Star Wars: Battlefront(2015) - 3D Vision Fix
  3 / 20    
Pretty decent in CM mode with your profile. I didn't experience any of the bad hit detection with the HUD or anything that usually plagues it
Pretty decent in CM mode with your profile. I didn't experience any of the bad hit detection with the HUD or anything that usually plagues it

i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)

#31
Posted 10/10/2015 08:49 AM   
[quote="helifax"]I am having a big problem with this shader. I think 3DMigoto doesn't compile it correctly [code] cbuffer CommonConstants : register(b0) { float4x4 g_invViewProjMatrix : packoffset(c0); float3 g snip mul r0.yzw, r0.yyzw, r7.xxyz mul r0.yzw, r0.yyzw, l(0.000000, 0.318310, 0.318310, 0.318310) mul r1.xyz, r1.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000) mad r0.xyz, r5.xyzx, r0.xxxx, r0.yzwy mad r1.xyz, r13.xyzx, cb0[5].zzzz, r1.xyzx mad o0.xyz, r0.xyzx, cb0[5].zzzz, r1.xyzx mov o0.w, l(0) ret // Approximately 280 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] Now, if I strip the HLSL and leave the ASM the shader works correctly. I am thinking that the HLSL is not decompiled properly? I am just dumping the shader without modifying it and it just makes all the screen white. Anyone has any idea why this happens? The idea is that I would like to correct it;) And is way easier in HLSL rather than ASM:) Thx Edit: I tried manually dumping more PS shaders. After I find one and dump it it gets corrupt... Ex: - cycle with Numpad2 until I find the shader I am looking - dump with numpad3 and move to the next shader - the previous shader (that was dumped) is now corrupt... I know that once the shader is dumped is recompiled basically. So, the bug that I am seeing affects almost all the PS shaders in the game...:-s strange..[/quote] That seems pretty likely to be a bug in the Decompiler. The other way to tell if the generated code has gone askew is to use the F9 key. When you hold it down, it reverts to original code, let go and it goes back to the recompiled and active HLSL. So if there is a bug, you should see it alternate between OK and broken. I took a look at this shader with fxc, and don't see anything immediately suspect. There is a ubfe instruction that has changed, but that sometimes happens as the fxc compiler is really aggressive about optimization. However, I do see a suspicious duplication of a sequence of mul*3. Started as: [code]add r2.x, -r2.x, l(1.000000) sqrt r7.z, r2.x imul null, r0.w, r0.w, l(3) dp3 r8.x, r7.xyzx, cb0[r0.w + 9].xyzx dp3 r8.y, r7.xyzx, cb0[r0.w + 10].xyzx dp3 r8.z, r7.xyzx, cb0[r0.w + 11].xyzx add r0.w, -r2.z, l(1.000000) mul r2.x, r2.w, l(3.000000) round_ne r2.x, r2.x[/code] Decompiled to: [code] r2.x = 1 + -r2.x; r7.z = sqrt(r2.x); r0.w = (int)r0.w * 3; r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20); r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21); r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22); r0.w = 1 + -r2.z; r2.x = 3 * r2.w; r2.x = round(r2.x); [/code] Recompiled as: [code]add r1.z, -r1.z, l(1.000000) sqrt r8.z, r1.z ftoi r0.y, r0.y imul null, r0.y, r0.y, l(3) itof r0.y, r0.y // <-- ? ftou r0.y, r0.y // <-- ? imul null, r0.y, r0.y, l(3) // <-- ? dp3 r9.x, r8.xyzx, cb0[r0.y + 9].xyzx dp3 r9.y, r8.xyzx, cb0[r0.y + 10].xyzx dp3 r9.z, r8.xyzx, cb0[r0.y + 11].xyzx add r0.y, -r3.z, l(1.000000) mul r1.z, r3.w, l(3.000000) round_ne r1.z, r1.z[/code] [s]I don't have a good answer for that, but since the code is an identical duplicate, that suggests an fxc bug itself. If it really wanted to mul by 9, it would have done that.[/s] Edit: No, this seems like an inserted mul*3, which is normally stripped out for matrix offsets. Please change the code to comment out the line below, and see if that fixes this problem. Decompiled to: [code] r2.x = 1 + -r2.x; r7.z = sqrt(r2.x); // r0.w = (int)r0.w * 3; r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20); r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21); r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22); r0.w = 1 + -r2.z; r2.x = 3 * r2.w; r2.x = round(r2.x); [/code]
helifax said:I am having a big problem with this shader.

I think 3DMigoto doesn't compile it correctly

cbuffer CommonConstants : register(b0)
{
float4x4 g_invViewProjMatrix : packoffset(c0);
float3 g

snip

mul r0.yzw, r0.yyzw, r7.xxyz
mul r0.yzw, r0.yyzw, l(0.000000, 0.318310, 0.318310, 0.318310)
mul r1.xyz, r1.xyzx, l(0.318310, 0.318310, 0.318310, 0.000000)
mad r0.xyz, r5.xyzx, r0.xxxx, r0.yzwy
mad r1.xyz, r13.xyzx, cb0[5].zzzz, r1.xyzx
mad o0.xyz, r0.xyzx, cb0[5].zzzz, r1.xyzx
mov o0.w, l(0)
ret
// Approximately 280 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


Now, if I strip the HLSL and leave the ASM the shader works correctly. I am thinking that the HLSL is not decompiled properly? I am just dumping the shader without modifying it and it just makes all the screen white.

Anyone has any idea why this happens?
The idea is that I would like to correct it;) And is way easier in HLSL rather than ASM:)

Thx

Edit:
I tried manually dumping more PS shaders. After I find one and dump it it gets corrupt...
Ex:
- cycle with Numpad2 until I find the shader I am looking
- dump with numpad3 and move to the next shader
- the previous shader (that was dumped) is now corrupt...

I know that once the shader is dumped is recompiled basically. So, the bug that I am seeing affects almost all the PS shaders in the game...:-s strange..


That seems pretty likely to be a bug in the Decompiler. The other way to tell if the generated code has gone askew is to use the F9 key. When you hold it down, it reverts to original code, let go and it goes back to the recompiled and active HLSL. So if there is a bug, you should see it alternate between OK and broken.


I took a look at this shader with fxc, and don't see anything immediately suspect. There is a ubfe instruction that has changed, but that sometimes happens as the fxc compiler is really aggressive about optimization.

However, I do see a suspicious duplication of a sequence of mul*3.

Started as:

add r2.x, -r2.x, l(1.000000)
sqrt r7.z, r2.x
imul null, r0.w, r0.w, l(3)
dp3 r8.x, r7.xyzx, cb0[r0.w + 9].xyzx
dp3 r8.y, r7.xyzx, cb0[r0.w + 10].xyzx
dp3 r8.z, r7.xyzx, cb0[r0.w + 11].xyzx
add r0.w, -r2.z, l(1.000000)
mul r2.x, r2.w, l(3.000000)
round_ne r2.x, r2.x


Decompiled to:
r2.x = 1 + -r2.x;
r7.z = sqrt(r2.x);
r0.w = (int)r0.w * 3;
r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20);
r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21);
r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22);
r0.w = 1 + -r2.z;
r2.x = 3 * r2.w;
r2.x = round(r2.x);


Recompiled as:
add r1.z, -r1.z, l(1.000000)
sqrt r8.z, r1.z
ftoi r0.y, r0.y
imul null, r0.y, r0.y, l(3)
itof r0.y, r0.y // <-- ?
ftou r0.y, r0.y // <-- ?
imul null, r0.y, r0.y, l(3) // <-- ?
dp3 r9.x, r8.xyzx, cb0[r0.y + 9].xyzx
dp3 r9.y, r8.xyzx, cb0[r0.y + 10].xyzx
dp3 r9.z, r8.xyzx, cb0[r0.y + 11].xyzx
add r0.y, -r3.z, l(1.000000)
mul r1.z, r3.w, l(3.000000)
round_ne r1.z, r1.z


I don't have a good answer for that, but since the code is an identical duplicate, that suggests an fxc bug itself. If it really wanted to mul by 9, it would have done that.


Edit: No, this seems like an inserted mul*3, which is normally stripped out for matrix offsets. Please change the code to comment out the line below, and see if that fixes this problem.

Decompiled to:
r2.x = 1 + -r2.x;
r7.z = sqrt(r2.x);
// r0.w = (int)r0.w * 3;
r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20);
r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21);
r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22);
r0.w = 1 + -r2.z;
r2.x = 3 * r2.w;
r2.x = round(r2.x);

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

#32
Posted 10/10/2015 08:53 AM   
[quote="helifax"]If someone wants to play the Beta in 3D Vision in Compatibility Mode: - This is my profile: [/quote] Many thanks! Improves the experience!
helifax said:If someone wants to play the Beta in 3D Vision in Compatibility Mode:

- This is my profile:


Many thanks! Improves the experience!

#33
Posted 10/10/2015 10:59 AM   
@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66424/[/img] @helifax That object render issue, maybe is possible to fix tweaking the user.cfg a little more. I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).
@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed

Image


@helifax
That object render issue, maybe is possible to fix tweaking the user.cfg a little more.
I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#34
Posted 10/10/2015 12:26 PM   
[quote="DHR"]@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66424/[/img] @helifax That object render issue, maybe is possible to fix tweaking the user.cfg a little more. I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).[/quote] I see you beat me to it;)) In any case: Hold your horses:) I already fixed everything in the game:) (I told you I am the master of Frostbite 3 engine Muahahaha ^_^) I'll make a release shortly;)
DHR said:@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed

Image


@helifax
That object render issue, maybe is possible to fix tweaking the user.cfg a little more.
I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).


I see you beat me to it;))

In any case:
Hold your horses:) I already fixed everything in the game:) (I told you I am the master of Frostbite 3 engine Muahahaha ^_^)
I'll make a release shortly;)

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#35
Posted 10/10/2015 12:51 PM   
[quote="bo3b"] Edit: No, this seems like an inserted mul*3, which is normally stripped out for matrix offsets. Please change the code to comment out the line below, and see if that fixes this problem. Decompiled to: [code] r2.x = 1 + -r2.x; r7.z = sqrt(r2.x); // r0.w = (int)r0.w * 3; r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20); r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21); r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22); r0.w = 1 + -r2.z; r2.x = 3 * r2.w; r2.x = round(r2.x); [/code] [/quote] That was it;)) Very strange though;)) I had a feeling that I should ask the man;)) Big thanks Bo3b!!!
bo3b said:

Edit: No, this seems like an inserted mul*3, which is normally stripped out for matrix offsets. Please change the code to comment out the line below, and see if that fixes this problem.

Decompiled to:
r2.x = 1 + -r2.x;
r7.z = sqrt(r2.x);
// r0.w = (int)r0.w * 3;
r8.x = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m00_m10_m20);
r8.y = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m01_m11_m21);
r8.z = dot(r7.xyz, g_normalBasisTransforms[r0.w]._m02_m12_m22);
r0.w = 1 + -r2.z;
r2.x = 3 * r2.w;
r2.x = round(r2.x);



That was it;)) Very strange though;)) I had a feeling that I should ask the man;))
Big thanks Bo3b!!!

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#36
Posted 10/10/2015 12:58 PM   
Great helifax!! i wonder how you fix that object render....i'm almost sure is engine thing (that's why i suggest tweaking more the user.cfg). Also the HUD is a mess, so probably you will need to separate textures
Great helifax!!

i wonder how you fix that object render....i'm almost sure is engine thing (that's why i suggest tweaking more the user.cfg).

Also the HUD is a mess, so probably you will need to separate textures

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#37
Posted 10/10/2015 01:00 PM   
[quote="helifax"][quote="DHR"]@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66424/[/img] @helifax That object render issue, maybe is possible to fix tweaking the user.cfg a little more. I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).[/quote] I see you beat me to it;)) In any case: Hold your horses:) I already fixed everything in the game:) (I told you I am the master of Frostbite 3 engine Muahahaha ^_^) I'll make a release shortly;)[/quote] Thanks Helifax!! :)). Reserve your skills for MASS EFFECT ANDROMEDA :) Any solution for 3D surround??
helifax said:
DHR said:@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed

Image


@helifax
That object render issue, maybe is possible to fix tweaking the user.cfg a little more.
I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).


I see you beat me to it;))

In any case:
Hold your horses:) I already fixed everything in the game:) (I told you I am the master of Frostbite 3 engine Muahahaha ^_^)
I'll make a release shortly;)


Thanks Helifax!! :)). Reserve your skills for MASS EFFECT ANDROMEDA :)
Any solution for 3D surround??

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#38
Posted 10/10/2015 01:28 PM   
[quote="murilladas"][quote="helifax"][quote="DHR"]@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed [img]https://forums.geforce.com/cmd/default/download-comment-attachment/66424/[/img] @helifax That object render issue, maybe is possible to fix tweaking the user.cfg a little more. I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).[/quote] I see you beat me to it;)) In any case: Hold your horses:) I already fixed everything in the game:) (I told you I am the master of Frostbite 3 engine Muahahaha ^_^) I'll make a release shortly;)[/quote] Thanks Helifax!! :)). Reserve your skills for MASS EFFECT ANDROMEDA :) Any solution for 3D surround??[/quote] From what I saw surround works but the UI is on the left screen. I didn't even bother looking since this is a BETA and will probably be fixed in the final game.
murilladas said:
helifax said:
DHR said:@bo3b! you are a genius...removing that part works perfect and that was the shader responsable for the distant shadows, that now is fixed

Image


@helifax
That object render issue, maybe is possible to fix tweaking the user.cfg a little more.
I try to fix through VS or PS, but nothing works properly....trying in the VS, i fix the object render but objects changed the color (more darks in some parts and lighter in others).


I see you beat me to it;))

In any case:
Hold your horses:) I already fixed everything in the game:) (I told you I am the master of Frostbite 3 engine Muahahaha ^_^)
I'll make a release shortly;)


Thanks Helifax!! :)). Reserve your skills for MASS EFFECT ANDROMEDA :)
Any solution for 3D surround??


From what I saw surround works but the UI is on the left screen. I didn't even bother looking since this is a BETA and will probably be fixed in the final game.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#39
Posted 10/10/2015 01:37 PM   
[quote="helifax"] From what I saw surround works but the UI is on the left screen. I didn't even bother looking since this is a BETA and will probably be fixed in the final game.[/quote] ok..you're right
helifax said:
From what I saw surround works but the UI is on the left screen. I didn't even bother looking since this is a BETA and will probably be fixed in the final game.


ok..you're right

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#40
Posted 10/10/2015 01:41 PM   
Is this going to be the very first game fixed before it`s even released :) lol
Is this going to be the very first game fixed before it`s even released :) lol
[quote="DHR"]Great helifax!! i wonder how you fix that object render....i'm almost sure is engine thing (that's why i suggest tweaking more the user.cfg). Also the HUD is a mess, so probably you will need to separate textures[/quote] Yeah;)) Fixed all the HUD. Problem is now I don't know how I can separate the texture for the crosshair. Any tips on how to do this?? (or which fix can I take as an example?) Cheers! [quote="SKAUT"]Is this going to be the very first game fixed before it`s even released :) lol[/quote] Hahah, yeah;))
DHR said:Great helifax!!

i wonder how you fix that object render....i'm almost sure is engine thing (that's why i suggest tweaking more the user.cfg).

Also the HUD is a mess, so probably you will need to separate textures


Yeah;)) Fixed all the HUD. Problem is now I don't know how I can separate the texture for the crosshair.
Any tips on how to do this?? (or which fix can I take as an example?)
Cheers!

SKAUT said:Is this going to be the very first game fixed before it`s even released :) lol

Hahah, yeah;))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

#42
Posted 10/10/2015 02:43 PM   
You can look at Mad Max.... Look this in the d3dx.ini, i use the PS related to the VS...works for me. [code]; This push Tarjet icon in to depth and minimap [ShaderOverrideHUD1] Hash=d685c922981ea997 <--- This is the PS ;Hash=1fd06d5f04ebdbc8 VS <--- This is the VS x2=ps-t0 <--- important for the code in the VS and texture ;Texture for Target icons [TextureOverrideHUD1] Hash=9519af17 <--- Texture filter_index=2 <--- Important for the code in the VS [/code] Look at the shader (VS): [code]float4 tex_filter = IniParams.Load(int2(2,0)); if (tex_filter.x == 2) <--- This is the filter_index used in the ini { <Put here the fixing code for that texture> } [/code] You have to look at the textures in the shaderused.txt (look for the PS and you will look the texture below) You have to try one by one (this is the most fun part...jejejeje) If you have trouble, let me know.....i can take a look.
You can look at Mad Max....

Look this in the d3dx.ini, i use the PS related to the VS...works for me.
; This push Tarjet icon in to depth and minimap
[ShaderOverrideHUD1]
Hash=d685c922981ea997 <--- This is the PS
;Hash=1fd06d5f04ebdbc8 VS <--- This is the VS
x2=ps-t0 <--- important for the code in the VS and texture

;Texture for Target icons
[TextureOverrideHUD1]
Hash=9519af17 <--- Texture
filter_index=2 <--- Important for the code in the VS


Look at the shader (VS):
float4 tex_filter = IniParams.Load(int2(2,0));
if (tex_filter.x == 2) <--- This is the filter_index used in the ini
{
<Put here the fixing code for that texture>
}


You have to look at the textures in the shaderused.txt (look for the PS and you will look the texture below)
You have to try one by one (this is the most fun part...jejejeje)


If you have trouble, let me know.....i can take a look.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#43
Posted 10/10/2015 03:07 PM   
[quote="DHR"]You can look at Mad Max.... Look this in the d3dx.ini, i use the PS related to the VS...works for me. [code]; This push Tarjet icon in to depth and minimap [ShaderOverrideHUD1] Hash=d685c922981ea997 <--- This is the PS ;Hash=1fd06d5f04ebdbc8 VS <--- This is the VS x2=ps-t0 <--- important for the code in the VS and texture ;Texture for Target icons [TextureOverrideHUD1] Hash=9519af17 <--- Texture filter_index=2 <--- Important for the code in the VS [/code] Look at the shader (VS): [code]float4 tex_filter = IniParams.Load(int2(2,0)); if (tex_filter.x == 2) <--- This the filter_index used in the ini { <Put here the fixing code for that texture> } [/code] You have to look at the textures in the shaderused.txt (look for the PS and you will look the texture below) You have to try one by one (this is the most fun part...jejejeje) If you have trouble, let me know.....i can take a look.[/quote] Awesome thanks! I tried it and I get the following: [code] <VertexShader hash="6317781f69e97c64"> <CalledPixelShaders>06a6900cae1076b3 0888e8f130b8ccc6 61ba4785d943033b 848707176433d9ff </CalledPixelShaders> <Register id=0 handle=000000002EDB6A90>00000000</Register> <Register id=1 handle=0000000029BA1D50>bf35f380</Register> <Register id=1 handle=000000006E643650>434ef35f</Register> <Register id=2 handle=00000000F7CC41D0>001aeb96</Register> <Register id=3 handle=00000000F7CC41D0>001aeb96</Register> <Register id=4 handle=000000006EBEB4D0>8c3f28c9</Register> <Register id=5 handle=000000002EE75F10>56a1af4d</Register> <Register id=6 handle=000000002EE76350>12c6e947</Register> <Register id=7 handle=000000002EE76350>12c6e947</Register> <Register id=24 handle=0000000030B61DD0>00000000</Register> <Register id=24 handle=00000000731676D0>00000000</Register> <Register id=120 handle=000000002F7158D0>00000000</Register> <Register id=125 handle=0000000029BA0990>c2d68c8d</Register> </VertexShader> [/code] I don't see any textures here... I am missing something?
DHR said:You can look at Mad Max....

Look this in the d3dx.ini, i use the PS related to the VS...works for me.
; This push Tarjet icon in to depth and minimap
[ShaderOverrideHUD1]
Hash=d685c922981ea997 <--- This is the PS
;Hash=1fd06d5f04ebdbc8 VS <--- This is the VS
x2=ps-t0 <--- important for the code in the VS and texture

;Texture for Target icons
[TextureOverrideHUD1]
Hash=9519af17 <--- Texture
filter_index=2 <--- Important for the code in the VS


Look at the shader (VS):
float4 tex_filter = IniParams.Load(int2(2,0));
if (tex_filter.x == 2) <--- This the filter_index used in the ini
{
<Put here the fixing code for that texture>
}


You have to look at the textures in the shaderused.txt (look for the PS and you will look the texture below)
You have to try one by one (this is the most fun part...jejejeje)


If you have trouble, let me know.....i can take a look.


Awesome thanks!

I tried it and I get the following:
<VertexShader hash="6317781f69e97c64">
<CalledPixelShaders>06a6900cae1076b3 0888e8f130b8ccc6 61ba4785d943033b 848707176433d9ff </CalledPixelShaders>
<Register id=0 handle=000000002EDB6A90>00000000</Register>
<Register id=1 handle=0000000029BA1D50>bf35f380</Register>
<Register id=1 handle=000000006E643650>434ef35f</Register>
<Register id=2 handle=00000000F7CC41D0>001aeb96</Register>
<Register id=3 handle=00000000F7CC41D0>001aeb96</Register>
<Register id=4 handle=000000006EBEB4D0>8c3f28c9</Register>
<Register id=5 handle=000000002EE75F10>56a1af4d</Register>
<Register id=6 handle=000000002EE76350>12c6e947</Register>
<Register id=7 handle=000000002EE76350>12c6e947</Register>
<Register id=24 handle=0000000030B61DD0>00000000</Register>
<Register id=24 handle=00000000731676D0>00000000</Register>
<Register id=120 handle=000000002F7158D0>00000000</Register>
<Register id=125 handle=0000000029BA0990>c2d68c8d</Register>
</VertexShader>


I don't see any textures here... I am missing something?

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Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
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Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
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#44
Posted 10/10/2015 03:16 PM   
You have to look at PS. This is the example for Mad Max: Texture for Car damage Energy are: cec1825c and b46e4484 The id = 0 is important for the ini, if is id = 1 you have to change this line for [code]x2=ps-t1 [/code] [code]<PixelShader hash="d685c922981ea997"> <ParentVertexShaders>1fd06d5f04ebdbc8 </ParentVertexShaders> <Register id=0 handle=000000001FC7E690>0faade47</Register> No <Register id=0 handle=0000000069C8C250>eeb7d062</Register> Gun info <Register id=0 handle=0000000069C8C490>39818e11</Register> Gun info <Register id=0 handle=0000000069C8CB10>6b784733</Register> Gun info <Register id=0 handle=0000000069C8D3D0>c4d30711</Register> Water info <Register id=0 handle=0000000069C8DC90>052cf2d1</Register> No <Register id=0 handle=0000000069C901D0>da9bb59d</Register> Gun info <Register id=0 handle=0000000069C90610>1bf44613</Register> NO <Register id=0 handle=0000000069C92050>0c21d77a</Register> Water info <Register id=0 handle=0000000069C92B50>0188ca60</Register> Gun info <Register id=0 handle=0000000069C94E50>7a734711</Register> No <Register id=0 handle=0000000069C95290>d92e6db5</Register> Car damage <Register id=0 handle=0000000069C954D0>e8e9be78</Register> Car info <Register id=0 handle=0000000069C95950>090f8da2</Register> Gun info <Register id=0 handle=0000000069C96650>cec1825c</Register> YES Car Damage Energy <Register id=0 handle=0000000069C977D0>b46e4484</Register> YES Car Damage Border <Register id=0 handle=0000000069C99210>c81265da</Register>[/code]
You have to look at PS.

This is the example for Mad Max:

Texture for Car damage Energy are: cec1825c and b46e4484
The id = 0 is important for the ini, if is id = 1 you have to change this line for
x2=ps-t1



<PixelShader hash="d685c922981ea997">
<ParentVertexShaders>1fd06d5f04ebdbc8 </ParentVertexShaders>
<Register id=0 handle=000000001FC7E690>0faade47</Register> No
<Register id=0 handle=0000000069C8C250>eeb7d062</Register> Gun info
<Register id=0 handle=0000000069C8C490>39818e11</Register> Gun info
<Register id=0 handle=0000000069C8CB10>6b784733</Register> Gun info
<Register id=0 handle=0000000069C8D3D0>c4d30711</Register> Water info
<Register id=0 handle=0000000069C8DC90>052cf2d1</Register> No
<Register id=0 handle=0000000069C901D0>da9bb59d</Register> Gun info
<Register id=0 handle=0000000069C90610>1bf44613</Register> NO
<Register id=0 handle=0000000069C92050>0c21d77a</Register> Water info
<Register id=0 handle=0000000069C92B50>0188ca60</Register> Gun info
<Register id=0 handle=0000000069C94E50>7a734711</Register> No
<Register id=0 handle=0000000069C95290>d92e6db5</Register> Car damage
<Register id=0 handle=0000000069C954D0>e8e9be78</Register> Car info
<Register id=0 handle=0000000069C95950>090f8da2</Register> Gun info
<Register id=0 handle=0000000069C96650>cec1825c</Register> YES Car Damage Energy
<Register id=0 handle=0000000069C977D0>b46e4484</Register> YES Car Damage Border
<Register id=0 handle=0000000069C99210>c81265da</Register>

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#45
Posted 10/10/2015 03:23 PM   
  3 / 20    
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