How to fix/disable shaders in games(DLL,guide and fixes).
  121 / 167    
All fixed as far as I can tell, works pretty damn good, teammate name indicators even line up after bumping the HUD's depth up slightly like you said. Only issues are due to the low health 'bloody screen' being tied to HUD, it doesn't render on the last couple of inches of each side of the screen, fixable by just changing its texture so theres less of a noticeable edge. Also there is a tiny issue where smoke effects render slightly differently in each eye at longer distances, it was something already there and hardly noticeable. Don't know if you were planning on updating the files on the Helix site, and want before and after pics?
All fixed as far as I can tell, works pretty damn good, teammate name indicators even line up after bumping the HUD's depth up slightly like you said. Only issues are due to the low health 'bloody screen' being tied to HUD, it doesn't render on the last couple of inches of each side of the screen, fixable by just changing its texture so theres less of a noticeable edge. Also there is a tiny issue where smoke effects render slightly differently in each eye at longer distances, it was something already there and hardly noticeable.

Don't know if you were planning on updating the files on the Helix site, and want before and after pics?

Posted 04/23/2013 07:25 PM   
Just post something in comments, and Ill point to it. Like if first fix doesnt work go to comments for alternative. I have no idea why there is a huge disparity between mine and anisotonics. Like his didnt have IF statement and was two shaders. *Shrug* I dont have game and its to old and I dont really want to install it.
Just post something in comments, and Ill point to it. Like if first fix doesnt work go to comments for alternative. I have no idea why there is a huge disparity between mine and anisotonics. Like his didnt have IF statement and was two shaders. *Shrug* I dont have game and its to old and I dont really want to install it.

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Posted 04/23/2013 07:37 PM   
Not sure either, since it does the exact same thing, right down to his description of changing the depth of things in the main menu, and subtitles. But like you said, maybe updates changed shaders, but his fix was posted in 2012, waaaaaaaaaay after the last update. Maybe he just used an old version of the game to create the fix. Wrote the thing in the comments.
Not sure either, since it does the exact same thing, right down to his description of changing the depth of things in the main menu, and subtitles. But like you said, maybe updates changed shaders, but his fix was posted in 2012, waaaaaaaaaay after the last update. Maybe he just used an old version of the game to create the fix.

Wrote the thing in the comments.

Posted 04/23/2013 08:06 PM   
Added. By anychance did you try the right click thing I mentioned earlier? Should let you use different preset for rightclick "ironsights". I havent experimented alot but seems to always work.
Added. By anychance did you try the right click thing I mentioned earlier? Should let you use different preset for rightclick "ironsights". I havent experimented alot but seems to always work.

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Posted 04/23/2013 09:21 PM   
Doesn't seem to work. Had it running through a Logitech software mouse script, and the standard 0 and 9 presets, dunno.
Doesn't seem to work. Had it running through a Logitech software mouse script, and the standard 0 and 9 presets, dunno.

Posted 04/23/2013 09:50 PM   
Hey bo3b, I tried yesterday your Deadlight fix and it's amazing! I'm not that far in the game but using the Z convergence 99% of the game is perfectly playable in 3d and it's stunning. I've only found a bit of ghosting in stairs and things like that, other than that is almost perfect, I'm surprised this fix isn't at Helix site already. This game in 3d is so beautiful, like Trine with zombies lol
Hey bo3b, I tried yesterday your Deadlight fix and it's amazing! I'm not that far in the game but using the Z convergence 99% of the game is perfectly playable in 3d and it's stunning. I've only found a bit of ghosting in stairs and things like that, other than that is almost perfect, I'm surprised this fix isn't at Helix site already. This game in 3d is so beautiful, like Trine with zombies lol

All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com

Posted 04/24/2013 07:01 AM   
[quote="eqzitara"]I asked helix about it once and he said he didn't know of a way to seperate it but it may be he just didn't run into issue himself. I think the issue has to do with skyboxes being actually 2D and 3D vision has issues placing it. You will need to tweak 110, till you find out what max depth is around so you don't mess anything up that shouldnt be. I force everything in shader max depth. But if its less then a certain distance. Do not apply code [It sounds backwards but its easier to see what is changed]. POSITION = o0 / R3 def c200, 0, 0, 1, 110 def c221, 0, 0, 0.0625, 0 .. .. mov r4, r3 mov r8, r3 texldl r10, c220.z, s0 mul r10.x, r10.x, r10.y add r3.x, r3.x, r10.x if_lt c200.w, r4.z mov r3, r8 endif mov o0, r3 It [u]may[/u] be possible to seperate by W instead but I didn't test. I did this in borderlands 2 for pretty much everything since you can't seperate textures. Like if W is Greater then blah blah.[/quote] Really appreciate that suggestion. I understand the mechanism here, and I think I will probably need to do that with the city edge in Coach's brain. For the camp area, I went a different route, using the texture CRC feature to move [i]only [/i]the textures for sky elements, including the sun. I also fixed the sky tear at high convergence by tweaking the Y parameter of the shader at the same time. So, in camp, it should be flawless with the change enclosed, including high convergence. Still working on skies further in the game, but I have a good handle on how to use the tool now.
eqzitara said:I asked helix about it once and he said he didn't know of a way to seperate it but it may be he just didn't run into issue himself. I think the issue has to do with skyboxes being actually 2D and 3D vision has issues placing it.
You will need to tweak 110, till you find out what max depth is around so you don't mess anything up that shouldnt be. I force everything in shader max depth. But if its less then a certain distance. Do not apply code [It sounds backwards but its easier to see what is changed].
POSITION = o0 / R3
def c200, 0, 0, 1, 110
def c221, 0, 0, 0.0625, 0
..
..
mov r4, r3
mov r8, r3
texldl r10, c220.z, s0
mul r10.x, r10.x, r10.y
add r3.x, r3.x, r10.x
if_lt c200.w, r4.z
mov r3, r8
endif
mov o0, r3


It may be possible to seperate by W instead but I didn't test. I did this in borderlands 2 for pretty much everything since you can't seperate textures. Like if W is Greater then blah blah.

Really appreciate that suggestion. I understand the mechanism here, and I think I will probably need to do that with the city edge in Coach's brain.

For the camp area, I went a different route, using the texture CRC feature to move only the textures for sky elements, including the sun. I also fixed the sky tear at high convergence by tweaking the Y parameter of the shader at the same time. So, in camp, it should be flawless with the change enclosed, including high convergence.

Still working on skies further in the game, but I have a good handle on how to use the tool now.

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 04/24/2013 07:45 AM   
[quote="birthright"] Hey bo3b, I tried yesterday your Deadlight fix and it's amazing! I'm not that far in the game but using the Z convergence 99% of the game is perfectly playable in 3d and it's stunning. I've only found a bit of ghosting in stairs and things like that, other than that is almost perfect, I'm surprised this fix isn't at Helix site already. This game in 3d is so beautiful, like Trine with zombies lol[/quote] Thanks! I really appreciate the feedback. It's not up on helixmod just yet, as I wanted to finish the game to be sure I didn't miss something else, and to get a couple of people's reaction. Should be viable pretty soon. Try changing the convergence with the presets- use Backspace, =, -, 0, 9 in that order to go from biggest Randall to smallest Randall. In a tight room, where Randall looks big, if you use the Backspace preset he will line up and no ghosting there too. Like the early room upstairs where the radio is on. Same for long shots outside, like crossing the freeway. Use the 0 preset, and he'll line up there with no ghosting. The Z preset is the same as the = key preset, and is the most common one in the game, but you can make any given room look perfect. The reason to use the Backspace through 9 keys is so you can go up/down in convergence to see which lines up cleanest.
birthright said: Hey bo3b, I tried yesterday your Deadlight fix and it's amazing! I'm not that far in the game but using the Z convergence 99% of the game is perfectly playable in 3d and it's stunning. I've only found a bit of ghosting in stairs and things like that, other than that is almost perfect, I'm surprised this fix isn't at Helix site already. This game in 3d is so beautiful, like Trine with zombies lol

Thanks! I really appreciate the feedback. It's not up on helixmod just yet, as I wanted to finish the game to be sure I didn't miss something else, and to get a couple of people's reaction. Should be viable pretty soon.

Try changing the convergence with the presets-
use Backspace, =, -, 0, 9
in that order to go from biggest Randall to smallest Randall. In a tight room, where Randall looks big, if you use the Backspace preset he will line up and no ghosting there too. Like the early room upstairs where the radio is on.

Same for long shots outside, like crossing the freeway. Use the 0 preset, and he'll line up there with no ghosting. The Z preset is the same as the = key preset, and is the most common one in the game, but you can make any given room look perfect.

The reason to use the Backspace through 9 keys is so you can go up/down in convergence to see which lines up cleanest.

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 04/24/2013 07:52 AM   
Sounds cool. PM me when done and Ill make you an account.
Sounds cool. PM me when done and Ill make you an account.

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Posted 04/24/2013 08:01 AM   
I thought I would pass on an 'empirical observation' I made when fixing specular reflection in Overlord2. I had it 'working' by multiplying the depth the in the formula Sep*(Depth - Conv) by 2, but could not understand why. Then I noticed it broke when I changed convergence. So I fiddled with the depth 'multiplier' to see how it behaved to get some insight. It turns out that the correct multiplying factor is (Conv+1), so the formula that works for stereo correction is: Sep*[Depth*(Conv+1) - Conv] = Sep*[Depth - Conv + Depth*Conv]. I have done a small bit of Googling but can't find this formula anywhere but it completely fixes the specular reflection for all separation and convergence combinations.
I thought I would pass on an 'empirical observation' I made when fixing specular reflection in Overlord2. I had it 'working' by multiplying the depth the in the formula Sep*(Depth - Conv) by 2, but could not understand why. Then I noticed it broke when I changed convergence. So I fiddled with the depth 'multiplier' to see how it behaved to get some insight. It turns out that the correct multiplying factor is (Conv+1), so the formula that works for stereo correction is: Sep*[Depth*(Conv+1) - Conv] = Sep*[Depth - Conv + Depth*Conv]. I have done a small bit of Googling but can't find this formula anywhere but it completely fixes the specular reflection for all separation and convergence combinations.

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

Posted 04/25/2013 03:28 AM   
[quote="TsaebehT"]It's a shame that something like Chiri's convergence unlocking tool couldn't be used, but the game doesn't change any of the depth/convergence settings on it's own. (only 3D Vision Ready games?) I wonder if there's any way to detect what ever it is doing, it is shifting the view into and out of depth after all, and then change the depth/convergence according to that value. [/quote] I took a look at Chiri's unlocker for Deadlight, and as we suspected it doesn't fix anything. That was a long shot, but worth a look. The game doesn't actually lock convergence, it allows it to be freely modified. It just uses bad settings in all cases. In the log file I see the Request SetConvergence any time I would hit my hot keys, and no other times. So that's pretty conclusive that the app itself does not set the convergence directly. It just draws what it draws doing some internal bad math. So, no luck there. I think that what I've got is about as good as it's going to get. Clunky, but totally playable.
TsaebehT said:It's a shame that something like Chiri's convergence unlocking tool couldn't be used, but the game doesn't change any of the depth/convergence settings on it's own. (only 3D Vision Ready games?) I wonder if there's any way to detect what ever it is doing, it is shifting the view into and out of depth after all, and then change the depth/convergence according to that value.

I took a look at Chiri's unlocker for Deadlight, and as we suspected it doesn't fix anything.

That was a long shot, but worth a look. The game doesn't actually lock convergence, it allows it to be freely modified. It just uses bad settings in all cases.

In the log file I see the Request SetConvergence any time I would hit my hot keys, and no other times. So that's pretty conclusive that the app itself does not set the convergence directly. It just draws what it draws doing some internal bad math.


So, no luck there. I think that what I've got is about as good as it's going to get. Clunky, but totally playable.

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 04/26/2013 03:31 AM   
To anyone interested. I updated the tools section about Profiles which may clean up a game to point where you can mod it or fix some issues. Also I wrote up about the preset functions on mouse and keyboard though it only applies to the [u]newest DLL.[/u]
To anyone interested. I updated the tools section about Profiles which may clean up a game to point where you can mod it or fix some issues. Also I wrote up about the preset functions on mouse and keyboard though it only applies to the newest DLL.

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

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Posted 04/29/2013 11:31 PM   
Helix's XCOM script works in ALL UDK games as far I know, I just tested 3 of them and it worked in all 3. I am doing zeno clash 2, so dont use it. If you are going to be using it make sure to write game by Helix/-------(whomever you are) cause his script does literally 99% of the work. Dont be silly and buy a game just to do but if you own one and want to try this, go for it. [u]If your reading this in future and its about a new game, you should probably ask Helix beforehand[Once you confirm it works] just to make sure he is not doing it.[/u] If interested, its actually really simple. Find your game's -----engine.ini in your documents folder. CHANGE AllowNvidiaStereo3d=False TO AllowNvidiaStereo3d=True Grab newest debugger. [url]https://s3.amazonaws.com/-HeliX-/DllsModPack.zip[/url] make a dx9settings ini file and do [General] Dumpall = True Start game all the way up till you can play. Exit. Remove dumpall = True. Add helixs xcom lua files and start game. find the pixelshader that causes distortion[Splits screen] and note the NAME. Now go into dumps/allshaders/pixelshaders/ . Find that pixelshader and add it to to your shaderoverride/pixelshaders/ folder. Start game and you should be able to play now. Keep in mind occasionally certain effects you may need to repeat these steps again but you dont need to exit to do so everytime. Just dump the pixelshader and add it to your pixelshader skip list[I think its 7 or 8 on numpad] then repeat till your done. Now this doesnt fix all effects but it fixes like 99% of them. Just play game as you normally would and you should be able to fix it while playing pretty easily. If you are doing a game that uses UDK might want to mention it here. So you dont have two people doing same game, I have no idea how many of them there are. I know dungeon defenders,papo + yo, zeno clash 2, Rise of the aronauts [I believe], Deadlight, Painkiller[But it has gun depth issues that can probably not be fixed], Sanctum, etc. I know a few people posted games on UDK last few days and theres no pressure if you dont want to convert. This may/may not apply to other UE3 games as well but if you try want to try a game same rules applies but you use Dishonored/DmC/Aliens Colonial Marines[Maybe.. it may be unique]/XCOM .It kind of depends on version/date/unique shaders. If someone wants to do dungeon defenders go for it, I dont mind deleteing my version tbh I didnt commit too much time, crosshair is already sorted out though to make it easier. I do plan to do Zeno Clash 2 and redoing my Sanctum/Quantum Condundrum since huds are already done. Besides that I dont have an interest in doing any game and may only pick up games if no one is interested in doing this.
Helix's XCOM script works in ALL UDK games as far I know, I just tested 3 of them and it worked in all 3. I am doing zeno clash 2, so dont use it. If you are going to be using it make sure to write game by Helix/-------(whomever you are) cause his script does literally 99% of the work. Dont be silly and buy a game just to do but if you own one and want to try this, go for it. If your reading this in future and its about a new game, you should probably ask Helix beforehand[Once you confirm it works] just to make sure he is not doing it.

If interested, its actually really simple.
Find your game's -----engine.ini in your documents folder.
CHANGE
AllowNvidiaStereo3d=False
TO
AllowNvidiaStereo3d=True

Grab newest debugger. https://s3.amazonaws.com/-HeliX-/DllsModPack.zip
make a dx9settings ini file
and do
[General]
Dumpall = True
Start game all the way up till you can play. Exit. Remove dumpall = True.

Add helixs xcom lua files and start game.
find the pixelshader that causes distortion[Splits screen] and note the NAME. Now go into dumps/allshaders/pixelshaders/ . Find that pixelshader and add it to to your shaderoverride/pixelshaders/ folder. Start game and you should be able to play now. Keep in mind occasionally certain effects you may need to repeat these steps again but you dont need to exit to do so everytime. Just dump the pixelshader and add it to your pixelshader skip list[I think its 7 or 8 on numpad] then repeat till your done. Now this doesnt fix all effects but it fixes like 99% of them. Just play game as you normally would and you should be able to fix it while playing pretty easily.


If you are doing a game that uses UDK might want to mention it here. So you dont have two people doing same game, I have no idea how many of them there are. I know dungeon defenders,papo + yo, zeno clash 2, Rise of the aronauts [I believe], Deadlight, Painkiller[But it has gun depth issues that can probably not be fixed], Sanctum, etc. I know a few people posted games on UDK last few days and theres no pressure if you dont want to convert.

This may/may not apply to other UE3 games as well but if you try want to try a game same rules applies but you use Dishonored/DmC/Aliens Colonial Marines[Maybe.. it may be unique]/XCOM .It kind of depends on version/date/unique shaders.

If someone wants to do dungeon defenders go for it, I dont mind deleteing my version tbh I didnt commit too much time, crosshair is already sorted out though to make it easier. I do plan to do Zeno Clash 2 and redoing my Sanctum/Quantum Condundrum since huds are already done. Besides that I dont have an interest in doing any game and may only pick up games if no one is interested in doing this.

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Posted 04/30/2013 11:21 PM   
Alright, well I battled with the pixelshader/vertexshader in UDK that was giving me trouble. I kind of figured it out... but its like it has an offset or something. Like at some convergence settings its works but not at others. [code] vs_3_0 def c5, 0.00784313772, -1, 0, 0.00999999978 def c24, 0.499000013, 0.5, 0.00100000005, 0 def c253, 0, 0, 0.0625, 1 //new dcl_position v0 dcl_tangent v1 dcl_normal v2 dcl_color1 v3 dcl_texcoord v4 dcl_2d s1 //new dcl_color o0 dcl_texcoord o1 dcl_texcoord4 o2 dcl_texcoord6 o3 dcl_texcoord5 o4 dcl_position o5 dcl_texcoord7 o6 mul r0, c7, v0.y mad r0, c6, v0.x, r0 mad r0, c8, v0.z, r0 mad r0, c9, v0.w, r0 mad r1, v2, c5.x, c5.y mad r2.xyz, v1.yzxw, c5.x, c5.y mul r3.xyz, r1.zxyw, r2 mad r2.xyz, r1.yzxw, r2.yzxw, -r3 mul r2.xyz, r1.w, r2 mul r3.xyz, r1.yzxw, r2.zxyw mad r3.xyz, r2.yzxw, r1.zxyw, -r3 mul r3.xyz, r1.w, r3 mul r4, r0.y, c1 mad r4, c0, r0.x, r4 mad r4, c2, r0.z, r4 mad r4, c3, r0.w, r4 mul r1.w, r4.w, c17.z mad o5.xy, r1.w, c17, r4 mad r5.xyz, r0, -c4.w, c4 mul r6.xyz, r5.y, c15 mad r5.xyw, c14.xyzz, r5.x, r6.xyzz mad r5.xyz, c16, r5.z, r5.xyww dp3 o3.x, r3, r5 dp3 o3.y, r2, r5 dp3 o3.z, r1, r5 abs r1.x, c22.x if_lt -r1.x, r1.x add r1.xyz, r0, -c4 dp3 r1.w, r1, r1 rsq r1.w, r1.w rcp r2.x, r1.w add r2.x, r2.x, -c18.w max r2.x, r2.x, c5.z mul r2.x, r2.x, c18.x slt r2.y, c5.w, r1_abs.z lrp r3.x, r2.y, r1.z, c5.w mul r2.y, r3.x, -c18.y exp r2.y, r2.y add r2.y, -r2.y, -c5.y mul r2.z, r3.x, c18.y rcp r2.z, r2.z mul r2.y, r2.z, r2.y mul r2.x, r2.y, r2.x mul r1.xyz, r1.w, r1 dp3 r1.x, c21, r1 mad r1.x, r1.x, -c24.x, c24.y pow r2.y, r1.x, c18.z mov r1.xyz, c20 add r1.xyz, -r1, c19 mad r1.xyz, r2.y, r1, c20 exp r1.w, -r2.x min r1.w, r1.w, -c5.y max r1.w, r1.w, c19.w add r2.x, -r1.w, -c5.y mul o2.xyz, r1, r2.x mov o2.w, r1.w else add r1.xyz, r0, -c4 dp3 r1.x, r1, r1 rsq r1.x, r1.x rcp r1.x, r1.x mov r2.z, c4.z add r3, -r2.z, c21 sge r1.y, c24.z, r1_abs.z lrp r2.x, r1.y, c24.z, r1.z rcp r1.y, r2.x mul_sat r3, r1.y, r3 add r2, -r2.z, c23 mul_sat r2, r1.y, r2 add r1, r1.x, -c20 max r1, r1, c5.z add r2, -r3, r2 mul r1, r1, r2_abs slt r2, r1, c19 mul r1, r1, c18 exp r3.x, r1.x exp r3.y, r1.y exp r3.z, r1.z exp r3.w, r1.w mul r1, r2, r3 mad r2, r2, r3, c5.y mul r3.xyz, r2.x, c10 mov r3.w, r1.x mul r3, r1.y, r3 mad r3.xyz, r2.y, c11, r3 mul r3, r1.z, r3 mad r3.xyz, r2.z, c12, r3 mul r1, r1.w, r3 mad o2.xyz, r2.w, c13, r1 mov o2.w, r1.w endif mov o0, v3 mul o1, c5_abs.yyzz, v4.xyxx mov o3.w, -c5.y mov o4, r0 texldl r11, c253.z, s1 //new add r11.y, r4.w, -r11.y //new mul r11.x, r11.x, r11.y //new add r0.x, r0.x, r11.x //new mov o6, r0 //new mov o5.zw, r4 // approximately 100 instruction slots used [/code] [code] ps_3_0 def c3, -0.0131999999, 0.00100000005, 1, 0.75 def c4, 0.800000012, 0, 0.00499999989, -200 def c5, 2, 0, 0, 0 def c200, 0.0, 0.5, 0.0625, 0 dcl_texcoord4 v0.w dcl_texcoord6 v1.xyz dcl_texcoord5 v2 dcl_color v3.x dcl_texcoord v4.xy dcl_texcoord7 v5 //new dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 add r0.xy, c0.yzzw, v2.yzzw mov r1.yz, c3 mad r0.zw, r0.xyxy, r1.y, c14.xyxy mad r0.xy, r0, r1.y, c15 texld r2, r0, s2 dp2add r0.x, r2, -r2, c3.z rsq r0.x, r0.x rcp r0.x, r0.x texld r2, r0.zwzw, s2 dp2add r0.y, r2, -r2, c3.z rsq r0.y, r0.y rcp r0.y, r0.y add r0.x, r0.x, r0.y texld r0, r0.x, s2 add r0.xz, c13.xyyw, v4.xyyw texld r2, r0.xzzw, s1 mad r0.x, r2.x, v3.x, r0.y dp3 r0.y, v1, v1 rsq r0.y, r0.y mul r0.yz, r0.y, v1.xxyw mad r0.yz, r0, c3.x, v4.xxyw add r0.yz, r0, c13.xxyw texld r2, r0.yzzw, s1 mul r0.y, r2.x, v3.x mad r0.x, r0.y, c3.w, r0.x mul r0.x, r0.x, c4.x mov r16, v5 //new mul r0.yzw, c9.xxyw, r16.y mad r0.yzw, c8.xxyw, r16.x, r0 mad r0.yzw, c10.xxyw, r16.z, r0 mad r0.yzw, c11.xxyw, r16.w, r0 rcp r1.x, r0.w mul r0.yz, r0, r1.x mad r2.xy, r0.yzzw, c1, c1.wzzw mov r2.zw, c4.y texldl r2, r2, s0 add r0.y, r1.z, -c2.y add r0.y, -r0.y, r2.w rcp r0.y, r0.y mad r0.y, -c2.x, r0.y, -r0.w add r0.z, r0.w, c4.w mul_sat r0.z, r0.z, c16.y add r0.z, -r0.z, c3.z mul_sat r0.y, r0.y, c4.z mul r0.y, r0.y, r0.z mad r0.x, r0.x, -r0.y, c3.z texld r0, r0.x, s3 mul r0.xyz, r0, c16.w mov r1.x, c5.x mad_pp r0.xyz, r0, r1.x, c12 mul_pp oC0.xyz, r0, v0.w mov oC0.w, c4.y [/code]
Alright, well I battled with the pixelshader/vertexshader in UDK that was giving me trouble. I kind of figured it out... but its like it has an offset or something. Like at some convergence settings its works but not at others.
vs_3_0
def c5, 0.00784313772, -1, 0, 0.00999999978
def c24, 0.499000013, 0.5, 0.00100000005, 0
def c253, 0, 0, 0.0625, 1 //new
dcl_position v0
dcl_tangent v1
dcl_normal v2
dcl_color1 v3
dcl_texcoord v4
dcl_2d s1 //new
dcl_color o0
dcl_texcoord o1
dcl_texcoord4 o2
dcl_texcoord6 o3
dcl_texcoord5 o4
dcl_position o5
dcl_texcoord7 o6
mul r0, c7, v0.y
mad r0, c6, v0.x, r0
mad r0, c8, v0.z, r0
mad r0, c9, v0.w, r0
mad r1, v2, c5.x, c5.y
mad r2.xyz, v1.yzxw, c5.x, c5.y
mul r3.xyz, r1.zxyw, r2
mad r2.xyz, r1.yzxw, r2.yzxw, -r3
mul r2.xyz, r1.w, r2
mul r3.xyz, r1.yzxw, r2.zxyw
mad r3.xyz, r2.yzxw, r1.zxyw, -r3
mul r3.xyz, r1.w, r3
mul r4, r0.y, c1
mad r4, c0, r0.x, r4
mad r4, c2, r0.z, r4
mad r4, c3, r0.w, r4
mul r1.w, r4.w, c17.z
mad o5.xy, r1.w, c17, r4
mad r5.xyz, r0, -c4.w, c4
mul r6.xyz, r5.y, c15
mad r5.xyw, c14.xyzz, r5.x, r6.xyzz
mad r5.xyz, c16, r5.z, r5.xyww
dp3 o3.x, r3, r5
dp3 o3.y, r2, r5
dp3 o3.z, r1, r5
abs r1.x, c22.x
if_lt -r1.x, r1.x
add r1.xyz, r0, -c4
dp3 r1.w, r1, r1
rsq r1.w, r1.w
rcp r2.x, r1.w
add r2.x, r2.x, -c18.w
max r2.x, r2.x, c5.z
mul r2.x, r2.x, c18.x
slt r2.y, c5.w, r1_abs.z
lrp r3.x, r2.y, r1.z, c5.w
mul r2.y, r3.x, -c18.y
exp r2.y, r2.y
add r2.y, -r2.y, -c5.y
mul r2.z, r3.x, c18.y
rcp r2.z, r2.z
mul r2.y, r2.z, r2.y
mul r2.x, r2.y, r2.x
mul r1.xyz, r1.w, r1
dp3 r1.x, c21, r1
mad r1.x, r1.x, -c24.x, c24.y
pow r2.y, r1.x, c18.z
mov r1.xyz, c20
add r1.xyz, -r1, c19
mad r1.xyz, r2.y, r1, c20
exp r1.w, -r2.x
min r1.w, r1.w, -c5.y
max r1.w, r1.w, c19.w
add r2.x, -r1.w, -c5.y
mul o2.xyz, r1, r2.x
mov o2.w, r1.w
else
add r1.xyz, r0, -c4
dp3 r1.x, r1, r1
rsq r1.x, r1.x
rcp r1.x, r1.x
mov r2.z, c4.z
add r3, -r2.z, c21
sge r1.y, c24.z, r1_abs.z
lrp r2.x, r1.y, c24.z, r1.z
rcp r1.y, r2.x
mul_sat r3, r1.y, r3
add r2, -r2.z, c23
mul_sat r2, r1.y, r2
add r1, r1.x, -c20
max r1, r1, c5.z
add r2, -r3, r2
mul r1, r1, r2_abs
slt r2, r1, c19
mul r1, r1, c18
exp r3.x, r1.x
exp r3.y, r1.y
exp r3.z, r1.z
exp r3.w, r1.w
mul r1, r2, r3
mad r2, r2, r3, c5.y
mul r3.xyz, r2.x, c10
mov r3.w, r1.x
mul r3, r1.y, r3
mad r3.xyz, r2.y, c11, r3
mul r3, r1.z, r3
mad r3.xyz, r2.z, c12, r3
mul r1, r1.w, r3
mad o2.xyz, r2.w, c13, r1
mov o2.w, r1.w
endif
mov o0, v3
mul o1, c5_abs.yyzz, v4.xyxx
mov o3.w, -c5.y
mov o4, r0
texldl r11, c253.z, s1 //new
add r11.y, r4.w, -r11.y //new
mul r11.x, r11.x, r11.y //new
add r0.x, r0.x, r11.x //new
mov o6, r0 //new
mov o5.zw, r4

// approximately 100 instruction slots used

ps_3_0
def c3, -0.0131999999, 0.00100000005, 1, 0.75
def c4, 0.800000012, 0, 0.00499999989, -200
def c5, 2, 0, 0, 0
def c200, 0.0, 0.5, 0.0625, 0
dcl_texcoord4 v0.w
dcl_texcoord6 v1.xyz
dcl_texcoord5 v2
dcl_color v3.x
dcl_texcoord v4.xy
dcl_texcoord7 v5 //new
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
add r0.xy, c0.yzzw, v2.yzzw
mov r1.yz, c3
mad r0.zw, r0.xyxy, r1.y, c14.xyxy
mad r0.xy, r0, r1.y, c15
texld r2, r0, s2
dp2add r0.x, r2, -r2, c3.z
rsq r0.x, r0.x
rcp r0.x, r0.x
texld r2, r0.zwzw, s2
dp2add r0.y, r2, -r2, c3.z
rsq r0.y, r0.y
rcp r0.y, r0.y
add r0.x, r0.x, r0.y
texld r0, r0.x, s2
add r0.xz, c13.xyyw, v4.xyyw
texld r2, r0.xzzw, s1
mad r0.x, r2.x, v3.x, r0.y
dp3 r0.y, v1, v1
rsq r0.y, r0.y
mul r0.yz, r0.y, v1.xxyw
mad r0.yz, r0, c3.x, v4.xxyw
add r0.yz, r0, c13.xxyw
texld r2, r0.yzzw, s1
mul r0.y, r2.x, v3.x
mad r0.x, r0.y, c3.w, r0.x
mul r0.x, r0.x, c4.x
mov r16, v5 //new
mul r0.yzw, c9.xxyw, r16.y
mad r0.yzw, c8.xxyw, r16.x, r0
mad r0.yzw, c10.xxyw, r16.z, r0
mad r0.yzw, c11.xxyw, r16.w, r0
rcp r1.x, r0.w
mul r0.yz, r0, r1.x
mad r2.xy, r0.yzzw, c1, c1.wzzw
mov r2.zw, c4.y
texldl r2, r2, s0
add r0.y, r1.z, -c2.y
add r0.y, -r0.y, r2.w
rcp r0.y, r0.y
mad r0.y, -c2.x, r0.y, -r0.w
add r0.z, r0.w, c4.w
mul_sat r0.z, r0.z, c16.y
add r0.z, -r0.z, c3.z
mul_sat r0.y, r0.y, c4.z
mul r0.y, r0.y, r0.z
mad r0.x, r0.x, -r0.y, c3.z
texld r0, r0.x, s3
mul r0.xyz, r0, c16.w
mov r1.x, c5.x
mad_pp r0.xyz, r0, r1.x, c12
mul_pp oC0.xyz, r0, v0.w
mov oC0.w, c4.y

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Posted 05/02/2013 06:55 AM   
I tried this UDK PSscript.lua with the Eleusis Demo (this is a UDK game) and it's not fixing shadows (or doing anything that I can see). There is also an error in the LOG.txt that shows the following: mov r16.xyw, texldl r11, c200.z, s14 add r11.y, r16.w, -r11.y mul r11.x, r11.x, r11.y add r16.x, r16.x, r11.x r16// r16// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 r16// r16// Parameters: r16// r16// float4 DiffuseOverrideParameter; r16// sampler2D LightAttenuationTexture; r16// float4 LightColorAndFalloffExponent; r16// float4 MinZ_MaxZRatio; r16// float NvStereoEnabled; r16// sampler2D NvStereoFixTexture; r16// sampler2D PixelTexture2D_0; r16// sampler2D PixelTexture2D_1; r16// sampler2D PixelTexture2D_2; r16// sampler2D PixelTexture2D_3; r16// sampler2D SceneColorTexture; r16// float4 ScreenPositionScaleBias; r16// float4 SpecularOverrideParameter; r16// float4 UniformPixelScalars_1; r16// float4 UniformPixelScalars_2; r16// float4 UniformPixelScalars_3; r16// float4 UniformPixelScalars_4; r16// float4 UniformPixelVector_0; r16// float4 UniformPixelVector_1; r16// float4 UniformPixelVector_2; r16// float4 UniformPixelVector_3; r16// float4 UniformPixelVector_4; r16// float4 UniformPixelVector_5; r16// bool bReceiveDynamicShadows; r16// r16// r16// Registers: r16// r16// Name Reg Size r16// ---------------------------- ----- ---- r16// bReceiveDynamicShadows b0 1 r16// UniformPixelVector_0 c0 1 r16// ScreenPositionScaleBias c1 1 r16// MinZ_MaxZRatio c2 1 r16// NvStereoEnabled c3 1 r16// DiffuseOverrideParameter c4 1 r16// SpecularOverrideParameter c5 1 r16// UniformPixelVector_1 c7 1 r16// UniformPixelVector_2 c8 1 r16// UniformPixelVector_3 c9 1 r16// UniformPixelVector_4 c10 1 r16// UniformPixelVector_5 c11 1 r16// UniformPixelScalars_1 c12 1 r16// UniformPixelScalars_2 c13 1 r16// UniformPixelScalars_3 c14 1 r16// UniformPixelScalars_4 c15 1 r16// LightColorAndFalloffExponent c16 1 r16// SceneColorTexture s0 1 r16// NvStereoFixTexture s1 1 r16// LightAttenuationTexture s2 1 r16// PixelTexture2D_0 s3 1 r16// PixelTexture2D_1 s4 1 r16// PixelTexture2D_2 s5 1 r16// PixelTexture2D_3 s6 1 r16// r16 r16 ps_3_0 def c6, 0.483729988, 0.866883993, 2, -1 def c17, 0.0625, 0, 0.699999988, 0.25 def c18, 0.684861004, 0.446700007, 0.0953999981, 0.0399999991 def c19, 0.300000012, 0.589999974, 0.109999999, -9.99999997e-007 def c20, -0, -1, 0, 1 def c200, 0.0, 0.5, 0.0625, 0 r16 dcl_texcoord v0.xy r16 dcl_texcoord4_pp v1.xyz r16 dcl_texcoord5_pp v2 r16 dcl_texcoord6 v3.xyz dcl_texcoord7r16.xyw dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 dcl_2d s6 dcl_2d s14 So somehow in the script this "r16" variable is inserted several times in the wrong place. The specific error relates to the line "dcl_texcoord7r16.xyw". Am I just out of luck with this game? All I did was get the newest lua script from your Zeno Clash 2 fix and use that.
I tried this UDK PSscript.lua with the Eleusis Demo (this is a UDK game) and it's not fixing shadows (or doing anything that I can see). There is also an error in the LOG.txt that shows the following:

mov r16.xyw,
texldl r11, c200.z, s14
add r11.y, r16.w, -r11.y
mul r11.x, r11.x, r11.y
add r16.x, r16.x, r11.x
r16//
r16// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
r16//
r16// Parameters:
r16//
r16// float4 DiffuseOverrideParameter;
r16// sampler2D LightAttenuationTexture;
r16// float4 LightColorAndFalloffExponent;
r16// float4 MinZ_MaxZRatio;
r16// float NvStereoEnabled;
r16// sampler2D NvStereoFixTexture;
r16// sampler2D PixelTexture2D_0;
r16// sampler2D PixelTexture2D_1;
r16// sampler2D PixelTexture2D_2;
r16// sampler2D PixelTexture2D_3;
r16// sampler2D SceneColorTexture;
r16// float4 ScreenPositionScaleBias;
r16// float4 SpecularOverrideParameter;
r16// float4 UniformPixelScalars_1;
r16// float4 UniformPixelScalars_2;
r16// float4 UniformPixelScalars_3;
r16// float4 UniformPixelScalars_4;
r16// float4 UniformPixelVector_0;
r16// float4 UniformPixelVector_1;
r16// float4 UniformPixelVector_2;
r16// float4 UniformPixelVector_3;
r16// float4 UniformPixelVector_4;
r16// float4 UniformPixelVector_5;
r16// bool bReceiveDynamicShadows;
r16//
r16//
r16// Registers:
r16//
r16// Name Reg Size
r16// ---------------------------- ----- ----
r16// bReceiveDynamicShadows b0 1
r16// UniformPixelVector_0 c0 1
r16// ScreenPositionScaleBias c1 1
r16// MinZ_MaxZRatio c2 1
r16// NvStereoEnabled c3 1
r16// DiffuseOverrideParameter c4 1
r16// SpecularOverrideParameter c5 1
r16// UniformPixelVector_1 c7 1
r16// UniformPixelVector_2 c8 1
r16// UniformPixelVector_3 c9 1
r16// UniformPixelVector_4 c10 1
r16// UniformPixelVector_5 c11 1
r16// UniformPixelScalars_1 c12 1
r16// UniformPixelScalars_2 c13 1
r16// UniformPixelScalars_3 c14 1
r16// UniformPixelScalars_4 c15 1
r16// LightColorAndFalloffExponent c16 1
r16// SceneColorTexture s0 1
r16// NvStereoFixTexture s1 1
r16// LightAttenuationTexture s2 1
r16// PixelTexture2D_0 s3 1
r16// PixelTexture2D_1 s4 1
r16// PixelTexture2D_2 s5 1
r16// PixelTexture2D_3 s6 1
r16//
r16
r16 ps_3_0
def c6, 0.483729988, 0.866883993, 2, -1
def c17, 0.0625, 0, 0.699999988, 0.25
def c18, 0.684861004, 0.446700007, 0.0953999981, 0.0399999991
def c19, 0.300000012, 0.589999974, 0.109999999, -9.99999997e-007
def c20, -0, -1, 0, 1
def c200, 0.0, 0.5, 0.0625, 0
r16 dcl_texcoord v0.xy
r16 dcl_texcoord4_pp v1.xyz
r16 dcl_texcoord5_pp v2
r16 dcl_texcoord6 v3.xyz
dcl_texcoord7r16.xyw
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
dcl_2d s6
dcl_2d s14

So somehow in the script this "r16" variable is inserted several times in the wrong place. The specific error relates to the line "dcl_texcoord7r16.xyw".

Am I just out of luck with this game? All I did was get the newest lua script from your Zeno Clash 2 fix and use that.

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

Posted 05/03/2013 06:22 PM   
  121 / 167    
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