Bo3b's School For Shaderhackers
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[quote="bo3b"]Where things mess up is that the game designers are doing some sort of cheat on the original World 3D model. Like shadows are drawn very last in the Projection view, instead of drawing them in the 3D model. They usually do this for performance reasons. So to fix those, we figure out where the effect is being painted wrong, and modify only those coordinates for the offending effect. We are fixing the effect by forcing it to draw in the proper 3D model. [/quote] I've been having a look at campaign map shadows in Rome II. I can already say it's not straight forward. What's odd is that shadows are cast correctly at sea-level. This is, unfortunately, true as well for objects on [i]land[/i]. This I can tell because when I disable the shader that renders the land, this reveals the sea-level below and shadows being cast at that depth! Any idea what's up here? There doesn't appear to be any shader reserved shadows, though there's one that affects the lighting that casts them. Disabling it removes shadows, but makes the whole scene a lot darker.
bo3b said:Where things mess up is that the game designers are doing some sort of cheat on the original World 3D model. Like shadows are drawn very last in the Projection view, instead of drawing them in the 3D model. They usually do this for performance reasons.

So to fix those, we figure out where the effect is being painted wrong, and modify only those coordinates for the offending effect. We are fixing the effect by forcing it to draw in the proper 3D model.


I've been having a look at campaign map shadows in Rome II. I can already say it's not straight forward. What's odd is that shadows are cast correctly at sea-level. This is, unfortunately, true as well for objects on land. This I can tell because when I disable the shader that renders the land, this reveals the sea-level below and shadows being cast at that depth! Any idea what's up here? There doesn't appear to be any shader reserved shadows, though there's one that affects the lighting that casts them. Disabling it removes shadows, but makes the whole scene a lot darker.

Posted 11/30/2014 07:47 PM   
Bo3b a big thanks to you & the others who've kept 3D alive. You guys have been tremendous. I'm trying to do my bit for the community & have started going through your tutorials on shader modification. The tutorials are excellent & even a newbie can understand it!! Great job! I'm working on The Ball for practice & have run into a problem. I want to assign two different keys (Numpad 0 & 9) for two different effects. Here's what my DX9Settings.ini looks like: [code] DefVSConst1 = 220 DefPSConst1 = 220 PresetsKeysList = 1;2; [KEY1] Key = 96 Presets = 1;2; Type = 1 [PRES1] Const1= 0x3f800000 [PRES2] UseByDef=True Const1 = 0x00000000 [KEY2] Key = 105 Presets = 3;4; Type = 1 [PRES3] Const3 = 0x3f800000 [PRES4] UseByDef=True Const3 = 0x00000000 [/code] Now in the shaders I use code like this to disable the shader: [code] //Shader 1 ... def c200, 0, 1, 0.0625, 0 ... mov r30.x, c220.z if_eq r30.x, c200.x mov oC0.xyzw, c200.wwww endif [/code] [code] //Shader 2 ... def c200, 0, 1, 0.0625, 0 ... mov r30.x, c220.x if_eq r30.x, c200.x mov oC0.xyzw, c200.wwww endif [/code] In the game I can toggle shader 2 but not shader 1. Can you please tell me what I'm doing wrong here?
Bo3b a big thanks to you & the others who've kept 3D alive. You guys have been tremendous. I'm trying to do my bit for the community & have started going through your tutorials on shader modification. The tutorials are excellent & even a newbie can understand it!! Great job!

I'm working on The Ball for practice & have run into a problem. I want to assign two different keys (Numpad 0 & 9) for two different effects. Here's what my DX9Settings.ini looks like:

DefVSConst1 = 220
DefPSConst1 = 220
PresetsKeysList = 1;2;

[KEY1]
Key = 96
Presets = 1;2;
Type = 1

[PRES1]
Const1= 0x3f800000
[PRES2]
UseByDef=True
Const1 = 0x00000000

[KEY2]
Key = 105
Presets = 3;4;
Type = 1

[PRES3]
Const3 = 0x3f800000
[PRES4]
UseByDef=True
Const3 = 0x00000000


Now in the shaders I use code like this to disable the shader:

//Shader 1
...
def c200, 0, 1, 0.0625, 0
...
mov r30.x, c220.z
if_eq r30.x, c200.x
mov oC0.xyzw, c200.wwww
endif


//Shader 2
...
def c200, 0, 1, 0.0625, 0
...
mov r30.x, c220.x
if_eq r30.x, c200.x
mov oC0.xyzw, c200.wwww
endif


In the game I can toggle shader 2 but not shader 1. Can you please tell me what I'm doing wrong here?

Posted 12/08/2014 09:28 AM   
It's probably this line. Const1= 0x3f800000 You're missing a space. It should be: Const1 = 0x3f800000
It's probably this line.

Const1= 0x3f800000

You're missing a space. It should be:

Const1 = 0x3f800000

Posted 12/08/2014 10:41 AM   
I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related. edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)? [quote][KEY1] Key = 96 Presets = 1;2; Type = 1 [KEY2] Key = 105 Presets = 1;2; Type = 1 [PRES1] Const1= 0x3f800000 [PRES2] UseByDef=True Const1 = 0x00000000[/quote]
I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related.

edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)?

[KEY1]
Key = 96
Presets = 1;2;
Type = 1

[KEY2]
Key = 105
Presets = 1;2;
Type = 1

[PRES1]
Const1= 0x3f800000

[PRES2]
UseByDef=True
Const1 = 0x00000000
Posted 12/08/2014 05:29 PM   
[quote="Muizer"][quote="bo3b"]Where things mess up is that the game designers are doing some sort of cheat on the original World 3D model. Like shadows are drawn very last in the Projection view, instead of drawing them in the 3D model. They usually do this for performance reasons. So to fix those, we figure out where the effect is being painted wrong, and modify only those coordinates for the offending effect. We are fixing the effect by forcing it to draw in the proper 3D model. [/quote] I've been having a look at campaign map shadows in Rome II. I can already say it's not straight forward. What's odd is that shadows are cast correctly at sea-level. This is, unfortunately, true as well for objects on [i]land[/i]. This I can tell because when I disable the shader that renders the land, this reveals the sea-level below and shadows being cast at that depth! Any idea what's up here? There doesn't appear to be any shader reserved shadows, though there's one that affects the lighting that casts them. Disabling it removes shadows, but makes the whole scene a lot darker. [/quote] I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. [url]http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html[/url] Looking at the blog just now I see that a "final" major patch went out (I stopped trying to play the game ages ago, so was unaware). So I might go back and look at it after we sort out Lords of the Fallen.
Muizer said:
bo3b said:Where things mess up is that the game designers are doing some sort of cheat on the original World 3D model. Like shadows are drawn very last in the Projection view, instead of drawing them in the 3D model. They usually do this for performance reasons.

So to fix those, we figure out where the effect is being painted wrong, and modify only those coordinates for the offending effect. We are fixing the effect by forcing it to draw in the proper 3D model.


I've been having a look at campaign map shadows in Rome II. I can already say it's not straight forward. What's odd is that shadows are cast correctly at sea-level. This is, unfortunately, true as well for objects on land. This I can tell because when I disable the shader that renders the land, this reveals the sea-level below and shadows being cast at that depth! Any idea what's up here? There doesn't appear to be any shader reserved shadows, though there's one that affects the lighting that casts them. Disabling it removes shadows, but makes the whole scene a lot darker.

I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html
Looking at the blog just now I see that a "final" major patch went out (I stopped trying to play the game ages ago, so was unaware). So I might go back and look at it after we sort out Lords of the Fallen.

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

Posted 12/08/2014 06:18 PM   
[quote="mike_ar69"][quote="Muizer"][quote="bo3b"]Where things mess up is that the game designers are doing some sort of cheat on the original World 3D model. Like shadows are drawn very last in the Projection view, instead of drawing them in the 3D model. They usually do this for performance reasons. So to fix those, we figure out where the effect is being painted wrong, and modify only those coordinates for the offending effect. We are fixing the effect by forcing it to draw in the proper 3D model. [/quote] I've been having a look at campaign map shadows in Rome II. I can already say it's not straight forward. What's odd is that shadows are cast correctly at sea-level. This is, unfortunately, true as well for objects on [i]land[/i]. This I can tell because when I disable the shader that renders the land, this reveals the sea-level below and shadows being cast at that depth! Any idea what's up here? There doesn't appear to be any shader reserved shadows, though there's one that affects the lighting that casts them. Disabling it removes shadows, but makes the whole scene a lot darker. [/quote] I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. [url]http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html[/url] Looking at the blog just now I see that a "final" major patch went out (I stopped trying to play the game ages ago, so was unaware). So I might go back and look at it after we sort out Lords of the Fallen.[/quote] Sweet! :) Haven't played that sucker in ages! Have the patches improved the gameplay at all?
mike_ar69 said:
Muizer said:
bo3b said:Where things mess up is that the game designers are doing some sort of cheat on the original World 3D model. Like shadows are drawn very last in the Projection view, instead of drawing them in the 3D model. They usually do this for performance reasons.

So to fix those, we figure out where the effect is being painted wrong, and modify only those coordinates for the offending effect. We are fixing the effect by forcing it to draw in the proper 3D model.


I've been having a look at campaign map shadows in Rome II. I can already say it's not straight forward. What's odd is that shadows are cast correctly at sea-level. This is, unfortunately, true as well for objects on land. This I can tell because when I disable the shader that renders the land, this reveals the sea-level below and shadows being cast at that depth! Any idea what's up here? There doesn't appear to be any shader reserved shadows, though there's one that affects the lighting that casts them. Disabling it removes shadows, but makes the whole scene a lot darker.

I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html
Looking at the blog just now I see that a "final" major patch went out (I stopped trying to play the game ages ago, so was unaware). So I might go back and look at it after we sort out Lords of the Fallen.

Sweet! :) Haven't played that sucker in ages!

Have the patches improved the gameplay at all?

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes

Posted 12/08/2014 08:08 PM   
[quote="TsaebehT"]I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related. edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)?[/quote] This is a very good suggestion from TsaebehT. This is the sort of thing you'll learn how to do as you get practice, to narrow down problems. Swapping the keys from known good to known bad will allow you to narrow down the problem. In this case, I think TsaebehT is also right that the key is already bound. By default it's bound to PSCLRSKIPLSTKEY as Numpad 9, and it's fairly likely that takes precedence over a KeyList. For known defaults, check our doc list: [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List[/url] @PirateGuyBrush: Not a bad idea from code inspection. Sometimes spaces matter with HelixMod and sometimes not. For these keys I don't believe spaces will matter. Lastly, welcome! Always happy to see new people getting started.
TsaebehT said:I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related.

edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)?

This is a very good suggestion from TsaebehT. This is the sort of thing you'll learn how to do as you get practice, to narrow down problems. Swapping the keys from known good to known bad will allow you to narrow down the problem.

In this case, I think TsaebehT is also right that the key is already bound. By default it's bound to PSCLRSKIPLSTKEY as Numpad 9, and it's fairly likely that takes precedence over a KeyList.

For known defaults, check our doc list: http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List


@PirateGuyBrush: Not a bad idea from code inspection. Sometimes spaces matter with HelixMod and sometimes not. For these keys I don't believe spaces will matter.


Lastly, welcome! Always happy to see new people getting started.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 12/08/2014 10:33 PM   
[quote="TsaebehT"]I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related. edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)? [/quote] Thanks for looking in TsaebehT. I managed to figure out what the problem was. I had added comments in the .ini file like this: [code] [KEY1] Key = 96 Presets = 1;2; Type = 1 [KEY2] Key = 105 [u][b]//Numpad9[/b][/u] Presets = 1;2; Type = 1 [/code] This was preventing the key from working. Are comments not allowed in the same line as code? I omitted the comments from my earlier post to make it easier to read. But that's where the problem was!!
TsaebehT said:I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related.

edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)?


Thanks for looking in TsaebehT. I managed to figure out what the problem was. I had added comments in the .ini file like this:

[KEY1]
Key = 96
Presets = 1;2;
Type = 1

[KEY2]
Key = 105 //Numpad9
Presets = 1;2;
Type = 1


This was preventing the key from working. Are comments not allowed in the same line as code? I omitted the comments from my earlier post to make it easier to read. But that's where the problem was!!

Posted 12/09/2014 05:05 AM   
[quote="eroc_remag"][quote="TsaebehT"]I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related. edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)? [/quote] Thanks for looking in TsaebehT. I managed to figure out what the problem was. I had added comments in the .ini file like this: [code] [KEY1] Key = 96 Presets = 1;2; Type = 1 [KEY2] Key = 105 [u][b]//Numpad9[/b][/u] Presets = 1;2; Type = 1 [/code] This was preventing the key from working. Are comments not allowed in the same line as code? I omitted the comments from my earlier post to make it easier to read. But that's where the problem was!! [/quote] No, you can't use comments on the same line. This is one of those bizarre silent failure gotchas of the HelixMod. [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Overview_of_DX9Settings.ini[/url] When you share code or stuff like this, don't edit the info. If someone wants to take what you have to try to solve it, then the scenario is different. Always post exactly what you are using.
eroc_remag said:
TsaebehT said:I've never really used spaces on any of the ini stuff, not saying it might not matter in some cases, but what I'd try first is swapping keys(96 to 105 and vice versa) to see if it's a key-related issue. Pretty sure Keypad 9 is bound to something already in the debug dll. With them swapped if Shader 1 works and Shader 2 doesn't then you know it's key-related.

edit:I'm assuming Keypad 9/Key2 = Shader 1, if it's not key-related couldn't use reuse the Presets as they're the same values on both? And then the Shader code would be the same(mov r30.x, c220.x)?


Thanks for looking in TsaebehT. I managed to figure out what the problem was. I had added comments in the .ini file like this:

[KEY1]
Key = 96
Presets = 1;2;
Type = 1

[KEY2]
Key = 105 //Numpad9
Presets = 1;2;
Type = 1


This was preventing the key from working. Are comments not allowed in the same line as code? I omitted the comments from my earlier post to make it easier to read. But that's where the problem was!!

No, you can't use comments on the same line. This is one of those bizarre silent failure gotchas of the HelixMod.

http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#Overview_of_DX9Settings.ini


When you share code or stuff like this, don't edit the info. If someone wants to take what you have to try to solve it, then the scenario is different. Always post exactly what you are using.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 12/09/2014 05:16 AM   
[quote="mike_ar69"]I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. [url]http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html[/url] [/quote] I've started doing just that. However, it seems some of these shaders have changed quite a bit. Also, the code you put in isn't quite as simple as the one from the tutorial. Main question I have at this point is how to identify the parameter that actually needs to be modified, or, in other words, where to hack into the shader. Is it necessary to understand what all the code is doing from start to finish or is there some sort of golden rule for this?
mike_ar69 said:I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html


I've started doing just that. However, it seems some of these shaders have changed quite a bit. Also, the code you put in isn't quite as simple as the one from the tutorial.

Main question I have at this point is how to identify the parameter that actually needs to be modified, or, in other words, where to hack into the shader. Is it necessary to understand what all the code is doing from start to finish or is there some sort of golden rule for this?

Posted 12/09/2014 06:14 PM   
[quote="Muizer"][quote="mike_ar69"]I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. [url]http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html[/url] [/quote] I've started doing just that. However, it seems some of these shaders have changed quite a bit. Also, the code you put in isn't quite as simple as the one from the tutorial. Main question I have at this point is how to identify the parameter that actually needs to be modified, or, in other words, where to hack into the shader. Is it necessary to understand what all the code is doing from start to finish or is there some sort of golden rule for this? [/quote] Hi - kudos for having a look at this :-) Unfortunately if the shaders have changed a lot, this approach of copying may not be possible. This was a tough game to fix actually so I can't really describe what to do if it's all different - it's all definitely in the "advanced" part of bo3b's upcoming tutorials. I'll have a quick look.
Muizer said:
mike_ar69 said:I know my fix for Rome2 is out of date now, because I stopped trying to keep up with all the game patches ages ago, but I fixed shadows and lights etc in that. You can look in there to find out how I did it and apply it to any new shaders. http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html


I've started doing just that. However, it seems some of these shaders have changed quite a bit. Also, the code you put in isn't quite as simple as the one from the tutorial.

Main question I have at this point is how to identify the parameter that actually needs to be modified, or, in other words, where to hack into the shader. Is it necessary to understand what all the code is doing from start to finish or is there some sort of golden rule for this?


Hi - kudos for having a look at this :-) Unfortunately if the shaders have changed a lot, this approach of copying may not be possible. This was a tough game to fix actually so I can't really describe what to do if it's all different - it's all definitely in the "advanced" part of bo3b's upcoming tutorials. I'll have a quick look.

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

Posted 12/09/2014 06:23 PM   
OK, it is possible to fix the shadows at least using the same approach. I fixed on solitary shadow below - see the shadows for the trees in the middle island. I have a script for this so I'll re-run it all through and it will get much quicker coverage than someone else trying to work it all out. Loads of other effects also need re-correcting, but I am guessing that these will be similar as well, so I will be able to transfer them. For now, here is a picture, maybe by the end of the week I'll have something. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/62656/[/img]
OK, it is possible to fix the shadows at least using the same approach. I fixed on solitary shadow below - see the shadows for the trees in the middle island. I have a script for this so I'll re-run it all through and it will get much quicker coverage than someone else trying to work it all out. Loads of other effects also need re-correcting, but I am guessing that these will be similar as well, so I will be able to transfer them. For now, here is a picture, maybe by the end of the week I'll have something.

Image
Attachments

rome218_99.jps

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

Posted 12/09/2014 06:58 PM   
[quote="mike_ar69"]OK, it is possible to fix the shadows at least using the same approach. I fixed on solitary shadow below - see the shadows for the trees in the middle island. I have a script for this so I'll re-run it all through and it will get much quicker coverage than someone else trying to work it all out. Loads of other effects also need re-correcting, but I am guessing that these will be similar as well, so I will be able to transfer them. For now, here is a picture, maybe by the end of the week I'll have something. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/62656/[/img][/quote] It would be much appreciated! I haven't played the game since the fix was broken.
mike_ar69 said:OK, it is possible to fix the shadows at least using the same approach. I fixed on solitary shadow below - see the shadows for the trees in the middle island. I have a script for this so I'll re-run it all through and it will get much quicker coverage than someone else trying to work it all out. Loads of other effects also need re-correcting, but I am guessing that these will be similar as well, so I will be able to transfer them. For now, here is a picture, maybe by the end of the week I'll have something.

Image


It would be much appreciated! I haven't played the game since the fix was broken.

Posted 12/10/2014 12:54 PM   
I just wanted to check in real quick to say that I started looking at this to work on a potential 3D fix. This is incredibly well put together. Seriously, great job Bo3b. Very simple to follow and nicely concise.
I just wanted to check in real quick to say that I started looking at this to work on a potential 3D fix. This is incredibly well put together. Seriously, great job Bo3b. Very simple to follow and nicely concise.

Posted 12/12/2014 06:43 AM   
I know that adjusting the depth of menus and HUD elements is a topic for future lessons. But I'm working on a fix for Final Fantasy XIII-2 and would like to learn how to do this. I have already had a look at [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653617/#3653617[/url]. But I have problems to transfer it to my fix. What confuses me most is the fact that in FF XIII menus, HUD and loading screens were not at screen depth but already pushed to depth out of the box. Now in FF XIII-2 they are 2D at screen depth - and use the identical VS and PS as FF XIII! The CRCs are the same and also my modifications that allow to disable the HUD or make it transparent work in FF XIII-2 by using the same override files. Also both games don't have a profile in the driver (both unknown). Are there other parameters that could influence the depth of these elements that can't be identified by the Helixmod debug dll? BTW I did not use UseRenderedShaders = true as this causes the game to crash. Another interesting finding: I was hunting a shader for a HUD element that is unique to FF XIII-2 and doesn't share the VS for the other ones. Cycling through the shaders I got the following result: Shader # 453 CRC 77704446 => HUD element visible Shader # 454 CRC 77704446 => HUD element disabled Shader # 455 CRC 77704446 => HUD element visible So there are shaders with different numbers but the same CRC and only one disables the HUD element...? The shader is the same I had to modify to remove a halo issue with some fog. It might be possible that the HUD element and the fog share the same VS as the PS that disables the HUD also affects the fog. Another observation was the fact that a VS that was disabled with the debug.dll while the game was running only affected Mogry (a little monster) but no human characters. When the same shader was placed in the override folder also parts of human characters were missing when the game was started.
I know that adjusting the depth of menus and HUD elements is a topic for future lessons. But I'm working on a fix for Final Fantasy XIII-2 and would like to learn how to do this. I have already had a look at https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653617/#3653617. But I have problems to transfer it to my fix. What confuses me most is the fact that in FF XIII menus, HUD and loading screens were not at screen depth but already pushed to depth out of the box. Now in FF XIII-2 they are 2D at screen depth - and use the identical VS and PS as FF XIII! The CRCs are the same and also my modifications that allow to disable the HUD or make it transparent work in FF XIII-2 by using the same override files. Also both games don't have a profile in the driver (both unknown). Are there other parameters that could influence the depth of these elements that can't be identified by the Helixmod debug dll? BTW I did not use UseRenderedShaders = true as this causes the game to crash.
Another interesting finding: I was hunting a shader for a HUD element that is unique to FF XIII-2 and doesn't share the VS for the other ones. Cycling through the shaders I got the following result:
Shader # 453 CRC 77704446 => HUD element visible
Shader # 454 CRC 77704446 => HUD element disabled
Shader # 455 CRC 77704446 => HUD element visible
So there are shaders with different numbers but the same CRC and only one disables the HUD element...? The shader is the same I had to modify to remove a halo issue with some fog. It might be possible that the HUD element and the fog share the same VS as the PS that disables the HUD also affects the fog. Another observation was the fact that a VS that was disabled with the debug.dll while the game was running only affected Mogry (a little monster) but no human characters. When the same shader was placed in the override folder also parts of human characters were missing when the game was started.

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

Posted 12/12/2014 09:27 PM   
  20 / 88    
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