[quote="The_Nephilim"]Hey All,
I recently tried and to some extent have gotten Arma3 fixed a bit. I at least got rid of the white trees,Bushes. I also had a bad shader or 2 and removed them with 3D Migoto..
I had made a post in the Arma3 thread and instructions are there, I do need to work on the shadows a bit so any help or direction to get that going would be great..
Also how do I post what I fixed so far for Arma 3 at the helix site where the other 3D fixes are at??[/quote]
For help on the shadows, post example pictures of what you see, and also the VS and PS associated with them. It can be tricky to find the right shadow shaders, it's sometime light shaders that cast shadows, not the ones that obviously turn off the shadows.
If you post those here, someone can probably help.
For HelixMod blog posts, send me a PM with the email address you want to use for the blog, and I'll send a request from the blog.
I recently tried and to some extent have gotten Arma3 fixed a bit. I at least got rid of the white trees,Bushes. I also had a bad shader or 2 and removed them with 3D Migoto..
I had made a post in the Arma3 thread and instructions are there, I do need to work on the shadows a bit so any help or direction to get that going would be great..
Also how do I post what I fixed so far for Arma 3 at the helix site where the other 3D fixes are at??
For help on the shadows, post example pictures of what you see, and also the VS and PS associated with them. It can be tricky to find the right shadow shaders, it's sometime light shaders that cast shadows, not the ones that obviously turn off the shadows.
If you post those here, someone can probably help.
For HelixMod blog posts, send me a PM with the email address you want to use for the blog, and I'll send a request from the blog.
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
Post a pic like [url=https://forums.geforce.com/default/topic/391133/forum-feedback/how-to-attach-thumbnails-on-forum-post-how-/post/4867626/#4867626]this[/url]
Based on the seriously awesome technique that DarkStarSword figured out for the HelixModBlog itself, I think we should encourage people to also use part of this technique for posting to the forum pictures. This is different than prior recommendations, and just occurred to me.
The reason I think this is worth doing is because 3dvisionlive.com is the NVidia standard, and we can expect it to keep at least limping along. We've already run into times where people post images that wind up deleted because the random sharing site they used went under, or timed out or other foolishness. That makes google searches less valuable.
Another reason to use this new technique is because the add-attachment mechanism is flakey and also low quality servers that are slow. The 3dvisionlive.com approach is easier to create and faster serving. It'll also be easier for a ShaderHacker as we want all new HelixModBlog pictures to be hosted off of 3dvisionlive, and this way you only have to upload once.
Let me know what you think.
Please do this instead:
1) Upload your images to 3dvisionlive.com
2) Find your image
3) Find the hash code number in the URL (example: 53670b9ccb8577ea5c000177)
4) Make a URL using the api, like
[url]http://api.photos.3dvisionlive.com/imagestore/53670b9ccb8577ea5c000177/nvidia./350.215/[/url]
5) embed the picture here using the Img tag around that URL when creating the post. Top right icon, looks like mountain with star.
Example:
[img]http://api.photos.3dvisionlive.com/imagestore/53670b9ccb8577ea5c000177/nvidia./350.215/[/img]
BTW, I see that both DarkStarSword and DHR are already using this technique, I'm just here to explain it.
Based on the seriously awesome technique that DarkStarSword figured out for the HelixModBlog itself, I think we should encourage people to also use part of this technique for posting to the forum pictures. This is different than prior recommendations, and just occurred to me.
The reason I think this is worth doing is because 3dvisionlive.com is the NVidia standard, and we can expect it to keep at least limping along. We've already run into times where people post images that wind up deleted because the random sharing site they used went under, or timed out or other foolishness. That makes google searches less valuable.
Another reason to use this new technique is because the add-attachment mechanism is flakey and also low quality servers that are slow. The 3dvisionlive.com approach is easier to create and faster serving. It'll also be easier for a ShaderHacker as we want all new HelixModBlog pictures to be hosted off of 3dvisionlive, and this way you only have to upload once.
OK I want to try and Fix SWTOR but it is a DX9 game and I am having difficulty getting the game to even run. I wonder if I even have the correct Helix Mod files I need to get it too work..
From what I gather there are 2 files I need the d3d9.dll and d3d9.ini file?? Now I seen I need to run the debug verson but it CTD's each time and the thread where it showed me what to do is no longer linked as it is a broke link??
I was wondering am I doing something wrong or will it not work with every game to fix??
OK I want to try and Fix SWTOR but it is a DX9 game and I am having difficulty getting the game to even run. I wonder if I even have the correct Helix Mod files I need to get it too work..
From what I gather there are 2 files I need the d3d9.dll and d3d9.ini file?? Now I seen I need to run the debug verson but it CTD's each time and the thread where it showed me what to do is no longer linked as it is a broke link??
I was wondering am I doing something wrong or will it not work with every game to fix??
What is wrong with SWTOR? It works fine here as long as you set some of the shadows quality a bit lower;)
Or are you referring to the nameplates?
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
I have a question about DX9 games. I want to make a hotkey to disable the color filter in Resident Evil 5. Disabling it from the start is easy, because the shader just needs to have this code:
[code]
ps_3_0
dcl_texcoord v0
[/code]
However, I have seen that I can't place that code under an "if" condition for the hotkey, and the rest of the code in the "else".
Original pixel shader code:
[code]
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
// sampler2D PointSampler0;
// sampler2D TableSampler;
// float4x4 gXfConversionMatrix;
//
//
// Registers:
//
// Name Reg Size
// ------------------- ----- ----
// gXfConversionMatrix c48 3
// TableSampler s0 1
// PointSampler0 s1 1
//
//
// Default values:
//
// gXfConversionMatrix
// c48 = { 0, 0, 0, 0 };
// c49 = { 0, 0, 0, 0 };
// c50 = { 0, 0, 0, 0 };
//
ps_3_0
def c0, 1, 0, 0, 0
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
mov r0.y, c0.y
texld_pp r1, v0, s1
mad_pp r2, r1.xyzx, c0.xxxy, c0.yyyx
mov_pp oC0.w, r1.w
dp4_pp r0.x, r2, c48
texld_pp r0, r0, s0
mov_pp oC0.x, r0.x
dp4_pp r0.x, r2, c49
dp4_pp r1.x, r2, c50
mov r0.y, c0.y
texld_pp r0, r0, s0
mov_pp oC0.y, r0.y
mov r1.y, c0.y
texld_pp r0, r1, s0
mov_pp oC0.z, r0.z
// approximately 15 instruction slots used (4 texture, 11 arithmetic)
[/code]
I tried that a month ago, so my memory may not be 100% accurate. The thing is that the code ignored the empty code condition and instead always used the rest of the code, whatever it was (modifying things there affected the image, so it wasn't defaulting to the untouched shader). Even making the empty code the default path didn't work.
Simulation (I think I didn't have an "else" path):
[code]
ps_3_0
def c0, 1, 0, 0, 0
dcl_texcoord v0.xy
if_eq insertvariablehere.x, c0.w
rest of code (that always happens even if the condition is impossible)
endif
[/code]
Is that simply not possible? I also tried modifying the shader code, trying to disable things per variable. I ended up totally disabling the color channels individually, for example (oC0 axes to 0 for black, or 1 for white, I think it was), but I couldn't figure out how to restore the original colors.
By the way, I've lost the code of the multiple things I had tried, including the hotkey condition. I can do it again, but the game is currently redownloading (stupid Steam didn't recognize the old files when I moved the folder).
I have a question about DX9 games. I want to make a hotkey to disable the color filter in Resident Evil 5. Disabling it from the start is easy, because the shader just needs to have this code:
ps_3_0
dcl_texcoord v0
However, I have seen that I can't place that code under an "if" condition for the hotkey, and the rest of the code in the "else".
// approximately 15 instruction slots used (4 texture, 11 arithmetic)
I tried that a month ago, so my memory may not be 100% accurate. The thing is that the code ignored the empty code condition and instead always used the rest of the code, whatever it was (modifying things there affected the image, so it wasn't defaulting to the untouched shader). Even making the empty code the default path didn't work.
Simulation (I think I didn't have an "else" path):
ps_3_0
def c0, 1, 0, 0, 0
dcl_texcoord v0.xy
if_eq insertvariablehere.x, c0.w
rest of code (that always happens even if the condition is impossible)
endif
Is that simply not possible? I also tried modifying the shader code, trying to disable things per variable. I ended up totally disabling the color channels individually, for example (oC0 axes to 0 for black, or 1 for white, I think it was), but I couldn't figure out how to restore the original colors.
By the way, I've lost the code of the multiple things I had tried, including the hotkey condition. I can do it again, but the game is currently redownloading (stupid Steam didn't recognize the old files when I moved the folder).
Yes I thought it could use a nameplate fix along with the cutscenes if possible.. I noticed I could set a convergance hotkey combo for cutscenes with 3D Migoto I thought I could do the same with helixmod???
Yes I thought it could use a nameplate fix along with the cutscenes if possible.. I noticed I could set a convergance hotkey combo for cutscenes with 3D Migoto I thought I could do the same with helixmod???
I would also like to take a look at F4 BMS 4.33 it is a F16 Flight simulation.. but need to find better guides or at least what I can add to the ini file.. I have the basic one but not sure what else I can add..
I will look around but appreciate any info..
I would also like to take a look at F4 BMS 4.33 it is a F16 Flight simulation.. but need to find better guides or at least what I can add to the ini file.. I have the basic one but not sure what else I can add..
Well vbefore I jump ahead I need to get a working copy of the debug first.. I tried several and so far 1 starts on the main menu but when I go ingame it turns off or I don't see the overlay so I think it turned off not sure but is it supposed to do that?
I would have thought the overlay showing the shader numbers would need to be there?? I will look around at some of the posts here.. but curious to wehy I can get the dx 9 version too work..
Well vbefore I jump ahead I need to get a working copy of the debug first.. I tried several and so far 1 starts on the main menu but when I go ingame it turns off or I don't see the overlay so I think it turned off not sure but is it supposed to do that?
I would have thought the overlay showing the shader numbers would need to be there?? I will look around at some of the posts here.. but curious to wehy I can get the dx 9 version too work..
@The_Nephilim: Best documentation we have is on wiki.bo3b.net, for HelixMod in specific: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List[/url]
That includes links to every version of HelixMod and what is different between them. There are occasional games where HelixMod simply doesn't work, no versions. Without code, we can't fix these.
@masterotaku: You might have gotten snagged by one of the ASM gotchas. Check this list, same location: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Gotchas[/url]
In particular, you can't do arbitrary comparisons with ASM. It won't give an error at assemble, won't crash at runtime, just fail to work. I think there are other scenarios that fail that we don't have listed. As a general solution- put any constants or outputs into temp registers instead.
That includes links to every version of HelixMod and what is different between them. There are occasional games where HelixMod simply doesn't work, no versions. Without code, we can't fix these.
In particular, you can't do arbitrary comparisons with ASM. It won't give an error at assemble, won't crash at runtime, just fail to work. I think there are other scenarios that fail that we don't have listed. As a general solution- put any constants or outputs into temp registers instead.
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
Well I am trying to get an older game working that was modded to use DX9. it is a F16 Flight simulation called Falcon 4. the Mod is BMS 4.33U1..
Now the good news I did get the Helixmod working all I needed tro do was to ALT + TAB out of the game then cancel and go back into the game and Voila Helixmod kicked in..
I can now shader hunt in F4 BMS, but what I would want to fix is what is called the HUD (Heads Up Display) this is a REAL Hud and a F16 fighter jet. now the problem with it is it is supposed to be collimated and set to infinity and ingame it is set to screen depth..
I was wondering will Helixmod be able to tackle something like fix the Collimated HUD and set it to infinity for aiming with the Gun cross and dropping Bombs with the Pipper..
I am going to at the very least fix the TGP that has a bad shader in it in the right eye..
THNX for that link I will definitely need some time to let that sink in but I will take it a vbit at a time..
Well I am trying to get an older game working that was modded to use DX9. it is a F16 Flight simulation called Falcon 4. the Mod is BMS 4.33U1..
Now the good news I did get the Helixmod working all I needed tro do was to ALT + TAB out of the game then cancel and go back into the game and Voila Helixmod kicked in..
I can now shader hunt in F4 BMS, but what I would want to fix is what is called the HUD (Heads Up Display) this is a REAL Hud and a F16 fighter jet. now the problem with it is it is supposed to be collimated and set to infinity and ingame it is set to screen depth..
I was wondering will Helixmod be able to tackle something like fix the Collimated HUD and set it to infinity for aiming with the Gun cross and dropping Bombs with the Pipper..
I am going to at the very least fix the TGP that has a bad shader in it in the right eye..
THNX for that link I will definitely need some time to let that sink in but I will take it a vbit at a time..
@bo3b
Yeah, with other shaders I saw by experimenting that I can't compare two constants. I have to pass at least one of them to a register. I think I did that, but I can't be sure. When the game finishes downloading, I'll try again just in case. This weekend it should be.
Yeah, with other shaders I saw by experimenting that I can't compare two constants. I have to pass at least one of them to a register. I think I did that, but I can't be sure. When the game finishes downloading, I'll try again just in case. This weekend it should be.
This is a Screenshot ingame of F4 BMS. it is a cockpit of the F16..
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/69992/ [/img]
[quote="masterotaku"]@bo3b
Yeah, with other shaders I saw by experimenting that I can't compare two constants. I have to pass at least one of them to a register. I think I did that, but I can't be sure. When the game finishes downloading, I'll try again just in case. This weekend it should be.[/quote]
Yeah, lame, right? This is a bug in the assembler as far as I'm concerned. There should never, ever be a scenario where it's possible to generate bad code. It knows the hardware it's targeting, it for damn sure should flag those as illegal. Microsoft, geez.
If DarkStarSword successfully makes an assembler, you can bet he's going to flag them. :->
[quote="The_Nephilim"]This is a Screenshot ingame of F4 BMS. it is a cockpit of the F16..
[img]https://forums.geforce.com/cmd/default/download-comment-attachment/69992/ [/img][/quote]
Really cool. Looks good. Not having flown an F16, you are looking for the green HUD to be at infinity?
That should definitely be doable since you've got HelixMod loading. I think DJ-RK just mentioned this. You want to find that shader, VertexShader, and set the distance to be infinity. Probably not exactly infinity, you want it in front of the skybox, but if you set it to [code]o0.x += stereo.x * stereo.y * 0.98[/code]
you'll get what you want. This is very similar to fixing a skybox.
Yeah, with other shaders I saw by experimenting that I can't compare two constants. I have to pass at least one of them to a register. I think I did that, but I can't be sure. When the game finishes downloading, I'll try again just in case. This weekend it should be.
Yeah, lame, right? This is a bug in the assembler as far as I'm concerned. There should never, ever be a scenario where it's possible to generate bad code. It knows the hardware it's targeting, it for damn sure should flag those as illegal. Microsoft, geez.
If DarkStarSword successfully makes an assembler, you can bet he's going to flag them. :->
The_Nephilim said:This is a Screenshot ingame of F4 BMS. it is a cockpit of the F16..
Really cool. Looks good. Not having flown an F16, you are looking for the green HUD to be at infinity?
That should definitely be doable since you've got HelixMod loading. I think DJ-RK just mentioned this. You want to find that shader, VertexShader, and set the distance to be infinity. Probably not exactly infinity, you want it in front of the skybox, but if you set it to
o0.x += stereo.x * stereo.y * 0.98
you'll get what you want. This is very similar to fixing a skybox.
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
For help on the shadows, post example pictures of what you see, and also the VS and PS associated with them. It can be tricky to find the right shadow shaders, it's sometime light shaders that cast shadows, not the ones that obviously turn off the shadows.
If you post those here, someone can probably help.
For HelixMod blog posts, send me a PM with the email address you want to use for the blog, and I'll send a request from the blog.
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
I will PM you my Email..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
The reason I think this is worth doing is because 3dvisionlive.com is the NVidia standard, and we can expect it to keep at least limping along. We've already run into times where people post images that wind up deleted because the random sharing site they used went under, or timed out or other foolishness. That makes google searches less valuable.
Another reason to use this new technique is because the add-attachment mechanism is flakey and also low quality servers that are slow. The 3dvisionlive.com approach is easier to create and faster serving. It'll also be easier for a ShaderHacker as we want all new HelixModBlog pictures to be hosted off of 3dvisionlive, and this way you only have to upload once.
Let me know what you think.
Please do this instead:
1) Upload your images to 3dvisionlive.com
2) Find your image
3) Find the hash code number in the URL (example: 53670b9ccb8577ea5c000177)
4) Make a URL using the api, like
http://api.photos.3dvisionlive.com/imagestore/53670b9ccb8577ea5c000177/nvidia./350.215/
5) embed the picture here using the Img tag around that URL when creating the post. Top right icon, looks like mountain with star.
Example:
BTW, I see that both DarkStarSword and DHR are already using this technique, I'm just here to explain it.
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
From what I gather there are 2 files I need the d3d9.dll and d3d9.ini file?? Now I seen I need to run the debug verson but it CTD's each time and the thread where it showed me what to do is no longer linked as it is a broke link??
I was wondering am I doing something wrong or will it not work with every game to fix??
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Or are you referring to the nameplates?
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)
However, I have seen that I can't place that code under an "if" condition for the hotkey, and the rest of the code in the "else".
Original pixel shader code:
I tried that a month ago, so my memory may not be 100% accurate. The thing is that the code ignored the empty code condition and instead always used the rest of the code, whatever it was (modifying things there affected the image, so it wasn't defaulting to the untouched shader). Even making the empty code the default path didn't work.
Simulation (I think I didn't have an "else" path):
Is that simply not possible? I also tried modifying the shader code, trying to disable things per variable. I ended up totally disabling the color channels individually, for example (oC0 axes to 0 for black, or 1 for white, I think it was), but I couldn't figure out how to restore the original colors.
By the way, I've lost the code of the multiple things I had tried, including the hotkey condition. I can do it again, but the game is currently redownloading (stupid Steam didn't recognize the old files when I moved the folder).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I will look around but appreciate any info..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I would have thought the overlay showing the shader numbers would need to be there?? I will look around at some of the posts here.. but curious to wehy I can get the dx 9 version too work..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
That includes links to every version of HelixMod and what is different between them. There are occasional games where HelixMod simply doesn't work, no versions. Without code, we can't fix these.
@masterotaku: You might have gotten snagged by one of the ASM gotchas. Check this list, same location: http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Gotchas
In particular, you can't do arbitrary comparisons with ASM. It won't give an error at assemble, won't crash at runtime, just fail to work. I think there are other scenarios that fail that we don't have listed. As a general solution- put any constants or outputs into temp registers instead.
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
Now the good news I did get the Helixmod working all I needed tro do was to ALT + TAB out of the game then cancel and go back into the game and Voila Helixmod kicked in..
I can now shader hunt in F4 BMS, but what I would want to fix is what is called the HUD (Heads Up Display) this is a REAL Hud and a F16 fighter jet. now the problem with it is it is supposed to be collimated and set to infinity and ingame it is set to screen depth..
I was wondering will Helixmod be able to tackle something like fix the Collimated HUD and set it to infinity for aiming with the Gun cross and dropping Bombs with the Pipper..
I am going to at the very least fix the TGP that has a bad shader in it in the right eye..
THNX for that link I will definitely need some time to let that sink in but I will take it a vbit at a time..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Yeah, with other shaders I saw by experimenting that I can't compare two constants. I have to pass at least one of them to a register. I think I did that, but I can't be sure. When the game finishes downloading, I'll try again just in case. This weekend it should be.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
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Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Yeah, lame, right? This is a bug in the assembler as far as I'm concerned. There should never, ever be a scenario where it's possible to generate bad code. It knows the hardware it's targeting, it for damn sure should flag those as illegal. Microsoft, geez.
If DarkStarSword successfully makes an assembler, you can bet he's going to flag them. :->
Really cool. Looks good. Not having flown an F16, you are looking for the green HUD to be at infinity?
That should definitely be doable since you've got HelixMod loading. I think DJ-RK just mentioned this. You want to find that shader, VertexShader, and set the distance to be infinity. Probably not exactly infinity, you want it in front of the skybox, but if you set it to
you'll get what you want. This is very similar to fixing a skybox.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers