FSX Steam Version DX9 HelixMod Fix Attempt??
Hi modders, I reinstalled FSX STeam Version.. It is a Flight Simulation.. Now When I ran it in 3D the the only broke shader was the Stars they are not in 3D but 2D... Now I ran the Helixmod and was not able to find a Vertex SHader but found the Pixel shader.. Now I am totally lost on what to do to get this fixed.. I was looking at X3 as they used a Pixel shader to be a Vertex shader.. I seen the code but am totally lost in it.. here is the PS I extracted for the Stars: [code] // // Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000 ps_2_0 dcl v0 mov_pp oC0, v0 // approximately 1 instruction slot used [/code] I was reading the Blog on how to fix things but It all seems foreign to me..here is what I read: Inserting a Missing Vertex Shader Before a Pixel Shader This is a variation on the above, but for the situation where you need to move the position of an effect, but no vertex shader exists for the effect, but a pixel shader does. In this case you will have to manufacture a new vertex shader that has the passes it's inputs straight through to it's outputs (except for the position which you are adjusting). Presumably you would need to pass through any inputs that the pixel shader uses, such as texcoords, colors, etc. This technique is known to be used in the X3 fix: http://helixmod.blogspot.com/2012/03/x3-terran-conflict-and-albion-prelude.html Now, I looked at the X3 Code but got even more confused.. Here is code for stars fixed in Oblivion which seemed as confusing: [code] // STARS // Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000 // // Parameters: // // float4 BlendColor[3]; // float3 EyePosition; // row_major float4x4 Model; // row_major float4x4 ModelViewProj; // // // Registers: // // Name Reg Size // ------------- ----- ---- // ModelViewProj c0 4 // BlendColor c4 3 // EyePosition c7 1 // Model c8 3 // vs_3_0 def c2, 0.142857149, 0, 1, 0 def c200, 0.01, 0, 0.0625, 0 dcl_2d s0 dcl_position v0 dcl_texcoord v1 dcl_color v2 dcl_position o0 //oPos dcl_texcoord o1 //oT0 dcl_color o2 //oD0 dcl_texcoord2 o3 //oT2 mul r0.xyz, v2.y, c5 dp4 r0.w, c10, v0 mad r0.xyz, c4, v2.x, r0 add r0.w, r0.w, -c7.z mad o2.xyz, c6, v2.z, r0 mul r0.w, r0.w, c2.x mul o2.w, v2.w, c4.w max r0.w, r0.w, c2.y min o3.x, r0.w, c2.z dp4 r0.x, c0, v0 dp4 r0.y, c1, v0 dp4 r0.z, c3, v0 texldl r14, c200.z, s0 add r14.y, c200.x, -r14.y mul r14.x, r14.x, r14.y add r0.x, r0.x, -r14.x mov o0, r0.xyzz mov o1.xy, v1 // approximately 14 instruction slots used [/code] I basically figured since there is no VS ONLY a PS, I need to convert the known PS to a VS for the Stars so I can make the 3D.. I also need to input code into the newly made VS for the Stars to get them to turn 3D.. I am sure to the experts it would be simple but this is even more cryptic the 3D Migoto but I would like a prod in the right direction.. Now I would also like to fix Falcon 4 BMS 4.33, I need to set the HUD of the Plane to infinity but that will be for another day.. I would appreciate any help and thank you for looking..
Hi modders,

I reinstalled FSX STeam Version.. It is a Flight Simulation.. Now When I ran it in 3D the the only broke shader was the Stars they are not in 3D but 2D...

Now I ran the Helixmod and was not able to find a Vertex SHader but found the Pixel shader..

Now I am totally lost on what to do to get this fixed.. I was looking at X3 as they used a Pixel shader to be a Vertex shader.. I seen the code but am totally lost in it..

here is the PS I extracted for the Stars:

//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
ps_2_0
dcl v0
mov_pp oC0, v0

// approximately 1 instruction slot used



I was reading the Blog on how to fix things but It all seems foreign to me..here is what I read:

Inserting a Missing Vertex Shader Before a Pixel Shader

This is a variation on the above, but for the situation where you need to move the position of an effect, but no vertex shader exists for the effect, but a pixel shader does. In this case you will have to manufacture a new vertex shader that has the passes it's inputs straight through to it's outputs (except for the position which you are adjusting).

Presumably you would need to pass through any inputs that the pixel shader uses, such as texcoords, colors, etc.

This technique is known to be used in the X3 fix:


http://helixmod.blogspot.com/2012/03/x3-terran-conflict-and-albion-prelude.html



Now, I looked at the X3 Code but got even more confused..

Here is code for stars fixed in Oblivion which seemed as confusing:


//	STARS
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
// Parameters:
//
// float4 BlendColor[3];
// float3 EyePosition;
// row_major float4x4 Model;
// row_major float4x4 ModelViewProj;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// ModelViewProj c0 4
// BlendColor c4 3
// EyePosition c7 1
// Model c8 3
//

vs_3_0
def c2, 0.142857149, 0, 1, 0

def c200, 0.01, 0, 0.0625, 0
dcl_2d s0

dcl_position v0
dcl_texcoord v1
dcl_color v2

dcl_position o0 //oPos
dcl_texcoord o1 //oT0
dcl_color o2 //oD0
dcl_texcoord2 o3 //oT2

mul r0.xyz, v2.y, c5
dp4 r0.w, c10, v0
mad r0.xyz, c4, v2.x, r0
add r0.w, r0.w, -c7.z
mad o2.xyz, c6, v2.z, r0
mul r0.w, r0.w, c2.x
mul o2.w, v2.w, c4.w
max r0.w, r0.w, c2.y
min o3.x, r0.w, c2.z
dp4 r0.x, c0, v0
dp4 r0.y, c1, v0
dp4 r0.z, c3, v0

texldl r14, c200.z, s0
add r14.y, c200.x, -r14.y
mul r14.x, r14.x, r14.y
add r0.x, r0.x, -r14.x

mov o0, r0.xyzz
mov o1.xy, v1

// approximately 14 instruction slots used


I basically figured since there is no VS ONLY a PS, I need to convert the known PS to a VS for the Stars so I can make the 3D.. I also need to input code into the newly made VS for the Stars to get them to turn 3D..

I am sure to the experts it would be simple but this is even more cryptic the 3D Migoto but I would like a prod in the right direction..

Now I would also like to fix Falcon 4 BMS 4.33, I need to set the HUD of the Plane to infinity but that will be for another day..

I would appreciate any help and thank you for looking..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#1
Posted 01/16/2017 05:28 AM   
I don't have anything to add regarding the missing VS. Have not used the feature, and I think the only example is in X3, used by Helix himself. Be sure to use that version of HelixMod, no guarantee it still works in later versions. That pixel shader does not look very promising, because it simply takes the input and applies it as the color. That v0 is usually a location, but in this case it's clearly just a color. It might be that this is just broken and unfixable. I looked at FSX in great depth awhile back, and there are other effects like fireworks, smoke, and bloom that are not fixable with normal techniques, because they are all created directly from a 2D dll. However, it's possible, because FlyInside did it for VR. I spoke with him a bit, and he is doing a geometric based fix, where he moves the effect to it's correct position only in the 2D plane. It's only approximate because of that, but it looks good enough.
I don't have anything to add regarding the missing VS. Have not used the feature, and I think the only example is in X3, used by Helix himself. Be sure to use that version of HelixMod, no guarantee it still works in later versions.

That pixel shader does not look very promising, because it simply takes the input and applies it as the color. That v0 is usually a location, but in this case it's clearly just a color.


It might be that this is just broken and unfixable. I looked at FSX in great depth awhile back, and there are other effects like fireworks, smoke, and bloom that are not fixable with normal techniques, because they are all created directly from a 2D dll.

However, it's possible, because FlyInside did it for VR. I spoke with him a bit, and he is doing a geometric based fix, where he moves the effect to it's correct position only in the 2D plane. It's only approximate because of that, but it looks good enough.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#2
Posted 01/17/2017 06:54 AM   
Thank You bo3b.. Will probally just let it go or disable the stars..
Thank You bo3b.. Will probally just let it go or disable the stars..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#3
Posted 01/17/2017 08:25 PM   
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