Divinity Series - Does it work in 3d?
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Hey guyss I'm curious about the Divinity/Divine Divinity games, and wondering if anyone has tried them in 3d? Links below. [url]http://store.steampowered.com/app/243950/[/url] [url]http://store.steampowered.com/app/219780/[/url]
Hey guyss

I'm curious about the Divinity/Divine Divinity games, and wondering if anyone has tried them in 3d? Links below.

http://store.steampowered.com/app/243950/
http://store.steampowered.com/app/219780/

#1
Posted 08/11/2013 02:19 PM   
Just noticed 3dsg have a page for Divinity II, and there's a Helix fix for it. Sweet. What about Dragon Commander?
Just noticed 3dsg have a page for Divinity II, and there's a Helix fix for it. Sweet. What about Dragon Commander?

#2
Posted 08/11/2013 02:24 PM   
I did the Divinity 2 fix and am working on Dragon Commander now. I've fixed skybox and water reflections and crosshairs and am working on shadows. As ever shadows are difficult and I may not b able to sort them out. Aside from these things there are few things else wrong but I will note that the mouse cursor is 2d which is not good for the rts elements but I will also see what I can do for that if anything.
I did the Divinity 2 fix and am working on Dragon Commander now. I've fixed skybox and water reflections and crosshairs and am working on shadows. As ever shadows are difficult and I may not b able to sort them out. Aside from these things there are few things else wrong but I will note that the mouse cursor is 2d which is not good for the rts elements but I will also see what I can do for that if anything.

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

#3
Posted 08/11/2013 07:23 PM   
Awesome, glad to hear it! :)
Awesome, glad to hear it! :)

#4
Posted 08/11/2013 07:31 PM   
O didnt know you were working on it. I was as well but not really too far in progress, so I will stop. I had issues with skybox changing lighting though. Not sure if you ran into that. Mouse cursor isnt a huge issue if you make a seperate preset for combat. Make a seperate key to bind two seperate settings for combat. One for combat [till units seem near 2d]/ one for dragon.
O didnt know you were working on it. I was as well but not really too far in progress, so I will stop. I had issues with skybox changing lighting though. Not sure if you ran into that.

Mouse cursor isnt a huge issue if you make a seperate preset for combat.

Make a seperate key to bind two seperate settings for combat. One for combat [till units seem near 2d]/ one for dragon.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#5
Posted 08/11/2013 09:00 PM   
Hi - yeah, making not bad progress. Not noticed a lighting issue with skybox - what did you see? I currently have two presets as you suggest as a fallback in case I can't do anything else. I am also trying to separate the target reticule. The shader is VS 7CD3CF1F and I managed to get a list of textures dumped using one of the dll versions, but I can't seem to find the one that is the little circle thing - I am planning on using the 'rectangle' method to isolate it, like we had to with RE6 Revelations (it might be the same issue where the new dll is not quite working properly). I'm hoping to make it dynamic if I can. What other issues have you seen in the game? I have not played many different levels yet tbh.
Hi - yeah, making not bad progress. Not noticed a lighting issue with skybox - what did you see? I currently have two presets as you suggest as a fallback in case I can't do anything else. I am also trying to separate the target reticule. The shader is VS 7CD3CF1F and I managed to get a list of textures dumped using one of the dll versions, but I can't seem to find the one that is the little circle thing - I am planning on using the 'rectangle' method to isolate it, like we had to with RE6 Revelations (it might be the same issue where the new dll is not quite working properly). I'm hoping to make it dynamic if I can.
What other issues have you seen in the game? I have not played many different levels yet tbh.

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

#6
Posted 08/11/2013 09:37 PM   
I didnt play much, I thought it changed light direction but I can't swear on it. I been picking it up doing something and putting down. I was using prototype profile not sure which you are using. Can do IF Not defined and then do RE:Rev method. To minimize issues. Just fill your list as much as possible. I barely played it, I was pretty much same stage as you but I didnt get to hud yet. Battles are a bit weird, I dunno... like the rpg elements are well done but the battles/the "meat" didnt feel all there to me *shrug*. TBH, I wouldnt go nuts with it.
I didnt play much, I thought it changed light direction but I can't swear on it. I been picking it up doing something and putting down. I was using prototype profile not sure which you are using.

Can do IF Not defined and then do RE:Rev method. To minimize issues. Just fill your list as much as possible.

I barely played it, I was pretty much same stage as you but I didnt get to hud yet. Battles are a bit weird, I dunno... like the rpg elements are well done but the battles/the "meat" didnt feel all there to me *shrug*. TBH, I wouldnt go nuts with it.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#7
Posted 08/11/2013 09:53 PM   
Using default profile. The sky box was really quite wrong so I am not surprised that things look different , it affects reflections on the water for example. Shadows are the main thing to sort out now. I've found lots of shaders in the dumps folder as well as manually through stepping through and tried a few obvious things but not really tackled it. Lots of shaders are VS2 and have no headers as well so not easy to work out . I have found a VPM i can reuse in a PS so if its a shadow map I know how to fix that, we'll see. I am also a bit unsure about the gameplay tbh, but the whole thing is unusual so it's got my interest for now. If the fix turns out well I am sure there will be people who will benefit, even if not us :-) Relatedly, I think it would be useful to have a WIP page on the blog so people can post what they are working on or thinking about working on so we can avoid working on the same things - what are your thoughts on this? Perhaps an editable table (if that is possible).
Using default profile. The sky box was really quite wrong so I am not surprised that things look different , it affects reflections on the water for example. Shadows are the main thing to sort out now. I've found lots of shaders in the dumps folder as well as manually through stepping through and tried a few obvious things but not really tackled it. Lots of shaders are VS2 and have no headers as well so not easy to work out . I have found a VPM i can reuse in a PS so if its a shadow map I know how to fix that, we'll see.

I am also a bit unsure about the gameplay tbh, but the whole thing is unusual so it's got my interest for now. If the fix turns out well I am sure there will be people who will benefit, even if not us :-)

Relatedly, I think it would be useful to have a WIP page on the blog so people can post what they are working on or thinking about working on so we can avoid working on the same things - what are your thoughts on this? Perhaps an editable table (if that is possible).

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

#8
Posted 08/11/2013 10:39 PM   
Well tbh, sooner or later DX9 will transition to DX11. Im not really worried about "conflicts" with DX9. It really doesnt bother me to stop working on a game if someone else is and tbh not too many modders. So will have to see how it turns out with who is capable of what in DX11. Maybe more people will be interested in DX11 though. Regardless, I kind of think DX11 games should be group projects tbh or at least open for others to be involved [Helix can do whatever he wants]. Since I wont have to worry about being asked to post something thats not ready and it promotes learning. Maybe look into a forum if theres enough of an interest. But its really cart before horse type thing regardless.
Well tbh, sooner or later DX9 will transition to DX11. Im not really worried about "conflicts" with DX9. It really doesnt bother me to stop working on a game if someone else is and tbh not too many modders. So will have to see how it turns out with who is capable of what in DX11. Maybe more people will be interested in DX11 though. Regardless, I kind of think DX11 games should be group projects tbh or at least open for others to be involved [Helix can do whatever he wants]. Since I wont have to worry about being asked to post something thats not ready and it promotes learning. Maybe look into a forum if theres enough of an interest.

But its really cart before horse type thing regardless.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#9
Posted 08/11/2013 10:52 PM   
[quote="eqzitara"]... I had issues with skybox changing lighting though. Not sure if you ran into that. [/quote] Yup, you're correct - after you mentioned it I noticed it as well lol. The fog stuff is also 2D, so I need to work on that, but I found shaders that affect both of these effects. The good news is that I have fixed almost all the shadows in game, and all the lighting issues in the single player ship levels. Just gotta track down the remaining shadow shaders for some of the outdoor areas and sort that light thingy out and its looking pretty good. The irony of this fix is that I am now pretty sure I won't play this game much lol, but it does look nice now.
eqzitara said:... I had issues with skybox changing lighting though. Not sure if you ran into that.


Yup, you're correct - after you mentioned it I noticed it as well lol. The fog stuff is also 2D, so I need to work on that, but I found shaders that affect both of these effects. The good news is that I have fixed almost all the shadows in game, and all the lighting issues in the single player ship levels. Just gotta track down the remaining shadow shaders for some of the outdoor areas and sort that light thingy out and its looking pretty good.
The irony of this fix is that I am now pretty sure I won't play this game much lol, but it does look nice now.

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

#10
Posted 08/13/2013 04:17 AM   
@mike_ar69 your fix is nice, rid off the biggest problem: trees!! now the game looks excellent in 3D surround:)
@mike_ar69

your fix is nice, rid off the biggest problem: trees!!

now the game looks excellent in 3D surround:)

epenny size =/= nerdiness

#11
Posted 08/13/2013 05:10 AM   
[quote="teardropmina"]@mike_ar69 your fix is nice, rid off the biggest problem: trees!! now the game looks excellent in 3D surround:)[/quote] Thanks for the feedback :-) The tree problem was really wierd, and I gave myself a beer when I sorted that bit out lol. This game is one of the first I tried to fix back in about March/April time, and as I slowly learned new things from fixing other games I've been able to go back regularly and fix a bit more in this one. I just fixed shadows and some diffuse lighting effects in Divinity Dragon Commander so I plan on having another look at Divinity 2 to see how I can apply the same approach, so I am hopeful. I am waiting to play this game properly when I get shadows fixed, to give myself motivation :-)
teardropmina said:@mike_ar69

your fix is nice, rid off the biggest problem: trees!!

now the game looks excellent in 3D surround:)


Thanks for the feedback :-) The tree problem was really wierd, and I gave myself a beer when I sorted that bit out lol. This game is one of the first I tried to fix back in about March/April time, and as I slowly learned new things from fixing other games I've been able to go back regularly and fix a bit more in this one. I just fixed shadows and some diffuse lighting effects in Divinity Dragon Commander so I plan on having another look at Divinity 2 to see how I can apply the same approach, so I am hopeful. I am waiting to play this game properly when I get shadows fixed, to give myself motivation :-)

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

#12
Posted 08/13/2013 02:31 PM   
I have a WIP for Divinity Dragon Commander. I don't have time to create a Blog Page yet, so hoping someone can try this out (if you own the game of course). Fixes: - 2D Shadows - Lights (specular and diffuse) - Skybox and sunlight - 2D Fog - Water reflections Adds: - Dynamic cross-hair - Presets: -- "L" toggles between two convergence settings (2 and 140) useful for the ship scenes, flying around etc -- "J" toggles to a high convergence setting for real time battle overhead view -- "K" toggles dynamic crosshair on and off -- "0" toggles shadows on and off Notes: - Shadows: work perfectly in all ship scenes and all battle/skirmish maps that don't have water. Does not work in all maps that have water, I am completely stumped why, its all the same shaders (VS and PS) so something about the raw data describing the maps is different somehow. Also, the desktop battle map thing, shadows don't work, but tbh I did not even notice until about 1hr ago. In maps where shadows don't render correctly, press the "0" key to toggle them off - you will notice that the maps still look pretty good anyway. - Maps where shadows work: -- Cloud Road -- Dread Heights -- Zephr Peak -- Mount Zigurd -- Winters Crown - Cross-hair: this is dynamic but also a bit 'empirical' since the depth map I used was not a 'scene depth map' and did not change depth when moving about over the maps. It works well for the two "L" key convergence presets, but not for the high convergence "J" preset. I could fix this but in this particular view the reticule is just not that useful. - HUD: I made no changes to the HUD specifically, since I was unable to separate textures from the crosshair, hence I provide the ability to toggle the crosshair off "K". I do also use a bounding box around the cross hair so any anomalies are minimal. File posted here: [url]https://s3.amazonaws.com/Mike_Ar69/DivinityDragonCommander_HelixFix_Mike_ar69_V1.zip[/url] Any feedback would be welcome. **EDIT Some screenshots: [url]https://s3.amazonaws.com/Mike_Ar69/DDC_Screens.zip[/url] .
I have a WIP for Divinity Dragon Commander. I don't have time to create a Blog Page yet, so hoping someone can try this out (if you own the game of course).

Fixes:
- 2D Shadows
- Lights (specular and diffuse)
- Skybox and sunlight
- 2D Fog
- Water reflections

Adds:
- Dynamic cross-hair
- Presets:
-- "L" toggles between two convergence settings (2 and 140) useful for the ship scenes, flying around etc
-- "J" toggles to a high convergence setting for real time battle overhead view
-- "K" toggles dynamic crosshair on and off
-- "0" toggles shadows on and off

Notes:
- Shadows: work perfectly in all ship scenes and all battle/skirmish maps that don't have water. Does not work in all maps that have water, I am completely stumped why, its all the same shaders (VS and PS) so something about the raw data describing the maps is different somehow. Also, the desktop battle map thing, shadows don't work, but tbh I did not even notice until about 1hr ago. In maps where shadows don't render correctly, press the "0" key to toggle them off - you will notice that the maps still look pretty good anyway.
- Maps where shadows work:
-- Cloud Road
-- Dread Heights
-- Zephr Peak
-- Mount Zigurd
-- Winters Crown

- Cross-hair: this is dynamic but also a bit 'empirical' since the depth map I used was not a 'scene depth map' and did not change depth when moving about over the maps. It works well for the two "L" key convergence presets, but not for the high convergence "J" preset. I could fix this but in this particular view the reticule is just not that useful.

- HUD: I made no changes to the HUD specifically, since I was unable to separate textures from the crosshair, hence I provide the ability to toggle the crosshair off "K". I do also use a bounding box around the cross hair so any anomalies are minimal.


File posted here:
https://s3.amazonaws.com/Mike_Ar69/DivinityDragonCommander_HelixFix_Mike_ar69_V1.zip

Any feedback would be welcome.

**EDIT Some screenshots:
https://s3.amazonaws.com/Mike_Ar69/DDC_Screens.zip



.

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

#13
Posted 08/14/2013 07:19 PM   
I've been holding off while I wait for a helix patch, so I'll try and find time to buy/test it over the weekend. :)
I've been holding off while I wait for a helix patch, so I'll try and find time to buy/test it over the weekend. :)

#14
Posted 08/15/2013 04:11 PM   
There seems to be an issue with changing CRCs that I am looking at now. Hold off on buying it until I get this sorted, I'd hate for you to spend $40 and this fix not work properly.
There seems to be an issue with changing CRCs that I am looking at now. Hold off on buying it until I get this sorted, I'd hate for you to spend $40 and this fix not work properly.

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

#15
Posted 08/15/2013 06:23 PM   
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