How to fix/disable shaders in games(DLL,guide and fixes).
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I think you only need this to get the CRCs, and then you hit F12 in-game where it is being used. [code][VS489FDB41] CheckTexCRC = true[/code] [url]http://helixmod.blogspot.com/2012/03/dlls-update.html[/url] You could try using a different version of the debug ...
I think you only need this to get the CRCs, and then you hit F12 in-game where it is being used.

[VS489FDB41]
CheckTexCRC = true

http://helixmod.blogspot.com/2012/03/dlls-update.html

You could try using a different version of the debug ...
Posted 11/22/2013 07:41 PM   
Yes, this is how I started and got those 0 CRCs. Still, thank you for your help! Maybe not all game send texture CRCs, or I don't know. Also, I don't know what the stages and indexes are. :) As the indexes seem to be unique, maybe those could be used to identify textures as well. I hope to find the solution.
Yes, this is how I started and got those 0 CRCs. Still, thank you for your help!
Maybe not all game send texture CRCs, or I don't know. Also, I don't know what the stages and indexes are. :) As the indexes seem to be unique, maybe those could be used to identify textures as well. I hope to find the solution.

Posted 11/22/2013 08:33 PM   
Hmmn, I guess some of the other modders (esp Eqzirara) can comment. I normally start by just having this until I find some textures: [VSF8E97DEE] CheckTexCRC = true VBOffsetList = 0; DefinedTexturesVS = [VBF8E97DEE.0] PointsList = 554; But otherwise I am not sure - what is the date/time stamp of the DLL you are using? Different DLLs do behave differently with some features, and this was one feature that had a bug for a while (though was fixed I think with the very latest 2 dlls with date stamps 9/1/13 and 9/6/13. As a comparison, for X Rebirth this is what my textures.log looks like: [code] Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x2C65AA48 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xE7176284 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xE7176284 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xE7176284 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x141842E6 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x4B0505CF Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 40, Height 55 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x4B0505CF Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 40, Height 55 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 1 , Offset 0, Type 1 ; Stream 2 , Offset 0, Type 4 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xA18A3695 Stage 0 Index 0xFFFFFFFF offset 0 VertexSize 24 Usage 0, Width 512, Height 512 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 1 , Offset 0, Type 1 ; Stream 2 , Offset 0, Type 4 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xA18A3695 Stage 0 Index 0xFFFFFFFF offset 0 VertexSize 24 Usage 0, Width 512, Height 512 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x2EC8816C Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 32, Height 32 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xA47C2241 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 128, Height 32 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xF5A3D2BD Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 8, Height 8 vbindex 0 Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x22936EB6 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 8, Height 8 vbindex 0 [/code]
Hmmn, I guess some of the other modders (esp Eqzirara) can comment. I normally start by just having this until I find some textures:

[VSF8E97DEE]
CheckTexCRC = true
VBOffsetList = 0;
DefinedTexturesVS =

[VBF8E97DEE.0]
PointsList = 554;

But otherwise I am not sure - what is the date/time stamp of the DLL you are using? Different DLLs do behave differently with some features, and this was one feature that had a bug for a while (though was fixed I think with the very latest 2 dlls with date stamps 9/1/13 and 9/6/13.

As a comparison, for X Rebirth this is what my textures.log looks like:

Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x2C65AA48 Stage 0 Index 0xD240D240  offset 0  VertexSize 16 Usage 0, Width 256, Height 128  vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xE7176284 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xE7176284 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xE7176284 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x141842E6 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 256, Height 128 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x4B0505CF Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 40, Height 55 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x4B0505CF Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 40, Height 55 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 1 , Offset 0, Type 1 ; Stream 2 , Offset 0, Type 4 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xA18A3695 Stage 0 Index 0xFFFFFFFF offset 0 VertexSize 24 Usage 0, Width 512, Height 512 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 1 , Offset 0, Type 1 ; Stream 2 , Offset 0, Type 4 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xA18A3695 Stage 0 Index 0xFFFFFFFF offset 0 VertexSize 24 Usage 0, Width 512, Height 512 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x2EC8816C Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 32, Height 32 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xA47C2241 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 128, Height 32 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0xF5A3D2BD Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 8, Height 8 vbindex 0
Stream 0 , Offset 0, Type 16 ; Stream 0 , Offset 8, Type 4 ; Stream 0 , Offset 12, Type 15 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0xF8E97DEE Last texture CRC: 0x22936EB6 Stage 0 Index 0xD240D240 offset 0 VertexSize 16 Usage 0, Width 8, Height 8 vbindex 0

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Posted 11/22/2013 10:31 PM   
Thank you Mike for the heads up! My Dll's date stamp is 4/1/12. I downloaded it yesterday via the link at the bottom of this page. [url]http://helixmod.blogspot.hu/2012/03/dlls-update.html[/url] I thought it was the newest version. Could you please provide me with a link to the latest version of both the debug and release dlls?
Thank you Mike for the heads up! My Dll's date stamp is 4/1/12. I downloaded it yesterday via the link at the bottom of this page.

http://helixmod.blogspot.hu/2012/03/dlls-update.html

I thought it was the newest version. Could you please provide me with a link to the latest version of both the debug and release dlls?

Posted 11/23/2013 05:01 AM   
This is the latest, it contains both: [url]https://s3.amazonaws.com/-HeliX-/DllsModPack.zip[/url] ... they can all be found here: [url]http://helixmod.wikispot.org/oldvers[/url]
This is the latest, it contains both: https://s3.amazonaws.com/-HeliX-/DllsModPack.zip
... they can all be found here: http://helixmod.wikispot.org/oldvers
Posted 11/23/2013 05:20 AM   
Thank you for the links TsaebehT! I downloaded and tested the 9/6/13 dll, and now my texturelog file structure is the same as Mike's but the texture CRCs are all 0xFFFFFFFF. Do you think it relates to videocard driver version, or operating system, firewall configuration etc? I can provide these if you think it matters. [code]Start logging.. BeginScene EndScene BeginScene Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xBD48173C offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xBD48173C offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFF offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x0 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFF4311C6 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x0 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x5151C17C offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xDF3FBF80 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x474F3400 offset 0 VertexSize 48 Usage 0, Width 128, Height 128 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x0 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFF offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFFC2DD offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0 [/code]
Thank you for the links TsaebehT! I downloaded and tested the 9/6/13 dll, and now my texturelog file structure is the same as Mike's but the texture CRCs are all 0xFFFFFFFF. Do you think it relates to videocard driver version, or operating system, firewall configuration etc? I can provide these if you think it matters.


Start logging.. 
BeginScene
EndScene
BeginScene
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xBD48173C offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xBD48173C offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFF offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x0 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFF4311C6 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x0 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x5151C17C offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xDF3FBF80 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x474F3400 offset 0 VertexSize 48 Usage 0, Width 128, Height 128 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0x0 offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFF offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0
Stream 0 , Offset 0, Type 2 ; Stream 0 , Offset 12, Type 8 ; Stream 0 , Offset 16, Type 5 ; Stream 0 , Offset 20, Type 2 ; Stream 0 , Offset 32, Type 1 ; Stream 0 , Offset 40, Type 1 ; Stream 255 , Offset 0, Type 17 ;Shader CRC: 0x489FDB41 Last texture CRC: 0xFFFFFFFF Stage 0 Index 0xFFC2DD offset 0 VertexSize 48 Usage 0, Width 256, Height 256 vbindex 0

Posted 11/23/2013 06:03 AM   
I tried this method on a different game and I can get texture CRC with that one. So, it seems I'm doing things right, but the game I'm trying to fix now is somehow not sending the texture CRCs to the shader. It would be great to have some feedback on this matter from Helix or Eqzirara. Maybe they know a way to overcome this issue.
I tried this method on a different game and I can get texture CRC with that one.
So, it seems I'm doing things right, but the game I'm trying to fix now is somehow not sending the texture CRCs to the shader. It would be great to have some feedback on this matter from Helix or Eqzirara. Maybe they know a way to overcome this issue.

Posted 11/23/2013 11:12 AM   
So what game are you trying this on? ... and where's the texture? Maybe someone else has the game and they could try to get the CRC for the texture as well ... just in case it's something 'else' causing the issue. If that doesn't work, what about something like TexMod/uMod? Does that get/use the same CRCs as this?
So what game are you trying this on? ... and where's the texture? Maybe someone else has the game and they could try to get the CRC for the texture as well ... just in case it's something 'else' causing the issue. If that doesn't work, what about something like TexMod/uMod? Does that get/use the same CRCs as this?
Posted 11/23/2013 03:42 PM   
Thank you for all your suggestions! I'm trying to fix World of Warcraft's skybox elements. Actually, I already fixed the skybox background and all the clouds, stars and aurora in every zone. The problem is that some other land objects use a few of these shaders as well. These objects don't need this fix and now they look weird. :) This is why I would like to use the texture CRCs to apply the fix to the skybox elements only. I tried to apply a depth check in the shader but that was not good enough. There is a trial version of WoW that you may experiment on. For example Vertex Shader CC8FA161 is responsible for the stars. It is number 9 in the list if someone is willing to try this out. Stars are starting to get visible only after 8pm though. Hellfire peninsula's sky shader (489FDB41) is also a shared one and visible all day so it is easier to test, but its hard to reach in the trial version. Anyways, thank you again for the help!
Thank you for all your suggestions!
I'm trying to fix World of Warcraft's skybox elements. Actually, I already fixed the skybox background and all the clouds, stars and aurora in every zone. The problem is that some other land objects use a few of these shaders as well. These objects don't need this fix and now they look weird. :) This is why I would like to use the texture CRCs to apply the fix to the skybox elements only. I tried to apply a depth check in the shader but that was not good enough.

There is a trial version of WoW that you may experiment on. For example Vertex Shader CC8FA161 is responsible for the stars. It is number 9 in the list if someone is willing to try this out. Stars are starting to get visible only after 8pm though. Hellfire peninsula's sky shader (489FDB41) is also a shared one and visible all day so it is easier to test, but its hard to reach in the trial version. Anyways, thank you again for the help!

Posted 11/23/2013 04:36 PM   
I had a similar problem when looking at Psychonauts, and at that time, eqzitara suggested using an [i]older [/i]debug DLL because the most recent versions seem to have bugs that prevent the CRCs from being found. Maybe try this version: [url]https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip[/url] If that doesn't work, one last one to try is the one I used for Psychonauts, and I left the debug version in the patch file: [url]https://s3.amazonaws.com/bo3b/psychonauts+1.0.zip[/url]
I had a similar problem when looking at Psychonauts, and at that time, eqzitara suggested using an older debug DLL because the most recent versions seem to have bugs that prevent the CRCs from being found.

Maybe try this version: https://s3.amazonaws.com/-HeliX-/DLLS/Debug.zip


If that doesn't work, one last one to try is the one I used for Psychonauts, and I left the debug version in the patch file: https://s3.amazonaws.com/bo3b/psychonauts+1.0.zip

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Posted 11/24/2013 12:54 AM   
Thanks Bo3b for the dlls! Originaly, I had the one you linked first. I tested the Psychonauts Dll as well, unfortunately to no avail. Now, I'm trying to find texture CRCs with external applications as TsaebehT suggested. I downloaded an MPQ editor and found all the required textures, however I'm not sure if any of the info on the following screen is the texture's CRC. Also, I think if Helix’s dll can’t extract textures CRC in the first place, then it won’t be able to match them even if I found them with an external application. Still, I’m trying TexMod today. All the info on a BLP texure: [url]http://s8.postimg.org/lh83lfymt/wow_texture_info.jpg[/url] Also, I uploaded some 3D screens of the current results, check them out if you'd like. I would love to fix the skies without any side effects. I think the „after” results are nice. I'm so close and yet so far. :( Dragonblight Before: [url]http://photos.3dvisionlive.com/toomyxp/image/5291b12acb85774b3f000165/[/url] After: [url]http://photos.3dvisionlive.com/toomyxp/image/5291b18ccb8577cf22000077/[/url] Grizzly hills Before: [url]http://photos.3dvisionlive.com/toomyxp/image/5291b20ecb8577973d00014c/[/url] After: [url]http://photos.3dvisionlive.com/toomyxp/image/5291b24dcb8577c24000015a/[/url] Jade forest Before: [url]http://photos.3dvisionlive.com/toomyxp/image/5291adddcb8577d42200006f/[/url] After: [url]http://photos.3dvisionlive.com/toomyxp/image/5291ae1ccb8577565f000122/[/url] Zul'Drak (Braziers go wrong after the fix) Before: [url]http://photos.3dvisionlive.com/toomyxp/image/5291aeb2cb8577963d000143/[/url] After: [url]http://photos.3dvisionlive.com/toomyxp/image/5291af03cb85775e42000148/[/url] Dragonblight2 Before: [url]http://photos.3dvisionlive.com/toomyxp/image/5291afcbcb8577f93f00015e/[/url] After: [url]http://photos.3dvisionlive.com/toomyxp/image/5291b034cb85773d2400006d/[/url] Terokkar Forest – You can see here that before applying the sky fix, everything looked OK (except sky which is not too visible on this pic). After the fix, some object start rendering weird because of the unnecessary x position modification. Before: [url]http://photos.3dvisionlive.com/toomyxp/image/5291b5eecb8577553d00017a/[/url] After: [url]http://photos.3dvisionlive.com/toomyxp/image/5291b664cb8577c24000015d/[/url]
Thanks Bo3b for the dlls! Originaly, I had the one you linked first. I tested the Psychonauts Dll as well, unfortunately to no avail. Now, I'm trying to find texture CRCs with external applications as TsaebehT suggested. I downloaded an MPQ editor and found all the required textures, however I'm not sure if any of the info on the following screen is the texture's CRC. Also, I think if Helix’s dll can’t extract textures CRC in the first place, then it won’t be able to match them even if I found them with an external application. Still, I’m trying TexMod today.

All the info on a BLP texure:
http://s8.postimg.org/lh83lfymt/wow_texture_info.jpg

Also, I uploaded some 3D screens of the current results, check them out if you'd like. I would love to fix the skies without any side effects. I think the „after” results are nice. I'm so close and yet so far. :(

Dragonblight
Before: http://photos.3dvisionlive.com/toomyxp/image/5291b12acb85774b3f000165/
After: http://photos.3dvisionlive.com/toomyxp/image/5291b18ccb8577cf22000077/

Grizzly hills
Before: http://photos.3dvisionlive.com/toomyxp/image/5291b20ecb8577973d00014c/
After: http://photos.3dvisionlive.com/toomyxp/image/5291b24dcb8577c24000015a/

Jade forest
Before: http://photos.3dvisionlive.com/toomyxp/image/5291adddcb8577d42200006f/
After: http://photos.3dvisionlive.com/toomyxp/image/5291ae1ccb8577565f000122/

Zul'Drak (Braziers go wrong after the fix)
Before: http://photos.3dvisionlive.com/toomyxp/image/5291aeb2cb8577963d000143/
After: http://photos.3dvisionlive.com/toomyxp/image/5291af03cb85775e42000148/

Dragonblight2
Before: http://photos.3dvisionlive.com/toomyxp/image/5291afcbcb8577f93f00015e/
After: http://photos.3dvisionlive.com/toomyxp/image/5291b034cb85773d2400006d/


Terokkar Forest – You can see here that before applying the sky fix, everything looked OK (except sky which is not too visible on this pic). After the fix, some object start rendering weird because of the unnecessary x position modification.

Before: http://photos.3dvisionlive.com/toomyxp/image/5291b5eecb8577553d00017a/
After: http://photos.3dvisionlive.com/toomyxp/image/5291b664cb8577c24000015d/

Posted 11/24/2013 09:49 AM   
Can anyone give any tips on fixing mouse cursors and adding depth to them. I think an example of this that was fixed is in X3:Terran Conflict. It doesn't seem to be the standard shader override technique but it seems the Helix wrapper is capable of adding depth to the mouse cursor. I want to play around with this for X:Rebirth and any hints would be greatly appreciated.
Can anyone give any tips on fixing mouse cursors and adding depth to them. I think an example of this that was fixed is in X3:Terran Conflict. It doesn't seem to be the standard shader override technique but it seems the Helix wrapper is capable of adding depth to the mouse cursor. I want to play around with this for X:Rebirth and any hints would be greatly appreciated.

Posted 11/24/2013 11:05 PM   
[quote="BazzaLB"]Can anyone give any tips on fixing mouse cursors and adding depth to them. I think an example of this that was fixed is in X3:Terran Conflict. It doesn't seem to be the standard shader override technique but it seems the Helix wrapper is capable of adding depth to the mouse cursor. I want to play around with this for X:Rebirth and any hints would be greatly appreciated.[/quote]I missed this before, no email notification with this lame forum software. Can you use the built in laser sight? Ctrl-f12 to enable. If that doesn't work, it is possible to do it with HelixMod, but it's not an easy fix because of the changing depth. Finding the depth of where the cursor is pointing is non-trivial. Use the Terran Conflict as an example. It might very well still be a shader based fix, because usually the cursor will be a VertexShader as well. (I haven't seen anything in HelixMod that is specifically related to cursors.)
BazzaLB said:Can anyone give any tips on fixing mouse cursors and adding depth to them. I think an example of this that was fixed is in X3:Terran Conflict. It doesn't seem to be the standard shader override technique but it seems the Helix wrapper is capable of adding depth to the mouse cursor. I want to play around with this for X:Rebirth and any hints would be greatly appreciated.
I missed this before, no email notification with this lame forum software.

Can you use the built in laser sight? Ctrl-f12 to enable. If that doesn't work, it is possible to do it with HelixMod, but it's not an easy fix because of the changing depth. Finding the depth of where the cursor is pointing is non-trivial.

Use the Terran Conflict as an example. It might very well still be a shader based fix, because usually the cursor will be a VertexShader as well. (I haven't seen anything in HelixMod that is specifically related to cursors.)

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 12/05/2013 12:26 AM   
[b]Question on finding a fix for Unreal engine bloom problem.[/b] Here is the image in question: [img]http://bo3b.net/ball/TheBall05_85.jpg[/img] Note the problem with the bloom effect being offset from the light itself, and varies with convergence. Convergence is turned up pretty high here. The bloom seems to be in the right spot in the world (not screen depth for example), it's just separating too much. I tried Helix's Lua script for the UDK game TheBall, but it didn't find and fix these lights. It definitely ran, and changed other stuff like shadows. I also tried a specific manual fix of adding the usual dcl_2d s0..., and making the output position and texture both stereoized, but there was no effect. I can disable the bloom effect easily, but in the interest of learning and making it better, I wanted to see if anyone already knew of a fix for this problem. This is common for bloom effects, and seems related to fog effects. Please let me know if you've seen a fix for this sort of thing. Thanks.
Question on finding a fix for Unreal engine bloom problem.

Here is the image in question:

Image

Note the problem with the bloom effect being offset from the light itself, and varies with convergence. Convergence is turned up pretty high here. The bloom seems to be in the right spot in the world (not screen depth for example), it's just separating too much.


I tried Helix's Lua script for the UDK game TheBall, but it didn't find and fix these lights. It definitely ran, and changed other stuff like shadows.

I also tried a specific manual fix of adding the usual dcl_2d s0..., and making the output position and texture both stereoized, but there was no effect.

I can disable the bloom effect easily, but in the interest of learning and making it better, I wanted to see if anyone already knew of a fix for this problem. This is common for bloom effects, and seems related to fog effects.

Please let me know if you've seen a fix for this sort of thing. Thanks.

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 12/05/2013 12:39 AM   
[quote="bo3b"][b]Question on finding a fix for Unreal engine bloom problem.[/b] Here is the image in question: [img]http://bo3b.net/ball/TheBall05_85.jpg[/img] Note the problem with the bloom effect being offset from the light itself, and varies with convergence. Convergence is turned up pretty high here. The bloom seems to be in the right spot in the world (not screen depth for example), it's just separating too much. I tried Helix's Lua script for the UDK game TheBall, but it didn't find and fix these lights. It definitely ran, and changed other stuff like shadows. I also tried a specific manual fix of adding the usual dcl_2d s0..., and making the output position and texture both stereoized, but there was no effect. I can disable the bloom effect easily, but in the interest of learning and making it better, I wanted to see if anyone already knew of a fix for this problem. This is common for bloom effects, and seems related to fog effects. Please let me know if you've seen a fix for this sort of thing. Thanks.[/quote] I just had a look and I gotta say... wierd. I was having issues with my debugger though, F10 did not seem to work so it was hard to track down, and its late so I'm off. I might have another look tomorrow, I am interested to know whats going on myself.
bo3b said:Question on finding a fix for Unreal engine bloom problem.

Here is the image in question:

Image

Note the problem with the bloom effect being offset from the light itself, and varies with convergence. Convergence is turned up pretty high here. The bloom seems to be in the right spot in the world (not screen depth for example), it's just separating too much.


I tried Helix's Lua script for the UDK game TheBall, but it didn't find and fix these lights. It definitely ran, and changed other stuff like shadows.

I also tried a specific manual fix of adding the usual dcl_2d s0..., and making the output position and texture both stereoized, but there was no effect.

I can disable the bloom effect easily, but in the interest of learning and making it better, I wanted to see if anyone already knew of a fix for this problem. This is common for bloom effects, and seems related to fog effects.

Please let me know if you've seen a fix for this sort of thing. Thanks.


I just had a look and I gotta say... wierd. I was having issues with my debugger though, F10 did not seem to work so it was hard to track down, and its late so I'm off. I might have another look tomorrow, I am interested to know whats going on myself.

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

Posted 12/05/2013 06:46 AM   
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