How to fix/disable shaders in games(DLL,guide and fixes).
55 / 167
[quote name='eqzitara' date='28 March 2012 - 11:00 PM' timestamp='1332990049' post='1389347']
[url="http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes"]http://helixmod.wiki..._Your_Own_Fixes[/url]
Has some examples without dp4. Ones even identical(hunted).
[/quote]
The shader I posted was 100% identical to Hunted, but I had two more that were a bit different. I managed to figure out how to make them work. Just posted my fixes to your blog. Thanks for your help.
Has some examples without dp4. Ones even identical(hunted).
The shader I posted was 100% identical to Hunted, but I had two more that were a bit different. I managed to figure out how to make them work. Just posted my fixes to your blog. Thanks for your help.
[quote name='eqzitara' date='29 March 2012 - 01:34 AM' timestamp='1332981251' post='1389309']
OMG!!!!! I FOUND SOMETHING AWESOME. USING MANA84'S SEPERATION AND HELIX'S DEPTH GUIDE. I JUST GOT TO FIND THE MAGIC NUMBERS.
STATIONARY DEPTH + DYNAMIC CONVERGENCE.
(This is tested with above values. NOT 100. 100 seems to be accurate)
Like here is diablo 3 hud. At low convergence high depth.
https://s3.amazonaws.com/Helixfix/Diablo+III04_50.jps
Here is the same code diablo 3 hud at
same depth high convergence
https://s3.amazonaws.com/Helixfix/Diablo+III06_50.jps
here it is as same convergence half depth
https://s3.amazonaws.com/Helixfix/Diablo+III07_50.jps
This is A GREAT SOLUTION for huds/text/crosshairs especially for people who play on crazy convergence levels.
UPDATE:Had several people test the values on different convergence/ depth values and it seems accurate.
[/quote]
oh yes you can combine the things to obtain what you like /wink.gif' class='bbc_emoticon' alt=';)' />
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
This is A GREAT SOLUTION for huds/text/crosshairs especially for people who play on crazy convergence levels.
UPDATE:Had several people test the values on different convergence/ depth values and it seems accurate.
oh yes you can combine the things to obtain what you like /wink.gif' class='bbc_emoticon' alt=';)' />
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote name='Eincrou' date='28 March 2012 - 01:52 PM' timestamp='1332939138' post='1389004']
Yes, I encountered that when I played it a few months ago. Effects such as auras around the weapon or the character will split. Full screen effects like the red tint when low on health and the night vision also cause problems.
I released your Vampire fix, but I was unable to fix all of the UI. There are some additional art elements that are not on VS#8, but after searching through 1300 vertex shaders, [u][i]twice[/i][/u], I could not locate the shader(s) that control them.
I went into another game that has a splitting UI, Tomb Raider: Legend, but I had the same problem with finding the shader. When I'm in game, the debug only shows 8 vertex shaders and 2 pixel shaders, so I can 100% confirm that I didn't accidentally miss it.
Do you have any ideas about why I can't find these shaders?
[/quote]
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad. The second thing you could try is searching for a shader that make the screen become all colored by a unique tint (i.e the color of the hud part you're searching for), that's becouse sometimes when you disable the shader that element disappear but a fullscreen coulored screen appears and you cannot see behind it.
[quote name='Eincrou' date='28 March 2012 - 01:52 PM' timestamp='1332939138' post='1389004']
Yes, I encountered that when I played it a few months ago. Effects such as auras around the weapon or the character will split. Full screen effects like the red tint when low on health and the night vision also cause problems.
I released your Vampire fix, but I was unable to fix all of the UI. There are some additional art elements that are not on VS#8, but after searching through 1300 vertex shaders, twice, I could not locate the shader(s) that control them.
I went into another game that has a splitting UI, Tomb Raider: Legend, but I had the same problem with finding the shader. When I'm in game, the debug only shows 8 vertex shaders and 2 pixel shaders, so I can 100% confirm that I didn't accidentally miss it.
Do you have any ideas about why I can't find these shaders?
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad. The second thing you could try is searching for a shader that make the screen become all colored by a unique tint (i.e the color of the hud part you're searching for), that's becouse sometimes when you disable the shader that element disappear but a fullscreen coulored screen appears and you cannot see behind it.
Dark messiah added to the blog!
EDIT: ops, sorry for double post :)
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote name='mana84' date='29 March 2012 - 12:00 PM' timestamp='1333022443' post='1389478']
oh yes you can combine the things to obtain what you like /wink.gif' class='bbc_emoticon' alt=';)' />
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
[/quote]
Yea I get what you are saying but it seems to be good for things like nameplates, crosshairs, health bars. Anything thats in depth. Like 15% depth and closer runs the risk of "popping out". Huds/text is probably a bad idea unless you are pushing it back to 20%-25% or instead of putting seperation at 100 you put it at 200. Which will make it so for every 2 seperation you put in it only does 1. That way its not being seperated to much for user if its too closer then a certain distance. Like 0 depth you do 200, 10 you do 175, 15 depth you do 150, 20 you do 125, everything past 25 you do 100 (these are guesses). This way though its still in front of everything else it seperation levels will be almost like its in the depth. Like a game I play at high convergence, torchlight. I will play then all of a sudden 2d text comes up. No joke I go cross eyed. This should make it 3d but also at comfortable levels for all users. While still rendering it at 0 depth. Does this sound right?
[quote name='mana84' date='29 March 2012 - 12:00 PM' timestamp='1333022443' post='1389478']
oh yes you can combine the things to obtain what you like /wink.gif' class='bbc_emoticon' alt=';)' />
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
Yea I get what you are saying but it seems to be good for things like nameplates, crosshairs, health bars. Anything thats in depth. Like 15% depth and closer runs the risk of "popping out". Huds/text is probably a bad idea unless you are pushing it back to 20%-25% or instead of putting seperation at 100 you put it at 200. Which will make it so for every 2 seperation you put in it only does 1. That way its not being seperated to much for user if its too closer then a certain distance. Like 0 depth you do 200, 10 you do 175, 15 depth you do 150, 20 you do 125, everything past 25 you do 100 (these are guesses). This way though its still in front of everything else it seperation levels will be almost like its in the depth. Like a game I play at high convergence, torchlight. I will play then all of a sudden 2d text comes up. No joke I go cross eyed. This should make it 3d but also at comfortable levels for all users. While still rendering it at 0 depth. Does this sound right?
This may sound like a stupid question coming from out of nowhere, but does Helix's mod affect only 3D Vision or does the shader fix mod work in general?
This may sound like a stupid question coming from out of nowhere, but does Helix's mod affect only 3D Vision or does the shader fix mod work in general?
I spose you could use debugger and write shader fixes for other things. Though you should probably ask helix for permission. But our fixes will only work with 3d vision.
Like we could effect how shadows look in 2d as well as 3d etc.
I spose you could use debugger and write shader fixes for other things. Though you should probably ask helix for permission. But our fixes will only work with 3d vision.
Like we could effect how shadows look in 2d as well as 3d etc.
@eqzitara: I've sent you a pm but I'll answer here too: ok maybe I get it ..I didn't understood well what your point was! So you want to increase the hud depth so that you can increase convergence avoiding that hud separates out of the screen right? If it so I think it's a good thing.. you can set 'w' component of the hud to make it distant so that you can increase convergence without separating it too much, then you can adjust separation if you wish it to be showed nearer to the screen depth.
@eqzitara: I've sent you a pm but I'll answer here too: ok maybe I get it ..I didn't understood well what your point was! So you want to increase the hud depth so that you can increase convergence avoiding that hud separates out of the screen right? If it so I think it's a good thing.. you can set 'w' component of the hud to make it distant so that you can increase convergence without separating it too much, then you can adjust separation if you wish it to be showed nearer to the screen depth.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote name='mana84' date='29 March 2012 - 11:05 AM' timestamp='1333033521' post='1389543']
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad.[/quote]
This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time. /wallbash.gif' class='bbc_emoticon' alt=':wallbash:' />
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
[quote name='mana84' date='29 March 2012 - 11:05 AM' timestamp='1333033521' post='1389543']
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad.
This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time. /wallbash.gif' class='bbc_emoticon' alt=':wallbash:' />
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
UGH!!! I am so upset I was so certain it would work with crosshairs I didnt even bother testing it with them till now. It doesnt work out well. It looks like it could be good for rescaling 2d text/ huds but thats it. =*(
Maybe I missed something and it could work out but it looks gloomy.
What I wanted is for it to sit at depth its supposed to and scale with everything at that depth. Doesnt work out though. So basically an enemy at 50% depth would have the crosshair exactly over his head no matter what convergence the user is using.
Time to take a break I guess maybe one of the more experienced coders can figure out what I tried to do and if its possible. Hopefully my eye infection healed enough where I can game again.
UGH!!! I am so upset I was so certain it would work with crosshairs I didnt even bother testing it with them till now. It doesnt work out well. It looks like it could be good for rescaling 2d text/ huds but thats it. =*(
Maybe I missed something and it could work out but it looks gloomy.
What I wanted is for it to sit at depth its supposed to and scale with everything at that depth. Doesnt work out though. So basically an enemy at 50% depth would have the crosshair exactly over his head no matter what convergence the user is using.
Time to take a break I guess maybe one of the more experienced coders can figure out what I tried to do and if its possible. Hopefully my eye infection healed enough where I can game again.
[quote name='Eincrou' date='29 March 2012 - 06:35 PM' timestamp='1333042509' post='1389586']
This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time. /wallbash.gif' class='bbc_emoticon' alt=':wallbash:' />
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
[/quote]
Great! I'm glad you've found it. What's the issue with the highlight around menu options? Is it rendered at wrong depth?
[quote name='Eincrou' date='29 March 2012 - 06:35 PM' timestamp='1333042509' post='1389586']
This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time. /wallbash.gif' class='bbc_emoticon' alt=':wallbash:' />
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
Great! I'm glad you've found it. What's the issue with the highlight around menu options? Is it rendered at wrong depth?
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
As I've mentioned here before, I've had trouble finding the UI in Tomb Raider - Legend. Now that Mana has taught me how to check shader #0, I found it. The only problem is that Lara's character model is also on this vertex shader!
I am using [url="http://helixmod.blogspot.com/2012/03/dlls-update.html"]this guide[/url] to see if I can modify only the UI, but I'm having trouble with TEXTURESLOG.txt.
I created DX9Settings.ini and added the CRC for VS#0:
[code][VS64756D2F]
CheckTexCRC = true[/code]
When I press F12, a huge 4.5MB TEXTURESLOG.txt file is created, but nowhere does it mention any shaders or CRCs like the guide says it should. I tried this in Orcs Must Die! too, but it's the same problem.
As I've mentioned here before, I've had trouble finding the UI in Tomb Raider - Legend. Now that Mana has taught me how to check shader #0, I found it. The only problem is that Lara's character model is also on this vertex shader!
I am using this guide to see if I can modify only the UI, but I'm having trouble with TEXTURESLOG.txt.
I created DX9Settings.ini and added the CRC for VS#0:
[VS64756D2F]
CheckTexCRC = true
When I press F12, a huge 4.5MB TEXTURESLOG.txt file is created, but nowhere does it mention any shaders or CRCs like the guide says it should. I tried this in Orcs Must Die! too, but it's the same problem.
Mostly, it says stuff like:
...
SetStreamSource
SetTexture 85C95E0 stage 0 ptr: 196487A0
SetTexture 85C9478 stage 1 ptr: 19647D40
SetTexture 85C9450 stage 5 ptr: 19647C20
SetStreamSource
SetTexture 86EF8E0 stage 2 ptr: B8F2040
...
I'd appreciate any advice you could share.
EDIT: I realized I was using the Debug LOG. I switched to the regular debug and now it says this over and over and over:
[quote name='mana84' date='29 March 2012 - 03:33 PM' timestamp='1333049619' post='1389636']
What's the issue with the highlight around menu options? Is it rendered at wrong depth?
[/quote]
Yes, it has the same problem the rest of the UI did before the fix. It splits too far apart when the convergence is turned up.
If I could find the shader for it, I could easily apply your fix. But, I already spent 20+ minutes searching for it and I'd rather spend my time fixing other games.
[quote name='mana84' date='29 March 2012 - 03:33 PM' timestamp='1333049619' post='1389636']
What's the issue with the highlight around menu options? Is it rendered at wrong depth?
Yes, it has the same problem the rest of the UI did before the fix. It splits too far apart when the convergence is turned up.
If I could find the shader for it, I could easily apply your fix. But, I already spent 20+ minutes searching for it and I'd rather spend my time fixing other games.
it could even be a pixel shader if you've not searched between them... anyway it's not a big deal if it's only a menu issue. Ah and if it's a pixel shader you cannot apply my fix.. of course you could still just disable it.
it could even be a pixel shader if you've not searched between them... anyway it's not a big deal if it's only a menu issue. Ah and if it's a pixel shader you cannot apply my fix.. of course you could still just disable it.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
@Eincrou:
You're using old version of the DLL. It has too many garbage in the log.
Try [url="https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip"]latest one[/url].
[url="http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes"]http://helixmod.wiki..._Your_Own_Fixes[/url]
Has some examples without dp4. Ones even identical(hunted).
[/quote]
The shader I posted was 100% identical to Hunted, but I had two more that were a bit different. I managed to figure out how to make them work. Just posted my fixes to your blog. Thanks for your help.
http://helixmod.wiki..._Your_Own_Fixes
Has some examples without dp4. Ones even identical(hunted).
The shader I posted was 100% identical to Hunted, but I had two more that were a bit different. I managed to figure out how to make them work. Just posted my fixes to your blog. Thanks for your help.
Sending you a pm before adding to wiki though.
Sending you a pm before adding to wiki though.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
OMG!!!!! I FOUND SOMETHING AWESOME. USING MANA84'S SEPERATION AND HELIX'S DEPTH GUIDE. I JUST GOT TO FIND THE MAGIC NUMBERS.
STATIONARY DEPTH + DYNAMIC CONVERGENCE.
(This is tested with above values. NOT 100. 100 seems to be accurate)
Like here is diablo 3 hud. At low convergence high depth.
https://s3.amazonaws.com/Helixfix/Diablo+III04_50.jps
Here is the same code diablo 3 hud at
same depth high convergence
https://s3.amazonaws.com/Helixfix/Diablo+III06_50.jps
here it is as same convergence half depth
https://s3.amazonaws.com/Helixfix/Diablo+III07_50.jps
This is A GREAT SOLUTION for huds/text/crosshairs especially for people who play on crazy convergence levels.
UPDATE:Had several people test the values on different convergence/ depth values and it seems accurate.
[/quote]
oh yes you can combine the things to obtain what you like
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
OMG!!!!! I FOUND SOMETHING AWESOME. USING MANA84'S SEPERATION AND HELIX'S DEPTH GUIDE. I JUST GOT TO FIND THE MAGIC NUMBERS.
STATIONARY DEPTH + DYNAMIC CONVERGENCE.
(This is tested with above values. NOT 100. 100 seems to be accurate)
Like here is diablo 3 hud. At low convergence high depth.
https://s3.amazonaws.com/Helixfix/Diablo+III04_50.jps
Here is the same code diablo 3 hud at
same depth high convergence
https://s3.amazonaws.com/Helixfix/Diablo+III06_50.jps
here it is as same convergence half depth
https://s3.amazonaws.com/Helixfix/Diablo+III07_50.jps
This is A GREAT SOLUTION for huds/text/crosshairs especially for people who play on crazy convergence levels.
UPDATE:Had several people test the values on different convergence/ depth values and it seems accurate.
oh yes you can combine the things to obtain what you like
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Yes, I encountered that when I played it a few months ago. Effects such as auras around the weapon or the character will split. Full screen effects like the red tint when low on health and the night vision also cause problems.
I released your Vampire fix, but I was unable to fix all of the UI. There are some additional art elements that are not on VS#8, but after searching through 1300 vertex shaders, [u][i]twice[/i][/u], I could not locate the shader(s) that control them.
I went into another game that has a splitting UI, Tomb Raider: Legend, but I had the same problem with finding the shader. When I'm in game, the debug only shows 8 vertex shaders and 2 pixel shaders, so I can 100% confirm that I didn't accidentally miss it.
Do you have any ideas about why I can't find these shaders?
[/quote]
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad. The second thing you could try is searching for a shader that make the screen become all colored by a unique tint (i.e the color of the hud part you're searching for), that's becouse sometimes when you disable the shader that element disappear but a fullscreen coulored screen appears and you cannot see behind it.
Dark messiah added to the blog!
EDIT: ops, sorry for double post :)
Yes, I encountered that when I played it a few months ago. Effects such as auras around the weapon or the character will split. Full screen effects like the red tint when low on health and the night vision also cause problems.
I released your Vampire fix, but I was unable to fix all of the UI. There are some additional art elements that are not on VS#8, but after searching through 1300 vertex shaders, twice, I could not locate the shader(s) that control them.
I went into another game that has a splitting UI, Tomb Raider: Legend, but I had the same problem with finding the shader. When I'm in game, the debug only shows 8 vertex shaders and 2 pixel shaders, so I can 100% confirm that I didn't accidentally miss it.
Do you have any ideas about why I can't find these shaders?
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad. The second thing you could try is searching for a shader that make the screen become all colored by a unique tint (i.e the color of the hud part you're searching for), that's becouse sometimes when you disable the shader that element disappear but a fullscreen coulored screen appears and you cannot see behind it.
Dark messiah added to the blog!
EDIT: ops, sorry for double post :)
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
oh yes you can combine the things to obtain what you like
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
[/quote]
Yea I get what you are saying but it seems to be good for things like nameplates, crosshairs, health bars. Anything thats in depth. Like 15% depth and closer runs the risk of "popping out". Huds/text is probably a bad idea unless you are pushing it back to 20%-25% or instead of putting seperation at 100 you put it at 200. Which will make it so for every 2 seperation you put in it only does 1. That way its not being seperated to much for user if its too closer then a certain distance. Like 0 depth you do 200, 10 you do 175, 15 depth you do 150, 20 you do 125, everything past 25 you do 100 (these are guesses). This way though its still in front of everything else it seperation levels will be almost like its in the depth. Like a game I play at high convergence, torchlight. I will play then all of a sudden 2d text comes up. No joke I go cross eyed. This should make it 3d but also at comfortable levels for all users. While still rendering it at 0 depth. Does this sound right?
oh yes you can combine the things to obtain what you like
I'm using static and dynamic separation in the blur fix and it works... in particular I'm enjoing to separate statically and by texture crc the depth of some elements to put them at different depth to make the menus prettier.. the only downsides could be that some results could be subjective, for example I don't like the hud coming out from the screen, becouse I like it to be nearer to the game's object I'm focusing at, although I like that some objects or effects comes out from the screen, and another is the fact that some objects are not at the same depth during all the game... for example I've adjusted a loading screen that had the background at wrong depth but then I discovered that this moved other elements that had the right depth. I could just "flatten" all togheter but I'd like to do something nicely different and I like how it's coming for now.
Yea I get what you are saying but it seems to be good for things like nameplates, crosshairs, health bars. Anything thats in depth. Like 15% depth and closer runs the risk of "popping out". Huds/text is probably a bad idea unless you are pushing it back to 20%-25% or instead of putting seperation at 100 you put it at 200. Which will make it so for every 2 seperation you put in it only does 1. That way its not being seperated to much for user if its too closer then a certain distance. Like 0 depth you do 200, 10 you do 175, 15 depth you do 150, 20 you do 125, everything past 25 you do 100 (these are guesses). This way though its still in front of everything else it seperation levels will be almost like its in the depth. Like a game I play at high convergence, torchlight. I will play then all of a sudden 2d text comes up. No joke I go cross eyed. This should make it 3d but also at comfortable levels for all users. While still rendering it at 0 depth. Does this sound right?
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Like we could effect how shadows look in 2d as well as 3d etc.
Like we could effect how shadows look in 2d as well as 3d etc.
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my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad.[/quote]
This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time.
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
I think you could try two things: sometimes the shader you are searching for is the first (number 0) to see if that is the case you have to press 'home' key to disable it becouse it's the first selected by default and you cannot disable it by keypad.
This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time.
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
Maybe I missed something and it could work out but it looks gloomy.
What I wanted is for it to sit at depth its supposed to and scale with everything at that depth. Doesnt work out though. So basically an enemy at 50% depth would have the crosshair exactly over his head no matter what convergence the user is using.
Time to take a break I guess maybe one of the more experienced coders can figure out what I tried to do and if its possible. Hopefully my eye infection healed enough where I can game again.
Maybe I missed something and it could work out but it looks gloomy.
What I wanted is for it to sit at depth its supposed to and scale with everything at that depth. Doesnt work out though. So basically an enemy at 50% depth would have the crosshair exactly over his head no matter what convergence the user is using.
Time to take a break I guess maybe one of the more experienced coders can figure out what I tried to do and if its possible. Hopefully my eye infection healed enough where I can game again.
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This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time.
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
[/quote]
Great! I'm glad you've found it. What's the issue with the highlight around menu options? Is it rendered at wrong depth?
This was exactly it! The shader I spent half an hour searching for was VS#0 the whole time.
I updated the fix and corrected some things on the blog post. There's still one elusive problem on the main menu: the highlight around menu options when you mouse over them, but the game is almost perfect to play now.
Great! I'm glad you've found it. What's the issue with the highlight around menu options? Is it rendered at wrong depth?
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
As I've mentioned here before, I've had trouble finding the UI in Tomb Raider - Legend. Now that Mana has taught me how to check shader #0, I found it. The only problem is that Lara's character model is also on this vertex shader!
I am using [url="http://helixmod.blogspot.com/2012/03/dlls-update.html"]this guide[/url] to see if I can modify only the UI, but I'm having trouble with TEXTURESLOG.txt.
I created DX9Settings.ini and added the CRC for VS#0:
[code][VS64756D2F]
CheckTexCRC = true[/code]
When I press F12, a huge 4.5MB TEXTURESLOG.txt file is created, but nowhere does it mention any shaders or CRCs like the guide says it should. I tried this in Orcs Must Die! too, but it's the same problem.
Mostly, it says stuff like:
[code]...
SetStreamSource
SetTexture 85C95E0 stage 0 ptr: 196487A0
SetTexture 85C9478 stage 1 ptr: 19647D40
SetTexture 85C9450 stage 5 ptr: 19647C20
SetStreamSource
SetTexture 86EF8E0 stage 2 ptr: B8F2040
...[/code]
I'd appreciate any advice you could share.
EDIT: I realized I was using the Debug LOG. I switched to the regular debug and now it says this over and over and over:
[code]BeginScene
EndScene [/code]
As I've mentioned here before, I've had trouble finding the UI in Tomb Raider - Legend. Now that Mana has taught me how to check shader #0, I found it. The only problem is that Lara's character model is also on this vertex shader!
I am using this guide to see if I can modify only the UI, but I'm having trouble with TEXTURESLOG.txt.
I created DX9Settings.ini and added the CRC for VS#0:
When I press F12, a huge 4.5MB TEXTURESLOG.txt file is created, but nowhere does it mention any shaders or CRCs like the guide says it should. I tried this in Orcs Must Die! too, but it's the same problem.
Mostly, it says stuff like:
I'd appreciate any advice you could share.
EDIT: I realized I was using the Debug LOG. I switched to the regular debug and now it says this over and over and over:
What's the issue with the highlight around menu options? Is it rendered at wrong depth?
[/quote]
Yes, it has the same problem the rest of the UI did before the fix. It splits too far apart when the convergence is turned up.
If I could find the shader for it, I could easily apply your fix. But, I already spent 20+ minutes searching for it and I'd rather spend my time fixing other games.
What's the issue with the highlight around menu options? Is it rendered at wrong depth?
Yes, it has the same problem the rest of the UI did before the fix. It splits too far apart when the convergence is turned up.
If I could find the shader for it, I could easily apply your fix. But, I already spent 20+ minutes searching for it and I'd rather spend my time fixing other games.
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
You're using old version of the DLL. It has too many garbage in the log.
Try [url="https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip"]latest one[/url].
You're using old version of the DLL. It has too many garbage in the log.
Try latest one.