I want to make Thief 1&2 fully 3D Vision compatible - please help
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dgVoodoo's website says it:
The API's it currently can wrap are:
- Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm
- DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7)
- Direct3D 8.1
What I did in Thief was disabling the first conversion to DX9 that TFix does, and using dgVoodoo for that to convert it to DX11 instead.
The API's it currently can wrap are:
- Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm
- DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7)
- Direct3D 8.1
What I did in Thief was disabling the first conversion to DX9 that TFix does, and using dgVoodoo for that to convert it to DX11 instead.
I just checked it out. WOW, amazing, you really did it!
I would like to know how exactly you did it. Which of the files are just copied and which did you edit? Are the dll files just copied or did you also edit those with a hex editor?
And the files under ShaderFixes, are they all written from scratch or did you reuse them from other games?
Some of them have this comment: "Created with 3Dmigoto". How do I use 3Dmigoto? Is there a tutorial which you can recommend?
Most important for me: I usually debug with breakpoints to understand how the code works. Is this also possible with those hlsl files? If not, how does someone develop this? Do you edit the files, start the game and check what the result is?
I just checked it out. WOW, amazing, you really did it!
I would like to know how exactly you did it. Which of the files are just copied and which did you edit? Are the dll files just copied or did you also edit those with a hex editor?
And the files under ShaderFixes, are they all written from scratch or did you reuse them from other games?
Some of them have this comment: "Created with 3Dmigoto". How do I use 3Dmigoto? Is there a tutorial which you can recommend?
Most important for me: I usually debug with breakpoints to understand how the code works. Is this also possible with those hlsl files? If not, how does someone develop this? Do you edit the files, start the game and check what the result is?
It looks like you need some long explanations. I can't write for long right at this moment, but in short:
- I didn't hex edit anything. Not counting what I did in "d3dx.ini" and custom shaders, it's just what I put in the instructions of the blog post.
- Custom shaders inside "ShaderFixes" were dumped from the game (using the numpad when "hunting=1" or "hunting=2" in "d3dx.ini"), so I didn't write them from scratch. The one ending in "vs.txt" is written in ASM instead of HLSL because it caused corrupted graphics in HLSL.
- 3Dmigoto releases: https://github.com/bo3b/3Dmigoto/releases . Latest one at this moment: https://github.com/bo3b/3Dmigoto/releases/download/1.3.11/3Dmigoto-1.3.11.zip
For each game you have to know if they are 32 or 64 bits to know what 3Dmigoto version to use.
To see effects of shader changes in real time, I just make and save changes to the files and then press F10 ingame.
For this game it was mostly putting some textures to full depth (with some conditions in the shader code), and some hotkeys.
There are learning lessons here: http://wiki.bo3b.net/index.php?title=Bo3b%27s_School_for_Shaderhackers
But examples are mostly for the DX9 tool, the Helixmod dll.
It looks like you need some long explanations. I can't write for long right at this moment, but in short:
- I didn't hex edit anything. Not counting what I did in "d3dx.ini" and custom shaders, it's just what I put in the instructions of the blog post.
- Custom shaders inside "ShaderFixes" were dumped from the game (using the numpad when "hunting=1" or "hunting=2" in "d3dx.ini"), so I didn't write them from scratch. The one ending in "vs.txt" is written in ASM instead of HLSL because it caused corrupted graphics in HLSL.
- 3Dmigoto releases: https://github.com/bo3b/3Dmigoto/releases . Latest one at this moment: https://github.com/bo3b/3Dmigoto/releases/download/1.3.11/3Dmigoto-1.3.11.zip For each game you have to know if they are 32 or 64 bits to know what 3Dmigoto version to use.
To see effects of shader changes in real time, I just make and save changes to the files and then press F10 ingame.
For this game it was mostly putting some textures to full depth (with some conditions in the shader code), and some hotkeys.
The API's it currently can wrap are:
- Glide 2.11, Glide 2.45, Glide 3.1 and Glide 3.1 Napalm
- DirectX 1-7 (all versions of DirectDraw and Direct3D up to version 7)
- Direct3D 8.1
What I did in Thief was disabling the first conversion to DX9 that TFix does, and using dgVoodoo for that to convert it to DX11 instead.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I would like to know how exactly you did it. Which of the files are just copied and which did you edit? Are the dll files just copied or did you also edit those with a hex editor?
And the files under ShaderFixes, are they all written from scratch or did you reuse them from other games?
Some of them have this comment: "Created with 3Dmigoto". How do I use 3Dmigoto? Is there a tutorial which you can recommend?
Most important for me: I usually debug with breakpoints to understand how the code works. Is this also possible with those hlsl files? If not, how does someone develop this? Do you edit the files, start the game and check what the result is?
- I didn't hex edit anything. Not counting what I did in "d3dx.ini" and custom shaders, it's just what I put in the instructions of the blog post.
- Custom shaders inside "ShaderFixes" were dumped from the game (using the numpad when "hunting=1" or "hunting=2" in "d3dx.ini"), so I didn't write them from scratch. The one ending in "vs.txt" is written in ASM instead of HLSL because it caused corrupted graphics in HLSL.
- 3Dmigoto releases: https://github.com/bo3b/3Dmigoto/releases . Latest one at this moment: https://github.com/bo3b/3Dmigoto/releases/download/1.3.11/3Dmigoto-1.3.11.zip
For each game you have to know if they are 32 or 64 bits to know what 3Dmigoto version to use.
To see effects of shader changes in real time, I just make and save changes to the files and then press F10 ingame.
For this game it was mostly putting some textures to full depth (with some conditions in the shader code), and some hotkeys.
There are learning lessons here: http://wiki.bo3b.net/index.php?title=Bo3b%27s_School_for_Shaderhackers
But examples are mostly for the DX9 tool, the Helixmod dll.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com