How to fix/disable shaders in games(DLL,guide and fixes).
  51 / 167    
It's the same shader. All the hud elements are in that same vertex shader. In the game you pick up weapons, one of them is a homing missile. A crosshair will then appear, aiming at the closest car in front of you. Since you're looking at that car and the crosshair is 2d, it's out of focus and you see it doubled. Therefore I'd like the other elements (race position, current weapon icon, etc) to be behind the player car and only have the crosshair in front of the player car. I don't think it can be done with the working release .dll though. That is, if texture isolation is even an option in the first place, I'm not sure because a .fx pack file is used.

Of course it would not be 100% perfect still, the crosshair would need dynamic depth rendering for that, but it would be a whole lot less annoying.
It's the same shader. All the hud elements are in that same vertex shader. In the game you pick up weapons, one of them is a homing missile. A crosshair will then appear, aiming at the closest car in front of you. Since you're looking at that car and the crosshair is 2d, it's out of focus and you see it doubled. Therefore I'd like the other elements (race position, current weapon icon, etc) to be behind the player car and only have the crosshair in front of the player car. I don't think it can be done with the working release .dll though. That is, if texture isolation is even an option in the first place, I'm not sure because a .fx pack file is used.



Of course it would not be 100% perfect still, the crosshair would need dynamic depth rendering for that, but it would be a whole lot less annoying.

Posted 03/24/2012 10:46 PM   
Yea. Like you said with current release it doesn't matter. So even if it could, it couldn't.

OMG. I thought of best game ever to fix that I spent years playing. I will see if I can get results = )

UPDATE: League of Legends is compatible.. Unfortunately I cant write pixel shaders like at all and every single texture that needs to be fixed is a pixel shader(cant win). Needs to be rewritten from 2d->3d and ps_2_0->3_0. But yeah league of legends is wrapper compatible. Just tested it online. If anyone is interested included the files for health bars/"in-game text". Cant find any examples where anyone converted a pixelshader from 2d->3d. If anyone did one would appreciate if I can see it.

ADDED: Star wars:the old republic 3d hud and text. READ THE WARNING BEFORE USING
Yea. Like you said with current release it doesn't matter. So even if it could, it couldn't.



OMG. I thought of best game ever to fix that I spent years playing. I will see if I can get results = )



UPDATE: League of Legends is compatible.. Unfortunately I cant write pixel shaders like at all and every single texture that needs to be fixed is a pixel shader(cant win). Needs to be rewritten from 2d->3d and ps_2_0->3_0. But yeah league of legends is wrapper compatible. Just tested it online. If anyone is interested included the files for health bars/"in-game text". Cant find any examples where anyone converted a pixelshader from 2d->3d. If anyone did one would appreciate if I can see it.



ADDED: Star wars:the old republic 3d hud and text. READ THE WARNING BEFORE USING

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Posted 03/24/2012 10:56 PM   
[url="http://helixmod.blogspot.com/2012/03/dead-space-3d-vision-fix-update.html"]Updated Dead Space fix.[/url]
Now it can be played with any convergence/separation settings with correct shadows and lights !
Updated Dead Space fix.

Now it can be played with any convergence/separation settings with correct shadows and lights !

Posted 03/25/2012 09:13 PM   
Amazing Helix ! Thx !

works perfectly... so no longer needed different shader fixes for steam and non steam dead space ? /thanks.gif' class='bbc_emoticon' alt=':thanks:' />
Amazing Helix ! Thx !



works perfectly... so no longer needed different shader fixes for steam and non steam dead space ? /thanks.gif' class='bbc_emoticon' alt=':thanks:' />

Posted 03/25/2012 09:25 PM   
[b]Dead Space Fix[/b]

Phenomenal fix Helix, better than your previous fix which was pretty good in itself. I think I'll have to do another play through /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' /> ....this game oozes atmosphere...

Thanks again!
Dead Space Fix



Phenomenal fix Helix, better than your previous fix which was pretty good in itself. I think I'll have to do another play through /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' /> ....this game oozes atmosphere...



Thanks again!

Posted 03/26/2012 02:18 AM   
[quote name='-=HeliX=-' date='25 March 2012 - 01:13 PM' timestamp='1332710028' post='1387819']
[url="http://helixmod.blogspot.com/2012/03/dead-space-3d-vision-fix-update.html"]Updated Dead Space fix.[/url]
Now it can be played with any convergence/separation settings with correct shadows and lights !
[/quote]

You gotta be kidding me. Amazing! I may just have to play this one again.
[quote name='-=HeliX=-' date='25 March 2012 - 01:13 PM' timestamp='1332710028' post='1387819']

Updated Dead Space fix.

Now it can be played with any convergence/separation settings with correct shadows and lights !





You gotta be kidding me. Amazing! I may just have to play this one again.

46" Samsung ES7500 3DTV (checkerboard, high FOV as desktop monitor, highly recommend!) - Metro 2033 3D PNG screens - Metro LL filter realism mod - Flugan's Deus Ex:HR Depth changers - Nvidia tech support online form - Nvidia support: 1-800-797-6530

Posted 03/26/2012 03:07 AM   
[b]Fixing UIs that split when modifying convergence.[/b]

I have had issues in a number of older games where the UI splits apart when convergence is modified. It quickly splits to the point where it entirely leaves the screen, which happens long before the convergence is where I want it to be. I've had this happen in [i]Dark Messiah of Might and Magic[/i], [i]Tomb Raider: Legend[/i], and [i]Vampire: the Masquerade - Bloodlines[/i]. These are games that have few or no shadow/light/water/etc. stereo rendering anomalies, and I'd love to fix them so it's an amazing S3D experience.

nVidia rated their profiles for all of these games as "Excellent," but that is definitely not true. The profiles set the convergence to where the UI is aligned, but this convergence value is so incredibly low that no differences in the depths of objects can be perceived.

I am interested to see if I can use Helix's mod to fix these issues. Using the debug version of the .dll in [i]V:TM - Bloodlines[/i], I was easily able to locate the vertex shader that controls the entire UI, but I'm not yet knowledgeable enough to make this fix. Hopefully one of you can lend your expertise.

Here is the shader as saved by the debug file, completely unmodified except for my comment.
[code]// VertexShader#8: Menus and HUD
vs_1_1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
mov oPos, r1
mad oFog, -r1.z, c16.w, c16.x
dp4 oT0.x, v7, c42
dp4 oT0.y, v7, c43
mul oD0, v5, c38[/code]

I don't know what form a fix would take, but if it's not possible to make this simply render in the same location in both eyes as a 2D object, then a way to adjust the depth would allow me to use trial and error until I find a depth that brings the UI back on screen.

[b]Screenshots:[/b]
[url="http://photos.3dvisionlive.com/Eincrou/image/4f7010163785010373000006/"]UI splits with convergence increase.[/url]
[url="http://photos.3dvisionlive.com/Eincrou/image/4f7010fe3785016a75000003/"]Default profile convergence setting, with aligned UI.[/url]
Fixing UIs that split when modifying convergence.



I have had issues in a number of older games where the UI splits apart when convergence is modified. It quickly splits to the point where it entirely leaves the screen, which happens long before the convergence is where I want it to be. I've had this happen in Dark Messiah of Might and Magic, Tomb Raider: Legend, and Vampire: the Masquerade - Bloodlines. These are games that have few or no shadow/light/water/etc. stereo rendering anomalies, and I'd love to fix them so it's an amazing S3D experience.



nVidia rated their profiles for all of these games as "Excellent," but that is definitely not true. The profiles set the convergence to where the UI is aligned, but this convergence value is so incredibly low that no differences in the depths of objects can be perceived.



I am interested to see if I can use Helix's mod to fix these issues. Using the debug version of the .dll in V:TM - Bloodlines, I was easily able to locate the vertex shader that controls the entire UI, but I'm not yet knowledgeable enough to make this fix. Hopefully one of you can lend your expertise.



Here is the shader as saved by the debug file, completely unmodified except for my comment.

// VertexShader#8: Menus and HUD

vs_1_1

dcl_position v0

dcl_color v5

dcl_texcoord v7

dp4 r0.x, v0, c48

dp4 r0.y, v0, c49

dp4 r0.z, v0, c50

mov r0.w, c0.y

dp4 r1.x, r0, c8

dp4 r1.y, r0, c9

dp4 r1.z, r0, c10

dp4 r1.w, r0, c11

mov oPos, r1

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

dp4 oT0.x, v7, c42

dp4 oT0.y, v7, c43

mul oD0, v5, c38




I don't know what form a fix would take, but if it's not possible to make this simply render in the same location in both eyes as a 2D object, then a way to adjust the depth would allow me to use trial and error until I find a depth that brings the UI back on screen.



Screenshots:

UI splits with convergence increase.

Default profile convergence setting, with aligned UI.

Posted 03/26/2012 06:56 AM   
@Eincrou:
yes you could just put '1' as depth component in the register that contains the vertex position of the UI. For example:

[code]texldl r11, c220.z, s0
mov r0.w, c220.w// in that line you copy the value you declared in c220.w and that it must contain '1' becouse you want it to go at screen depth (to make it to work in 2d)
mul r11.x, r11.x, c220.x// multiply the separation for a constant you declared in c220.x (float values from 0 to 1)
add r0.x, r0.x, r11.x// at the end you'll add the desidered separation value to the 'x' coordinate
[/code]
make me know if you need more help /wink.gif' class='bbc_emoticon' alt=';)' />

@coders:
if I have a vertex that manages a light that works ok in some points but it's at screen depth in others, is there a method to separate the code and correct only the issued coords? I've noted that this problem is very frequent...
I've noticed that I'm a little in a standstill lately becouse if I correct an issue in a shader somewhere other problems come out that weren't before /sad.gif' class='bbc_emoticon' alt=':sad:' />
@Eincrou:

yes you could just put '1' as depth component in the register that contains the vertex position of the UI. For example:



texldl r11, c220.z, s0

mov r0.w, c220.w// in that line you copy the value you declared in c220.w and that it must contain '1' becouse you want it to go at screen depth (to make it to work in 2d)

mul r11.x, r11.x, c220.x// multiply the separation for a constant you declared in c220.x (float values from 0 to 1)

add r0.x, r0.x, r11.x// at the end you'll add the desidered separation value to the 'x' coordinate


make me know if you need more help /wink.gif' class='bbc_emoticon' alt=';)' />



@coders:

if I have a vertex that manages a light that works ok in some points but it's at screen depth in others, is there a method to separate the code and correct only the issued coords? I've noted that this problem is very frequent...

I've noticed that I'm a little in a standstill lately becouse if I correct an issue in a shader somewhere other problems come out that weren't before /sad.gif' class='bbc_emoticon' alt=':sad:' />

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

Helix mod 3d vision game fixes

Posted 03/26/2012 10:05 PM   
@mana84
O wow if thats how you fix, hud breaks like that in fable 1. Funny thing is that only happens in old games. And I just gave up... looks like I need to back track.
So basically we do
def c220, 0, 0, 0.0625, 1
..
dcl_2d s0
..
texldl r11, c220.z, s0
mov r0.w, c220.w
mul r11.x, r11.x, c220.x
add r0.x, r0.x, r11.x

?
@mana84

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

So basically we do

def c220, 0, 0, 0.0625, 1

..

dcl_2d s0

..

texldl r11, c220.z, s0

mov r0.w, c220.w

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

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



?

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Donations for web hosting @ paypal -eqzitara@yahoo.com
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Posted 03/26/2012 10:47 PM   
lol. Gotta love computers sometimes. Today, out of nowhere, any .dll, release or debug, crashes my game immediately at launch. The software seemingly developed a conscience and now refuses to cooperate with the wrapper in any way. I reinstalled and everything (even losing my in-game progress in doing so :( ) and it keeps crashing, even though I'm quite positive it worked 2 days ago. I'll attach the crash log, any ideas?
lol. Gotta love computers sometimes. Today, out of nowhere, any .dll, release or debug, crashes my game immediately at launch. The software seemingly developed a conscience and now refuses to cooperate with the wrapper in any way. I reinstalled and everything (even losing my in-game progress in doing so :( ) and it keeps crashing, even though I'm quite positive it worked 2 days ago. I'll attach the crash log, any ideas?

Posted 03/26/2012 10:59 PM   
@Anisotonic
GameOverlayRenderer.dll

Disable steam community
@Anisotonic

GameOverlayRenderer.dll



Disable steam community

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Posted 03/26/2012 11:15 PM   
dear lord. /wallbash.gif' class='bbc_emoticon' alt=':wallbash:' /> so that's what that is. had completely forgot I had turned it on. noted, thanks.
dear lord. /wallbash.gif' class='bbc_emoticon' alt=':wallbash:' /> so that's what that is. had completely forgot I had turned it on. noted, thanks.

Posted 03/26/2012 11:22 PM   
Its cool. you wouldn't believe how many people ran into that.

Origin stealth turned on origin-in game setting and my games stopped working and I was going nuts.
Its cool. you wouldn't believe how many people ran into that.



Origin stealth turned on origin-in game setting and my games stopped working and I was going nuts.

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Posted 03/26/2012 11:27 PM   
Mana84,

Thanks for the reply, but yes, I need a lot of help. I've just started trying to use the Helix mod, so I don't know what any of this code means yet.

I think that I have to convert the shader to 3_0, but the example eqzitara used to explain how to do this differs greatly from the code in my shader. The modified shader works as expected, but I still think I probably did it wrong. Look at my first post for the shader's original code.

[code]// VS#8: Menu and UI
vs_3_0
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_position o0
dcl_color o1
dcl_texcoord o2.x
dcl_texcoord o2.y
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 o0.x, r0, c8
dp4 o0.y, r0, c9
dp4 o0.z, r0, c10
dp4 o0.w, r0, c11
mov oPos, r1
mad oFog, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38[/code]

I then added the stereo code and code you gave. The shader still works, but it still renders in a different location in each eye, splitting when I adjust convergence.

[code]// VS#8: Menu and UI
vs_3_0
def c220, 0, 0, 0.0625, 1
dcl_position v0
dcl_color v5
dcl_texcoord v7
dcl_2d s0
dcl_position o0
dcl_color o1
dcl_texcoord o2.x
dcl_texcoord o2.y
dp4 r0.x, v0, c48
dp4 r0.y, v0, c49
dp4 r0.z, v0, c50
mov r0.w, c0.y
dp4 r1.x, r0, c8
dp4 r1.y, r0, c9
dp4 r1.z, r0, c10
dp4 r1.w, r0, c11
mov oPos, r1
mad oFog, -r1.z, c16.w, c16.x
dp4 o2.x, v7, c42
dp4 o2.y, v7, c43
mul o1, v5, c38
texldl r11, c220.z, s0
mov r0.w, c220.w
mul r11.x, r11.x, c220.x
add r0.x, r0.x, r11.x[/code]

I'd appreciate if you could tell me what I've done wrong. Soon I will go and properly learn what everything in the shader code means, but for now I am clueless.
Mana84,



Thanks for the reply, but yes, I need a lot of help. I've just started trying to use the Helix mod, so I don't know what any of this code means yet.



I think that I have to convert the shader to 3_0, but the example eqzitara used to explain how to do this differs greatly from the code in my shader. The modified shader works as expected, but I still think I probably did it wrong. Look at my first post for the shader's original code.



// VS#8: Menu and UI

vs_3_0

dcl_position v0

dcl_color v5

dcl_texcoord v7

dcl_position o0

dcl_color o1

dcl_texcoord o2.x

dcl_texcoord o2.y

dp4 r0.x, v0, c48

dp4 r0.y, v0, c49

dp4 r0.z, v0, c50

mov r0.w, c0.y

dp4 o0.x, r0, c8

dp4 o0.y, r0, c9

dp4 o0.z, r0, c10

dp4 o0.w, r0, c11

mov oPos, r1

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

dp4 o2.x, v7, c42

dp4 o2.y, v7, c43

mul o1, v5, c38




I then added the stereo code and code you gave. The shader still works, but it still renders in a different location in each eye, splitting when I adjust convergence.



// VS#8: Menu and UI

vs_3_0

def c220, 0, 0, 0.0625, 1

dcl_position v0

dcl_color v5

dcl_texcoord v7

dcl_2d s0

dcl_position o0

dcl_color o1

dcl_texcoord o2.x

dcl_texcoord o2.y

dp4 r0.x, v0, c48

dp4 r0.y, v0, c49

dp4 r0.z, v0, c50

mov r0.w, c0.y

dp4 r1.x, r0, c8

dp4 r1.y, r0, c9

dp4 r1.z, r0, c10

dp4 r1.w, r0, c11

mov oPos, r1

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

dp4 o2.x, v7, c42

dp4 o2.y, v7, c43

mul o1, v5, c38

texldl r11, c220.z, s0

mov r0.w, c220.w

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

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




I'd appreciate if you could tell me what I've done wrong. Soon I will go and properly learn what everything in the shader code means, but for now I am clueless.

Posted 03/27/2012 12:08 AM   
Right, so I have a bunch of CRC's in my texturelog, which is good. Now to identify them. Are the textures not supposed to appear (like when searching for shaders) when I put DefinedTexturesVS = A3C1CA20; in the dx9settings.ini file or do I get that completely wrong (which is most likely)? I think I need a variation of the explanation, the instructions for that are not too clear to me. /unsure.gif' class='bbc_emoticon' alt=':unsure:' />
Right, so I have a bunch of CRC's in my texturelog, which is good. Now to identify them. Are the textures not supposed to appear (like when searching for shaders) when I put DefinedTexturesVS = A3C1CA20; in the dx9settings.ini file or do I get that completely wrong (which is most likely)? I think I need a variation of the explanation, the instructions for that are not too clear to me. /unsure.gif' class='bbc_emoticon' alt=':unsure:' />

Posted 03/27/2012 12:12 AM   
  51 / 167    
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