How to fix/disable shaders in games(DLL,guide and fixes).
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Hi All, Does the Const1 stuff still work in the latest Helix or has it been renamed or something? I was trying to push the UI depth back in Betrayer, which uses a bunch of shaders for the UI, so as a good software engineer I wanted to define the depth value once in dx9settings.ini and have each of the shaders use the same depth value rather than hardcoding it in each individual shader. I also wanted the convergence to automatically change while holding the right mouse button, so I started by grabbing the latest helix mod and the rightmouseclick template from the guides. That worked, but trying to add a Const1 to the template just wasn't working and I wasted half my day trying to figure out why. Eventually I switched to the d3d9.dll from the Skyrim release of Helix mod and what would you know, the Const1 stuff worked straight away, but the auto convergence change stopped working :( This is the dx9settings.ini I am currently trying - the difference between Preset%i and PRES%i makes me wonder if that section has been renamed in helix mod (and if so did I miss some release notes or a changelog documenting this?), but trying different combinations there didn't seem to help: [General] PresetsKeysList = 10; DefVSConst1 = 250 DefPreset = 2 [KEY10] Key = 501 Presets = 12; Type = 2 [PRES12] UseSepSettings = true SaveSepSettings = true Convergence = 0xbb521ff5 Separation = 0x42c80000 [Preset2] UseSepSettings = true Convergence = 0x41000000 Separation = 0x42c80000 Const1 = 0x3f733333 I must say - the barrier for entry to modding with Helix mod seems high for what it is. I have a huge amount of respect for Helix, Eqzitara and the other shader modders, but my experience while trying to learn shader modding on and off this year (sans the four months while my 3D laptop was out of action) has been that Helix is far more time consuming than it needs to be. A simple example that could be improved with relative ease - cycling through shaders in the debug version would be much faster in some games if you could cycle through unique shaders rather then every instance of every shader. I'm not going to give up, and I'm keen to follow along with bo3b's shader modding school. But I do think that we could be doing much better by improving the tools to make the workflow faster and make a big fuss when there is a typo somewhere (be it in the shader assembly, VertexShader_s_ filename or an unrecognised section/line in the ini) rather than silently ignoring it. To be honest, as an open source developer I'm seriously thinking my time would be better spent working on improving 3dmigoto and making it support DX9 titles instead*. As a developer, these are the kind of things that are almost a non-issue on open source projects because I can simply look at the source code and work out what I'm doing wrong. If there isn't enough debugging I can add more, and if it turns out that it is a bug I can take a shot at fixing it myself. * speaking of which, I notice that 3dmigoto has a DX9 directory in the repository - does that imply that it already has some DX9 support?
Hi All,

Does the Const1 stuff still work in the latest Helix or has it been renamed or something? I was trying to push the UI depth back in Betrayer, which uses a bunch of shaders for the UI, so as a good software engineer I wanted to define the depth value once in dx9settings.ini and have each of the shaders use the same depth value rather than hardcoding it in each individual shader.

I also wanted the convergence to automatically change while holding the right mouse button, so I started by grabbing the latest helix mod and the rightmouseclick template from the guides. That worked, but trying to add a Const1 to the template just wasn't working and I wasted half my day trying to figure out why.

Eventually I switched to the d3d9.dll from the Skyrim release of Helix mod and what would you know, the Const1 stuff worked straight away, but the auto convergence change stopped working :(

This is the dx9settings.ini I am currently trying - the difference between Preset%i and PRES%i makes me wonder if that section has been renamed in helix mod (and if so did I miss some release notes or a changelog documenting this?), but trying different combinations there didn't seem to help:

[General]
PresetsKeysList = 10;
DefVSConst1 = 250
DefPreset = 2

[KEY10]
Key = 501
Presets = 12;
Type = 2

[PRES12]
UseSepSettings = true
SaveSepSettings = true
Convergence = 0xbb521ff5
Separation = 0x42c80000

[Preset2]
UseSepSettings = true
Convergence = 0x41000000
Separation = 0x42c80000
Const1 = 0x3f733333


I must say - the barrier for entry to modding with Helix mod seems high for what it is. I have a huge amount of respect for Helix, Eqzitara and the other shader modders, but my experience while trying to learn shader modding on and off this year (sans the four months while my 3D laptop was out of action) has been that Helix is far more time consuming than it needs to be. A simple example that could be improved with relative ease - cycling through shaders in the debug version would be much faster in some games if you could cycle through unique shaders rather then every instance of every shader.

I'm not going to give up, and I'm keen to follow along with bo3b's shader modding school. But I do think that we could be doing much better by improving the tools to make the workflow faster and make a big fuss when there is a typo somewhere (be it in the shader assembly, VertexShader_s_ filename or an unrecognised section/line in the ini) rather than silently ignoring it.

To be honest, as an open source developer I'm seriously thinking my time would be better spent working on improving 3dmigoto and making it support DX9 titles instead*. As a developer, these are the kind of things that are almost a non-issue on open source projects because I can simply look at the source code and work out what I'm doing wrong. If there isn't enough debugging I can add more, and if it turns out that it is a bug I can take a shot at fixing it myself.

* speaking of which, I notice that 3dmigoto has a DX9 directory in the repository - does that imply that it already has some DX9 support?

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 08/30/2014 08:29 AM   
@DarkStarSword: Yes, the Const1 still works in the latest DLL, but oh yes, it can be a real pain. By coincidence I had to look at this today, and because of the usual foolishness my latest class will be late by a day, as it took me all day to get this working with the latest DLL. In general, there is only piecemeal documentation, there isn't anything you've missed in particular. Helix is genuinely a genius, but he is also a serious hacker and so the HelixMod is built to a different spec than you or I would expect as professional software developers. No version numbers for example. There are commands in the tool that are magic settings, like overridemethod=0,1,2. As far as I know, no one other than Helix has the faintest idea what those do, and he never said. But if F10 doesn't work, or shader hunting is off, apparently you try different variants. No idea how people learned to try different variants. Generally speaking, your best bet is to copy/paste what other people have done. This is how people have gotten so many games done. The best examples are from Helix himself, so if you look at his games, you'll see how he uses the settings, and how the shaders interact with the settings. I think that people used his game examples as templates for their work. In this case, yes, the Preset mechanism changed dramatically in newer versions, and there are only really examples of how to use it. The [Preset2] style are obsolete in the latest version, but are well documented by Helix for the older versions. It didn't so much get renamed, as it works by a different mechanism. The older mechanism did not allow for toggles, or momentary presses for example. Since I just worked this out for the next Lesson, here is the DX9Settings.ini that I know works with the latest dll. This one, with comments. :-> [code][General] UseRenderedShaders=true //DumpAll=true // Constant register that will arrive in Vertex and Pixel Shaders, as // c250. The constants below will be assigned, based on the key preset DefVSConst1 = 250 DefPSConst1 = 250 // The PresetKeysList specifies which KEYs will be used. // Multiple keys lists are supported. PresetsKeysList = 1; // For this single key example, we only need one keylist. This specifies // that Numpad 0 keyboard key should act as a toggle. And toggle between // the two Presets of PRES1, PRES2. Which will change the Const1 being // passed to the shader code from 0.0 to 1.0 as floating point numbers. [KEY1] Key = 96 Presets = 1;2; Type = 1 // Type 1 is toggle, Type 2 is momentary // Constants that will be sent to every shader through constant register c250. // The Const1 tells us that we'll need to use c250.x to compare against these values. [PRES1] // 1.0 in hex Const1 = 0x3f800000 [PRES2] // 0.0 in hex Const1 = 0x00000000 [/code] Used in shaders like: [code]// def c250, Const1, Const2, Const3, Const4 def c201, 0, 1, 0.0625, 0 // if Const1 = 0.0 turn effect off, else leave it on mov r30.x, c250.x if_eq r30.x, c201.x mov o3, c201.wwww endif [/code] Then there is also the usual game weirdness that crops up. If a game uses c250, that will conflict and give you another silent failure. You can search the full Dumps folder for uses to find unconflicting ones. There are apparently also some cases where Const1 does not work, so you have to use Const2 and the .y parameter. I agree with you about HelixMod being pretty rough edged. There are a lot of gotchas when using it, and a lot of stuff that is just arbitrarily hard for no reason. The latest one that killed me for an hour was that you cannot put comments at the end of constants. So for example: [code]Const1 = 0x3f800000 // 1.0 in hex[/code] Will silently fail. Remove the comment or put it on another line, and it works. Your good software habits can and will get you into dead spots here. I'll come back with more info tomorrow, but the short story on 3Dmigoto is that the d3d9.dll doesn't do anything except wrap the functions and log. There is no functionality there. In fact I removed it in the latest builds. I think doing a dx9 version is not a bad idea, but be aware up front that the HelixMod has an almost unbelievable number of features, and 3Dmigoto is not yet there. We are missing the Preset key mechanism altogether, as well as texture separation for two big ones.
@DarkStarSword: Yes, the Const1 still works in the latest DLL, but oh yes, it can be a real pain. By coincidence I had to look at this today, and because of the usual foolishness my latest class will be late by a day, as it took me all day to get this working with the latest DLL.

In general, there is only piecemeal documentation, there isn't anything you've missed in particular. Helix is genuinely a genius, but he is also a serious hacker and so the HelixMod is built to a different spec than you or I would expect as professional software developers. No version numbers for example.

There are commands in the tool that are magic settings, like overridemethod=0,1,2. As far as I know, no one other than Helix has the faintest idea what those do, and he never said. But if F10 doesn't work, or shader hunting is off, apparently you try different variants. No idea how people learned to try different variants.


Generally speaking, your best bet is to copy/paste what other people have done. This is how people have gotten so many games done. The best examples are from Helix himself, so if you look at his games, you'll see how he uses the settings, and how the shaders interact with the settings. I think that people used his game examples as templates for their work.


In this case, yes, the Preset mechanism changed dramatically in newer versions, and there are only really examples of how to use it. The [Preset2] style are obsolete in the latest version, but are well documented by Helix for the older versions.

It didn't so much get renamed, as it works by a different mechanism. The older mechanism did not allow for toggles, or momentary presses for example.

Since I just worked this out for the next Lesson, here is the DX9Settings.ini that I know works with the latest dll. This one, with comments. :->

[General]
UseRenderedShaders=true
//DumpAll=true

// Constant register that will arrive in Vertex and Pixel Shaders, as
// c250. The constants below will be assigned, based on the key preset
DefVSConst1 = 250
DefPSConst1 = 250

// The PresetKeysList specifies which KEYs will be used.
// Multiple keys lists are supported.
PresetsKeysList = 1;

// For this single key example, we only need one keylist. This specifies
// that Numpad 0 keyboard key should act as a toggle. And toggle between
// the two Presets of PRES1, PRES2. Which will change the Const1 being
// passed to the shader code from 0.0 to 1.0 as floating point numbers.
[KEY1]
Key = 96
Presets = 1;2;
Type = 1
// Type 1 is toggle, Type 2 is momentary

// Constants that will be sent to every shader through constant register c250.
// The Const1 tells us that we'll need to use c250.x to compare against these values.
[PRES1]
// 1.0 in hex
Const1 = 0x3f800000

[PRES2]
// 0.0 in hex
Const1 = 0x00000000



Used in shaders like:

//	def c250, Const1, Const2, Const3, Const4
def c201, 0, 1, 0.0625, 0

// if Const1 = 0.0 turn effect off, else leave it on
mov r30.x, c250.x
if_eq r30.x, c201.x
mov o3, c201.wwww
endif


Then there is also the usual game weirdness that crops up. If a game uses c250, that will conflict and give you another silent failure. You can search the full Dumps folder for uses to find unconflicting ones. There are apparently also some cases where Const1 does not work, so you have to use Const2 and the .y parameter.


I agree with you about HelixMod being pretty rough edged. There are a lot of gotchas when using it, and a lot of stuff that is just arbitrarily hard for no reason.

The latest one that killed me for an hour was that you cannot put comments at the end of constants.

So for example:

Const1 = 0x3f800000  // 1.0 in hex


Will silently fail. Remove the comment or put it on another line, and it works. Your good software habits can and will get you into dead spots here.


I'll come back with more info tomorrow, but the short story on 3Dmigoto is that the d3d9.dll doesn't do anything except wrap the functions and log. There is no functionality there. In fact I removed it in the latest builds.

I think doing a dx9 version is not a bad idea, but be aware up front that the HelixMod has an almost unbelievable number of features, and 3Dmigoto is not yet there. We are missing the Preset key mechanism altogether, as well as texture separation for two big ones.

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

Posted 08/30/2014 01:26 PM   
[quote="DarkStarSword"]A simple example that could be improved with relative ease - cycling through shaders in the debug version would be much faster in some games if you could cycle through unique shaders rather then every instance of every shader.[/quote]If you're using a post-BinarySearchEngine(13/09/05) Debug dll(13/09/06+) you can use the UseRenderedShaders=True option in the DX9Settings.ini to cut down on the number of Shaders you need to cycle through to only the ones being rendered currently, although this may cause crashing in some games.
DarkStarSword said:A simple example that could be improved with relative ease - cycling through shaders in the debug version would be much faster in some games if you could cycle through unique shaders rather then every instance of every shader.
If you're using a post-BinarySearchEngine(13/09/05) Debug dll(13/09/06+) you can use the UseRenderedShaders=True option in the DX9Settings.ini to cut down on the number of Shaders you need to cycle through to only the ones being rendered currently, although this may cause crashing in some games.
Posted 08/30/2014 05:32 PM   
OK, who has some motivation to help document the HelixMod a little better? I've started a Wiki page with all the different versions of HelixMod that I saw from the blog page. The idea here is what I mentioned in an earlier post, where we can document the different features of the HelixMod, and also whether they work in different versions, or are known to not work. The goal is to get something that we can reference, so that people like DarkStarSword above don't have to waste a day finding out that the syntax changed for Presets. I don't have time to do this, and I need your help. Doesn't have to be done all at once, but as you find stuff, please, please, edit the wiki and add what you find. Anyone can edit it. Thanks. On the left nav bar: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List[/url]
OK, who has some motivation to help document the HelixMod a little better?

I've started a Wiki page with all the different versions of HelixMod that I saw from the blog page. The idea here is what I mentioned in an earlier post, where we can document the different features of the HelixMod, and also whether they work in different versions, or are known to not work.

The goal is to get something that we can reference, so that people like DarkStarSword above don't have to waste a day finding out that the syntax changed for Presets. I don't have time to do this, and I need your help.

Doesn't have to be done all at once, but as you find stuff, please, please, edit the wiki and add what you find. Anyone can edit it. Thanks.

On the left nav bar:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List

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

Posted 09/05/2014 02:37 AM   
[quote="bo3b"]OK, who has some motivation to help document the HelixMod a little better? I've started a Wiki page with all the different versions of HelixMod that I saw from the blog page. The idea here is what I mentioned in an earlier post, where we can document the different features of the HelixMod, and also whether they work in different versions, or are known to not work. The goal is to get something that we can reference, so that people like DarkStarSword above don't have to waste a day finding out that the syntax changed for Presets. I don't have time to do this, and I need your help. Doesn't have to be done all at once, but as you find stuff, please, please, edit the wiki and add what you find. Anyone can edit it. Thanks. On the left nav bar: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List[/url] [/quote] Hi bo3b. I'll go through some of them over the weekend.
bo3b said:OK, who has some motivation to help document the HelixMod a little better?

I've started a Wiki page with all the different versions of HelixMod that I saw from the blog page. The idea here is what I mentioned in an earlier post, where we can document the different features of the HelixMod, and also whether they work in different versions, or are known to not work.

The goal is to get something that we can reference, so that people like DarkStarSword above don't have to waste a day finding out that the syntax changed for Presets. I don't have time to do this, and I need your help.

Doesn't have to be done all at once, but as you find stuff, please, please, edit the wiki and add what you find. Anyone can edit it. Thanks.

On the left nav bar:
http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List


Hi bo3b. I'll go through some of them over the weekend.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 09/05/2014 03:05 AM   
As I have mentioned before I would love to play "Mind: Path to Thalamus" in flawless S3D. The fix from eqzitara already solves 99% of the issues. There are only 2 issues left: light shafts and water refraction. The light shafts could be fixed using the code from DarkStarSword for Betrayer. So only the water refraction needs to be done. The issue is only noticeable at the water's edge (see [url]http://photos.3dvisionlive.com/3d4dd/image/54097a42d475fec376000068/[/url]). I could hunt 3 PS (PixelShader_150_CRC32_7FCF9368 for the complete water surface, the other 2 only affect the refraction). I don't want to spam the post with code so I have uploaded the shaders here: http://www39.zippyshare.com/v/51642705/file.html Maybe someone with experiences in fixing UR3 games could have a look at it...? Otherwise disabling the refraction could be an aceptable solution.
As I have mentioned before I would love to play "Mind: Path to Thalamus" in flawless S3D. The fix from eqzitara already solves 99% of the issues. There are only 2 issues left: light shafts and water refraction. The light shafts could be fixed using the code from DarkStarSword for Betrayer. So only the water refraction needs to be done. The issue is only noticeable at the water's edge (see http://photos.3dvisionlive.com/3d4dd/image/54097a42d475fec376000068/). I could hunt 3 PS (PixelShader_150_CRC32_7FCF9368 for the complete water surface, the other 2 only affect the refraction). I don't want to spam the post with code so I have uploaded the shaders here: http://www39.zippyshare.com/v/51642705/file.html Maybe someone with experiences in fixing UR3 games could have a look at it...? Otherwise disabling the refraction could be an aceptable solution.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 09/05/2014 09:05 AM   
[quote="bo3b"]OK, who has some motivation to help document the HelixMod a little better?[/quote]I've gone through and added descriptions of all the features and added some extra settings that I've come across. Some of them are just placeholders for features I've come across, but haven't (successfully) used - hopefully people with a bit more background can fill those out and add others that I don't know about ;)
bo3b said:OK, who has some motivation to help document the HelixMod a little better?
I've gone through and added descriptions of all the features and added some extra settings that I've come across. Some of them are just placeholders for features I've come across, but haven't (successfully) used - hopefully people with a bit more background can fill those out and add others that I don't know about ;)

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Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 09/07/2014 07:07 AM   
Same here - I added descriptions for existing elements and added several more in. Some of them I have never used myself, and some remain a mystery (all the textures and PointsList stuff in particular).
Same here - I added descriptions for existing elements and added several more in. Some of them I have never used myself, and some remain a mystery (all the textures and PointsList stuff in particular).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 09/07/2014 03:58 PM   
Fantastic stuff for documentation there! Thanks guys! I only really learned an older version of HelixMod so a lot of this is new to me. [i]Really[/i] helpful.
Fantastic stuff for documentation there! Thanks guys!

I only really learned an older version of HelixMod so a lot of this is new to me. Really helpful.

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Latest 3Dmigoto Release
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Posted 09/08/2014 12:42 AM   
[quote="DarkStarSword"]Is there any trick to allow the mouse cursor depth to be adjusted when I can't find any pixel or vertex shaders for it? I saw a post mentioning Helix was able to insert a vertex shader before a pixel shader, but I don't have either to work with :( I've been looking at a few issues in The Book of Unwritten Tales 2 - https://github.com/DarkStarSword/3d-fixes/tree/master/BoUT2 . So far I've disabled the broken shadows and pushed the most of the UI depth back, but the mouse cursor eludes me...[/quote]I'm going to move this question over here if you don't object, as it's in the higher difficulty level. Maybe someone else who knows more than I can also answer. As previously noted, this is usually the difference between hardware cursor and software cursor. A lot of times games will use software cursor for the ability to make it crazy shapes and other stuff, but if it's a hardware cursor there's not much we can do because it runs outside of DX9. The usual attempts are to disable an in-game cursor and see if you can get the NVidia laser-sight to work in the game.
DarkStarSword said:Is there any trick to allow the mouse cursor depth to be adjusted when I can't find any pixel or vertex shaders for it? I saw a post mentioning Helix was able to insert a vertex shader before a pixel shader, but I don't have either to work with :(

I've been looking at a few issues in The Book of Unwritten Tales 2 - https://github.com/DarkStarSword/3d-fixes/tree/master/BoUT2 . So far I've disabled the broken shadows and pushed the most of the UI depth back, but the mouse cursor eludes me...
I'm going to move this question over here if you don't object, as it's in the higher difficulty level.

Maybe someone else who knows more than I can also answer. As previously noted, this is usually the difference between hardware cursor and software cursor. A lot of times games will use software cursor for the ability to make it crazy shapes and other stuff, but if it's a hardware cursor there's not much we can do because it runs outside of DX9.

The usual attempts are to disable an in-game cursor and see if you can get the NVidia laser-sight to work in the game.

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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

Posted 09/09/2014 10:46 AM   
The only game I know with a cursor that adjusts its depth is Guild Wars 2. I could hunt the shader for this cursor but I fear it's not very usefull if there is no cursor shader for the game that needs to be fixed... I have played some point & click adventures in S3D (see [url]https://forums.geforce.com/default/topic/521700/memento-mori-2-excellent-s3d-in-a-point-38-plick-adventure-and-other-adventures-playable-in-s3/[/url]) and as mentioned there "Many adventure games offer the possibility to blend in the hotspots You can interact with. This is often done in 2D like the 2D mouse. So this is also quite helpfull to place the 2D mouse at the correct place.". Because of this it is important that You can toggle the depth of the UI and hotspots (2D/depth) as in DarkStarSword's fix. BTW it is great that The Book of Unwritten Tales 2 is now in 3D! I love the series. Thank You for fixing it, DarkStarSword!
The only game I know with a cursor that adjusts its depth is Guild Wars 2. I could hunt the shader for this cursor but I fear it's not very usefull if there is no cursor shader for the game that needs to be fixed... I have played some point & click adventures in S3D (see https://forums.geforce.com/default/topic/521700/memento-mori-2-excellent-s3d-in-a-point-38-plick-adventure-and-other-adventures-playable-in-s3/) and as mentioned there "Many adventure games offer the possibility to blend in the hotspots You can interact with. This is often done in 2D like the 2D mouse. So this is also quite helpfull to place the 2D mouse at the correct place.". Because of this it is important that You can toggle the depth of the UI and hotspots (2D/depth) as in DarkStarSword's fix. BTW it is great that The Book of Unwritten Tales 2 is now in 3D! I love the series. Thank You for fixing it, DarkStarSword!

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 09/10/2014 09:34 AM   
[quote="DarkStarSword"]I've been looking at a few issues in The Book of Unwritten Tales 2 - https://github.com/DarkStarSword/3d-fixes/tree/master/BoUT2 . So far I've disabled the broken shadows and pushed the most of the UI depth back, but the mouse cursor eludes me...[/quote] I started a thread on the Steam forums regarding the mouse cursor issue since the game is still in Early Access: http://steamcommunity.com/app/279940/discussions/0/616187839288897539/ Also, I'm not sure if you've tried this already, but dump all of the shaders & try disabling them all at once. TsaebehT has a very handy tool for this: [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3983908/#3983908[/url] If you still see a mouse cursor with all of the shaders disabled, then it's a hardware cursor.
DarkStarSword said:I've been looking at a few issues in The Book of Unwritten Tales 2 - https://github.com/DarkStarSword/3d-fixes/tree/master/BoUT2 . So far I've disabled the broken shadows and pushed the most of the UI depth back, but the mouse cursor eludes me...


I started a thread on the Steam forums regarding the mouse cursor issue since the game is still in Early Access:

http://steamcommunity.com/app/279940/discussions/0/616187839288897539/

Also, I'm not sure if you've tried this already, but dump all of the shaders & try disabling them all at once. TsaebehT has a very handy tool for this:

https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3983908/#3983908

If you still see a mouse cursor with all of the shaders disabled, then it's a hardware cursor.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 09/12/2014 05:26 PM   
Anyone can tell me why I cannot dump individual shaders? If I enable Dumpall = true the shaders get dumped. but when using the hotkey it doesnt dump that shader... Also, anyone encountered this issue: Came accross a shader which I can select in game but I can't find it in the Dumps Folder (with dumpall enabled) ??? Any help would be very welcome;))
Anyone can tell me why I cannot dump individual shaders?
If I enable Dumpall = true the shaders get dumped. but when using the hotkey it doesnt dump that shader...

Also, anyone encountered this issue: Came accross a shader which I can select in game but I can't find it in the Dumps Folder (with dumpall enabled) ???

Any help would be very welcome;))

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)

Posted 09/12/2014 08:37 PM   
[quote="helifax"]Anyone can tell me why I cannot dump individual shaders? If I enable Dumpall = true the shaders get dumped. but when using the hotkey it doesnt dump that shader... Also, anyone encountered this issue: Came accross a shader which I can select in game but I can't find it in the Dumps Folder (with dumpall enabled) ??? Any help would be very welcome;))[/quote]This sounds like a job for OverrideMethod to me. [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#OverrideMethod[/url]
helifax said:Anyone can tell me why I cannot dump individual shaders?
If I enable Dumpall = true the shaders get dumped. but when using the hotkey it doesnt dump that shader...

Also, anyone encountered this issue: Came accross a shader which I can select in game but I can't find it in the Dumps Folder (with dumpall enabled) ???

Any help would be very welcome;))
This sounds like a job for OverrideMethod to me.

http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#OverrideMethod

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

Posted 09/13/2014 12:49 AM   
[quote="bo3b"][quote="helifax"]Anyone can tell me why I cannot dump individual shaders? If I enable Dumpall = true the shaders get dumped. but when using the hotkey it doesnt dump that shader... Also, anyone encountered this issue: Came accross a shader which I can select in game but I can't find it in the Dumps Folder (with dumpall enabled) ??? Any help would be very welcome;))[/quote]This sounds like a job for OverrideMethod to me. [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#OverrideMethod[/url][/quote] Big thx for the info;)) I tried with OverrideMethod = 0, 1, 2 and still the same result:( F10 key doesn't work as well in all of them:( Anything else I can try? Thx again!!!
bo3b said:
helifax said:Anyone can tell me why I cannot dump individual shaders?
If I enable Dumpall = true the shaders get dumped. but when using the hotkey it doesnt dump that shader...

Also, anyone encountered this issue: Came accross a shader which I can select in game but I can't find it in the Dumps Folder (with dumpall enabled) ???

Any help would be very welcome;))
This sounds like a job for OverrideMethod to me.

http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#OverrideMethod


Big thx for the info;))
I tried with OverrideMethod = 0, 1, 2 and still the same result:( F10 key doesn't work as well in all of them:( Anything else I can try?
Thx again!!!

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)

Posted 09/13/2014 10:18 AM   
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