How to fix/disable shaders in games(DLL,guide and fixes).
  132 / 167    
err lemme try. [code] ps_3_0 dcl_2d s0 dcl_color v0 dcl_texcoord_pp v1.xy texld_pp r0, v1, s0 mul_pp r0, r0, v0 mov_pp oC0, r0 [/code] I still dont understand though how it could not have a VS and have a texcoord though. Id dump and look for a vertexshader with just postition / color / texcoord imo. Maybe I'm just way wrong. But how does it know lights position? It doesnt even have a pixel location [vPos.xy] Not saying your wrong, I just seriously dont understand how it knows where to draw it. You get closer to light, it gets biggger. You go further away it gets smaller. I dont see any matrix data. I admit outside of 3D I know little about programming [A bit] but all I see is it knows texture coordinates and color.
err lemme try.

ps_3_0
dcl_2d s0
dcl_color v0
dcl_texcoord_pp v1.xy
texld_pp r0, v1, s0
mul_pp r0, r0, v0
mov_pp oC0, r0


I still dont understand though how it could not have a VS and have a texcoord though. Id dump and look for a vertexshader with just postition / color / texcoord imo. Maybe I'm just way wrong. But how does it know lights position? It doesnt even have a pixel location [vPos.xy]
Not saying your wrong, I just seriously dont understand how it knows where to draw it. You get closer to light, it gets biggger. You go further away it gets smaller. I dont see any matrix data. I admit outside of 3D I know little about programming [A bit] but all I see is it knows texture coordinates and color.

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Posted 06/23/2013 02:24 AM   
edot: Whoops missed the s0
edot:
Whoops missed the s0

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Posted 06/23/2013 02:57 AM   
[quote="eqzitara"]err lemme try. I still dont understand though how it could not have a VS and have a texcoord though. Id dump and look for a vertexshader with just postition / color / texcoord imo. Maybe I'm just way wrong. But how does it know lights position? It doesnt even have a pixel location [vPos.xy] Not saying your wrong, I just seriously dont understand how it knows where to draw it. You get closer to light, it gets biggger. You go further away it gets smaller. I dont see any matrix data. I admit outside of 3D I know little about programming [A bit] but all I see is it knows texture coordinates and color. [/quote]Nice. Your version did compile and work. I had missed the dcl_color, and just had dcl, which was causing it to fail at runtime, instead of compile time. So that was a good test of the 3.0 shader, but unfortunately it also didn't work. Same effect of turning the lights into orange squares, and turning the sky black. I played with this waay more than I can justify, but I think you are right that the sampler s0 is somehow interacting with other shaders. When I change the sampler number to like s15, the max, it makes the orange squares disappear, and eats an alternate part of the airplane. I tried all the sampler numbers, but they all have negative effects. I also hacked the HLSL files themselves, which are recompiled and cached at launch. I forced them all to SM3.0, but it had the same problem with the runway lights and also botched weird things like turning the wing 90 degrees. I have so far been unable to figure out where the lights might start in the HLSL files. I'm with you, the location information comes in via vPos, but it's not used in this shader. That x,y vPos was calculated someplace else, and presumably has a vertex shader associated, but nothing shows up in cycling through the shaders. It is notable though, that the number seen with the debugger live is about 70 vertex shaders or so. The number in the Dumps folder is much higher, but has a lot of duplicate CRCs as they reuse shaders a lot. There are several though where the shader number is outside of that 70 range. The best I can find is perhaps this: [code]// mFullProj c0 4 // g_FogConstants c4 1 vs_1_1 def c5, 0, 1, 0, 0 dcl_position v0 dp4 r0.x, v0, c3 dp4 oPos.x, v0, c0 add r0.w, -r0.x, c4.x dp4 oPos.y, v0, c1 mul r0.w, r0.w, c4.y dp4 oPos.z, v0, c2 max r0.w, r0.w, c5.x min r0.w, r0.w, c5.y mul r1.w, r0.x, c4.w mov oPos.w, r0.x mad oFog, r0.w, c4.z, r1.w [/code] Fog would not be unexpected between the plane and the light, and this is just position. Is this something you've seen, where the cycling mechanism does not seem to see all of the shaders?
eqzitara said:err lemme try.


I still dont understand though how it could not have a VS and have a texcoord though. Id dump and look for a vertexshader with just postition / color / texcoord imo. Maybe I'm just way wrong. But how does it know lights position? It doesnt even have a pixel location [vPos.xy]
Not saying your wrong, I just seriously dont understand how it knows where to draw it. You get closer to light, it gets biggger. You go further away it gets smaller. I dont see any matrix data. I admit outside of 3D I know little about programming [A bit] but all I see is it knows texture coordinates and color.
Nice. Your version did compile and work. I had missed the dcl_color, and just had dcl, which was causing it to fail at runtime, instead of compile time.

So that was a good test of the 3.0 shader, but unfortunately it also didn't work. Same effect of turning the lights into orange squares, and turning the sky black.


I played with this waay more than I can justify, but I think you are right that the sampler s0 is somehow interacting with other shaders. When I change the sampler number to like s15, the max, it makes the orange squares disappear, and eats an alternate part of the airplane. I tried all the sampler numbers, but they all have negative effects.

I also hacked the HLSL files themselves, which are recompiled and cached at launch. I forced them all to SM3.0, but it had the same problem with the runway lights and also botched weird things like turning the wing 90 degrees. I have so far been unable to figure out where the lights might start in the HLSL files.


I'm with you, the location information comes in via vPos, but it's not used in this shader. That x,y vPos was calculated someplace else, and presumably has a vertex shader associated, but nothing shows up in cycling through the shaders. It is notable though, that the number seen with the debugger live is about 70 vertex shaders or so. The number in the Dumps folder is much higher, but has a lot of duplicate CRCs as they reuse shaders a lot. There are several though where the shader number is outside of that 70 range.

The best I can find is perhaps this:
//   mFullProj      c0       4
// g_FogConstants c4 1

vs_1_1
def c5, 0, 1, 0, 0
dcl_position v0
dp4 r0.x, v0, c3
dp4 oPos.x, v0, c0
add r0.w, -r0.x, c4.x
dp4 oPos.y, v0, c1
mul r0.w, r0.w, c4.y
dp4 oPos.z, v0, c2
max r0.w, r0.w, c5.x
min r0.w, r0.w, c5.y
mul r1.w, r0.x, c4.w
mov oPos.w, r0.x
mad oFog, r0.w, c4.z, r1.w

Fog would not be unexpected between the plane and the light, and this is just position.

Is this something you've seen, where the cycling mechanism does not seem to see all of the shaders?

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Posted 06/24/2013 10:35 AM   
Well, for what it's worth (not a lot), the original file is ShadersHLSL/General.fx and if I change that to be SM3.0, it gives the same damaged results. Not at all clear to me why no helix overrides and changing this would cause a problem, presumably the compiler generates proper code. Can't find the end result in ASM, because after it's converted the cycling mechanism fails with only 15 vertex shaders and 20 pixel shaders, which is far too low. The converted pixel shaders in dumps are 766 shaders.
Well, for what it's worth (not a lot), the original file is ShadersHLSL/General.fx and if I change that to be SM3.0, it gives the same damaged results. Not at all clear to me why no helix overrides and changing this would cause a problem, presumably the compiler generates proper code.

Can't find the end result in ASM, because after it's converted the cycling mechanism fails with only 15 vertex shaders and 20 pixel shaders, which is far too low.

The converted pixel shaders in dumps are 766 shaders.

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Posted 06/24/2013 11:45 AM   
Yes, cycling sucks for old games. Non 3_0. TBH, I did exact same thing tons of times where I thought I needed to convert a pixelshader->vertex but it was just I couldnt find shader. All old games its really hard to find hud elements. I guess its not a huge deal since not as much of an interest in old games. If its a model which it is, Im almost positive it has to have a vertexshader. Im pretty sure pixelshader conversions are just for exceptions to the rule like skyboxes, text, etc. I'm like 90% sure the shader your looking for is going to have oT0 in it. Like pixelshader/vertexshader should share the same texcoords as far I know. It should match pixelshader, if you find the pixelshader in theory it elimantes the possibility of a lot of vertexshaders. vs_3_0 def c5, 0, 1, 0, 0 dcl_position v0 dcl_position o0 dcl_fog o1.x dp4 r0.x, v0, c3 dp4 o0.x, v0, c0 add r0.w, -r0.x, c4.x dp4 o0.y, v0, c1 mul r0.w, r0.w, c4.y dp4 o0.z, v0, c2 max r0.w, r0.w, c5.x min r0.w, r0.w, c5.y mul r1.w, r0.x, c4.w mov o0.w, r0.x mad o1.x, r0.w, c4.z, r1.w If I was desperate[doesnt actually take too long... much easier then going through 7000 unreal engine shaders....], I would... Use NEWEST debugger and do dumpall[no duplicates]. Use notepad++ search the dumps/vertexshader/ and replace for oPos with oPos . Sort and organize by date. delete rest. oC0 replace same step.[Wait a min] oT0 replace same step.[Wait a min] -------------- Then do oT1-8 BUT delete them. It should be texcoord"0" It should probably only leave you with only a few shaders.[Its not the most advanced game]. I use the same method for fixing games when I can but I search for headers. I fixed both Serious Sam games/ UE3 games using same method. Not really related I guess but just something that I figured may help down the road. Cant tell you how many hours [....days] I spent dumping shaders individually when I should of found them with a header search.
Yes, cycling sucks for old games. Non 3_0. TBH, I did exact same thing tons of times where I thought I needed to convert a pixelshader->vertex but it was just I couldnt find shader. All old games its really hard to find hud elements. I guess its not a huge deal since not as much of an interest in old games.

If its a model which it is, Im almost positive it has to have a vertexshader. Im pretty sure pixelshader conversions are just for exceptions to the rule like skyboxes, text, etc. I'm like 90% sure the shader your looking for is going to have oT0 in it. Like pixelshader/vertexshader should share the same texcoords as far I know. It should match pixelshader, if you find the pixelshader in theory it elimantes the possibility of a lot of vertexshaders.


vs_3_0
def c5, 0, 1, 0, 0
dcl_position v0
dcl_position o0
dcl_fog o1.x
dp4 r0.x, v0, c3
dp4 o0.x, v0, c0
add r0.w, -r0.x, c4.x
dp4 o0.y, v0, c1
mul r0.w, r0.w, c4.y
dp4 o0.z, v0, c2
max r0.w, r0.w, c5.x
min r0.w, r0.w, c5.y
mul r1.w, r0.x, c4.w
mov o0.w, r0.x
mad o1.x, r0.w, c4.z, r1.w


If I was desperate[doesnt actually take too long... much easier then going through 7000 unreal engine shaders....], I would...
Use NEWEST debugger and do dumpall[no duplicates]. Use notepad++ search the dumps/vertexshader/ and replace for oPos with oPos . Sort and organize by date. delete rest.
oC0 replace same step.[Wait a min]
oT0 replace same step.[Wait a min]
--------------
Then do oT1-8 BUT delete them. It should be texcoord"0"
It should probably only leave you with only a few shaders.[Its not the most advanced game]. I use the same method for fixing games when I can but I search for headers. I fixed both Serious Sam games/ UE3 games using same method. Not really related I guess but just something that I figured may help down the road. Cant tell you how many hours [....days] I spent dumping shaders individually when I should of found them with a header search.

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Posted 06/24/2013 09:33 PM   
Thanks for that guide, I see how you sift out all the junk shaders to concentrate on good candidates. I assume that combines with your other idea of using the new DLL DefSquareSurfaceMode = 1 to force stereo for those light items that are pretty clearly being misinterpreted by the driver heuristics. This is pretty promising. This is a good way to attack the problem from the ASM side of the shaders. In this rare case, there is the other possibility of actually changing the source code. The HLSL is actually there, not encrypted, and I found the right spot in the code. I was beat last night and did not realize the significance of that. One thing it shows- there for absolute sure is a vertex shader associated with that pixel shader, just like you expected. [code]technique T0 < int Performance = EffectPerfLevel_MaxShader20; > { pass P0 { #include <DefaultStates.fxh> #ifdef SHD_BLOOM FogColor = 0; #endif VertexShader = compile vs_2_0 VS(); PixelShader = compile ps_2_0 PS(); AlphaBlendEnable = (State_AlphaBlendEnable); SrcBlend = (State_SrcBlend); DestBlend = (State_DstBlend); } ... [/code] It's compiled inline, just like the pixel shader, there is just some problem with the helix dll that is not showing me or allowing me to cycle ALL of the vertex shaders. The only thing about this piece of code is that it is clearly used for a LOT of things in the game, it's the default vs/ps shader combo for anything that is just a texture draw. That winds up being all the trees, the sky, all walls on building, most of the airframe, the instrument panels, text in the UI, and on. Since it's the general/default shader I'm concerned that my list of candidates will actually be quite large, but I will take a look.
Thanks for that guide, I see how you sift out all the junk shaders to concentrate on good candidates.

I assume that combines with your other idea of using the new DLL DefSquareSurfaceMode = 1 to force stereo for those light items that are pretty clearly being misinterpreted by the driver heuristics.

This is pretty promising. This is a good way to attack the problem from the ASM side of the shaders.


In this rare case, there is the other possibility of actually changing the source code. The HLSL is actually there, not encrypted, and I found the right spot in the code. I was beat last night and did not realize the significance of that.

One thing it shows- there for absolute sure is a vertex shader associated with that pixel shader, just like you expected.

technique T0
<
int Performance = EffectPerfLevel_MaxShader20;
>
{
pass P0
{
#include <DefaultStates.fxh>

#ifdef SHD_BLOOM
FogColor = 0;
#endif
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();

AlphaBlendEnable = (State_AlphaBlendEnable);
SrcBlend = (State_SrcBlend);
DestBlend = (State_DstBlend);
}
...


It's compiled inline, just like the pixel shader, there is just some problem with the helix dll that is not showing me or allowing me to cycle ALL of the vertex shaders.


The only thing about this piece of code is that it is clearly used for a LOT of things in the game, it's the default vs/ps shader combo for anything that is just a texture draw. That winds up being all the trees, the sky, all walls on building, most of the airframe, the instrument panels, text in the UI, and on.

Since it's the general/default shader I'm concerned that my list of candidates will actually be quite large, but I will take a look.

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Posted 06/25/2013 01:45 AM   
Well its probably oT0.xy . I didnt say it cause it be like oT0.x / oT0.y Not sure if that narrows it down at all. Im guessing its texcoord is oT0.xy and its a square rectangle [reason the others are fine] but since you cant get that function to work you got to go about it differently. TBH, sifting shaders when dealing with old shader format is not new to me. The debugger has issues with it. Like id either do what I said to you before or grab mana84's conversion tool. Organize dump by size and start from smallest to highest in vertexshader and try 20 at a time. till I find it. Its how I find huds in old games. I think your over complicating it. Don't get me wrong, maybe your right but Ive opened far too many games to know either go with the easy solution when your going in blind or move on. Like what happens when you find the shader and find out you cant fix it. I honestly have no idea how to fix the non-sli issues in Serious Sam series without newest debug. In that game I posted today, Its got 8000 pixelshaders, I needed the pixelshader for reflections. I went through it twice[maybe three times] couldnt find it. So I tried to find it based on reflection pixelshaders in Remember Me. It was just way too many. I had to give up, it sucked because if I found it I could fix it because its going to be same as remember me. Some games just go against you. Changing the source code depends on how it loads it/ if it loads it. Some guy did it for velvet assasin ironically it was just on wrong profile but I kept the page just in case. [url]http://helixmod.blogspot.com/2012/08/velvet-assassin.html[/url]
Well its probably oT0.xy . I didnt say it cause it be like oT0.x / oT0.y
Not sure if that narrows it down at all. Im guessing its texcoord is oT0.xy and its a square rectangle [reason the others are fine] but since you cant get that function to work you got to go about it differently.

TBH, sifting shaders when dealing with old shader format is not new to me. The debugger has issues with it. Like id either do what I said to you before or grab mana84's conversion tool. Organize dump by size and start from smallest to highest in vertexshader and try 20 at a time. till I find it. Its how I find huds in old games. I think your over complicating it. Don't get me wrong, maybe your right but Ive opened far too many games to know either go with the easy solution when your going in blind or move on. Like what happens when you find the shader and find out you cant fix it. I honestly have no idea how to fix the non-sli issues in Serious Sam series without newest debug.

In that game I posted today, Its got 8000 pixelshaders, I needed the pixelshader for reflections. I went through it twice[maybe three times] couldnt find it. So I tried to find it based on reflection pixelshaders in Remember Me. It was just way too many. I had to give up, it sucked because if I found it I could fix it because its going to be same as remember me. Some games just go against you.



Changing the source code depends on how it loads it/ if it loads it. Some guy did it for velvet assasin ironically it was just on wrong profile but I kept the page just in case.
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Posted 06/25/2013 03:06 AM   
Well, I definitely don't know when to quit. It might be time for an intervention. I tried looking for the oT0+oD0+oPos used shaders with no luck, then did a different experiment. I cleaned the Dump folder, then started up with dumpall=true, and no shader overrides, to get a clean list of possible shaders. 340 vertex shaders after that. I then used Notepad++ to replace the "// approximately" at the bottom of every shader with a "mov oPos, c0 // approximately" to deliberately botch every single vertex the shaders would see. End result is attached here. Turned the entire field into a blue skybox with nothing except for those 4 lights shining in the distance! Mocking me, taunting me! I think this experiment was pretty solid, and demonstrates that the Helix DLL is just missing that shader for whatever reason. I tried all of the versions, and the 4-1-12 version gave me the largest number of candidates in Dumps. Edit: Next experiment was to edit the source code in general.fx. I 'fixed' it by ruining the vPos for any item that uses the general VS. [code] o.vPos = float4(1, 1, 1, 1); return o; [/code] Now, this is truly taunting me. When I have it recompile with that, I get no runway, no trees, no buildings- but still those same 4 lights. Geez! As seen on second attached file.
Well, I definitely don't know when to quit. It might be time for an intervention.

I tried looking for the oT0+oD0+oPos used shaders with no luck, then did a different experiment. I cleaned the Dump folder, then started up with dumpall=true, and no shader overrides, to get a clean list of possible shaders. 340 vertex shaders after that. I then used Notepad++ to replace the "// approximately" at the bottom of every shader with a "mov oPos, c0 // approximately" to deliberately botch every single vertex the shaders would see.

End result is attached here. Turned the entire field into a blue skybox with nothing except for those 4 lights shining in the distance! Mocking me, taunting me!


I think this experiment was pretty solid, and demonstrates that the Helix DLL is just missing that shader for whatever reason. I tried all of the versions, and the 4-1-12 version gave me the largest number of candidates in Dumps.


Edit: Next experiment was to edit the source code in general.fx. I 'fixed' it by ruining the vPos for any item that uses the general VS.

o.vPos = float4(1, 1, 1, 1);
return o;


Now, this is truly taunting me. When I have it recompile with that, I get no runway, no trees, no buildings- but still those same 4 lights. Geez! As seen on second attached file.

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Posted 06/25/2013 09:31 AM   
[quote="eqzitara"]TBH, sifting shaders when dealing with old shader format is not new to me. The debugger has issues with it. Like id either do what I said to you before or grab mana84's conversion tool. Organize dump by size and start from smallest to highest in vertexshader and try 20 at a time. till I find it. Its how I find huds in old games. [/quote]If you happen to need to do that sifting again at some point, here's a technique that can save you some time. This is called a binary search, and is mathematically the shortest/fastest way to get to the shader you are trying to find. Instead of doing 10 or 20 at at time, do half of all of them. Let's assume you have some sort of debug turned on, like my mov oPos, c0 that is certain to make everything disappear. So, one half should disappear, and one half should draw normally. If the graphic item like HUD you are looking for is missing, you know it's in the disappearing half. Take that half and cut it in half to get 1/4 of the shaders to go invisible, and that new 1/4 to be normal. If it's visible this time, you know it's in the 1/4 you just made normal. Cut that in half again to get 1/8 on, 1/8 off. And so on. Even if you have 8000 shaders, you can get to the right one in 8000->4000->2000->1000->500->250->125->67->33->16->8->4->2->1 14 tests maximum for this example.
eqzitara said:TBH, sifting shaders when dealing with old shader format is not new to me. The debugger has issues with it. Like id either do what I said to you before or grab mana84's conversion tool. Organize dump by size and start from smallest to highest in vertexshader and try 20 at a time. till I find it. Its how I find huds in old games.
If you happen to need to do that sifting again at some point, here's a technique that can save you some time.

This is called a binary search, and is mathematically the shortest/fastest way to get to the shader you are trying to find. Instead of doing 10 or 20 at at time, do half of all of them.

Let's assume you have some sort of debug turned on, like my mov oPos, c0 that is certain to make everything disappear.

So, one half should disappear, and one half should draw normally. If the graphic item like HUD you are looking for is missing, you know it's in the disappearing half. Take that half and cut it in half to get 1/4 of the shaders to go invisible, and that new 1/4 to be normal. If it's visible this time, you know it's in the 1/4 you just made normal. Cut that in half again to get 1/8 on, 1/8 off. And so on.

Even if you have 8000 shaders, you can get to the right one in
8000->4000->2000->1000->500->250->125->67->33->16->8->4->2->1

14 tests maximum for this example.

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Posted 06/25/2013 09:57 AM   
RE: Shogan 2. What am I doing wrong? I have found the pixel shaders responsible for some 2D effects like fire and smoke (couldn't find VS shaders) and have changed the text to: ps_3_0 dcl_position v0 I have removed the prefix to the filename so it reads: 46A93772.txt I am fairly sure I am using the matching release (both modified 1/4/12) They are in C:\Steam\steamapps\common\total war shogun 2\shaderoverride\PixelShaders But the effects remain in game! ??? I am busting to play this game but it looks just awful in 2D!
RE: Shogan 2.
What am I doing wrong?

I have found the pixel shaders responsible for some 2D effects like fire and smoke (couldn't find VS shaders) and have changed the text to:
ps_3_0
dcl_position v0

I have removed the prefix to the filename so it reads: 46A93772.txt
I am fairly sure I am using the matching release (both modified 1/4/12)

They are in C:\Steam\steamapps\common\total war shogun 2\shaderoverride\PixelShaders

But the effects remain in game!

???
I am busting to play this game but it looks just awful in 2D!

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
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Posted 06/25/2013 06:38 PM   
Its hard to say without having game installed. I could probably look at it, you dont sound picky. I love it when people send me a message saying fix this game from 10 years ago and its like the scene of a tragedy and they expect something only Helix can do. Leave me a pm in my inbox to remind me in case no one else is interested. I know it has a demo so I can look at that, just got a little bit of a backlog right now.
Its hard to say without having game installed.
I could probably look at it, you dont sound picky. I love it when people send me a message saying fix this game from 10 years ago and its like the scene of a tragedy and they expect something only Helix can do. Leave me a pm in my inbox to remind me in case no one else is interested. I know it has a demo so I can look at that, just got a little bit of a backlog right now.

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Posted 06/25/2013 11:37 PM   
[quote="eqzitara"]@Mikear69 Do you have any interest in Witcher 1? I know you talked a bit in thread I made earlier. I was actually quite wrong. I went through debugger like 3 times and didnt see it so I thought it wasnt there. I even tested to make sure it was hardware mouse which it its when in third person. Witcher 1 uses software mouse at least for first person view. I cant seem to rewrite the shader from 2.0-> 3.0 correctly [lighting gets skewed] but I can disable it and its def. mouse cursor [disapears]. EFC15E16.txt .Its actually even possible to seperate name tags/item tags it only effects inventory screen outside of name tags so you could use I for enable/disable.[/quote] Actually I was thinking of looking at it next, see if I could sort the water rendering out. Looking at the hud and mouse would have come next anyway. I did some initial shader disabling etc but then can't remember why I stopped... I think I got caught up in COJ (which I gave up on because even with the full version of the game I can't alt-tab out and back in, it was infuriating). I am on vacation right now, but since I actually have to do some 'work' work anyway I thought I would check in here as well and saw your message ;-) When I get back next week I'll pick it up. By the way, I saw bo3b's note about the binary search - it's a great trick I've been using, it reduces the number of steps to log2(N) and totally decimates the work required. You have to be looking for something very specific though, you can't look for more than one thing at once, but if you want that you just do it twice - 2log2(N) is still << N. Right, back to the log cabin...
eqzitara said:@Mikear69
Do you have any interest in Witcher 1? I know you talked a bit in thread I made earlier. I was actually quite wrong. I went through debugger like 3 times and didnt see it so I thought it wasnt there. I even tested to make sure it was hardware mouse which it its when in third person.
Witcher 1 uses software mouse at least for first person view. I cant seem to rewrite the shader from 2.0-> 3.0 correctly [lighting gets skewed] but I can disable it and its def. mouse cursor [disapears]. EFC15E16.txt .Its actually even possible to seperate name tags/item tags it only effects inventory screen outside of name tags so you could use I for enable/disable.

Actually I was thinking of looking at it next, see if I could sort the water rendering out. Looking at the hud and mouse would have come next anyway. I did some initial shader disabling etc but then can't remember why I stopped... I think I got caught up in COJ (which I gave up on because even with the full version of the game I can't alt-tab out and back in, it was infuriating). I am on vacation right now, but since I actually have to do some 'work' work anyway I thought I would check in here as well and saw your message ;-) When I get back next week I'll pick it up.
By the way, I saw bo3b's note about the binary search - it's a great trick I've been using, it reduces the number of steps to log2(N) and totally decimates the work required. You have to be looking for something very specific though, you can't look for more than one thing at once, but if you want that you just do it twice - 2log2(N) is still << N. Right, back to the log cabin...

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Posted 06/26/2013 12:08 AM   
Psh screw COJ =) Nah I kid, but witcher is awesome. I was just curious cause I would probably bang my head on the desk till I got it to work [or pass out]. If it helps the shader for mouse cursors [part hud/other stuff] is... EFC15E16.txt What I was talking about earlier about "Item/name tags". [If you do enable/disable with I key then it would work swimmingly] is.. 514CC2A2.txt Texture[May not be. I dont think I updated to enhanced edition. Whoops] 5FE5F107 Thats as far as I got but then ran into conversion issue. Dynamic hud would be amazing but if worse came to worse just removing that dot would be awesome imo.
Psh screw COJ =)
Nah I kid, but witcher is awesome. I was just curious cause I would probably bang my head on the desk till I got it to work [or pass out]. If it helps the shader for mouse cursors [part hud/other stuff] is...
EFC15E16.txt

What I was talking about earlier about "Item/name tags". [If you do enable/disable with I key then it would work swimmingly]
is..
514CC2A2.txt
Texture[May not be. I dont think I updated to enhanced edition. Whoops]
5FE5F107

Thats as far as I got but then ran into conversion issue. Dynamic hud would be amazing but if worse came to worse just removing that dot would be awesome imo.

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Posted 06/26/2013 12:19 AM   
[quote="andysonofbob"]RE: Shogan 2. I have found the pixel shaders responsible for some 2D effects like fire and smoke (couldn't find VS shaders) and have changed the text to: ps_3_0 dcl_position v0 I have removed the prefix to the filename so it reads: 46A93772.txt I am fairly sure I am using the matching release (both modified 1/4/12) But the effects remain in game![/quote]What does the LOG.txt show? It needs to say something about recompiling the shader. If there is an error in the code, it will show an error there, and won't change the original effect. Maybe show us the original shader code.
andysonofbob said:RE: Shogan 2.
I have found the pixel shaders responsible for some 2D effects like fire and smoke (couldn't find VS shaders) and have changed the text to:
ps_3_0
dcl_position v0

I have removed the prefix to the filename so it reads: 46A93772.txt
I am fairly sure I am using the matching release (both modified 1/4/12)

But the effects remain in game!
What does the LOG.txt show? It needs to say something about recompiling the shader. If there is an error in the code, it will show an error there, and won't change the original effect.

Maybe show us the original shader code.

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Posted 06/26/2013 01:33 AM   
Wait a min lol. I remember last time this happened. Shaderoverride/pixelshaders/ Make sure because I remember a whilez ago you did pixelshader. I dont think its possible to error a blank shader. Maybe have to change overridemethod but I dont think that matters for disabling. If overridemethod is wrong it just disables shader.
Wait a min lol.

I remember last time this happened. Shaderoverride/pixelshaders/
Make sure because I remember a whilez ago you did pixelshader.

I dont think its possible to error a blank shader. Maybe have to change overridemethod but I dont think that matters for disabling. If overridemethod is wrong it just disables shader.

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Posted 06/26/2013 03:19 AM   
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