How to fix/disable shaders in games(DLL,guide and fixes).
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@ceapa: Hi! You can download the archives "Release.zip" and "Debug.zip" from the attachments of the first post in the first page of this topic (or you could test the new version from Helix's post of page 14). The archive contains the file "d3d9.dll" that is an injector compatible with any dx9 game. You have to put this file in the directory of the game's executable.

@Helix: I've tested your new dll's and seems to work with the fixes I've tried for now... I'll test more this evening and I'll make you know in case of any news. Really thanks for all!
@ceapa: Hi! You can download the archives "Release.zip" and "Debug.zip" from the attachments of the first post in the first page of this topic (or you could test the new version from Helix's post of page 14). The archive contains the file "d3d9.dll" that is an injector compatible with any dx9 game. You have to put this file in the directory of the game's executable.



@Helix: I've tested your new dll's and seems to work with the fixes I've tried for now... I'll test more this evening and I'll make you know in case of any news. Really thanks for all!

my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64

Helix mod 3d vision game fixes

Posted 02/21/2012 12:26 PM   
So I was experimenting with these files for Amalur to move the HUD deeper into the game, which also made the nameplates above enemies look a lot better:

A4EB48E2.txt
CFE06CF7.txt
DD7657F6.txt

Is there a override file for the cursor so I can move that deeper into the screen also? I notice that there is one for Skyrim but was not sure if this would be possible for Amalir. If someone know what it is, can they post that file here? Thanks!
So I was experimenting with these files for Amalur to move the HUD deeper into the game, which also made the nameplates above enemies look a lot better:



A4EB48E2.txt

CFE06CF7.txt

DD7657F6.txt



Is there a override file for the cursor so I can move that deeper into the screen also? I notice that there is one for Skyrim but was not sure if this would be possible for Amalir. If someone know what it is, can they post that file here? Thanks!

Posted 02/21/2012 04:22 PM   
[quote name='Arioch' date='21 February 2012 - 04:22 PM' timestamp='1329841324' post='1372315']
So I was experimenting with these files for Amalur to move the HUD deeper into the game, which also made the nameplates above enemies look a lot better:

A4EB48E2.txt
CFE06CF7.txt
DD7657F6.txt

Is there a override file for the cursor so I can move that deeper into the screen also? I notice that there is one for Skyrim but was not sure if this would be possible for Amalir. If someone know what it is, can they post that file here? Thanks!
[/quote]
I experimented with cursors the other day. Unfortunately they have nothing to do with shaders or even direct x(someone1 can correct me if mistaken). They are generally a seperate file that changes your standard mouse cursor(windows) into a different object(gaming cursor). Like downloading a .cur and replacing your current mouse cursor.
[quote name='Arioch' date='21 February 2012 - 04:22 PM' timestamp='1329841324' post='1372315']

So I was experimenting with these files for Amalur to move the HUD deeper into the game, which also made the nameplates above enemies look a lot better:



A4EB48E2.txt

CFE06CF7.txt

DD7657F6.txt



Is there a override file for the cursor so I can move that deeper into the screen also? I notice that there is one for Skyrim but was not sure if this would be possible for Amalir. If someone know what it is, can they post that file here? Thanks!



I experimented with cursors the other day. Unfortunately they have nothing to do with shaders or even direct x(someone1 can correct me if mistaken). They are generally a seperate file that changes your standard mouse cursor(windows) into a different object(gaming cursor). Like downloading a .cur and replacing your current mouse cursor.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/21/2012 05:50 PM   
Is there any chance for a fix of Nfs: Shift 2?
The game would be great in 3D :).
Is there any chance for a fix of Nfs: Shift 2?

The game would be great in 3D :).

Posted 02/21/2012 06:20 PM   
[quote name='Akira20' date='21 February 2012 - 01:20 PM' timestamp='1329848434' post='1372385']
Is there any chance for a fix of Nfs: Shift 2?
The game would be great in 3D :).
[/quote]

I looked at this but could not get the game to launch with the debug.dll. However, HeliX has created a new wrapper, so I will try it out and see if disabling any shaders makes it worthwhile. I do not know how to fix shaders, so that would need to be someone else.
[quote name='Akira20' date='21 February 2012 - 01:20 PM' timestamp='1329848434' post='1372385']

Is there any chance for a fix of Nfs: Shift 2?

The game would be great in 3D :).





I looked at this but could not get the game to launch with the debug.dll. However, HeliX has created a new wrapper, so I will try it out and see if disabling any shaders makes it worthwhile. I do not know how to fix shaders, so that would need to be someone else.

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

Posted 02/21/2012 07:00 PM   
@mana84: Are you sure that the game has only one shader for reflection , sometime it can draw some effects on sampler texture and pass it to shader ?
Can you also find a pixel shader ?
With both pair of shaders it will be more easy to understand how does it work.
Also r1.w always will be 1 and in this shader output position and texture coordinates use different projections.

@chiz:
That's usually happens because many of effects use more than one shader(draws something on texture or other render target) and some position can be doubled(i.e. two times converted to stereo).
This can be fixed by correction of texture coordinates in vertex shader.
Another problem it's using vPos in pixel shader, it return coordinated of the screen for mono image.
For shadows/depth sample it will work, because they should be 2D.
But not for coordinate.
I know only 2 methods to fix that:
1. convert offset from view projection to screen projection in vertex shader and pass it as texture coordinates to pixel shader.
2. You can calculate vPos in pixel shader manually based on vertex position and also pass it as texture coordinates .

Both methods require some explanation, but I'm too tired/lazy today to give it :)
But I found a simple [url="http://www.gamerendering.com/2009/12/07/vpos/"]article[/url] about that and you can use formula from this article.
Shadows in Dead Space uses such type of conversion.

@Flugan:
Last version of dll already uses decimal indexes in file names :)
@mana84: Are you sure that the game has only one shader for reflection , sometime it can draw some effects on sampler texture and pass it to shader ?

Can you also find a pixel shader ?

With both pair of shaders it will be more easy to understand how does it work.

Also r1.w always will be 1 and in this shader output position and texture coordinates use different projections.



@chiz:

That's usually happens because many of effects use more than one shader(draws something on texture or other render target) and some position can be doubled(i.e. two times converted to stereo).

This can be fixed by correction of texture coordinates in vertex shader.

Another problem it's using vPos in pixel shader, it return coordinated of the screen for mono image.

For shadows/depth sample it will work, because they should be 2D.

But not for coordinate.

I know only 2 methods to fix that:

1. convert offset from view projection to screen projection in vertex shader and pass it as texture coordinates to pixel shader.

2. You can calculate vPos in pixel shader manually based on vertex position and also pass it as texture coordinates .



Both methods require some explanation, but I'm too tired/lazy today to give it :)

But I found a simple article about that and you can use formula from this article.

Shadows in Dead Space uses such type of conversion.



@Flugan:

Last version of dll already uses decimal indexes in file names :)

Posted 02/21/2012 07:23 PM   
[quote name='mike_ar69' date='21 February 2012 - 07:00 PM' timestamp='1329850836' post='1372412']
I looked at this but could not get the game to launch with the debug.dll. However, HeliX has created a new wrapper, so I will try it out and see if disabling any shaders makes it worthwhile. I do not know how to fix shaders, so that would need to be someone else.
[/quote]
Thanks and hoping that this great game will become playable with 3D Vision... it`s definitly worth it :).
[quote name='mike_ar69' date='21 February 2012 - 07:00 PM' timestamp='1329850836' post='1372412']

I looked at this but could not get the game to launch with the debug.dll. However, HeliX has created a new wrapper, so I will try it out and see if disabling any shaders makes it worthwhile. I do not know how to fix shaders, so that would need to be someone else.



Thanks and hoping that this great game will become playable with 3D Vision... it`s definitly worth it :).

Posted 02/21/2012 09:19 PM   
@Helix: this is the related pixel shader: (disabling it water becomes opaque)

ps_3_0
def c0, 9.99999975e-005, 0, 0, 0
dcl_texcoord_pp v0.x
mul_pp oC0, c0.x, v0.x

Ah okok you've right that r1.w will always be 1 :)
It's the first time I try to program shaders so I don't know how a water refraction shader works, but I've at least a little of knowledge of c++, opengl and assembly x86.
I'd like to use some IDE like visual studio because I'm actually using only wordpad that is obviously a pain.. can I configure visual studio for these shaders? What sdks should I download?
Thank you so much for your help!
@Helix: this is the related pixel shader: (disabling it water becomes opaque)



ps_3_0

def c0, 9.99999975e-005, 0, 0, 0

dcl_texcoord_pp v0.x

mul_pp oC0, c0.x, v0.x



Ah okok you've right that r1.w will always be 1 :)

It's the first time I try to program shaders so I don't know how a water refraction shader works, but I've at least a little of knowledge of c++, opengl and assembly x86.

I'd like to use some IDE like visual studio because I'm actually using only wordpad that is obviously a pain.. can I configure visual studio for these shaders? What sdks should I download?

Thank you so much for your help!

my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64

Helix mod 3d vision game fixes

Posted 02/21/2012 09:26 PM   
[quote name='Akira20' date='21 February 2012 - 04:19 PM' timestamp='1329859163' post='1372538']
Thanks and hoping that this great game will become playable with 3D Vision... it`s definitly worth it :).
[/quote]
Tried it and unfortunately the game still won't launch with either the debug or release DLL files :-(
[quote name='Akira20' date='21 February 2012 - 04:19 PM' timestamp='1329859163' post='1372538']

Thanks and hoping that this great game will become playable with 3D Vision... it`s definitly worth it :).



Tried it and unfortunately the game still won't launch with either the debug or release DLL files :-(

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

Posted 02/21/2012 09:42 PM   
[quote name='mike_ar69' date='21 February 2012 - 09:42 PM' timestamp='1329860529' post='1372556']
Tried it and unfortunately the game still won't launch with either the debug or release DLL files :-(
[/quote]
Thx anyway
[quote name='mike_ar69' date='21 February 2012 - 09:42 PM' timestamp='1329860529' post='1372556']

Tried it and unfortunately the game still won't launch with either the debug or release DLL files :-(



Thx anyway

Posted 02/21/2012 10:27 PM   
I've tried to start shift 2 dvd version and it loads normally with debug dll... maybe are you trying to load origin version of the game? Although this game has a lot of shaders so I think that finding the ones to fix is so time consuming. Then there are a lot of ghosting images and that could be a driver-level issue... in fact if you try to rename shift2u.exe into i.e. ofdr.exe the doubling disappear! Althoug shadow issues persists after exe renaming and that insted could be fixed I suppose (and if we find the relative shaders).
I've tried to start shift 2 dvd version and it loads normally with debug dll... maybe are you trying to load origin version of the game? Although this game has a lot of shaders so I think that finding the ones to fix is so time consuming. Then there are a lot of ghosting images and that could be a driver-level issue... in fact if you try to rename shift2u.exe into i.e. ofdr.exe the doubling disappear! Althoug shadow issues persists after exe renaming and that insted could be fixed I suppose (and if we find the relative shaders).

my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64

Helix mod 3d vision game fixes

Posted 02/21/2012 11:40 PM   
If you are using origin version you must disable. Click here http://helixmod.wikispot.org/How_To_Install

==Still not working? Look for debug log and instructions on the same page.==
If you are using origin version you must disable. Click here http://helixmod.wikispot.org/How_To_Install



==Still not working? Look for debug log and instructions on the same page.==

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/22/2012 12:19 AM   
I'm using steam, but will check if there a similar in game thing to turn off.
I'm using steam, but will check if there a similar in game thing to turn off.

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

Posted 02/22/2012 12:33 AM   
Hmm I just tried newest release with steam.
1.Did you try debug/release with any other game and is it working? Are you using latest version of debug/release?
2. Are you using afterburner?
3.Go into (Steam) settings->in-game-> disable steam community in game
4.download [WWW]Debug Log and extract it to the game folder; https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip

Let me know what step solves problem(if it does) Or post log.
Hmm I just tried newest release with steam.

1.Did you try debug/release with any other game and is it working? Are you using latest version of debug/release?

2. Are you using afterburner?

3.Go into (Steam) settings->in-game-> disable steam community in game

4.download [WWW]Debug Log and extract it to the game folder; https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip



Let me know what step solves problem(if it does) Or post log.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/22/2012 12:53 AM   
[quote name='eqzitara' date='21 February 2012 - 07:53 PM' timestamp='1329872037' post='1372670']
Hmm I just tried newest release with steam.
1.Did you try debug/release with any other game and is it working? Are you using latest version of debug/release?
2. Are you using afterburner?
3.Go into (Steam) settings->in-game-> disable steam community in game
4.download [WWW]Debug Log and extract it to the game folder; https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip

Let me know what step solves problem(if it does) Or post log.

@tridef users
Btw I will have to do futher research but I do believe this works with tridef. I did small test. Some games profiles conflict with fix but can be avoided by using a blank profile with game. However I am "stacking" 3d vision with tridef. If anyone has a display/3d glasses that is capable of running tridef without 3d vision activated please let me know your results.
[/quote]
Thanks for this - no.3, disabling Steam in game, means the game can start ;-) I will now investigate shaders see if anything can make this game passable.
Regarding no.1, I have used the debug and release dlls with a few games (Skyrim, ME3, Overlord2, X3TC/X3AP). Anyway, worth knowing about the Steam in game trick.
[quote name='eqzitara' date='21 February 2012 - 07:53 PM' timestamp='1329872037' post='1372670']

Hmm I just tried newest release with steam.

1.Did you try debug/release with any other game and is it working? Are you using latest version of debug/release?

2. Are you using afterburner?

3.Go into (Steam) settings->in-game-> disable steam community in game

4.download [WWW]Debug Log and extract it to the game folder; https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip



Let me know what step solves problem(if it does) Or post log.



@tridef users

Btw I will have to do futher research but I do believe this works with tridef. I did small test. Some games profiles conflict with fix but can be avoided by using a blank profile with game. However I am "stacking" 3d vision with tridef. If anyone has a display/3d glasses that is capable of running tridef without 3d vision activated please let me know your results.



Thanks for this - no.3, disabling Steam in game, means the game can start ;-) I will now investigate shaders see if anything can make this game passable.

Regarding no.1, I have used the debug and release dlls with a few games (Skyrim, ME3, Overlord2, X3TC/X3AP). Anyway, worth knowing about the Steam in game trick.

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

Posted 02/22/2012 01:25 AM   
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