No, that worked.
Your image choice there is not the best, because you have convergence cranked waaay up, which is pulling the HUD out of the screen. That's OK, but it makes it harder to see stuff like this, because screen depth is now a bit confusing. For trying to track down a problem like this, you'd want convergence at zero, and depth at 100, in order to maximize the problem/effect in question.
In this case, the green overlay text is screen depth. Always. So if you look at the clouds relative to the green text, you can see they are deeper into the screen.
The reason it's not completely clear is that 25% is too little make it clear. Use the original/standard incantation of just depth*convergence, and I bet it fixes the problem for real.
If it's not clear in 3D, you can also look at the sbs shots. You can see the wisp of cloud relative to the screen depth green text. You can see the offset from eye to eye. If it was screen depth, there would be no offset.
Your image choice there is not the best, because you have convergence cranked waaay up, which is pulling the HUD out of the screen. That's OK, but it makes it harder to see stuff like this, because screen depth is now a bit confusing. For trying to track down a problem like this, you'd want convergence at zero, and depth at 100, in order to maximize the problem/effect in question.
In this case, the green overlay text is screen depth. Always. So if you look at the clouds relative to the green text, you can see they are deeper into the screen.
The reason it's not completely clear is that 25% is too little make it clear. Use the original/standard incantation of just depth*convergence, and I bet it fixes the problem for real.
If it's not clear in 3D, you can also look at the sbs shots. You can see the wisp of cloud relative to the screen depth green text. You can see the offset from eye to eye. If it was screen depth, there would be no offset.
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The_Nephilim said:Ahh I had succeded with finding the error code for my Cloud Shader.. here is the message what does it mean. I will also post the code I am using for it..
> reloading *_replace.txt fixes from ShaderFixes
>Replacement shader found. Re-Loading replacement HLSL code from 661aff5ef8512fd6-ps_replace.txt
Reload source code loaded. Size = 6426
compiling replacement HLSL code with shader model ps_5_0
compile result for replacement HLSL shader: 80004005
--------------------------------------------- BEGIN ---------------------------------------------
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\661aff5ef8512fd6-ps_replace.txt(21,24): error X3000: syntax error: unexpected token '.'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
Now you have met the worst part of 3Dmigoto. The Decompiler is a crazy, crazy thing from a computer science perspective, but it gives us a lot of bang for the buck, even though it is imperfect.
You can expect to run across the glitches. It happens much more often than I'd like, but it's really complicated.
So, keep an eye out for exactly this sort of glitch. We are doing serious hacking here, which is why we can't expect it to work flawlessly.
When you hit something weird like this, an error compile in the log- ask me. I can tell you how to fix it to get it to compile at least. I'm really not sure what happened in this case. The variable name that the game used is in fact illegal. I have no idea how they managed that, it's weird that the sampler and texture are using the same register.
In any case, I hand fixed the shader below, so that it will compile and regenerate the same code. Paste this over your original in ShaderFixes. I replaced the illegal period with an underscore for those variable names. This level of fixing buggy Decompiles is not something I expect anyone outside of me or DarkStarSword to be able to do, so don't worry about that.
// ---- Created with 3Dmigoto v1.2.43 on Sun Aug 28 20:11:31 2016
//Clouds Clear skies..
cbuffer g_CommonParameter : register(b0)
{
Hey Man Great news it did work. I thought If I saw the offset it was not working looks like it might have been working all along hehe!!
As for that code I had a few of them error out I can find the offending ones and post them here is you want..??
Again thnx so much you have been a good mentor so far.. but where can can I find original incantation of these codes we use?? as I really don't understand them at all and only know so few..
Hey Man Great news it did work. I thought If I saw the offset it was not working looks like it might have been working all along hehe!!
As for that code I had a few of them error out I can find the offending ones and post them here is you want..??
Again thnx so much you have been a good mentor so far.. but where can can I find original incantation of these codes we use?? as I really don't understand them at all and only know so few..
---------------------------------------------------------------- BEGIN ---------------------------------------------
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\1f1708d36747ce28-vs_replace.txt(29,14-15): warning X3578: Output value 'o2' is not completely initialized
--------------------------- END ----------------------------------------------
shader successfully replaced.
this is the code:
// ---- Created with 3Dmigoto v1.2.43 on Wed Aug 24 01:08:09 2016
//Nameplate and chatboxed to depth... The_Nephilim
cbuffer g_ProjectionMatrix : register(b0)
{
row_major float4x4 g_ProjectionMatrix : packoffset(c0);
}
[quote="The_Nephilim"]Hey Man Great news it did work. I thought If I saw the offset it was not working looks like it might have been working all along hehe!!
As for that code I had a few of them error out I can find the offending ones and post them here is you want..??
Again thnx so much you have been a good mentor so far.. but where can can I find original incantation of these codes we use?? as I really don't understand them at all and only know so few..[/quote]
Yeah, putting them here is fine. If it's a more general question, the main 3Dmigoto or ShaderHacker School threads are better, but if game specific, the game thread is good.
We don't have any good documentation on the techniques exactly, it's a bit scattershot. I never got a chance to continue the classes. Best we've got is a lot of different threads. I collated some information in a post, but it's not complete. [url]http://helixmod.blogspot.com/2014/01/learning-how-to-fix-games.html[/url]
And if you look in the GameList on HelixModBlog, at the bottom is a list of posts that are tutorials and guides.
The_Nephilim said:Hey Man Great news it did work. I thought If I saw the offset it was not working looks like it might have been working all along hehe!!
As for that code I had a few of them error out I can find the offending ones and post them here is you want..??
Again thnx so much you have been a good mentor so far.. but where can can I find original incantation of these codes we use?? as I really don't understand them at all and only know so few..
Yeah, putting them here is fine. If it's a more general question, the main 3Dmigoto or ShaderHacker School threads are better, but if game specific, the game thread is good.
We don't have any good documentation on the techniques exactly, it's a bit scattershot. I never got a chance to continue the classes. Best we've got is a lot of different threads. I collated some information in a post, but it's not complete. http://helixmod.blogspot.com/2014/01/learning-how-to-fix-games.html
And if you look in the GameList on HelixModBlog, at the bottom is a list of posts that are tutorials and guides.
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[quote="The_Nephilim"]---------------------------------------------------------------- BEGIN ---------------------------------------------
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\1f1708d36747ce28-vs_replace.txt(29,14-15): warning X3578: Output value 'o2' is not completely initialized
--------------------------- END ----------------------------------------------
shader successfully replaced.[/quote]
For these, it's not a problem, it's just a warning. This is a side-effect of another complicated fix I made, and while it's annoying it has no ill effects. You can ignore the warnings, unless the shader seems to damage the image, which you can tell with F9 key.
[quote="The_Nephilim"]this is the 2nd one:
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\10c490cec21afcc6-ps_replace.txt(3,23): error X3000: syntax error: unexpected token '.'[/quote]
This is the same error as the one I fixed above. Use the same technique to hand fix all of these that you need, by replacing the period with the underscore in the HLSL code.
BTW, you can compare to files back to back with a free tool called WinMerge. It makes it much more obvious where differences lie.
[quote="The_Nephilim"]C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\0ecaaa3a296cc862-ps_replace.txt(39,35): error X3000: syntax error: unexpected token '.'
[/quote]
Same as above, hand-fix these for now. If I see enough examples popping up (like especially multiple games), I try to fix the problems in the Decompiler itself. If we only need a small handful of shaders, doing hand-fix is OK.
The_Nephilim said:---------------------------------------------------------------- BEGIN ---------------------------------------------
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\1f1708d36747ce28-vs_replace.txt(29,14-15): warning X3578: Output value 'o2' is not completely initialized
--------------------------- END ----------------------------------------------
shader successfully replaced.
For these, it's not a problem, it's just a warning. This is a side-effect of another complicated fix I made, and while it's annoying it has no ill effects. You can ignore the warnings, unless the shader seems to damage the image, which you can tell with F9 key.
The_Nephilim said:this is the 2nd one:
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\10c490cec21afcc6-ps_replace.txt(3,23): error X3000: syntax error: unexpected token '.'
This is the same error as the one I fixed above. Use the same technique to hand fix all of these that you need, by replacing the period with the underscore in the HLSL code.
BTW, you can compare to files back to back with a free tool called WinMerge. It makes it much more obvious where differences lie.
The_Nephilim said:C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\0ecaaa3a296cc862-ps_replace.txt(39,35): error X3000: syntax error: unexpected token '.'
Same as above, hand-fix these for now. If I see enough examples popping up (like especially multiple games), I try to fix the problems in the Decompiler itself. If we only need a small handful of shaders, doing hand-fix is OK.
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OK how do I know which of the periods need to be fixed. I looked at those codes and there are tons of periods in them??
Also about the clouds if they are correct now should they also if it is working show double clouds if Stereo is working?? I ask because when I look at the clouds with Stereo enabled and the glasses off everything is doubled but the clouds??
IS that why they might not be in 3D and show as 2D?? I think in other games I've seen the clouds also show a double image when looking at it with 3D STereo enabled and glasses off??
They still don't look right too me..
OK how do I know which of the periods need to be fixed. I looked at those codes and there are tons of periods in them??
Also about the clouds if they are correct now should they also if it is working show double clouds if Stereo is working?? I ask because when I look at the clouds with Stereo enabled and the glasses off everything is doubled but the clouds??
IS that why they might not be in 3D and show as 2D?? I think in other games I've seen the clouds also show a double image when looking at it with 3D STereo enabled and glasses off??
here is the link they do not appear to be doubled the clouds don't???
[url]http://photos.3dvisionlive.com/The_Nephilim/image/57c4ac41e7e564d621000212[/url]
[quote="The_Nephilim"]OK how do I know which of the periods need to be fixed. I looked at those codes and there are tons of periods in them??
Also about the clouds if they are correct now should they also if it is working show double clouds if Stereo is working?? I ask because when I look at the clouds with Stereo enabled and the glasses off everything is doubled but the clouds??
IS that why they might not be in 3D and show as 2D?? I think in other games I've seen the clouds also show a double image when looking at it with 3D STereo enabled and glasses off??
They still don't look right too me..[/quote]
Normally I'll comment the lines that I change, was in a rush for that one. I edited the code above to make it more clear.
The way to do this is to use WinMerge. Two files, your original, and my changed one. It will highlight exactly what changed. This is a really powerful technique and will help in lots of other cases. DarkStarSword has a lot of fixes with the original, then his changes, and seeing what he modifies really helps. Give it a try.
The_Nephilim said:OK how do I know which of the periods need to be fixed. I looked at those codes and there are tons of periods in them??
Also about the clouds if they are correct now should they also if it is working show double clouds if Stereo is working?? I ask because when I look at the clouds with Stereo enabled and the glasses off everything is doubled but the clouds??
IS that why they might not be in 3D and show as 2D?? I think in other games I've seen the clouds also show a double image when looking at it with 3D STereo enabled and glasses off??
They still don't look right too me..
Normally I'll comment the lines that I change, was in a rush for that one. I edited the code above to make it more clear.
The way to do this is to use WinMerge. Two files, your original, and my changed one. It will highlight exactly what changed. This is a really powerful technique and will help in lots of other cases. DarkStarSword has a lot of fixes with the original, then his changes, and seeing what he modifies really helps. Give it a try.
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[quote="The_Nephilim"]here is the link they do not appear to be doubled the clouds don't???
[url]http://photos.3dvisionlive.com/The_Nephilim/image/57c4ac41e7e564d621000212[/url][/quote]
Yep, I agree those don't look right. Using Anaglyph mode is the easiest way to tell on these. Anything white should become red/blue.
However, that's a night shot, and I seem to recall you saying the shaders were different. If that's true, you really need to focus upon a single scenario and nail it down first. If you jump from spot to spot to spot, you can't really make progress because you keep changing underlying assumptions.
Take the picture you posted earlier: http://photos.3dvisionlive.com/The_Nephilim/image/57c3b272e7e56452040001ec/
Look on the left edge of the clouds, and you can see it's colored red, not white. That means that at least some part of that image was adjusted. Not sure it's related to your fix code, but that part is at depth. I know it's at depth instead of popout, because it's red, not blue. The popout HUD has blue on the left (swaps eyes for popout). And approximately the same depth as the far away trees, same difference between left and right.
If you alternately click left, then right on the viewer, you can also see that vapor cloud shift left and right.
However, the main wisp in the middle, just to the left of the sword does not move. So, that suggests that there is maybe another shader for different levels of clouds or something.
The word 'clouds' is inadequate here, because we have multiple layers and it's not at all clear you and I are talking about the same thing. Best to post screenshots, maybe especially with a back to back of it disabled, then enabled so we can be talking about the same piece.
Also, sometimes it's more clear if other conflicting stuff is just disabled, while you focus on one.
Yep, I agree those don't look right. Using Anaglyph mode is the easiest way to tell on these. Anything white should become red/blue.
However, that's a night shot, and I seem to recall you saying the shaders were different. If that's true, you really need to focus upon a single scenario and nail it down first. If you jump from spot to spot to spot, you can't really make progress because you keep changing underlying assumptions.
Look on the left edge of the clouds, and you can see it's colored red, not white. That means that at least some part of that image was adjusted. Not sure it's related to your fix code, but that part is at depth. I know it's at depth instead of popout, because it's red, not blue. The popout HUD has blue on the left (swaps eyes for popout). And approximately the same depth as the far away trees, same difference between left and right.
If you alternately click left, then right on the viewer, you can also see that vapor cloud shift left and right.
However, the main wisp in the middle, just to the left of the sword does not move. So, that suggests that there is maybe another shader for different levels of clouds or something.
The word 'clouds' is inadequate here, because we have multiple layers and it's not at all clear you and I are talking about the same thing. Best to post screenshots, maybe especially with a back to back of it disabled, then enabled so we can be talking about the same piece.
Also, sometimes it's more clear if other conflicting stuff is just disabled, while you focus on one.
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Well that red is part from the stars.. I do not see any part of the cloud red or blue.. And to be sure when I talk about clouds I mean like a cumulus cloud, I took a fewe screenshots will post next.. the first one was with the fix enabled and the 2nd is when I disabled it.. there was no change in either..
Now with this set there where only 2 shaders that included the clouds.. I did not see any other skybox shader besides the 2. here are the files in code:
// ---- Created with 3Dmigoto v1.2.43 on Fri Aug 26 22:45:09 2016
//Clouds in sky..
cbuffer g_CameraParameter : register(b0)
{
Now I checked the night cloud they seem to be the same ASM file.. everytime I scolled through the shaders these same 2 files showed for the clouds or these particular shaders that happen to include clouds..
Now When I was looking at them in real time the clouds themselves where not double imaged to be in 3D.. Now why they are not doubled is the mystery or at least to me.. I am thinking for some reason this is not a 3D Object in game and is only a 2D Object which we can not turn into S3D..
Now If I am right I will have to omit the clouds out and that is that as I don't think 3D Migot will make them into a 3D Object if they are only a 2D OBject..
Well I was just looking at the image on 3D Live and changed it too anaglyph and low and behold there was no red or cyan on the clouds.. so they must be a 2DD Object rendered in game..
Could that be the issue and if it is can we change that to a 3D Object ingame with the code we have above??
On a side not I was doing some reading with those links you gave me and I did get to read up on HLSL code and got a bit of a better understanding of the file structure just need to read that 1 topic a bit more to learn more of the code.. but it definitely is being revealed better now..
That's a good spot for cloud manipulation, much more clear than the others.
I was not clear in the last comment, I meant make two screenshots, one with the shader itself disabled, and one with it enabled. That makes it much more clear to me what is going on. It also verifies that you have exactly the right shader.
I don't think the clouds are going to be a strictly 2D effect. That is super, super rare, and it's unlikely this game is doing that. There is no way to differentiate visually a shader that is drawing at screen-depth, and a 2D object.
So, let's back up a bit and concentrate on these clouds. Why do we have TWO shaders? Do both impact the clouds equally, or does one seem more important?
Add the o0=0; line to the end of one or both and F10 to reload. Figure out using that which one seems like the real cloud shader. Sometimes it's not all that clear, because there are full screen effects like haze that can seem related, but aren't.
We should definitely be able to move the clouds to depth using those shaders. It's always possible that the interesting location is not the o0, the PS might do something bizarre. Lots of possibilities, but let's go a step at a time.
Set o0=0; at the end, and make sure the clouds disappear to start. That will clarify two things. First, that we have the right shader, and second, that we can successfully modify its result.
Edit: The reason the clouds are not doubled is because the Nvidia driver made a mistake and did not stereoize the o0. Normally it does, but has heuristics that sometimes make mistakes. What we want to do with the depth*convergence code is to add that stereoization, the prime directive.
That's a good spot for cloud manipulation, much more clear than the others.
I was not clear in the last comment, I meant make two screenshots, one with the shader itself disabled, and one with it enabled. That makes it much more clear to me what is going on. It also verifies that you have exactly the right shader.
I don't think the clouds are going to be a strictly 2D effect. That is super, super rare, and it's unlikely this game is doing that. There is no way to differentiate visually a shader that is drawing at screen-depth, and a 2D object.
So, let's back up a bit and concentrate on these clouds. Why do we have TWO shaders? Do both impact the clouds equally, or does one seem more important?
Add the o0=0; line to the end of one or both and F10 to reload. Figure out using that which one seems like the real cloud shader. Sometimes it's not all that clear, because there are full screen effects like haze that can seem related, but aren't.
We should definitely be able to move the clouds to depth using those shaders. It's always possible that the interesting location is not the o0, the PS might do something bizarre. Lots of possibilities, but let's go a step at a time.
Set o0=0; at the end, and make sure the clouds disappear to start. That will clarify two things. First, that we have the right shader, and second, that we can successfully modify its result.
Edit: The reason the clouds are not doubled is because the Nvidia driver made a mistake and did not stereoize the o0. Normally it does, but has heuristics that sometimes make mistakes. What we want to do with the depth*convergence code is to add that stereoization, the prime directive.
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OK I did as you requested and have the new screenshots.. when I added the o0=0 code the clouds disappeared.. the reason there is 2 sets of shaders as there are 2 different sets of clouds in the sky..
1 Group are like Cumulus clouds and the other is more of a whispy clouds.. you will see in the screenshots I will post next:
I am going to look at the code and get familiar with I.. so hopefully you see something here and I did this right to get these clouds fixed.. I think that is the last thing besides shadows that need to be fixed here..
Well I had tried something that was in the INI file but it did not work..I figured to try a few things but so far no success. here is what I tried :
[TextureOverride1]
;Hash=c3e55ebd
; NVidia stores surface creation mode heuristics in the game profile. setting
; this option overrides the creation mode for a given texture / buffer.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface.
;StereoMode=0
[textureoverride1]
hash=7731b1f1d02a75aa-vs
stereomode=0
[textureoverride2]
hash=89956a3b22e3e115-vs
stereomode=0
I tried Zero and One neither did anything to the clouds. I did have the extra lines of code you asked me to use just incase. so no good yet the clouds are still mono for some weird reason..
I tried Zero and One neither did anything to the clouds. I did have the extra lines of code you asked me to use just incase. so no good yet the clouds are still mono for some weird reason..
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Your image choice there is not the best, because you have convergence cranked waaay up, which is pulling the HUD out of the screen. That's OK, but it makes it harder to see stuff like this, because screen depth is now a bit confusing. For trying to track down a problem like this, you'd want convergence at zero, and depth at 100, in order to maximize the problem/effect in question.
In this case, the green overlay text is screen depth. Always. So if you look at the clouds relative to the green text, you can see they are deeper into the screen.
The reason it's not completely clear is that 25% is too little make it clear. Use the original/standard incantation of just depth*convergence, and I bet it fixes the problem for real.
If it's not clear in 3D, you can also look at the sbs shots. You can see the wisp of cloud relative to the screen depth green text. You can see the offset from eye to eye. If it was screen depth, there would be no offset.
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Now you have met the worst part of 3Dmigoto. The Decompiler is a crazy, crazy thing from a computer science perspective, but it gives us a lot of bang for the buck, even though it is imperfect.
You can expect to run across the glitches. It happens much more often than I'd like, but it's really complicated.
So, keep an eye out for exactly this sort of glitch. We are doing serious hacking here, which is why we can't expect it to work flawlessly.
When you hit something weird like this, an error compile in the log- ask me. I can tell you how to fix it to get it to compile at least. I'm really not sure what happened in this case. The variable name that the game used is in fact illegal. I have no idea how they managed that, it's weird that the sampler and texture are using the same register.
In any case, I hand fixed the shader below, so that it will compile and regenerate the same code. Paste this over your original in ShaderFixes. I replaced the illegal period with an underscore for those variable names. This level of fixing buggy Decompiles is not something I expect anyone outside of me or DarkStarSword to be able to do, so don't worry about that.
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As for that code I had a few of them error out I can find the offending ones and post them here is you want..??
Again thnx so much you have been a good mentor so far.. but where can can I find original incantation of these codes we use?? as I really don't understand them at all and only know so few..
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C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\1f1708d36747ce28-vs_replace.txt(29,14-15): warning X3578: Output value 'o2' is not completely initialized
--------------------------- END ----------------------------------------------
shader successfully replaced.
this is the code:
this is the 2nd one:
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\10c490cec21afcc6-ps_replace.txt(3,23): error X3000: syntax error: unexpected token '.'
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\0ecaaa3a296cc862-ps_replace.txt(39,35): error X3000: syntax error: unexpected token '.'
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\ShaderFixes\372c6628a1634513-ps_replace.txt(50,35): error X3000: syntax error: unexpected token '.'
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Yeah, putting them here is fine. If it's a more general question, the main 3Dmigoto or ShaderHacker School threads are better, but if game specific, the game thread is good.
We don't have any good documentation on the techniques exactly, it's a bit scattershot. I never got a chance to continue the classes. Best we've got is a lot of different threads. I collated some information in a post, but it's not complete. http://helixmod.blogspot.com/2014/01/learning-how-to-fix-games.html
And if you look in the GameList on HelixModBlog, at the bottom is a list of posts that are tutorials and guides.
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For these, it's not a problem, it's just a warning. This is a side-effect of another complicated fix I made, and while it's annoying it has no ill effects. You can ignore the warnings, unless the shader seems to damage the image, which you can tell with F9 key.
This is the same error as the one I fixed above. Use the same technique to hand fix all of these that you need, by replacing the period with the underscore in the HLSL code.
BTW, you can compare to files back to back with a free tool called WinMerge. It makes it much more obvious where differences lie.
Same as above, hand-fix these for now. If I see enough examples popping up (like especially multiple games), I try to fix the problems in the Decompiler itself. If we only need a small handful of shaders, doing hand-fix is OK.
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Also about the clouds if they are correct now should they also if it is working show double clouds if Stereo is working?? I ask because when I look at the clouds with Stereo enabled and the glasses off everything is doubled but the clouds??
IS that why they might not be in 3D and show as 2D?? I think in other games I've seen the clouds also show a double image when looking at it with 3D STereo enabled and glasses off??
They still don't look right too me..
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http://photos.3dvisionlive.com/The_Nephilim/image/57c4ac41e7e564d621000212
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Normally I'll comment the lines that I change, was in a rush for that one. I edited the code above to make it more clear.
The way to do this is to use WinMerge. Two files, your original, and my changed one. It will highlight exactly what changed. This is a really powerful technique and will help in lots of other cases. DarkStarSword has a lot of fixes with the original, then his changes, and seeing what he modifies really helps. Give it a try.
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Yep, I agree those don't look right. Using Anaglyph mode is the easiest way to tell on these. Anything white should become red/blue.
However, that's a night shot, and I seem to recall you saying the shaders were different. If that's true, you really need to focus upon a single scenario and nail it down first. If you jump from spot to spot to spot, you can't really make progress because you keep changing underlying assumptions.
Take the picture you posted earlier: http://photos.3dvisionlive.com/The_Nephilim/image/57c3b272e7e56452040001ec/
Look on the left edge of the clouds, and you can see it's colored red, not white. That means that at least some part of that image was adjusted. Not sure it's related to your fix code, but that part is at depth. I know it's at depth instead of popout, because it's red, not blue. The popout HUD has blue on the left (swaps eyes for popout). And approximately the same depth as the far away trees, same difference between left and right.
If you alternately click left, then right on the viewer, you can also see that vapor cloud shift left and right.
However, the main wisp in the middle, just to the left of the sword does not move. So, that suggests that there is maybe another shader for different levels of clouds or something.
The word 'clouds' is inadequate here, because we have multiple layers and it's not at all clear you and I are talking about the same thing. Best to post screenshots, maybe especially with a back to back of it disabled, then enabled so we can be talking about the same piece.
Also, sometimes it's more clear if other conflicting stuff is just disabled, while you focus on one.
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http://photos.3dvisionlive.com/The_Nephilim/image/57c517d1e7e564074000022d/
Next screenshot was with the fix disabled note there was no change:
http://photos.3dvisionlive.com/The_Nephilim/image/57c5182fe7e564566d0000b6/
Now with this set there where only 2 shaders that included the clouds.. I did not see any other skybox shader besides the 2. here are the files in code:
Now I checked the night cloud they seem to be the same ASM file.. everytime I scolled through the shaders these same 2 files showed for the clouds or these particular shaders that happen to include clouds..
Now When I was looking at them in real time the clouds themselves where not double imaged to be in 3D.. Now why they are not doubled is the mystery or at least to me.. I am thinking for some reason this is not a 3D Object in game and is only a 2D Object which we can not turn into S3D..
Now If I am right I will have to omit the clouds out and that is that as I don't think 3D Migot will make them into a 3D Object if they are only a 2D OBject..
Well I was just looking at the image on 3D Live and changed it too anaglyph and low and behold there was no red or cyan on the clouds.. so they must be a 2DD Object rendered in game..
Could that be the issue and if it is can we change that to a 3D Object ingame with the code we have above??
On a side not I was doing some reading with those links you gave me and I did get to read up on HLSL code and got a bit of a better understanding of the file structure just need to read that 1 topic a bit more to learn more of the code.. but it definitely is being revealed better now..
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I was not clear in the last comment, I meant make two screenshots, one with the shader itself disabled, and one with it enabled. That makes it much more clear to me what is going on. It also verifies that you have exactly the right shader.
I don't think the clouds are going to be a strictly 2D effect. That is super, super rare, and it's unlikely this game is doing that. There is no way to differentiate visually a shader that is drawing at screen-depth, and a 2D object.
So, let's back up a bit and concentrate on these clouds. Why do we have TWO shaders? Do both impact the clouds equally, or does one seem more important?
Add the o0=0; line to the end of one or both and F10 to reload. Figure out using that which one seems like the real cloud shader. Sometimes it's not all that clear, because there are full screen effects like haze that can seem related, but aren't.
We should definitely be able to move the clouds to depth using those shaders. It's always possible that the interesting location is not the o0, the PS might do something bizarre. Lots of possibilities, but let's go a step at a time.
Set o0=0; at the end, and make sure the clouds disappear to start. That will clarify two things. First, that we have the right shader, and second, that we can successfully modify its result.
Edit: The reason the clouds are not doubled is because the Nvidia driver made a mistake and did not stereoize the o0. Normally it does, but has heuristics that sometimes make mistakes. What we want to do with the depth*convergence code is to add that stereoization, the prime directive.
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1 Group are like Cumulus clouds and the other is more of a whispy clouds.. you will see in the screenshots I will post next:
http://photos.3dvisionlive.com/The_Nephilim/image/57c58da4e7e564566d0000ca/
now the next screenshot is with the clouds disabled note the big Cumulus disappeared and left the wispy ones:
http://photos.3dvisionlive.com/The_Nephilim/image/57c58e54e7e564645200022e/
now this next screenshot shows the 2nd set of clouds only the wispy ones..So that is why we have 2 sets of shaders:
http://photos.3dvisionlive.com/The_Nephilim/image/57c58e54e7e564645200022e/
the next shows the wispy clouds gone when I disabled the shader:
http://photos.3dvisionlive.com/The_Nephilim/image/57c58f8be7e564c14a0000b1/
I checked to see which shader file was which and I narrowed them down and named them so we know which one is which..
This first code is for the Cumulus clouds:
this next code file is for the wispy clouds:
I am going to look at the code and get familiar with I.. so hopefully you see something here and I did this right to get these clouds fixed.. I think that is the last thing besides shadows that need to be fixed here..
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[TextureOverride1]
;Hash=c3e55ebd
; NVidia stores surface creation mode heuristics in the game profile. setting
; this option overrides the creation mode for a given texture / buffer.
; 0 = NVAPI_STEREO_SURFACECREATEMODE_AUTO - use driver registry profile settings.
; 1 = NVAPI_STEREO_SURFACECREATEMODE_FORCESTEREO - create stereo surface.
; 2 = NVAPI_STEREO_SURFACECREATEMODE_FORCEMONO - create mono surface.
;StereoMode=0
[textureoverride1]
hash=7731b1f1d02a75aa-vs
stereomode=0
[textureoverride2]
hash=89956a3b22e3e115-vs
stereomode=0
I tried Zero and One neither did anything to the clouds. I did have the extra lines of code you asked me to use just incase. so no good yet the clouds are still mono for some weird reason..
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