How to fix/disable shaders in games(DLL,guide and fixes).
128 / 167
@Mana84
AH! Thats what it is. I had trouble with using new dll in two games because I didnt know of this feature [Jade Empire[Hud clips]/Mirror's Edge[some textures clip]]. I actually desperately needed new dll for jade empire because old one causes map to be over twice the size for some reason. I will probably update them when I get a chance, ty.
The person who was looking at neverwinter mentioned it as well and I think I just glossed over it =/
BTW, Im gonna redo my Mirror's Edge patch and list it as by me/you. Shadow were at like 90% accurate but I was able to convert it over like we talked about with mass effect. The only problem is I have to test it on a game I beat three times = /
Sorry if it seems like I am going crazy with posting stuff. I am just getting stuff done since I am wiping my drive and I am gonna be taking a month or two break unless something comes out I am interested in.
@Mana84
AH! Thats what it is. I had trouble with using new dll in two games because I didnt know of this feature [Jade Empire[Hud clips]/Mirror's Edge[some textures clip]]. I actually desperately needed new dll for jade empire because old one causes map to be over twice the size for some reason. I will probably update them when I get a chance, ty.
The person who was looking at neverwinter mentioned it as well and I think I just glossed over it =/
BTW, Im gonna redo my Mirror's Edge patch and list it as by me/you. Shadow were at like 90% accurate but I was able to convert it over like we talked about with mass effect. The only problem is I have to test it on a game I beat three times = /
Sorry if it seems like I am going crazy with posting stuff. I am just getting stuff done since I am wiping my drive and I am gonna be taking a month or two break unless something comes out I am interested in.
@eqzitara
This SkipSetScissorRect = true is really useful. I just had to use it on my L4D2 WIP to fix a couple of anomalies with shadows, and it fixed the lights in Mars War Logs (if you remember that had the issue, before Helix did his magic on the game).
@DHR
The water fix was a bit like a Sudoku puzzle... My fix applies to the game with the standard profile, so it starts out with water halos and correct reflections. Fixing the halos (in a VS) screws up the reflections, which then need fixing in a PS. But both the VS and PS do lots of things so I had to separate out an 'unshifted' texcoord in the VS and pass it to the PS, then in the PS find out where to apply it without screwing everything else up (which involved duplicating some of the shader code to separate it out). The good thing is the solution was a reproducible template across the different game chapters that had different shaders. I fixed and checked the following game chapters: 1. The Parish (waterfront, bridge) 2. Passing (Port) 3. Swamp Fever (Plank Country, Swamp, Shanty Town, Plantation) 4. Sacrifice (Docks, Barge, Port) 5. Death Toll (Boathouse finale) 6. Cold Stream (Memorial Bridge). I guess I could search headers in the dumps folder to see if there are any more, but don't have time right now.
@Mana84
Good luck with the exams.
@eqzitara
This SkipSetScissorRect = true is really useful. I just had to use it on my L4D2 WIP to fix a couple of anomalies with shadows, and it fixed the lights in Mars War Logs (if you remember that had the issue, before Helix did his magic on the game).
@DHR
The water fix was a bit like a Sudoku puzzle... My fix applies to the game with the standard profile, so it starts out with water halos and correct reflections. Fixing the halos (in a VS) screws up the reflections, which then need fixing in a PS. But both the VS and PS do lots of things so I had to separate out an 'unshifted' texcoord in the VS and pass it to the PS, then in the PS find out where to apply it without screwing everything else up (which involved duplicating some of the shader code to separate it out). The good thing is the solution was a reproducible template across the different game chapters that had different shaders. I fixed and checked the following game chapters: 1. The Parish (waterfront, bridge) 2. Passing (Port) 3. Swamp Fever (Plank Country, Swamp, Shanty Town, Plantation) 4. Sacrifice (Docks, Barge, Port) 5. Death Toll (Boathouse finale) 6. Cold Stream (Memorial Bridge). I guess I could search headers in the dumps folder to see if there are any more, but don't have time right now.
@mana84
Thanks for that writeup. Really helpful and clarified some of the things I've been studying.
Seems like we ought to use SkipSetScissorRect=true by default in pretty much any mod. When running 3D I don't see any low-spec machines where it would matter.
I think in general we'd all pretty much burn a little horsepower to have fewer glitches.
@mana84
Thanks for that writeup. Really helpful and clarified some of the things I've been studying.
Seems like we ought to use SkipSetScissorRect=true by default in pretty much any mod. When running 3D I don't see any low-spec machines where it would matter.
I think in general we'd all pretty much burn a little horsepower to have fewer glitches.
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
[quote="eqzitara"]http://helixmod.blogspot.com/2012/08/guidehow-to-install-helixmod-game-fixes.html[/quote]
Thanks :) You've been a great help.
Maybe you can figure out this one too :P
I have a shader that I'm disabling similarly by commenting the last line like such:
vs_3_0
def c5, 1, 0, 0, 0
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_texcoord o1.xy
dp4 o0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mad r0.xy, r0, c3, c3.zwzw
rcp r0.z, c4.x
mul o0.y, r0.z, r0.y
mad o0.xw, r0.x, c5.xyzy, c5.yyzx
//mov o1.xy, v1
For some reason, if I re-enable that last line and reload all my shaders (F10), that shader doesn't come back like it should. If I edit my other one to re-enable the last line and reload, it does come back. Strange...
For some reason, if I re-enable that last line and reload all my shaders (F10), that shader doesn't come back like it should. If I edit my other one to re-enable the last line and reload, it does come back. Strange...
Anyone good with autohotkey?
New debugger doesnt work with revelations but it wouldnt be a huge biggie if I could figure out how to get this AHK script to work.
when holding down C. Hit F5. And activate C down.
When C is released. Hit F6. Hit Right mouse button.
For some reason its registering the F5/F6 but not C.
I been trying for like an hour and a half. Would mean a lot if someone knows. I know it has to do with Directinput. Not sure if it needs a delay or something special. Closest I get is giving Jill a seizure.
Anyone good with autohotkey?
New debugger doesnt work with revelations but it wouldnt be a huge biggie if I could figure out how to get this AHK script to work.
when holding down C. Hit F5. And activate C down.
When C is released. Hit F6. Hit Right mouse button.
For some reason its registering the F5/F6 but not C.
I been trying for like an hour and a half. Would mean a lot if someone knows. I know it has to do with Directinput. Not sure if it needs a delay or something special. Closest I get is giving Jill a seizure.
[quote="mike_ar69"]
@Mana84
Good luck with the exams.[/quote]
Thanks! :)
@eqzitara
You could try one of these:
[code]$c:: ; Make the c key into a hotkey (the $ symbol facilitates the "P" mode of GetKeyState below).
if GetKeyState("c", "P") ; If the user is holding the c key
{
Send, {F5}
Send, c
}
else
{
Send, {F6}
MouseClick, right
}
return[/code]
[code]$c:: ; Make the c key into a hotkey (the $ symbol facilitates the "P" mode of GetKeyState below).
Loop ; Since no number is specified with it, this is an infinite loop unless "break" or "return" is encountered inside.
{
if GetKeyState("c", "P"){ ; While the user is holding the c key pressed
Send, {F5}
Send, c
}
else
{
Send, {F6}
MouseClick, right
break ; Break out of the loop
}
}
return[/code]
$c:: ; Make the c key into a hotkey (the $ symbol facilitates the "P" mode of GetKeyState below).
if GetKeyState("c", "P") ; If the user is holding the c key
{
Send, {F5}
Send, c
}
else
{
Send, {F6}
MouseClick, right
}
return
$c:: ; Make the c key into a hotkey (the $ symbol facilitates the "P" mode of GetKeyState below).
Loop ; Since no number is specified with it, this is an infinite loop unless "break" or "return" is encountered inside.
{
if GetKeyState("c", "P"){ ; While the user is holding the c key pressed
Send, {F5}
Send, c
}
else
{
Send, {F6}
MouseClick, right
break ; Break out of the loop
}
}
return
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Hmmm, Well in Jade empire
SkipSetScissorRect = true
Fixes the hud clipping when put into depth. But it cause map to be unnaturally big.
SkipSetScissorRect = false
map is regular sized but hud is clipped.
Not a huge deal since you can hide the map. Just saying since we are on the topic of the feature. Im "stealth" updating it to new dll regardless because two different depth/convergence settings are really needed for game. I guess I'm just saying should only use feature if you need it.
I dont have it installed anymore but I wouldnt be surprised if Rayman Origins underwater was related to this.
Hmmm, Well in Jade empire
SkipSetScissorRect = true
Fixes the hud clipping when put into depth. But it cause map to be unnaturally big.
SkipSetScissorRect = false
map is regular sized but hud is clipped.
Not a huge deal since you can hide the map. Just saying since we are on the topic of the feature. Im "stealth" updating it to new dll regardless because two different depth/convergence settings are really needed for game. I guess I'm just saying should only use feature if you need it.
I dont have it installed anymore but I wouldnt be surprised if Rayman Origins underwater was related to this.
Dont take this the wrong way but its pretty easy to remove shadows in UE3 games.
[url]https://forums.geforce.com/default/topic/538701/3d-vision/remember-me-will-be-directx-9/post/3824716/#3824716[/url]
Im still trying to figure out if its possible to seperate self shadows [body shadows] from casted shadows. Its causing glitches whenever attempted.
I don't realy get what you mean... I've removed bad shadows, I don't understand if I've done something wrong or pointless.
Someone have already shared the files?
You said: It works in all UE3 games.
What's working in all Unreal Engine 3 games ? What's "it"?
You can turn off shadows in any Unreal Engine 3 game [Remember Me is UE3]
C:\Users\....\Documents\my games\UnrealEngine3\RememberMeGame\Config\ExampleEngine.ini
Search for
DynamicShadows=True
CHANGE TO
DynamicShadows=False
AH! Thats what it is. I had trouble with using new dll in two games because I didnt know of this feature [Jade Empire[Hud clips]/Mirror's Edge[some textures clip]]. I actually desperately needed new dll for jade empire because old one causes map to be over twice the size for some reason. I will probably update them when I get a chance, ty.
The person who was looking at neverwinter mentioned it as well and I think I just glossed over it =/
BTW, Im gonna redo my Mirror's Edge patch and list it as by me/you. Shadow were at like 90% accurate but I was able to convert it over like we talked about with mass effect. The only problem is I have to test it on a game I beat three times = /
Sorry if it seems like I am going crazy with posting stuff. I am just getting stuff done since I am wiping my drive and I am gonna be taking a month or two break unless something comes out I am interested in.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
This SkipSetScissorRect = true is really useful. I just had to use it on my L4D2 WIP to fix a couple of anomalies with shadows, and it fixed the lights in Mars War Logs (if you remember that had the issue, before Helix did his magic on the game).
@DHR
The water fix was a bit like a Sudoku puzzle... My fix applies to the game with the standard profile, so it starts out with water halos and correct reflections. Fixing the halos (in a VS) screws up the reflections, which then need fixing in a PS. But both the VS and PS do lots of things so I had to separate out an 'unshifted' texcoord in the VS and pass it to the PS, then in the PS find out where to apply it without screwing everything else up (which involved duplicating some of the shader code to separate it out). The good thing is the solution was a reproducible template across the different game chapters that had different shaders. I fixed and checked the following game chapters: 1. The Parish (waterfront, bridge) 2. Passing (Port) 3. Swamp Fever (Plank Country, Swamp, Shanty Town, Plantation) 4. Sacrifice (Docks, Barge, Port) 5. Death Toll (Boathouse finale) 6. Cold Stream (Memorial Bridge). I guess I could search headers in the dumps folder to see if there are any more, but don't have time right now.
@Mana84
Good luck with the exams.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Thanks for that writeup. Really helpful and clarified some of the things I've been studying.
Seems like we ought to use SkipSetScissorRect=true by default in pretty much any mod. When running 3D I don't see any low-spec machines where it would matter.
I think in general we'd all pretty much burn a little horsepower to have fewer glitches.
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
Thanks :) You've been a great help.
Maybe you can figure out this one too :P
I have a shader that I'm disabling similarly by commenting the last line like such:
vs_3_0
def c5, 1, 0, 0, 0
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_texcoord o1.xy
dp4 o0.z, v0, c2
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mad r0.xy, r0, c3, c3.zwzw
rcp r0.z, c4.x
mul o0.y, r0.z, r0.y
mad o0.xw, r0.x, c5.xyzy, c5.yyzx
//mov o1.xy, v1
For some reason, if I re-enable that last line and reload all my shaders (F10), that shader doesn't come back like it should. If I edit my other one to re-enable the last line and reload, it does come back. Strange...
If not you need to do
dx9settings.ini
[general]
overridemethod = 1
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
New debugger doesnt work with revelations but it wouldnt be a huge biggie if I could figure out how to get this AHK script to work.
when holding down C. Hit F5. And activate C down.
When C is released. Hit F6. Hit Right mouse button.
For some reason its registering the F5/F6 but not C.
I been trying for like an hour and a half. Would mean a lot if someone knows. I know it has to do with Directinput. Not sure if it needs a delay or something special. Closest I get is giving Jill a seizure.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Thanks! :)
@eqzitara
You could try one of these:
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
SkipSetScissorRect = true
Fixes the hud clipping when put into depth. But it cause map to be unnaturally big.
SkipSetScissorRect = false
map is regular sized but hud is clipped.
Not a huge deal since you can hide the map. Just saying since we are on the topic of the feature. Im "stealth" updating it to new dll regardless because two different depth/convergence settings are really needed for game. I guess I'm just saying should only use feature if you need it.
I dont have it installed anymore but I wouldnt be surprised if Rayman Origins underwater was related to this.
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've removed dynamiques shadows.
http://www.mediafire.com/download/7auol62nke7cnd7/Shaderoverride_Remember_Me.zip
i7 4790K @4.8Ghz / 2x 1080 8GB SLI @2000Mhz / 16GB @2400Mhz
Just click:
My 3D videos and crosstalk test pattern
3DVision Fixes:
HelixMod Site
Universal fix for UnrealEngine 4 Games
Universal fix for Unity Games
Universal fix for FrostBite 3 Games
Universal fix for TellTales Games
Compability Mode Unleashed
Please donate if you can:
-----> Donations to 3DVision Fixers
.
https://forums.geforce.com/default/topic/538701/3d-vision/remember-me-will-be-directx-9/post/3824716/#3824716
Im still trying to figure out if its possible to seperate self shadows [body shadows] from casted shadows. Its causing glitches whenever attempted.
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 know where I could find, some files like this ?
i7 4790K @4.8Ghz / 2x 1080 8GB SLI @2000Mhz / 16GB @2400Mhz
Just click:
My 3D videos and crosstalk test pattern
3DVision Fixes:
HelixMod Site
Universal fix for UnrealEngine 4 Games
Universal fix for Unity Games
Universal fix for FrostBite 3 Games
Universal fix for TellTales Games
Compability Mode Unleashed
Please donate if you can:
-----> Donations to 3DVision Fixers
.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Someone have already shared the files?
You said: It works in all UE3 games.
What's working in all Unreal Engine 3 games ? What's "it"?
i7 4790K @4.8Ghz / 2x 1080 8GB SLI @2000Mhz / 16GB @2400Mhz
Just click:
My 3D videos and crosstalk test pattern
3DVision Fixes:
HelixMod Site
Universal fix for UnrealEngine 4 Games
Universal fix for Unity Games
Universal fix for FrostBite 3 Games
Universal fix for TellTales Games
Compability Mode Unleashed
Please donate if you can:
-----> Donations to 3DVision Fixers
.
C:\Users\....\Documents\my games\UnrealEngine3\RememberMeGame\Config\ExampleEngine.ini
Search for
DynamicShadows=True
CHANGE TO
DynamicShadows=False
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918