How to fix/disable shaders in games(DLL,guide and fixes).
  52 / 167    
@[u]ANISOTONIC[/u]
Texture log is for breaking down individual pieces of a shader if it can. Like seperating a hud from crosshair IF IT SEPERATE TEXTURES
log txt is for repeat uses of same shader crc for different shaders. IF THEY ARE SEPERATE SHADERS

Its hard to say which one you are looking for without know what you are doing. But anywho I assume you didnt do this step. I will explain this out so I can put on wiki since instructions aren't really noob friendly(no offense since I am a noob and I didnt get it for at least a couple hours)
DX9SETTINGS.INI
[VSA3C1CA20]
CheckTexCRC = true
Start game Click f10 wait like 30 secs. TEXTURESLOG.txt open it up.
Shader CRC: 0xA3C1CA20 Last texture CRC: "0x7E11A26D(EXAMPLE)" //will appear. a good method to see if their are multiple since its hard to read it is to use Notepad++
Find what: Shader CRC: 0xA3C1CA20
Replace with: .
Click replace all
Then doing same with
Find what: Last texture CRC: 0x7E11A26D
Replace with: .
Click Replace all
Now if there are are any other Last texture CRC's EXAMPLE:: Last texture CRC: 0x2F33D52
DX9SETTINGS.INI
[VSA3C1CA20]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS = 7E11A26D, 02F33D52
I guess we can cross that bridge IF there are more then one textures since its get a little advanced for we noobs.

For log.txt to check if they are seperate shaders. Open up log.txt do a find on A3C1CA20 . If it appears more then once you can seperate them by doing A3C1CA20.1 A3C1CA20.2 etc etc.

@[u]EINCROU[/u]
Cant say for certain but if you are willing to test how I think it goes. Because I am not sure about one register. But anywho I can at least explain one of the mistakes you make.

vs_3_0 //change from vs_1_1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0 //Stereo texture always goes between o0 and last v_(if there are any)
dcl_position o0 //first oWord =oPos
dcl_fog o1 //second oWord=oFog
dcl_texcoord o2.xy //third oWord=oT0.xy
dcl_color o3 //fourth oWord=oD0
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
mov o0, r1
mad o1, -r1.z, c16.w, c16.x //NOT CERTAIN ABOUT FOG.
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o3, v5, c38
texldl r11, c220.z, s0 //
mov r0.w, c220.w //
mul r11.x, r11.x, c220.x //
add r0.x, r0.x, r11.x //
mov o0, r0 // We need to move the temporary register of r0 to an output register o0 position

The only thing I am not 100% certain on is fog. And I don't think mana is certain either since I spoke to him. I will google and see what I can find out. Anywho if you run it maybe it will work if not log.txt and tell us what it says, if not I can clear up some of what you did wrong.

dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_position o0 //first oWord =oPos
dcl_texcoord o2.xy //third oWord=oT0.xy
dcl_color o3 //fourth oWord=oD0
These should always match up with their respective output registers o0/o1/o2/o3 example. You may notice that texcoord and color arent in same order but this should not matter.
dp4 oT0.x, v7, c42 //oRegister of texcoord(o2) must match must match v_(7) for texcoord
dp4 oT0.y, v7, c43 // oRegister of texcoord(o2) must match must match v_(7) for texcoord
mul oD0, v5, c38 //oRegister of color(o3) must match v_(5) for color
I also think temporary registers r(whatever number) and output registers o(whatever number) are confusing you. These two are not related. Temporary registers are kind of like math's adding subtracting multiplying etc. Output registers are the solutions.
Update: Yeah fogs fine just be registered. It should be good to go.

SORRY FOR THE SPAM.
@ANISOTONIC

Texture log is for breaking down individual pieces of a shader if it can. Like seperating a hud from crosshair IF IT SEPERATE TEXTURES

log txt is for repeat uses of same shader crc for different shaders. IF THEY ARE SEPERATE SHADERS



Its hard to say which one you are looking for without know what you are doing. But anywho I assume you didnt do this step. I will explain this out so I can put on wiki since instructions aren't really noob friendly(no offense since I am a noob and I didnt get it for at least a couple hours)

DX9SETTINGS.INI

[VSA3C1CA20]

CheckTexCRC = true

Start game Click f10 wait like 30 secs. TEXTURESLOG.txt open it up.

Shader CRC: 0xA3C1CA20 Last texture CRC: "0x7E11A26D(EXAMPLE)" //will appear. a good method to see if their are multiple since its hard to read it is to use Notepad++

Find what: Shader CRC: 0xA3C1CA20

Replace with: .

Click replace all

Then doing same with

Find what: Last texture CRC: 0x7E11A26D

Replace with: .

Click Replace all

Now if there are are any other Last texture CRC's EXAMPLE:: Last texture CRC: 0x2F33D52

DX9SETTINGS.INI

[VSA3C1CA20]

CheckTexCRC = true

TexCounterReg = 251

DefinedTexturesVS = 7E11A26D, 02F33D52

I guess we can cross that bridge IF there are more then one textures since its get a little advanced for we noobs.



For log.txt to check if they are seperate shaders. Open up log.txt do a find on A3C1CA20 . If it appears more then once you can seperate them by doing A3C1CA20.1 A3C1CA20.2 etc etc.



@EINCROU

Cant say for certain but if you are willing to test how I think it goes. Because I am not sure about one register. But anywho I can at least explain one of the mistakes you make.



vs_3_0 //change from vs_1_1

dcl_position v0

dcl_color v5

dcl_texcoord v7

dcl_2d s0 //Stereo texture always goes between o0 and last v_(if there are any)

dcl_position o0 //first oWord =oPos

dcl_fog o1 //second oWord=oFog

dcl_texcoord o2.xy //third oWord=oT0.xy

dcl_color o3 //fourth oWord=oD0

dp4 r0.x, v0, c48

dp4 r0.y, v0, c49

dp4 r0.z, v0, c50

mov r0.w, c0.y

dp4 r1.x, r0, c8

dp4 r1.y, r0, c9

dp4 r1.z, r0, c10

dp4 r1.w, r0, c11

mov o0, r1

mad o1, -r1.z, c16.w, c16.x //NOT CERTAIN ABOUT FOG.

dp4 o2.x, v7, c42

dp4 o2.y, v7, c43

mul o3, v5, c38

texldl r11, c220.z, s0 //

mov r0.w, c220.w //

mul r11.x, r11.x, c220.x //

add r0.x, r0.x, r11.x //

mov o0, r0 // We need to move the temporary register of r0 to an output register o0 position



The only thing I am not 100% certain on is fog. And I don't think mana is certain either since I spoke to him. I will google and see what I can find out. Anywho if you run it maybe it will work if not log.txt and tell us what it says, if not I can clear up some of what you did wrong.



dcl_position v0

dcl_color v5

dcl_texcoord v7

dcl_position o0 //first oWord =oPos

dcl_texcoord o2.xy //third oWord=oT0.xy

dcl_color o3 //fourth oWord=oD0

These should always match up with their respective output registers o0/o1/o2/o3 example. You may notice that texcoord and color arent in same order but this should not matter.

dp4 oT0.x, v7, c42 //oRegister of texcoord(o2) must match must match v_(7) for texcoord

dp4 oT0.y, v7, c43 // oRegister of texcoord(o2) must match must match v_(7) for texcoord

mul oD0, v5, c38 //oRegister of color(o3) must match v_(5) for color

I also think temporary registers r(whatever number) and output registers o(whatever number) are confusing you. These two are not related. Temporary registers are kind of like math's adding subtracting multiplying etc. Output registers are the solutions.

Update: Yeah fogs fine just be registered. It should be good to go.



SORRY FOR THE SPAM.

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 03/27/2012 12:48 AM   
right, ok. so actually in my textureslog.txt I have Shader CRC: 0xBACB0934 Last texture CRC: 0xA3C1CA20 as well as about 10 more (in the same shader, it only appears once in log.txt) so "A3C1CA20" is the first one I want to identify. so I edit textureslog.txt, search for every "Shader CRC: 0xBACB0934" and "Last texture CRC: 0xA3C1CA20" and replace them all with a ".", then I go in the .ini, add "TexCounterReg = 251" as well as "DefinedTexturesVS = A3C1CA20;[every other CRC value];". Just want to be sure I get it. Will that make the texture not appear in the game or should I look for something else after that?
right, ok. so actually in my textureslog.txt I have Shader CRC: 0xBACB0934 Last texture CRC: 0xA3C1CA20 as well as about 10 more (in the same shader, it only appears once in log.txt) so "A3C1CA20" is the first one I want to identify. so I edit textureslog.txt, search for every "Shader CRC: 0xBACB0934" and "Last texture CRC: 0xA3C1CA20" and replace them all with a ".", then I go in the .ini, add "TexCounterReg = 251" as well as "DefinedTexturesVS = A3C1CA20;[every other CRC value];". Just want to be sure I get it. Will that make the texture not appear in the game or should I look for something else after that?

Posted 03/27/2012 01:14 AM   
Thanx for the Sega Sonic All Star Racing fix...I am about to try this game out in 3DTV Play...luv the simple racing games in 3D! /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
Thanx for the Sega Sonic All Star Racing fix...I am about to try this game out in 3DTV Play...luv the simple racing games in 3D! /thanks.gif' class='bbc_emoticon' alt=':thanks:' />

HELIX MOD NEWS

Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing

Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)

Galaxy GTX 670

Posted 03/27/2012 02:11 AM   
@anisotonic
I just checked. You are trying to do sonic's crosshair. It get that glitch with the debugger version that supports textures. If you do this you will still have that huge glitch at the start of the race unless you know something I don't. But anywho...
[BACB0934]

CheckTexCRC = true

DefinedTexturesVS = A3C1CA20;

You have to test each one and ONLY list the one you want. Since you only want one Texture. Crosshair your end result will only be ONE texture.
@anisotonic

I just checked. You are trying to do sonic's crosshair. It get that glitch with the debugger version that supports textures. If you do this you will still have that huge glitch at the start of the race unless you know something I don't. But anywho...

[BACB0934]



CheckTexCRC = true



DefinedTexturesVS = A3C1CA20;



You have to test each one and ONLY list the one you want. Since you only want one Texture. Crosshair your end result will only be ONE texture.

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 03/27/2012 02:34 AM   
WOW Sonic All Star Racing is AMAZING in 3D. The Fixes default HUD depth is great. The menus are even in perfect 3D.

Everyone with 3DTV Play at 720p MUST try this : )

1. Depth 100%, Convergence on your car (Hold Increase convergence Hotkey for a few sec until your car is perfectly focused without glasses)

2. Xbox360 controler

3. Stand 1 Meter away from 50in screen.

4. Open "Casino Cove" Level

5. Pick up Jaw off of ground!

Thanx again for the fixes this is sweeeeeeeeeeeeeeeeeet! /smile.gif' class='bbc_emoticon' alt=':smile:' />

PS.Dont worry about the crosshairs...I just fire missiles quickly anyway!
WOW Sonic All Star Racing is AMAZING in 3D. The Fixes default HUD depth is great. The menus are even in perfect 3D.



Everyone with 3DTV Play at 720p MUST try this : )



1. Depth 100%, Convergence on your car (Hold Increase convergence Hotkey for a few sec until your car is perfectly focused without glasses)



2. Xbox360 controler



3. Stand 1 Meter away from 50in screen.



4. Open "Casino Cove" Level



5. Pick up Jaw off of ground!



Thanx again for the fixes this is sweeeeeeeeeeeeeeeeeet! /smile.gif' class='bbc_emoticon' alt=':smile:' />



PS.Dont worry about the crosshairs...I just fire missiles quickly anyway!

HELIX MOD NEWS

Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing

Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)

Galaxy GTX 670

Posted 03/27/2012 03:27 AM   
Im glad you like it, Sammaz. I actually seem to have an eye infection lol.(I been blaiming everything else, bad fps in games, etc). So I been working on learning and stuff while I cant 3d game. It def. feels good to hear something I did be appreciated especially since people been having trouble with swtor release = /. If you leave feedback on my page I'd greatly appreciate it since it lets others know it works. The menu was definetly the coolest thing in 3d. Not sure why but it looks amazing lol. Its funny how one little shader fix can make some games real nice.(Though some require tons of work, which helix does an amazing job with).
Im glad you like it, Sammaz. I actually seem to have an eye infection lol.(I been blaiming everything else, bad fps in games, etc). So I been working on learning and stuff while I cant 3d game. It def. feels good to hear something I did be appreciated especially since people been having trouble with swtor release = /. If you leave feedback on my page I'd greatly appreciate it since it lets others know it works. The menu was definetly the coolest thing in 3d. Not sure why but it looks amazing lol. Its funny how one little shader fix can make some games real nice.(Though some require tons of work, which helix does an amazing job with).

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 03/27/2012 03:50 AM   
yeah, I know that it's not going to work for now but I still want to try and put together a fix with separate textures, I'm hopeful that one day maybe the new wrappers will work with the game... I also have ideas for fixes in other games and so I need to learn texture splitting.

sammaz yeah I know it's not a big deal at all, I'm just a bit of a perfectionist :) the fix would look very professional if I could do what I have in mind

Helix I wouldn't mind at all giving you the game if it can be of any help to make it work... just offering /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' /> yep, I'm determined.
yeah, I know that it's not going to work for now but I still want to try and put together a fix with separate textures, I'm hopeful that one day maybe the new wrappers will work with the game... I also have ideas for fixes in other games and so I need to learn texture splitting.



sammaz yeah I know it's not a big deal at all, I'm just a bit of a perfectionist :) the fix would look very professional if I could do what I have in mind



Helix I wouldn't mind at all giving you the game if it can be of any help to make it work... just offering /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' /> yep, I'm determined.

Posted 03/27/2012 04:44 AM   
[quote name='eqzitara' date='26 March 2012 - 11:47 PM' timestamp='1332802046' post='1388280']
@mana84
O wow if thats how you fix, hud breaks like that in fable 1. Funny thing is that only happens in old games. And I just gave up... looks like I need to back track.
So basically we do
def c220, 0, 0, 0.0625, 1
..
dcl_2d s0
..
texldl r11, c220.z, s0
mov r0.w, c220.w
mul r11.x, r11.x, c220.x
add r0.x, r0.x, r11.x

?
[/quote]
Yes, that's what I'm doing in another game fix, but it could not work for all the games in fact to make it work for a particular game, it's hud must render correctly in 2d with 'w=1' (with disabled 3d vision).. I'll try this evening to make it work in dark messiah and make you know. Maybe I could find another solution that works for every game, but I've to try that when I'll be at home.
[quote name='eqzitara' date='26 March 2012 - 11:47 PM' timestamp='1332802046' post='1388280']

@mana84

O wow if thats how you fix, hud breaks like that in fable 1. Funny thing is that only happens in old games. And I just gave up... looks like I need to back track.

So basically we do

def c220, 0, 0, 0.0625, 1

..

dcl_2d s0

..

texldl r11, c220.z, s0

mov r0.w, c220.w

mul r11.x, r11.x, c220.x

add r0.x, r0.x, r11.x



?



Yes, that's what I'm doing in another game fix, but it could not work for all the games in fact to make it work for a particular game, it's hud must render correctly in 2d with 'w=1' (with disabled 3d vision).. I'll try this evening to make it work in dark messiah and make you know. Maybe I could find another solution that works for every game, but I've to try that when I'll be at home.

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

Helix mod 3d vision game fixes

Posted 03/27/2012 12:51 PM   
eqzitara,

Thanks for looking at the code. I tried the code you gave, and I added "def c220, 0, 0, 0.0625, 1" under "vs_3_0".

[code]// VS#8: Menu and UI
vs_3_0 //change from vs_1_1
def c220, 0, 0, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0 //Stereo texture always goes between o0 and last v_(if there are any)
dcl_position o0 //first oWord =oPos
dcl_fog o1 //second oWord=oFog
dcl_texcoord o2.xy //third oWord=oT0.xy
dcl_color o3 //fourth oWord=oD0
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
mov o0, r1
mad o1, -r1.z, c16.w, c16.x //NOT CERTAIN ABOUT FOG.
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o3, v5, c38
texldl r11, c220.z, s0 //
mov r0.w, c220.w //
mul r11.x, r11.x, c220.x //
add r0.x, r0.x, r11.x //
mov o0, r0 // We need to move the temporary register of r0 to an output register o0 position[/code]

The shader doesn't work at all with this code. The menus do not appear; not when 3D Vision is activated and not when disabled. I attached the log.

[attachment=24946:LOG vampire01.txt]
eqzitara,



Thanks for looking at the code. I tried the code you gave, and I added "def c220, 0, 0, 0.0625, 1" under "vs_3_0".



// VS#8: Menu and UI

vs_3_0 //change from vs_1_1

def c220, 0, 0, 0.0625, 1

dcl_position v0

dcl_color v5

dcl_texcoord v7

dcl_2d s0 //Stereo texture always goes between o0 and last v_(if there are any)

dcl_position o0 //first oWord =oPos

dcl_fog o1 //second oWord=oFog

dcl_texcoord o2.xy //third oWord=oT0.xy

dcl_color o3 //fourth oWord=oD0

dp4 r0.x, v0, c48

dp4 r0.y, v0, c49

dp4 r0.z, v0, c50

mov r0.w, c0.y

dp4 r1.x, r0, c8

dp4 r1.y, r0, c9

dp4 r1.z, r0, c10

dp4 r1.w, r0, c11

mov o0, r1

mad o1, -r1.z, c16.w, c16.x //NOT CERTAIN ABOUT FOG.

dp4 o2.x, v7, c42

dp4 o2.y, v7, c43

mul o3, v5, c38

texldl r11, c220.z, s0 //

mov r0.w, c220.w //

mul r11.x, r11.x, c220.x //

add r0.x, r0.x, r11.x //

mov o0, r0 // We need to move the temporary register of r0 to an output register o0 position




The shader doesn't work at all with this code. The menus do not appear; not when 3D Vision is activated and not when disabled. I attached the log.



[attachment=24946:LOG vampire01.txt]

Posted 03/27/2012 01:20 PM   
@Eincrou:
try to change "dcl_fog o1" to "dcl_fog [b]o1.x[/b]" and "mad o1, -r1.z, c16.w, c16.x" to "mad [b]o1.x[/b], -r1.z, c16.w, c16.x". That becouse fog has should have only one scalar component.
@Eincrou:

try to change "dcl_fog o1" to "dcl_fog o1.x" and "mad o1, -r1.z, c16.w, c16.x" to "mad o1.x, -r1.z, c16.w, c16.x". That becouse fog has should have only one scalar component.

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

Helix mod 3d vision game fixes

Posted 03/27/2012 01:44 PM   
[quote name='mana84' date='27 March 2012 - 08:44 AM' timestamp='1332855873' post='1388547']
@Eincrou:
try to change "dcl_fog o1" to "dcl_fog [b]o1.x[/b]" and "mad o1, -r1.z, c16.w, c16.x" to "mad [b]o1.x[/b], -r1.z, c16.w, c16.x". That becouse fog has should have only one scalar component.
[/quote]

I tried it, but the shader still does not function. I wish I had some ideas to contribute towards figuring this out, but for now I'm reliant upon your expertise.

Do you want a log file for this, too?
[quote name='mana84' date='27 March 2012 - 08:44 AM' timestamp='1332855873' post='1388547']

@Eincrou:

try to change "dcl_fog o1" to "dcl_fog o1.x" and "mad o1, -r1.z, c16.w, c16.x" to "mad o1.x, -r1.z, c16.w, c16.x". That becouse fog has should have only one scalar component.





I tried it, but the shader still does not function. I wish I had some ideas to contribute towards figuring this out, but for now I'm reliant upon your expertise.



Do you want a log file for this, too?

Posted 03/27/2012 04:25 PM   
It's strange that the game still crashes, the code seems to be good to me.. below I've rewritten the clean (without modifing UI depth) 1.1->3.0 conversion from the start, maybe there is something I can't see :) .. Does that code work? (I can't try it becouse I've not that game installed)

[code]// VertexShader#8: Menus and HUD
vs_3_0
def c220, 0, 0, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.xy
dcl_fog o3.x
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
mov o0, r1
mad o3.x, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38[/code]
if it works we can go on fixing the depth /wink.gif' class='bbc_emoticon' alt=';)' />
It's strange that the game still crashes, the code seems to be good to me.. below I've rewritten the clean (without modifing UI depth) 1.1->3.0 conversion from the start, maybe there is something I can't see :) .. Does that code work? (I can't try it becouse I've not that game installed)



// VertexShader#8: Menus and HUD

vs_3_0

def c220, 0, 0, 0.0625, 1

dcl_position v0

dcl_color v5

dcl_texcoord v7

dcl_2d s0

dcl_position o0

dcl_color o1

dcl_texcoord o2.xy

dcl_fog o3.x

dp4 r0.x, v0, c48

dp4 r0.y, v0, c49

dp4 r0.z, v0, c50

mov r0.w, c0.y

dp4 r1.x, r0, c8

dp4 r1.y, r0, c9

dp4 r1.z, r0, c10

dp4 r1.w, r0, c11

mov o0, r1

mad o3.x, -r1.z, c16.w, c16.x

dp4 o2.x, v7, c42

dp4 o2.y, v7, c43

mul o1, v5, c38


if it works we can go on fixing the depth /wink.gif' class='bbc_emoticon' alt=';)' />

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

Helix mod 3d vision game fixes

Posted 03/27/2012 05:18 PM   
Mana,

With that code, the shader appears and looks fine.



By the way, I haven't had any game crashes with the code we've been trying. In the previous attempt with the fog change, the shader was hidden/disabled/deactivated/non-functioning (no UI was visible), but the game ran fine.
Mana,



With that code, the shader appears and looks fine.







By the way, I haven't had any game crashes with the code we've been trying. In the previous attempt with the fog change, the shader was hidden/disabled/deactivated/non-functioning (no UI was visible), but the game ran fine.

Posted 03/27/2012 05:45 PM   
Even if it works. Look at log.txt eincrou. Do a search on (8digitcrc) and make sure it doesnt see any errors. Always a good idea after doing a conversion. Because you will write the new code and not have any idea why its not working.
Even if it works. Look at log.txt eincrou. Do a search on (8digitcrc) and make sure it doesnt see any errors. Always a good idea after doing a conversion. Because you will write the new code and not have any idea why its not working.

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Posted 03/27/2012 06:06 PM   
I searched for "EF4EFA8F" and three lines mentioned it:

[code]Line 21: F: .\ShaderOverride\VertexShaders\EF4EFA8F.txt

55: OverrideVertexShader CRC: 0xEF4EFA8F

56: .\ShaderOverride\VertexShaders\EF4EFA8F.txt.1pD3DXAssembleShaderFromFile
[/code]
I searched for "EF4EFA8F" and three lines mentioned it:



Line 21: F: .\ShaderOverride\VertexShaders\EF4EFA8F.txt



55: OverrideVertexShader CRC: 0xEF4EFA8F



56: .\ShaderOverride\VertexShaders\EF4EFA8F.txt.1pD3DXAssembleShaderFromFile

Posted 03/27/2012 06:10 PM   
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