='1331352742' post='1380802']
@HeliX
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
Im having trouble judgeing it to be honest. Not sure why. I should see a big difference between 2.00 and .975 depth but I really can't with lightflares. I will play through it a bit to see but either way I like your adjustment to object of interest marker.
Im having trouble judgeing it to be honest. Not sure why. I should see a big difference between 2.00 and .975 depth but I really can't with lightflares. I will play through it a bit to see but either way I like your adjustment to object of interest marker.
Just played Insane 2 for a few hours with the fixes...You have to stop and play this game for a while it is serious fun. The later levels and cars are extremely well detailed even on 720p. The railroad level is very well designed. Capture the flag against CPU opponents gets wild.
Thanks again!
[/quote]
ahah yeah I'm glad you like my fixes and I should found a little of time for playing something too :) ...In my little free time I'm trying to learn how to fix shadows' issues but it's so hard and so time consuming that I'm not playing at all lately :\
For now I'm trying to fix shadows in "blur" that I thought it would be simpler than me1 (and then I could try to step further with me1) but it's not that easy too. I've succeded in fixing objects' shadows in "blur" but that messed up some lights around the cars.. shaders are related between them and if I fix one there's another one that messed up :(
[quote name='sammaz' date='09 March 2012 - 10:31 PM' timestamp='1331328686' post='1380716']
@mana84
Just played Insane 2 for a few hours with the fixes...You have to stop and play this game for a while it is serious fun. The later levels and cars are extremely well detailed even on 720p. The railroad level is very well designed. Capture the flag against CPU opponents gets wild.
Thanks again!
ahah yeah I'm glad you like my fixes and I should found a little of time for playing something too :) ...In my little free time I'm trying to learn how to fix shadows' issues but it's so hard and so time consuming that I'm not playing at all lately :\
For now I'm trying to fix shadows in "blur" that I thought it would be simpler than me1 (and then I could try to step further with me1) but it's not that easy too. I've succeded in fixing objects' shadows in "blur" but that messed up some lights around the cars.. shaders are related between them and if I fix one there's another one that messed up :(
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Interesting find on the flare tweaks for ME3. I tried it with .975 and noticed that some flares looked good but others looked like they were floating too far in front of the item. I do play with over 100% depth with the monitor size hack so that may be why it looks that way to me. This is one of those things that everyone will have their own setting that works best for them I think. At least with Helix's tool we have the option to set it to our own tastes. Personally I think Bioware went way overboard with lens flare in this game. It was this way when that graphic feature first appeared and developers went crazy putting the effect into their games.
Interesting find on the flare tweaks for ME3. I tried it with .975 and noticed that some flares looked good but others looked like they were floating too far in front of the item. I do play with over 100% depth with the monitor size hack so that may be why it looks that way to me. This is one of those things that everyone will have their own setting that works best for them I think. At least with Helix's tool we have the option to set it to our own tastes. Personally I think Bioware went way overboard with lens flare in this game. It was this way when that graphic feature first appeared and developers went crazy putting the effect into their games.
@eqzitara: sorry its not easy to see without looking at the original code, but in the original code the c200.x constant 2.0 was unused so I just used it for my added line of code. 0.00 to 1.00 should roughly represent 0-100% of the original separation values, so changing between those values should have a pretty significant impact on the amount of separation. For example, just messing with values from .970 and .980 should give a wide range of results where the target boxes and flares end up focusing, you can even take the value out another decimal point for finer control.
@Arioch: yeah I think so too, increasing the value closer to 1.00 will make distant flares look better too, but I found having them slightly in front of objects is still more comfortable for me than having them split too far behind objects, particularly for close objects like character interactions or doors. You can also try increasing that value up to 1.00 to see if you find a setting more to your liking for your separation values.
But yeah the lens flares in ME are more like mini-supernovas. Its def something the industry ran with around 2005-2006 or so, but ME producer's have also said it was a conscious effort in terms of art direction to try and replicate that 60s/70s sci-fi feel. You can see it too in that one Cerberus chick's dress and hairstyle from ME2.
@eqzitara: sorry its not easy to see without looking at the original code, but in the original code the c200.x constant 2.0 was unused so I just used it for my added line of code. 0.00 to 1.00 should roughly represent 0-100% of the original separation values, so changing between those values should have a pretty significant impact on the amount of separation. For example, just messing with values from .970 and .980 should give a wide range of results where the target boxes and flares end up focusing, you can even take the value out another decimal point for finer control.
@Arioch: yeah I think so too, increasing the value closer to 1.00 will make distant flares look better too, but I found having them slightly in front of objects is still more comfortable for me than having them split too far behind objects, particularly for close objects like character interactions or doors. You can also try increasing that value up to 1.00 to see if you find a setting more to your liking for your separation values.
But yeah the lens flares in ME are more like mini-supernovas. Its def something the industry ran with around 2005-2006 or so, but ME producer's have also said it was a conscious effort in terms of art direction to try and replicate that 60s/70s sci-fi feel. You can see it too in that one Cerberus chick's dress and hairstyle from ME2.
I am happy that HeliX was able to fix the lens flare in 3D along with all the other tweaks - I can't imagine having to try to play the game in 3D without his fixes for it!
I am happy that HeliX was able to fix the lens flare in 3D along with all the other tweaks - I can't imagine having to try to play the game in 3D without his fixes for it!
I have one little question. In my case the crosshair doesnt allign properly. is a little bit to the right. How can I fix this? Any special settings I need in 3D Vision for this? Depth is 60%. I changed the convergence to make it with a little pop-up:)
Best Regards,
Helifax
Edit: Hmm I am using older drivers I see:)) Will grab the latest ones;)) Maybe they will help:D
I have one little question. In my case the crosshair doesnt allign properly. is a little bit to the right. How can I fix this? Any special settings I need in 3D Vision for this? Depth is 60%. I changed the convergence to make it with a little pop-up:)
Best Regards,
Helifax
Edit: Hmm I am using older drivers I see:)) Will grab the latest ones;)) Maybe they will help:D
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
@PureFun: Heroes VI should be easy enough to fix if the shadows are their own vertex shader and don't share with anything else. The easiest fix is to blank the shader completely, similar to toggling it off in the options if there was one. The harder fix is to correct its output vertex and tell the stereo 3D driver to render it 2x for each eye. I'd try the 1st approach first, then see if you can apply the stereo texture fix by correcting its vertex once you're more familiar with the tool.
To navigate using the tool, you want to use 4, 5 first as that cycles up/down through Vertex shaders. I'd say most of the easier fixes are via Vertex shader so you want to focus your efforts there, typically only HeliX is advanced enough to fix the problems that need to be fixed via pixel shader. Once you find the shadow vertex shader, you press "6" to dump it to your \\dumps\vertexshader folder.
I could explain all of this more but the easiest way is to download any of the fixes you'll find in my sig link and look at the directory structure and the fixes in there.
@PureFun: Heroes VI should be easy enough to fix if the shadows are their own vertex shader and don't share with anything else. The easiest fix is to blank the shader completely, similar to toggling it off in the options if there was one. The harder fix is to correct its output vertex and tell the stereo 3D driver to render it 2x for each eye. I'd try the 1st approach first, then see if you can apply the stereo texture fix by correcting its vertex once you're more familiar with the tool.
To navigate using the tool, you want to use 4, 5 first as that cycles up/down through Vertex shaders. I'd say most of the easier fixes are via Vertex shader so you want to focus your efforts there, typically only HeliX is advanced enough to fix the problems that need to be fixed via pixel shader. Once you find the shadow vertex shader, you press "6" to dump it to your \\dumps\vertexshader folder.
I could explain all of this more but the easiest way is to download any of the fixes you'll find in my sig link and look at the directory structure and the fixes in there.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
http://3dvision-blog.com/5684-new-geforce-280-19-beta-drivers-are-now-available-for-download/
I get the feeling that the profile is supposed to be in the driver itself. Would that mean it would apply the profile automatically?
My driver version is 295.51
http://3dvision-blog.com/5684-new-geforce-280-19-beta-drivers-are-now-available-for-download/
I get the feeling that the profile is supposed to be in the driver itself. Would that mean it would apply the profile automatically?
My driver version is 295.51
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
[u][b]Vertex Shader: F8138A32.txt[/b][/u]
[code]//flare
//
vs_3_0
def c5, 0.00100000005, 0, -1, 1
def c21, 0.159154937, 0.5, 6.28318548, -3.14159274
def c200, 0.97, 90.0, 0.0625, 0.5 //changed 2.0 to 0.97 but 0.975 maybe better.
//removed a lot of code
texldl r11, c200.z, s0
mul r11.x, r11.x, r11.y
mul r11.x, r11.x, c200.x //added this to decrease separation for flares, target boxes, place them closer to front of object
add r0.x, r0.x, r11.x
mov o6, r0
mov o5.w, c5.w
// approximately 76 instruction slots used[/code]
Attached: [attachment=24724:F8138A32.txt]
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
Vertex Shader: F8138A32.txt
Attached: [attachment=24724:F8138A32.txt]
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
sorry for the double post. I just located the mention of profiles here:
http://3dvision-blog.com/5684-new-geforce-280-19-beta-drivers-are-now-available-for-download/
I get the feeling that the profile is supposed to be in the driver itself. Would that mean it would apply the profile automatically?
My driver version is 295.51
[/quote]
The Nvidia 3D profiles are completely independent of what we are doing here with HeliX mod. HeliX mod tools allow us to intercept, change and inject our own shader code to fix problems in 3D that the devs didn't bother to and that Nvidia can't fix on their end. For the most part, Nvidia's 3D profile defines very basic settings about default separation and convergence values along with a few heuristic flags, but for the most part, the 3D Vision profile is not capable of fixing problems in 3D.
The tools consist of:
1) A d3d9.dll library and dx9settings.ini
2) shader .txt files that input overridden or corrected shaders.
There's nothing glitzy or GUI about them, they're very lightweight and are just amazing overall at how effective they are.
sorry for the double post. I just located the mention of profiles here:
http://3dvision-blog.com/5684-new-geforce-280-19-beta-drivers-are-now-available-for-download/
I get the feeling that the profile is supposed to be in the driver itself. Would that mean it would apply the profile automatically?
My driver version is 295.51
The Nvidia 3D profiles are completely independent of what we are doing here with HeliX mod. HeliX mod tools allow us to intercept, change and inject our own shader code to fix problems in 3D that the devs didn't bother to and that Nvidia can't fix on their end. For the most part, Nvidia's 3D profile defines very basic settings about default separation and convergence values along with a few heuristic flags, but for the most part, the 3D Vision profile is not capable of fixing problems in 3D.
The tools consist of:
1) A d3d9.dll library and dx9settings.ini
2) shader .txt files that input overridden or corrected shaders.
There's nothing glitzy or GUI about them, they're very lightweight and are just amazing overall at how effective they are.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
does red text show at the top of the screen when you use debug? If it doesnt you probably put debug file in wrong directory. It ussually goes with the main .exe file. It will look like this. http://photos.3dvisionlive.com/HeliX666/image/4f564759378501876f000002/#fullscreen
If it does appear and you can't cycle please make sure you hit num lock.
does red text show at the top of the screen when you use debug? If it doesnt you probably put debug file in wrong directory. It ussually goes with the main .exe file. It will look like this. http://photos.3dvisionlive.com/HeliX666/image/4f564759378501876f000002/#fullscreen
If it does appear and you can't cycle please make sure you hit num lock.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
[code][VS44D42C54]
CheckTexCRC = true
DefinedTexturesVS =
5DCBE194;954ADD3B;3606D4F3;91C86B9C;9CD760E4;6CF68AED;302AB6FB;4F64E0E2;8A2785CD;D9007F9D;AFA99DE1;CFF7F786;4531E48C;
//CFF7F786 crosshair horizontal crossbar, //4531E48C zoomed scope border[/code]
CFF7F786 is definitely safe and gives 3D depth to horizontal crosshair reticle. 4531E48C is the outer scope texture but the distance text will be out-of-focus as a result. I tried isolating the text to push them 3D as well but I think they are shared with all other text.
CFF7F786 is definitely safe and gives 3D depth to horizontal crosshair reticle. 4531E48C is the outer scope texture but the distance text will be out-of-focus as a result. I tried isolating the text to push them 3D as well but I think they are shared with all other text.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
@HeliX
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
[u][b]Vertex Shader: F8138A32.txt[/b][/u]
[code]//flare
//
vs_3_0
def c5, 0.00100000005, 0, -1, 1
def c21, 0.159154937, 0.5, 6.28318548, -3.14159274
def c200, 0.97, 90.0, 0.0625, 0.5 //changed 2.0 to 0.97 but 0.975 maybe better.
//removed a lot of code
texldl r11, c200.z, s0
mul r11.x, r11.x, r11.y
mul r11.x, r11.x, c200.x //added this to decrease separation for flares, target boxes, place them closer to front of object
add r0.x, r0.x, r11.x
mov o6, r0
mov o5.w, c5.w
// approximately 76 instruction slots used[/code]
Attached: [attachment=32003:F8138A32.txt]
[/quote]
I definetly like more on the object circle. I cant tell yet about flares. Will include images.
@HeliX
Thanks a ton for the latest ME3 fixes, pushing a lot of those icons/markers to 3D means I don't have to use the max depth hack anymore. Is there an easy way to push the default HUD textures that aren't defined to ~40% depth? The defined textures get pushed to 0.80 but the rest seem to default to screen depth no matter what, even if I change the depth value on the "else" argument. I'd like to make it so they are all either 40% depth (HUD, squad icons) or 80% depth (all defined like crosshair, enemy markers, reload icon).
Also, I made a slight change to your flare vertex shader, at max depth this seems to give a bit better compatibility for me. The default setting made the flares and target selector boxes appear too far behind the object (most noticeable on characters, doorS), I'm not sure if this is only a problem for max depth/separation settings only or not.
Vertex Shader: F8138A32.txt
Attached: [attachment=32003:F8138A32.txt]
I definetly like more on the object circle. I cant tell yet about flares. Will include images.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
@mana84
Just played Insane 2 for a few hours with the fixes...You have to stop and play this game for a while it is serious fun. The later levels and cars are extremely well detailed even on 720p. The railroad level is very well designed. Capture the flag against CPU opponents gets wild.
Thanks again!
[/quote]
ahah yeah I'm glad you like my fixes and I should found a little of time for playing something too :) ...In my little free time I'm trying to learn how to fix shadows' issues but it's so hard and so time consuming that I'm not playing at all lately :\
For now I'm trying to fix shadows in "blur" that I thought it would be simpler than me1 (and then I could try to step further with me1) but it's not that easy too. I've succeded in fixing objects' shadows in "blur" but that messed up some lights around the cars.. shaders are related between them and if I fix one there's another one that messed up :(
@mana84
Just played Insane 2 for a few hours with the fixes...You have to stop and play this game for a while it is serious fun. The later levels and cars are extremely well detailed even on 720p. The railroad level is very well designed. Capture the flag against CPU opponents gets wild.
Thanks again!
ahah yeah I'm glad you like my fixes and I should found a little of time for playing something too :) ...In my little free time I'm trying to learn how to fix shadows' issues but it's so hard and so time consuming that I'm not playing at all lately :\
For now I'm trying to fix shadows in "blur" that I thought it would be simpler than me1 (and then I could try to step further with me1) but it's not that easy too. I've succeded in fixing objects' shadows in "blur" but that messed up some lights around the cars.. shaders are related between them and if I fix one there's another one that messed up :(
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
@Arioch: yeah I think so too, increasing the value closer to 1.00 will make distant flares look better too, but I found having them slightly in front of objects is still more comfortable for me than having them split too far behind objects, particularly for close objects like character interactions or doors. You can also try increasing that value up to 1.00 to see if you find a setting more to your liking for your separation values.
But yeah the lens flares in ME are more like mini-supernovas. Its def something the industry ran with around 2005-2006 or so, but ME producer's have also said it was a conscious effort in terms of art direction to try and replicate that 60s/70s sci-fi feel. You can see it too in that one Cerberus chick's dress and hairstyle from ME2.
@Arioch: yeah I think so too, increasing the value closer to 1.00 will make distant flares look better too, but I found having them slightly in front of objects is still more comfortable for me than having them split too far behind objects, particularly for close objects like character interactions or doors. You can also try increasing that value up to 1.00 to see if you find a setting more to your liking for your separation values.
But yeah the lens flares in ME are more like mini-supernovas. Its def something the industry ran with around 2005-2006 or so, but ME producer's have also said it was a conscious effort in terms of art direction to try and replicate that 60s/70s sci-fi feel. You can see it too in that one Cerberus chick's dress and hairstyle from ME2.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
About Me3 Fix:
I have one little question. In my case the crosshair doesnt allign properly. is a little bit to the right. How can I fix this? Any special settings I need in 3D Vision for this? Depth is 60%. I changed the convergence to make it with a little pop-up:)
Best Regards,
Helifax
Edit: Hmm I am using older drivers I see:)) Will grab the latest ones;)) Maybe they will help:D
About Me3 Fix:
I have one little question. In my case the crosshair doesnt allign properly. is a little bit to the right. How can I fix this? Any special settings I need in 3D Vision for this? Depth is 60%. I changed the convergence to make it with a little pop-up:)
Best Regards,
Helifax
Edit: Hmm I am using older drivers I see:)) Will grab the latest ones;)) Maybe they will help:D
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)