How to fix/disable shaders in games(DLL,guide and fixes).
104 / 167
@schmeltzer
Its caused by widescreenfixer. I have no idea how it gets fixed since I dont have a similiar set up.
If it works how you say it does since you want it "deeper" Open shaderoverride/vertexshaders/44D42C54.txt
Go to the line
def c200, 0.8, 1.0, 0.0625, 0.0
Increase the value of 0.8 to something HIGHER to push it in further (try like 1.5 I guess). If that doesn't work put the value at 9999 and you can use laser sight instead of crosshair (It will send it off screen)
@schmeltzer
Its caused by widescreenfixer. I have no idea how it gets fixed since I dont have a similiar set up.
If it works how you say it does since you want it "deeper" Open shaderoverride/vertexshaders/44D42C54.txt
Go to the line
def c200, 0.8, 1.0, 0.0625, 0.0
Increase the value of 0.8 to something HIGHER to push it in further (try like 1.5 I guess). If that doesn't work put the value at 9999 and you can use laser sight instead of crosshair (It will send it off screen)
[quote="lefuneste"]
So I tried to rename the 0B9B70F4.txt in 0B9B70F4.txt.7, because I only want to correct the binary shader 0B9B70F4 for the 784th shader, and not for the others !
And this did not work, the modified shader seems inactive. Why ?[/quote]
I tried using this feature for one of the F.E.A.R. expansions, but I couldn't manage to get it to load my modified code.
lefuneste said:
So I tried to rename the 0B9B70F4.txt in 0B9B70F4.txt.7, because I only want to correct the binary shader 0B9B70F4 for the 784th shader, and not for the others !
And this did not work, the modified shader seems inactive. Why ?
I tried using this feature for one of the F.E.A.R. expansions, but I couldn't manage to get it to load my modified code.
@eqzitara
I am not satisfied by the DCS fix, but I give up. The fix will allow to switch from a good depth for HUD and wrong view of cockpit screen to a good view of cockpit screen and a wrong depth for the HUD.
Here are some patchs for the DCS suite. They include a readme file, some picture before/after the fix.
[list]
[.]DCS BS2 (stand alone): [url]http://dl.free.fr/hRcDWDxoS[/url]
DCS A10C (stand alone): [url]http://dl.free.fr/jeAMfP1TA[/url]
DCS world (including BS2 and A10C): [url]http://dl.free.fr/cg5Pc8aKV[/url][/.]
[/list]
Can you publish them in the Helix blog ?
@eqzitara
I am not satisfied by the DCS fix, but I give up. The fix will allow to switch from a good depth for HUD and wrong view of cockpit screen to a good view of cockpit screen and a wrong depth for the HUD.
Here are some patchs for the DCS suite. They include a readme file, some picture before/after the fix.
[quote="Schmeltzer"]Hi,
I'm playing Mass Effect 3 with the helix mod and it looks GREAT! Thanks for the fix!!
However, I'm having a big problem.
It's working great on 1920/1080 but I'm playing on 3 screens (6000/1080).
The fix still works great but I'm having an issue with the crosshair, it's off. I need to target next to the place where I want to hit. At first I thought the problem was caused by the fix I use to enable playing on 3 screens (flawless widescreen) but that wasn't the case. If I turn 3D off, the crosshair is working correctly again.
There are 2 shortcut keys that help a bit (K and L, I believe) but unfortunately not enough).
One of them pushes the crosshair further into the screen, but not far enough.
So my question is:
Is it possible to change some value in the fixed shaders, so that if I use the shortcut key it pushes my crosshair further into the screen?
Any help/suggestions would be highly appreciated![/quote]
Hey there;)) I made the plugin for Mass Effect 3 in WideScreen Fixer and had the same problem too when I tested it;))
So, there are 2 possible solutions:
1. In WSF either put the corrected resolution a smaller value: for example:
I run at 5040x1050 and my bezel corrected resolution is 5230x1050. In WSF IF I put 5135x1050 (will make the hud a little to the left) but the crosshair is perfectly alligned.
2. You can look in the shaders for the UI and :
- if you play on 65% depth for example put the same value there! by default I think is 25% (In the shaders I mean)
Atm I am using the 2nd method. I don't recall exactly the number/name of the shader but look for
"def c220" in the shaders and you will find it;)) (Hope I remember correctly).
Hope this helps;))
I'm playing Mass Effect 3 with the helix mod and it looks GREAT! Thanks for the fix!!
However, I'm having a big problem.
It's working great on 1920/1080 but I'm playing on 3 screens (6000/1080).
The fix still works great but I'm having an issue with the crosshair, it's off. I need to target next to the place where I want to hit. At first I thought the problem was caused by the fix I use to enable playing on 3 screens (flawless widescreen) but that wasn't the case. If I turn 3D off, the crosshair is working correctly again.
There are 2 shortcut keys that help a bit (K and L, I believe) but unfortunately not enough).
One of them pushes the crosshair further into the screen, but not far enough.
So my question is:
Is it possible to change some value in the fixed shaders, so that if I use the shortcut key it pushes my crosshair further into the screen?
Any help/suggestions would be highly appreciated!
Hey there;)) I made the plugin for Mass Effect 3 in WideScreen Fixer and had the same problem too when I tested it;))
So, there are 2 possible solutions:
1. In WSF either put the corrected resolution a smaller value: for example:
I run at 5040x1050 and my bezel corrected resolution is 5230x1050. In WSF IF I put 5135x1050 (will make the hud a little to the left) but the crosshair is perfectly alligned.
2. You can look in the shaders for the UI and :
- if you play on 65% depth for example put the same value there! by default I think is 25% (In the shaders I mean)
Atm I am using the 2nd method. I don't recall exactly the number/name of the shader but look for
"def c220" in the shaders and you will find it;)) (Hope I remember correctly).
Hope this helps;))
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
@eqzitara and @helifax,
THANK YOU VERY MUCH!
It was impossible having to choose between 3 screens in 2D or 1 screen in 3D.
;-)
edit: @helifax: couldn't find the shader you mentioned. But the soltion for widescreenfixer works, thanks!
Off topic: thank you both for contributing so much to the 3D - Surround community!
Hello,
There are some new undocumented features in the FC3 mod:
[list]
[.]PresetKeyList => seem obvious excepted the type 1/2[/.]
[.]RtCreationMdelList ?[/.]
[.]SaveSepSettings ?[/.]
[.]Setconst1ToReg /Setconst2ToReg ?[/.]
[.]SetSampler1ToReg ?[/.]
[/list]
May we have some info about these new commands ?
They are not currently accessible in the current debugger. Though to be honest I am not sure if anyone besides Helix is capable of using those features. I am sure when the next version is available he will explain what we are able to do.
I am pretty sure the feature is for saving depth/convergence into two seperate locations then using those two presets for shadows/lighting for the right click gun sights.
They are not currently accessible in the current debugger. Though to be honest I am not sure if anyone besides Helix is capable of using those features. I am sure when the next version is available he will explain what we are able to do.
I am pretty sure the feature is for saving depth/convergence into two seperate locations then using those two presets for shadows/lighting for the right click gun sights.
I just gotta say thanks to the helix mod site, helix, eqzitara, and the you other guys that help out here. I finally got around to Dead Space 2 with helix fix on S3D maxed out. I have NEVER been buggered out of my skin with anything like this before on this game. Thanks again!
I just gotta say thanks to the helix mod site, helix, eqzitara, and the you other guys that help out here. I finally got around to Dead Space 2 with helix fix on S3D maxed out. I have NEVER been buggered out of my skin with anything like this before on this game. Thanks again!
I have a question to those making fixes. FSX has all the shaders in HLSL already exposed. Does it mean that it could be fixed without needing helix mod?
I have a question to those making fixes. FSX has all the shaders in HLSL already exposed. Does it mean that it could be fixed without needing helix mod?
Thanks helix for the amazing work on FarCry 3. Beside the water reflections everything is perfect in 3d due to your mod and the game looks awesome.
Why can't nVidia make this thread sticky. Every 3D Vision owner should know about your fixes!
Well I've made a fix for Rise of the Argonauts. I almost never heard about this game, but with the latest steam sale my brother got it and liked it a lot, saying it was a bit like a mass effect and so on, so I bought and gave it a try, and it's actually very good. Still, it has several problems in 3d, lots of halos, shadows, lighting, etc. Since I really wanted to play this game in 3d, I checked helix guide and now it only has very slight halos here and there, but I would say it's about 99% playable in 3d, though I've butchered lighting and shadows like there's no tomorrow, sorry. If anyone can do it better pls give it a try.
So grab it and check it out, I've included two screens with before / after to show how it looks: http://www.mediafire.com/?afl3cta3ttk292p
Well I've made a fix for Rise of the Argonauts. I almost never heard about this game, but with the latest steam sale my brother got it and liked it a lot, saying it was a bit like a mass effect and so on, so I bought and gave it a try, and it's actually very good. Still, it has several problems in 3d, lots of halos, shadows, lighting, etc. Since I really wanted to play this game in 3d, I checked helix guide and now it only has very slight halos here and there, but I would say it's about 99% playable in 3d, though I've butchered lighting and shadows like there's no tomorrow, sorry. If anyone can do it better pls give it a try.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Grab helix's fix for xcom and install it. Try game
Grab helix'x fix for dishonored and install it. Try game.
His auto template MAY automatically fix it.
[quote="Eincrou"][quote="lefuneste"]
So I tried to rename the 0B9B70F4.txt in 0B9B70F4.txt.7, because I only want to correct the binary shader 0B9B70F4 for the 784th shader, and not for the others !
And this did not work, the modified shader seems inactive. Why ?[/quote]
I tried using this feature for one of the F.E.A.R. expansions, but I couldn't manage to get it to load my modified code.[/quote]
I tried that feature times ago with flatout ultimate carnage (one my unfinished fixes atm..) without any success too. I believe it could be useful with some games...
@coders we can generally assign different depths for texture... is there a way to manage different depths for different texture's points? In other words... if I have something like this:
[TEX41A2FBE3]
PointsList=4465B400;4764A800
IsDisabledList=false
could I put at different depth each point of the point list? (i.e. with different index...)
lefuneste said:
So I tried to rename the 0B9B70F4.txt in 0B9B70F4.txt.7, because I only want to correct the binary shader 0B9B70F4 for the 784th shader, and not for the others !
And this did not work, the modified shader seems inactive. Why ?
I tried using this feature for one of the F.E.A.R. expansions, but I couldn't manage to get it to load my modified code.
I tried that feature times ago with flatout ultimate carnage (one my unfinished fixes atm..) without any success too. I believe it could be useful with some games...
@coders we can generally assign different depths for texture... is there a way to manage different depths for different texture's points? In other words... if I have something like this:
Helix has done it in X3.
I've given up on trying to fix Source Engine water but if anyone ever trys it fixing any game will fix any source engine game since they share the same shaders.
I've given up on trying to fix Source Engine water but if anyone ever trys it fixing any game will fix any source engine game since they share the same shaders.
Its caused by widescreenfixer. I have no idea how it gets fixed since I dont have a similiar set up.
If it works how you say it does since you want it "deeper" Open shaderoverride/vertexshaders/44D42C54.txt
Go to the line
def c200, 0.8, 1.0, 0.0625, 0.0
Increase the value of 0.8 to something HIGHER to push it in further (try like 1.5 I guess). If that doesn't work put the value at 9999 and you can use laser sight instead of crosshair (It will send it off screen)
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I tried using this feature for one of the F.E.A.R. expansions, but I couldn't manage to get it to load my modified code.
I am not satisfied by the DCS fix, but I give up. The fix will allow to switch from a good depth for HUD and wrong view of cockpit screen to a good view of cockpit screen and a wrong depth for the HUD.
Here are some patchs for the DCS suite. They include a readme file, some picture before/after the fix.
DCS A10C (stand alone): http://dl.free.fr/jeAMfP1TA
DCS world (including BS2 and A10C): http://dl.free.fr/cg5Pc8aKV
Can you publish them in the Helix blog ?
Hey there;)) I made the plugin for Mass Effect 3 in WideScreen Fixer and had the same problem too when I tested it;))
So, there are 2 possible solutions:
1. In WSF either put the corrected resolution a smaller value: for example:
I run at 5040x1050 and my bezel corrected resolution is 5230x1050. In WSF IF I put 5135x1050 (will make the hud a little to the left) but the crosshair is perfectly alligned.
2. You can look in the shaders for the UI and :
- if you play on 65% depth for example put the same value there! by default I think is 25% (In the shaders I mean)
Atm I am using the 2nd method. I don't recall exactly the number/name of the shader but look for
"def c220" in the shaders and you will find it;)) (Hope I remember correctly).
Hope this helps;))
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)
THANK YOU VERY MUCH!
It was impossible having to choose between 3 screens in 2D or 1 screen in 3D.
;-)
edit: @helifax: couldn't find the shader you mentioned. But the soltion for widescreenfixer works, thanks!
Off topic: thank you both for contributing so much to the 3D - Surround community!
There are some new undocumented features in the FC3 mod:
May we have some info about these new commands ?
I am pretty sure the feature is for saving depth/convergence into two seperate locations then using those two presets for shadows/lighting for the right click gun sights.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Why can't nVidia make this thread sticky. Every 3D Vision owner should know about your fixes!
So grab it and check it out, I've included two screens with before / after to show how it looks: http://www.mediafire.com/?afl3cta3ttk292p
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Grab helix'x fix for dishonored and install it. Try game.
His auto template MAY automatically fix it.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I tried that feature times ago with flatout ultimate carnage (one my unfinished fixes atm..) without any success too. I believe it could be useful with some games...
@coders we can generally assign different depths for texture... is there a way to manage different depths for different texture's points? In other words... if I have something like this:
[TEX41A2FBE3]
PointsList=4465B400;4764A800
IsDisabledList=false
could I put at different depth each point of the point list? (i.e. with different index...)
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
I've given up on trying to fix Source Engine water but if anyone ever trys it fixing any game will fix any source engine game since they share the same shaders.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918