How to fix/disable shaders in games(DLL,guide and fixes).
136 / 167
[quote="eqzitara"]I thought shadows were wrong on in crysis dx9/10.
Ive never tried it but it wouldnt surprise me if theres nothing wrong with the dx9 version[different profile] but they only tested 10. It has happened before.[/quote]
I'm going to have another look at this, I decided. I am a glutton for punishment it seems. I spent more time looking at Crysis 2 than this game tbh, and looked at Crysis to see if the shadows used the same algorithm because I was stuck on Crysis 2. They do use the same algorithm, and I was still stuck...
My memory of what I did is that I did try different profiles, and notably I think the Aion profile fixes some shadows but NOT the main dynamic ones at 2d. I am pretty certain that the 2d shadows worked in DX10 though, but of course lots of other things don't, from the skybox/stars/moon, to fire rendering and several other effects. I know a bit more about fixing games now, so I might have more luck, and I also now can get the 're-using a matrix of depth map' feature to work, a trick I did not have when I last looked.
@XPert256 Please be aware that these Helix fixes are hard - and I guess one reason why there is currently not anything for Crysis is because it's harder than normal. So if I look at it I am not promising anything - I am not Helix, I am a hobbyist who likes to spend hours scratching his head over these puzzles; sometimes I get lucky, sometimes I don't.
eqzitara said:I thought shadows were wrong on in crysis dx9/10.
Ive never tried it but it wouldnt surprise me if theres nothing wrong with the dx9 version[different profile] but they only tested 10. It has happened before.
I'm going to have another look at this, I decided. I am a glutton for punishment it seems. I spent more time looking at Crysis 2 than this game tbh, and looked at Crysis to see if the shadows used the same algorithm because I was stuck on Crysis 2. They do use the same algorithm, and I was still stuck...
My memory of what I did is that I did try different profiles, and notably I think the Aion profile fixes some shadows but NOT the main dynamic ones at 2d. I am pretty certain that the 2d shadows worked in DX10 though, but of course lots of other things don't, from the skybox/stars/moon, to fire rendering and several other effects. I know a bit more about fixing games now, so I might have more luck, and I also now can get the 're-using a matrix of depth map' feature to work, a trick I did not have when I last looked.
@XPert256 Please be aware that these Helix fixes are hard - and I guess one reason why there is currently not anything for Crysis is because it's harder than normal. So if I look at it I am not promising anything - I am not Helix, I am a hobbyist who likes to spend hours scratching his head over these puzzles; sometimes I get lucky, sometimes I don't.
Im doing some minor cleaning up and renovataions on site [dont expect anything major, I suck.]
Namely due to the use of FTP that's been given. Unfortunately an unactive user kind of abused the ftp privilege. Its not a huge deal so don't worry about it. I wont give any information on who/what. However this means I'm removing users access to ftp/helixmod site if I dont think they are active anymore. If you are working on a fix and were removed. Don't flip out, just contact me and I will get you set up again. This is mainly to prevent abuse.
Anyone who's removed from ftp/blogspot. Current files will remain. So again if you are removed and still plan to continue patching, just contact me.
[u]This only effects you if you haven't posted in last four months.[/u]
Use ftp only for helixmod related stuff, Fixes, pictures, movies.
IF you want to use it for something else contact me.
Im doing some minor cleaning up and renovataions on site [dont expect anything major, I suck.]
Namely due to the use of FTP that's been given. Unfortunately an unactive user kind of abused the ftp privilege. Its not a huge deal so don't worry about it. I wont give any information on who/what. However this means I'm removing users access to ftp/helixmod site if I dont think they are active anymore. If you are working on a fix and were removed. Don't flip out, just contact me and I will get you set up again. This is mainly to prevent abuse.
Anyone who's removed from ftp/blogspot. Current files will remain. So again if you are removed and still plan to continue patching, just contact me. This only effects you if you haven't posted in last four months.
Use ftp only for helixmod related stuff, Fixes, pictures, movies.
IF you want to use it for something else contact me.
[quote="eqzitara"]Alright this is going to sound confusing especially if you never seen this issue but Ill try to explain how I fixed mono textures/models in devil may cry 4. Im not sure if its considered mono but it basically alternates between left/right eyes which is pretty similiar. I know this happened in other games... problem is I dont remember which... anywho.
In Devil May Cry 4. I released my patch and it was discovered non-sli users had the above issue. So they got a bit jipped. I wanted to see if new dll functions could be used to fix it.
Basically I check with these 4 settings I talked about a few threads ago...
DefSquareSurfaceMode =
DefDepthStencilSurfaceMode =
DefSurfaceCreationMode =
DefRtCreationMode =
3D vision[default]0 / Stereo 1/ Mono 2
I want stereo so I used = 1. I tested each individually and only square surface fixed it. Now problem is one of the other 3 should of fixed it as well. It did not, and I doubt I can do it by any size even if I knew how since they are all different. Just leaving it as is breaks shadows and possibly other working effects.
So I opened the Log and wrote down all the square [like 24x24] formats/id's.
115,114,75,etc.
And I told them to ignore my ignore my force stereo = 1
By forcing defmode = 0 [default]
SurfaceCreationModeList = 0;1;2;3;4;
[SF0]
DefMode = 0
ExceptSquare = false
Format=115
Usage = 1
[SF1]
DefMode = 0
ExceptSquare = false
Format=114
Usage = 1
[SF2]
DefMode = 0
ExceptSquare = false
Format=21
Usage = 1
[SF3]
DefMode = 0
ExceptSquare = false
Format=31
Usage = 1
[SF4]
DefMode = 0
ExceptSquare = false
Format=75
Usage = 1
Basically this is like IF not defined force Stereo.
[/quote]
What does "DefRtCreationMode" do...?
eqzitara said:Alright this is going to sound confusing especially if you never seen this issue but Ill try to explain how I fixed mono textures/models in devil may cry 4. Im not sure if its considered mono but it basically alternates between left/right eyes which is pretty similiar. I know this happened in other games... problem is I dont remember which... anywho.
In Devil May Cry 4. I released my patch and it was discovered non-sli users had the above issue. So they got a bit jipped. I wanted to see if new dll functions could be used to fix it.
Basically I check with these 4 settings I talked about a few threads ago...
DefSquareSurfaceMode =
DefDepthStencilSurfaceMode =
DefSurfaceCreationMode =
DefRtCreationMode =
3D vision[default]0 / Stereo 1/ Mono 2
I want stereo so I used = 1. I tested each individually and only square surface fixed it. Now problem is one of the other 3 should of fixed it as well. It did not, and I doubt I can do it by any size even if I knew how since they are all different. Just leaving it as is breaks shadows and possibly other working effects.
So I opened the Log and wrote down all the square [like 24x24] formats/id's.
115,114,75,etc.
And I told them to ignore my ignore my force stereo = 1
By forcing defmode = 0 [default]
Its only one Ive never found a use for. It seems to control like all models/textures. Because forcing mono does that.
Though I've seen helix use a list for far cry 3 series and I know he ran into sli issues then fixed it[lighting issues, maybe shadows too. I dont remember]. I assume the list was to fix that but I never opened the game and tried to reverse it to find out.
Its only one Ive never found a use for. It seems to control like all models/textures. Because forcing mono does that.
Though I've seen helix use a list for far cry 3 series and I know he ran into sli issues then fixed it[lighting issues, maybe shadows too. I dont remember]. I assume the list was to fix that but I never opened the game and tried to reverse it to find out.
Based on my reading of this:
[url]http://developer.download.nvidia.com/whitepapers/2010/3D_Vision_Best_Practices_Guide.pdf[/url]
I think that is going to be Default Rectangle Creation Mode. As compared to Default Square Surface Mode. If that's true, it probably should have been DefRectSurfaceMode to be consistent.
The reason I think that is it, is because it's another heuristic that the driver uses to decide what to stereoize and what to leave default. (p. 16)
[quote]Surrface Aspect Ratios
In Direct3D9, all Render Targets (surfaces created with
IDirect3DDevice9::CreateRenderTarget), regardless of aspect ratio, are stereoized.
By default, non-square surfaces that are equal to or larger than the back buffer are
stereoized. Non-square surfaces smaller than the backbuffer are not stereoized by
default.
Square surfaces are (by default) not stereoized. The expected usage for these surfaces is
typically projected lights or shadow buffers, and therefore they are not eye-dependent. [/quote]
Seems logical that parameter would affect the default NVidia heuristic for non-square rectangles.
I think that is going to be Default Rectangle Creation Mode. As compared to Default Square Surface Mode. If that's true, it probably should have been DefRectSurfaceMode to be consistent.
The reason I think that is it, is because it's another heuristic that the driver uses to decide what to stereoize and what to leave default. (p. 16)
Surrface Aspect Ratios
In Direct3D9, all Render Targets (surfaces created with
IDirect3DDevice9::CreateRenderTarget), regardless of aspect ratio, are stereoized.
By default, non-square surfaces that are equal to or larger than the back buffer are
stereoized. Non-square surfaces smaller than the backbuffer are not stereoized by
default.
Square surfaces are (by default) not stereoized. The expected usage for these surfaces is
typically projected lights or shadow buffers, and therefore they are not eye-dependent.
Seems logical that parameter would affect the default NVidia heuristic for non-square rectangles.
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
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
That makes more sense since Helix seemed to be dealing with Rectangles in Farcrty 3.
Hmmm.. I think its nearly impossible to figure out without opening farcry 3 and tbh Im on a little break besides new games.
DefSquareSurfaceMode =
DefDepthStencilSurfaceMode =
DefSurfaceCreationMode =
DefRtCreationMode =
These arent really solutions to any issue. Unless you want to force all "squares" mono like shadows/lighting. In which case I highly recommend doing it BEFORE working on the game since it will effect other effects most likely.
Besides shadows/lighting I think they are really only a means to figure out what heuristics are doing and fixing it if its doing the opposite of what you want. Like bo3b said 3d vision does something different if rectangle > backbuffer or < backbuffer. But by testing
DefRtCreationMode = you can mess up everything else. Like textures seem to be rectangles in a lot of games Ive tried so forcing all mono and you got a 2D game.
You need to seperate out what you want to effect like helix did in far cry 3.
Heres a question which was plagueing me which is part of reason I'm on a little break.
Does anyone know of the reason why heuristics have a different effect on certain cards setups? Like it seems that SLI follows heuristic rules. Non-sli sometimes ignores them. Like in the last 5 games I've worked on, no joke.... non-sli had issues in all of them.
Deadpool -> Reflection [square] forced mono
Serious Sam 3 -> Reflections [square?] forced mono [I didn't bother to try to fix]
Serious Sam Series -> effects of many varietes forced mono [square]
Syndicate -> ALL MODELS/TEXTURES ARE FORCED MONO [I have not found a solution and I gave up on it]
Devil May Cry 4 -> Models/textures [squares] seemed to be forced mono... they alternate eyes. I fixed it but I'm still kind of confused.
[u]These were all only in non-sli systems.[/u] I realize that I hit a huge pot of bad luck and non-sli may not have this happen that often but.... yea. Perhaps this is why tridef only likes to support single card setups lol.
That makes more sense since Helix seemed to be dealing with Rectangles in Farcrty 3.
Hmmm.. I think its nearly impossible to figure out without opening farcry 3 and tbh Im on a little break besides new games.
DefSquareSurfaceMode =
DefDepthStencilSurfaceMode =
DefSurfaceCreationMode =
DefRtCreationMode =
These arent really solutions to any issue. Unless you want to force all "squares" mono like shadows/lighting. In which case I highly recommend doing it BEFORE working on the game since it will effect other effects most likely.
Besides shadows/lighting I think they are really only a means to figure out what heuristics are doing and fixing it if its doing the opposite of what you want. Like bo3b said 3d vision does something different if rectangle > backbuffer or < backbuffer. But by testing
DefRtCreationMode = you can mess up everything else. Like textures seem to be rectangles in a lot of games Ive tried so forcing all mono and you got a 2D game.
You need to seperate out what you want to effect like helix did in far cry 3.
Heres a question which was plagueing me which is part of reason I'm on a little break.
Does anyone know of the reason why heuristics have a different effect on certain cards setups? Like it seems that SLI follows heuristic rules. Non-sli sometimes ignores them. Like in the last 5 games I've worked on, no joke.... non-sli had issues in all of them.
Deadpool -> Reflection [square] forced mono
Serious Sam 3 -> Reflections [square?] forced mono [I didn't bother to try to fix]
Serious Sam Series -> effects of many varietes forced mono [square]
Syndicate -> ALL MODELS/TEXTURES ARE FORCED MONO [I have not found a solution and I gave up on it]
Devil May Cry 4 -> Models/textures [squares] seemed to be forced mono... they alternate eyes. I fixed it but I'm still kind of confused. These were all only in non-sli systems. I realize that I hit a huge pot of bad luck and non-sli may not have this happen that often but.... yea. Perhaps this is why tridef only likes to support single card setups lol.
I tried the fix for Pinball FX2 but it didn't work. Pressing 'U' seriously affected convergence!
Do you think it is the case of updates messing with the fix? It is the first time I have tried the fix so it might be me. The dot matrix screen looked to be at its normal place.
I did try the hook script but it looked identical.
I tried the fix for Pinball FX2 but it didn't work. Pressing 'U' seriously affected convergence!
Do you think it is the case of updates messing with the fix? It is the first time I have tried the fix so it might be me. The dot matrix screen looked to be at its normal place.
I did try the hook script but it looked identical.
Save U for whatever you want. I just stole it from another game.
Adjust depth/convergence and save with F7
Dot matrix screen should be 2D. it was very far in depth prior.
When discussing driver heuristics are we able to force a specific texture?
Before deus ex supported 3D Vision @rajkosto wrote a hd3d wrapper.
http://rajko.info/hd3d/
He got stuck trying to change the heuristics for the rectangular texture for soft shadows.
To be clear I'm asking if it's possible with the current dll not for someone to necessary do it.
His tool was dx11 i thought. I never used it.
Deus ex is DX9/11. The renderer itself only supports 11.
TBH, I'd wait for a dx11 wrapper. Game has issues in DX9 and it has some graphical improvements.
If you guys plan to do before/after shots, may want to try tables. 3D vision pictures on sites arent friendly and scrolling often makes it not appear right. Like most times you have to refresh to see each picture thats not on screen. They either look glitched or repeat the same image that was shown on screen at the time of load. You want all your images to show in the browser window without scrolling pretty much. Bigger images are actually less likely to be viewed because of this.
I wrote a page with the code.
[url]http://helixmod.blogspot.com/2011/04/tables.html[/url]
Click html. Paste. Then paste image links where its written. Done.
Looks like this.
[url]http://helixmod.blogspot.com/2012/03/call-of-duty-4-modern-warfare-fix.html[/url]
[url]http://helixmod.blogspot.com/2012/12/miasmata.html[/url]
If you guys plan to do before/after shots, may want to try tables. 3D vision pictures on sites arent friendly and scrolling often makes it not appear right. Like most times you have to refresh to see each picture thats not on screen. They either look glitched or repeat the same image that was shown on screen at the time of load. You want all your images to show in the browser window without scrolling pretty much. Bigger images are actually less likely to be viewed because of this.
I wrote a page with the code. http://helixmod.blogspot.com/2011/04/tables.html
Click html. Paste. Then paste image links where its written. Done.
Usually, I make those shots smaller so they fit horizontally. I prefer a left/right bad/good layout as being easier to see the differences.
In the FSX case, the screen depth lights are too subtle, and I felt it was better to show larger images so that the problem is more apparent.
I like the idea of using tables though, I'll use that next time.
Question though, can we change still change the size of the 3D Vision image? In your examples, there are black bars on the side, which means that the aspect ratio is wrong. Also, in Chrome, the tables with images stretches into the right hand release news, and the text draws over the right 10% of the image and looks bad. (I haven't used tables much, not sure how all this works.)
Usually, I make those shots smaller so they fit horizontally. I prefer a left/right bad/good layout as being easier to see the differences.
In the FSX case, the screen depth lights are too subtle, and I felt it was better to show larger images so that the problem is more apparent.
I like the idea of using tables though, I'll use that next time.
Question though, can we change still change the size of the 3D Vision image? In your examples, there are black bars on the side, which means that the aspect ratio is wrong. Also, in Chrome, the tables with images stretches into the right hand release news, and the text draws over the right 10% of the image and looks bad. (I haven't used tables much, not sure how all this works.)
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
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
I'm going to have another look at this, I decided. I am a glutton for punishment it seems. I spent more time looking at Crysis 2 than this game tbh, and looked at Crysis to see if the shadows used the same algorithm because I was stuck on Crysis 2. They do use the same algorithm, and I was still stuck...
My memory of what I did is that I did try different profiles, and notably I think the Aion profile fixes some shadows but NOT the main dynamic ones at 2d. I am pretty certain that the 2d shadows worked in DX10 though, but of course lots of other things don't, from the skybox/stars/moon, to fire rendering and several other effects. I know a bit more about fixing games now, so I might have more luck, and I also now can get the 're-using a matrix of depth map' feature to work, a trick I did not have when I last looked.
@XPert256 Please be aware that these Helix fixes are hard - and I guess one reason why there is currently not anything for Crysis is because it's harder than normal. So if I look at it I am not promising anything - I am not Helix, I am a hobbyist who likes to spend hours scratching his head over these puzzles; sometimes I get lucky, sometimes I don't.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Namely due to the use of FTP that's been given. Unfortunately an unactive user kind of abused the ftp privilege. Its not a huge deal so don't worry about it. I wont give any information on who/what. However this means I'm removing users access to ftp/helixmod site if I dont think they are active anymore. If you are working on a fix and were removed. Don't flip out, just contact me and I will get you set up again. This is mainly to prevent abuse.
Anyone who's removed from ftp/blogspot. Current files will remain. So again if you are removed and still plan to continue patching, just contact me.
This only effects you if you haven't posted in last four months.
Use ftp only for helixmod related stuff, Fixes, pictures, movies.
IF you want to use it for something else contact me.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
What does "DefRtCreationMode" do...?
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Though I've seen helix use a list for far cry 3 series and I know he ran into sli issues then fixed it[lighting issues, maybe shadows too. I dont remember]. I assume the list was to fix that but I never opened the game and tried to reverse it to find out.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
http://developer.download.nvidia.com/whitepapers/2010/3D_Vision_Best_Practices_Guide.pdf
I think that is going to be Default Rectangle Creation Mode. As compared to Default Square Surface Mode. If that's true, it probably should have been DefRectSurfaceMode to be consistent.
The reason I think that is it, is because it's another heuristic that the driver uses to decide what to stereoize and what to leave default. (p. 16)
Seems logical that parameter would affect the default NVidia heuristic for non-square rectangles.
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
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Hmmm.. I think its nearly impossible to figure out without opening farcry 3 and tbh Im on a little break besides new games.
DefSquareSurfaceMode =
DefDepthStencilSurfaceMode =
DefSurfaceCreationMode =
DefRtCreationMode =
These arent really solutions to any issue. Unless you want to force all "squares" mono like shadows/lighting. In which case I highly recommend doing it BEFORE working on the game since it will effect other effects most likely.
Besides shadows/lighting I think they are really only a means to figure out what heuristics are doing and fixing it if its doing the opposite of what you want. Like bo3b said 3d vision does something different if rectangle > backbuffer or < backbuffer. But by testing
DefRtCreationMode = you can mess up everything else. Like textures seem to be rectangles in a lot of games Ive tried so forcing all mono and you got a 2D game.
You need to seperate out what you want to effect like helix did in far cry 3.
Heres a question which was plagueing me which is part of reason I'm on a little break.
Does anyone know of the reason why heuristics have a different effect on certain cards setups? Like it seems that SLI follows heuristic rules. Non-sli sometimes ignores them. Like in the last 5 games I've worked on, no joke.... non-sli had issues in all of them.
Deadpool -> Reflection [square] forced mono
Serious Sam 3 -> Reflections [square?] forced mono [I didn't bother to try to fix]
Serious Sam Series -> effects of many varietes forced mono [square]
Syndicate -> ALL MODELS/TEXTURES ARE FORCED MONO [I have not found a solution and I gave up on it]
Devil May Cry 4 -> Models/textures [squares] seemed to be forced mono... they alternate eyes. I fixed it but I'm still kind of confused.
These were all only in non-sli systems. I realize that I hit a huge pot of bad luck and non-sli may not have this happen that often but.... yea. Perhaps this is why tridef only likes to support single card setups lol.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Do you think it is the case of updates messing with the fix? It is the first time I have tried the fix so it might be me. The dot matrix screen looked to be at its normal place.
I did try the hook script but it looked identical.
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
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
Adjust depth/convergence and save with F7
Dot matrix screen should be 2D. it was very far in depth prior.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Model: Clevo P570WM Laptop
GPU: GeForce GTX 980M ~8GB GDDR5
CPU: Intel Core i7-4960X CPU +4.2GHz (12 CPUs)
Memory: 32GB Corsair Vengeance DDR3L 1600MHz, 4x8gb
OS: Microsoft Windows 7 Ultimate
Before deus ex supported 3D Vision @rajkosto wrote a hd3d wrapper.
http://rajko.info/hd3d/
He got stuck trying to change the heuristics for the rectangular texture for soft shadows.
To be clear I'm asking if it's possible with the current dll not for someone to necessary do it.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
As far as implementing yourself. No idea if helix did it himself or he got the necessary information.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530
Deus ex is DX9/11. The renderer itself only supports 11.
TBH, I'd wait for a dx11 wrapper. Game has issues in DX9 and it has some graphical improvements.
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 wrote a page with the code.
http://helixmod.blogspot.com/2011/04/tables.html
Click html. Paste. Then paste image links where its written. Done.
Looks like this.
http://helixmod.blogspot.com/2012/03/call-of-duty-4-modern-warfare-fix.html
http://helixmod.blogspot.com/2012/12/miasmata.html
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
In the FSX case, the screen depth lights are too subtle, and I felt it was better to show larger images so that the problem is more apparent.
I like the idea of using tables though, I'll use that next time.
Question though, can we change still change the size of the 3D Vision image? In your examples, there are black bars on the side, which means that the aspect ratio is wrong. Also, in Chrome, the tables with images stretches into the right hand release news, and the text draws over the right 10% of the image and looks bad. (I haven't used tables much, not sure how all this works.)
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
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers