[quote="tehace"]Im still puzzled as to why proposing a compensation for a fix nobody else care to make for themselves is a bad thing. I get it people dont do it for the money, and they dedicate their free time for doing so.[/quote]
While I understand your position, at the core there is nothing wrong in your premise. From past discussions, the request for money exchange for fixes has generally not been accepted in this environment, it is really that simple. The best compensation anyone can do is give back to the community by either making an effort to learn the basics in fixing or contributing with tweaks or guides to get games working in 3D. bo3b and helifax have made videos for us less experienced individuals and you will surprise yourself if you make an effort. I've also seen non fixers providing constructive feedback to the authors with problems on the latest fixes by the way of saved files and specific information that uncover shader problems.
tehace said:Im still puzzled as to why proposing a compensation for a fix nobody else care to make for themselves is a bad thing. I get it people dont do it for the money, and they dedicate their free time for doing so.
While I understand your position, at the core there is nothing wrong in your premise. From past discussions, the request for money exchange for fixes has generally not been accepted in this environment, it is really that simple. The best compensation anyone can do is give back to the community by either making an effort to learn the basics in fixing or contributing with tweaks or guides to get games working in 3D. bo3b and helifax have made videos for us less experienced individuals and you will surprise yourself if you make an effort. I've also seen non fixers providing constructive feedback to the authors with problems on the latest fixes by the way of saved files and specific information that uncover shader problems.
Those lessons are using dx9helixmod, how can I use those to fix dx11 game?
I found this
https://github.com/bo3b/3Dmigoto/wiki/Using-3Dmigoto-to-find-and-fix-shaders
I've downloaded the 1.2.7 version and copied the 32bit version to my coh directory. Than I found the ground as PS: 10/34 or at least I hope so as it 'highlights' the whole ground texture.
http://photos.3dvisionlive.com/tehace/image/56462c09e7e564437700019c/
I assumed PS means pixelshader so I hit 3 to 'mark' it whatever that means.
Than there is 'fix the marked shader' section where Im completely lost.
It starts with "In the game executable directory find the d3d11_log.txt. Search in the log to find 'marked', and copy the shader hash number."
I have found
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
and I have this at the very end
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@1F181740) called with
Fullscreen = 0
Target = 00000000
returns 0
second point is "Find the shader in question in the ShaderCache folder. Pasting hash into the Find box is easiest."
My ShaderCache folder is empty... I have two files 662ee2ed4ba8d6ef-ps_replace.txt and 662ee2ed4ba8d6ef-ps.jps in ShaderFixes folder tho.
Considering the next part is to "Copy the version that ends with _replace.txt to the ShaderFixes folder. That version will now supersede the cache version." Im not sure if this is an issue as it seem Im already at this step.
The next one is "Edit the file to fix the shader. This is where you apply your superpower - Superpowers available to all after study of how 3D works." My problem here is I dont have the superpower :)
I have found this "Later I'll try to describe how to fix(not disable) shaders, but it's required basic knowledges of shader programming." and since I cant disable the ground and I have close to zero programing knowledge I guess im going to be stuck at this point forever :D
edit: here is the file http://thc333.com/662ee2ed4ba8d6ef-ps_replace.txt
I assumed PS means pixelshader so I hit 3 to 'mark' it whatever that means.
Than there is 'fix the marked shader' section where Im completely lost.
It starts with "In the game executable directory find the d3d11_log.txt. Search in the log to find 'marked', and copy the shader hash number."
I have found
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
and I have this at the very end
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@1F181740) called with
Fullscreen = 0
Target = 00000000
returns 0
second point is "Find the shader in question in the ShaderCache folder. Pasting hash into the Find box is easiest."
My ShaderCache folder is empty... I have two files 662ee2ed4ba8d6ef-ps_replace.txt and 662ee2ed4ba8d6ef-ps.jps in ShaderFixes folder tho.
Considering the next part is to "Copy the version that ends with _replace.txt to the ShaderFixes folder. That version will now supersede the cache version." Im not sure if this is an issue as it seem Im already at this step.
The next one is "Edit the file to fix the shader. This is where you apply your superpower - Superpowers available to all after study of how 3D works." My problem here is I dont have the superpower :)
I have found this "Later I'll try to describe how to fix(not disable) shaders, but it's required basic knowledges of shader programming." and since I cant disable the ground and I have close to zero programing knowledge I guess im going to be stuck at this point forever :D
[quote="tehace"]Those lessons are using dx9helixmod, how can I use those to fix dx11 game?
I found this
https://github.com/bo3b/3Dmigoto/wiki/Using-3Dmigoto-to-find-and-fix-shaders
I've downloaded the 1.2.7 version and copied the 32bit version to my coh directory. Than I found the ground as PS: 10/34 or at least I hope so as it 'highlights' the whole ground texture.
http://photos.3dvisionlive.com/tehace/image/56462c09e7e564437700019c/
I assumed PS means pixelshader so I hit 3 to 'mark' it whatever that means.
Than there is 'fix the marked shader' section where Im completely lost.
It starts with "In the game executable directory find the d3d11_log.txt. Search in the log to find 'marked', and copy the shader hash number."
I have found
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
and I have this at the very end
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@1F181740) called with
Fullscreen = 0
Target = 00000000
returns 0
second point is "Find the shader in question in the ShaderCache folder. Pasting hash into the Find box is easiest."
My ShaderCache folder is empty... I have two files 662ee2ed4ba8d6ef-ps_replace.txt and 662ee2ed4ba8d6ef-ps.jps in ShaderFixes folder tho.
Considering the next part is to "Copy the version that ends with _replace.txt to the ShaderFixes folder. That version will now supersede the cache version." Im not sure if this is an issue as it seem Im already at this step.
The next one is "Edit the file to fix the shader. This is where you apply your superpower - Superpowers available to all after study of how 3D works." My problem here is I dont have the superpower :)
I have found this "Later I'll try to describe how to fix(not disable) shaders, but it's required basic knowledges of shader programming." and since I cant disable the ground and I have close to zero programing knowledge I guess im going to be stuck at this point forever :D
edit: here is the file http://thc333.com/662ee2ed4ba8d6ef-ps_replace.txt[/quote]
Everyone else is correct - no one will take money, it's just the way it is. For what it's worth, I did have a quick look at this ages ago, but the version of 3DMigoto at the time had lots of decompiler issues etc so it was impossible to work with. The wrapper has come on leaps and bounds since then so I am not sure what the feasibility of fixing is nowadays. However, I seem to remember from what I could shader dump, the patterns were not standard, so this may not be the best game to "get into" fixing I'm afraid.
That being said, I personally have no intention of fixing it - I just don't play these kinds of games. I have "come out of hiding" this week because of Fallout 4, but otherwise I am swamped doing a part-time MBA and am not even playing games let alone fixing them. There are lots of modders now doing great work on these fixes - focus on "partnership" rather than "payment" and you are more likely to get traction I think.
I assumed PS means pixelshader so I hit 3 to 'mark' it whatever that means.
Than there is 'fix the marked shader' section where Im completely lost.
It starts with "In the game executable directory find the d3d11_log.txt. Search in the log to find 'marked', and copy the shader hash number."
I have found
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
and I have this at the very end
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@1F181740) called with
Fullscreen = 0
Target = 00000000
returns 0
second point is "Find the shader in question in the ShaderCache folder. Pasting hash into the Find box is easiest."
My ShaderCache folder is empty... I have two files 662ee2ed4ba8d6ef-ps_replace.txt and 662ee2ed4ba8d6ef-ps.jps in ShaderFixes folder tho.
Considering the next part is to "Copy the version that ends with _replace.txt to the ShaderFixes folder. That version will now supersede the cache version." Im not sure if this is an issue as it seem Im already at this step.
The next one is "Edit the file to fix the shader. This is where you apply your superpower - Superpowers available to all after study of how 3D works." My problem here is I dont have the superpower :)
I have found this "Later I'll try to describe how to fix(not disable) shaders, but it's required basic knowledges of shader programming." and since I cant disable the ground and I have close to zero programing knowledge I guess im going to be stuck at this point forever :D
Everyone else is correct - no one will take money, it's just the way it is. For what it's worth, I did have a quick look at this ages ago, but the version of 3DMigoto at the time had lots of decompiler issues etc so it was impossible to work with. The wrapper has come on leaps and bounds since then so I am not sure what the feasibility of fixing is nowadays. However, I seem to remember from what I could shader dump, the patterns were not standard, so this may not be the best game to "get into" fixing I'm afraid.
That being said, I personally have no intention of fixing it - I just don't play these kinds of games. I have "come out of hiding" this week because of Fallout 4, but otherwise I am swamped doing a part-time MBA and am not even playing games let alone fixing them. There are lots of modders now doing great work on these fixes - focus on "partnership" rather than "payment" and you are more likely to get traction I think.
Anybody knows what this is?
http://photos.3dvisionlive.com/tehace/image/56463505e7e5646877000178/
http://photos.3dvisionlive.com/tehace/image/564634f4e7e56474070002d6/
mike_ar69 I think that with the recent topics like "Unearned Expectations in the 3D Community" I've been misunderstood a bit here, as I said earlier Im not going to be 'mad' nobody wants to fix this game, neither I expect people to jump on it straight away. It was a loosely proposition and kind of an easy way out for me.
Insulting anybody was never my intention so Im sorry if anybody felt that way.
It was you who have fixed the "- Floaty 2D ground textures" in Rome2, any tips on where should I start?
mike_ar69 I think that with the recent topics like "Unearned Expectations in the 3D Community" I've been misunderstood a bit here, as I said earlier Im not going to be 'mad' nobody wants to fix this game, neither I expect people to jump on it straight away. It was a loosely proposition and kind of an easy way out for me.
Insulting anybody was never my intention so Im sorry if anybody felt that way.
It was you who have fixed the "- Floaty 2D ground textures" in Rome2, any tips on where should I start?
[quote="tehace"]Insulting anybody was never my intention so Im sorry if anybody felt that way.
[/quote]
Nah, I wouldn't worry about it. I really doubt anyone was offended. mike_ar69 has made a great point about "partnership" or collaborative efforts. I can assure you that disabling shaders is something anyone can do and this may be enough to get COH2 at the very least playable. Getting started can seem daunting but bo3d shader school for hacking is a great place to start! I have done this myself and have fixed and tweak a few games myself because those were the games I really wanted to play in 3D. I posted my results back here or on the Helixmod blog and I also found out that one thing leads to another. As I mentioned earlier, there is nothing wrong with your premise about money but when you step back an think about it, money = expectation. This community would be very different if money was involved. Good luck with COH2.
tehace said:Insulting anybody was never my intention so Im sorry if anybody felt that way.
Nah, I wouldn't worry about it. I really doubt anyone was offended. mike_ar69 has made a great point about "partnership" or collaborative efforts. I can assure you that disabling shaders is something anyone can do and this may be enough to get COH2 at the very least playable. Getting started can seem daunting but bo3d shader school for hacking is a great place to start! I have done this myself and have fixed and tweak a few games myself because those were the games I really wanted to play in 3D. I posted my results back here or on the Helixmod blog and I also found out that one thing leads to another. As I mentioned earlier, there is nothing wrong with your premise about money but when you step back an think about it, money = expectation. This community would be very different if money was involved. Good luck with COH2.
[quote="tehace"]mike_ar69 I think that with the recent topics like "Unearned Expectations in the 3D Community" I've been misunderstood a bit here, as I said earlier Im not going to be 'mad' nobody wants to fix this game, neither I expect people to jump on it straight away. It was a loosely proposition and kind of an easy way out for me.
Insulting anybody was never my intention so Im sorry if anybody felt that way.
It was you who have fixed the "- Floaty 2D ground textures" in Rome2, any tips on where should I start?[/quote]
That was a while ago... All I can suggest for now is that you have a look in the shaders for that fix, and find the shaders that have "ground textures" or something at the top of the files that indicates what they are (might be decals, I can't remember). Oftentimes with these floaty effects you need to first find a VS and correct that to make the textures at screen depth, then find a PS and correct them in there.
tehace said:mike_ar69 I think that with the recent topics like "Unearned Expectations in the 3D Community" I've been misunderstood a bit here, as I said earlier Im not going to be 'mad' nobody wants to fix this game, neither I expect people to jump on it straight away. It was a loosely proposition and kind of an easy way out for me.
Insulting anybody was never my intention so Im sorry if anybody felt that way.
It was you who have fixed the "- Floaty 2D ground textures" in Rome2, any tips on where should I start?
That was a while ago... All I can suggest for now is that you have a look in the shaders for that fix, and find the shaders that have "ground textures" or something at the top of the files that indicates what they are (might be decals, I can't remember). Oftentimes with these floaty effects you need to first find a VS and correct that to make the textures at screen depth, then find a PS and correct them in there.
Recently, I have been working on a game I have managed to fix. It was a previous fix that needed updating and as I knew if I wanted a fix I would probably have to do it myself. I just jumped in without anything than a solid general I.T knowledge. I am not a programmer.
The lessons and wiki are truly are the best place to start, and yes. I got stuck. But because I showed an effort in working on this, paying with my own time, I was immediately assisted by the community here and I've eventually been able to fix it. (I still have one more texture to find, before I can release.)
I in the past had toyed around with offering money for fixes as well, but the reality is it's much better people are giving the incentive to try and do it themselves it benefits the entire community having more trained shader hackers to fix games. Jump in you might be surprised...
That said, granted Company of heroes is probably not the best game to start with.
Recently, I have been working on a game I have managed to fix. It was a previous fix that needed updating and as I knew if I wanted a fix I would probably have to do it myself. I just jumped in without anything than a solid general I.T knowledge. I am not a programmer.
The lessons and wiki are truly are the best place to start, and yes. I got stuck. But because I showed an effort in working on this, paying with my own time, I was immediately assisted by the community here and I've eventually been able to fix it. (I still have one more texture to find, before I can release.)
I in the past had toyed around with offering money for fixes as well, but the reality is it's much better people are giving the incentive to try and do it themselves it benefits the entire community having more trained shader hackers to fix games. Jump in you might be surprised...
That said, granted Company of heroes is probably not the best game to start with.
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Obutto R3volution.
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[quote="tehace"]Those lessons are using dx9helixmod, how can I use those to fix dx11 game?
I found this
https://github.com/bo3b/3Dmigoto/wiki/Using-3Dmigoto-to-find-and-fix-shaders
I've downloaded the 1.2.7 version and copied the 32bit version to my coh directory. Than I found the ground as PS: 10/34 or at least I hope so as it 'highlights' the whole ground texture.
http://photos.3dvisionlive.com/tehace/image/56462c09e7e564437700019c/
I assumed PS means pixelshader so I hit 3 to 'mark' it whatever that means.
Than there is 'fix the marked shader' section where Im completely lost.
It starts with "In the game executable directory find the d3d11_log.txt. Search in the log to find 'marked', and copy the shader hash number."
I have found
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
and I have this at the very end
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@1F181740) called with
Fullscreen = 0
Target = 00000000
returns 0
second point is "Find the shader in question in the ShaderCache folder. Pasting hash into the Find box is easiest."
My ShaderCache folder is empty... I have two files 662ee2ed4ba8d6ef-ps_replace.txt and 662ee2ed4ba8d6ef-ps.jps in ShaderFixes folder tho.
Considering the next part is to "Copy the version that ends with _replace.txt to the ShaderFixes folder. That version will now supersede the cache version." Im not sure if this is an issue as it seem Im already at this step.
The next one is "Edit the file to fix the shader. This is where you apply your superpower - Superpowers available to all after study of how 3D works." My problem here is I dont have the superpower :)
I have found this "Later I'll try to describe how to fix(not disable) shaders, but it's required basic knowledges of shader programming." and since I cant disable the ground and I have close to zero programing knowledge I guess im going to be stuck at this point forever :D
edit: here is the file http://thc333.com/662ee2ed4ba8d6ef-ps_replace.txt[/quote]
Yes, sorry for the stale documentation. The wiki.bo3b.net all starts with HelixMod for DX9 games, as that was the primary interest last year. The focus has shifted recently to a lot more people using 3Dmigoto. I expect to update this at some point for using 3Dmigoto. But for the time being, just ask here, and we'll fill in the gaps.
The basic principles are all the same though, once you grasp the ideas. So, for example, the wiki instructions say to copy the file from the ShaderDumps to ShaderFixes. In DX11 and 3Dmigoto, we simplified this a bit, so that there is a ShaderCache that is unused, and ShaderFixes, where we automatically copy the file for you upon Mark, as a convenience. The upshot is that 3Dmigoto is quite a bit easier to use.
While CoH2 is an unknown game engine, and therefore harder to fix than your average game, if you would be happy enough with a disabled effect- disabling shaders is super easy on any game.
For your shader 662ee2ed4ba8d6ef-ps_replace.txt, at the bottom of the code, right before the "return;" statement, put these:
[code]
o2.xyzw = v0.zzzz;
// Disable effect.
o0=0;
o1=0;
o2=0;
return;[/code]
That tells the compiler to generate code that blanks out this shader, makes the outputs zero. Same idea as HelixMod, slightly different syntax.
Give that a try, and reload the game, with that patched shader in the ShaderFixes folder.
I assumed PS means pixelshader so I hit 3 to 'mark' it whatever that means.
Than there is 'fix the marked shader' section where Im completely lost.
It starts with "In the game executable directory find the d3d11_log.txt. Search in the log to find 'marked', and copy the shader hash number."
I have found
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
and I have this at the very end
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@1F181740) called with
Fullscreen = 0
Target = 00000000
returns 0
second point is "Find the shader in question in the ShaderCache folder. Pasting hash into the Find box is easiest."
My ShaderCache folder is empty... I have two files 662ee2ed4ba8d6ef-ps_replace.txt and 662ee2ed4ba8d6ef-ps.jps in ShaderFixes folder tho.
Considering the next part is to "Copy the version that ends with _replace.txt to the ShaderFixes folder. That version will now supersede the cache version." Im not sure if this is an issue as it seem Im already at this step.
The next one is "Edit the file to fix the shader. This is where you apply your superpower - Superpowers available to all after study of how 3D works." My problem here is I dont have the superpower :)
I have found this "Later I'll try to describe how to fix(not disable) shaders, but it's required basic knowledges of shader programming." and since I cant disable the ground and I have close to zero programing knowledge I guess im going to be stuck at this point forever :D
Yes, sorry for the stale documentation. The wiki.bo3b.net all starts with HelixMod for DX9 games, as that was the primary interest last year. The focus has shifted recently to a lot more people using 3Dmigoto. I expect to update this at some point for using 3Dmigoto. But for the time being, just ask here, and we'll fill in the gaps.
The basic principles are all the same though, once you grasp the ideas. So, for example, the wiki instructions say to copy the file from the ShaderDumps to ShaderFixes. In DX11 and 3Dmigoto, we simplified this a bit, so that there is a ShaderCache that is unused, and ShaderFixes, where we automatically copy the file for you upon Mark, as a convenience. The upshot is that 3Dmigoto is quite a bit easier to use.
While CoH2 is an unknown game engine, and therefore harder to fix than your average game, if you would be happy enough with a disabled effect- disabling shaders is super easy on any game.
For your shader 662ee2ed4ba8d6ef-ps_replace.txt, at the bottom of the code, right before the "return;" statement, put these:
o2.xyzw = v0.zzzz;
// Disable effect.
o0=0;
o1=0;
o2=0;
return;
That tells the compiler to generate code that blanks out this shader, makes the outputs zero. Same idea as HelixMod, slightly different syntax.
Give that a try, and reload the game, with that patched shader in the ShaderFixes folder.
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As bo3b has pointed out, the theory behind shader fixing is similar between helixmod and 3dmigoto, and learning helixmod will give you the understanding you need to work with 3dmigoto.
As proof, I have fixed a game with 3dmigoto, after learning with the school and helixmod. I did get plenty help from people here to allow me to do this, but the lessons helped me understand the theory behind what I was doing. I've never done any programming in my life, so I know you can learn it too if you're willing to put in the time. Good work on getting started!
As bo3b has pointed out, the theory behind shader fixing is similar between helixmod and 3dmigoto, and learning helixmod will give you the understanding you need to work with 3dmigoto.
As proof, I have fixed a game with 3dmigoto, after learning with the school and helixmod. I did get plenty help from people here to allow me to do this, but the lessons helped me understand the theory behind what I was doing. I've never done any programming in my life, so I know you can learn it too if you're willing to put in the time. Good work on getting started!
So I guess that disabling the shader has something to do with the previous
out float4 o0 : SV_Target0,
out float4 o1 : SV_Target1,
out float4 o2 : SV_Target2)
as it looks im disabling those o0 o1 o2
unfortunately I cant disable this shader as it seems its the whole ground, the game just looses it and all I can see is the void, so it looks like this - http://photos.3dvisionlive.com/tehace/image/56462c09e7e564437700019c/ its not grey background its a void :(
this is cool - https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/ but its lacking part3 about fixing yet.
That's a pretty good start. You should try to disable the shadows now, and you'll have something that looks fairly decent (even if there's no ground). The other stuff isn't perfect, but it's not eye-bleedingly bad.
After that, maybe you could post the shader for the ground, and someone might be able to offer you some suggestions for where you can start experimenting.
Good work :)
That's a pretty good start. You should try to disable the shadows now, and you'll have something that looks fairly decent (even if there's no ground). The other stuff isn't perfect, but it's not eye-bleedingly bad.
After that, maybe you could post the shader for the ground, and someone might be able to offer you some suggestions for where you can start experimenting.
If you open the sysconfig.lua there are additional settings you're not able to set off in the menu, one of them is
-- Enable shadows (3=high, 2=medium, 1=low, 0=off)
{ setting = "Shadows",value = 0,valueType = valueTypeInt },
so the shadows can be turned off by editing this file hence why Im not sure if there is a need for a 'fix' for them since I would at best be able to do the same meaning to disable them not fix them to render properly.
I have dumped some other shaders just to see how they look like and that ground texture is the biggest one I've seen so far, some like unit icons are really small totaling 23 lines of code, thats like nothing compared to that massive 226 lines for the ground ;/ guess thats why nobody bothered fixing it as I guess you would have to reverse engineer it first to understand how does it render it and than find the parameter that is causing its being rendered at the wrong depth and fix it...
edit: the other thing that bothers me is "F10 TO RELOAD SHADER. You should hear a high pitch beep and your shader should be fixed! A low pitch beep means you have gone wrong. Compare the code above with yours." whenever I hit f10 I hear the low pitch beep even prior to trying to edit any of the files.
so the shadows can be turned off by editing this file hence why Im not sure if there is a need for a 'fix' for them since I would at best be able to do the same meaning to disable them not fix them to render properly.
I have dumped some other shaders just to see how they look like and that ground texture is the biggest one I've seen so far, some like unit icons are really small totaling 23 lines of code, thats like nothing compared to that massive 226 lines for the ground ;/ guess thats why nobody bothered fixing it as I guess you would have to reverse engineer it first to understand how does it render it and than find the parameter that is causing its being rendered at the wrong depth and fix it...
edit: the other thing that bothers me is "F10 TO RELOAD SHADER. You should hear a high pitch beep and your shader should be fixed! A low pitch beep means you have gone wrong. Compare the code above with yours." whenever I hit f10 I hear the low pitch beep even prior to trying to edit any of the files.
Is it a VS or a PS? That out float4 o2 : SV_Target2 wassname makes it look like a PS to me.
In my experience there seems to be a paired VS for each PS and you can disable the shader you want with the VS which is what I used for that guide.
When I did Elite I found both PS and VS shaders for each dodgy shader! You only need the VS and the VS will have the [b]out float4 o5 : SV_Position0[/b] you need.
Use NUMPAD 4 and 5 do go through the VS shaders.
For disabling, I have updated my post with DHRs technique which is works for both PS and VS. You might want to try that.
Is it a VS or a PS? That out float4 o2 : SV_Target2 wassname makes it look like a PS to me.
In my experience there seems to be a paired VS for each PS and you can disable the shader you want with the VS which is what I used for that guide.
When I did Elite I found both PS and VS shaders for each dodgy shader! You only need the VS and the VS will have the out float4 o5 : SV_Position0 you need.
Use NUMPAD 4 and 5 do go through the VS shaders.
For disabling, I have updated my post with DHRs technique which is works for both PS and VS. You might want to try that.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
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Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
While I understand your position, at the core there is nothing wrong in your premise. From past discussions, the request for money exchange for fixes has generally not been accepted in this environment, it is really that simple. The best compensation anyone can do is give back to the community by either making an effort to learn the basics in fixing or contributing with tweaks or guides to get games working in 3D. bo3b and helifax have made videos for us less experienced individuals and you will surprise yourself if you make an effort. I've also seen non fixers providing constructive feedback to the authors with problems on the latest fixes by the way of saved files and specific information that uncover shader problems.
I found this
https://github.com/bo3b/3Dmigoto/wiki/Using-3Dmigoto-to-find-and-fix-shaders
I've downloaded the 1.2.7 version and copied the 32bit version to my coh directory. Than I found the ground as PS: 10/34 or at least I hope so as it 'highlights' the whole ground texture.
http://photos.3dvisionlive.com/tehace/image/56462c09e7e564437700019c/
I assumed PS means pixelshader so I hit 3 to 'mark' it whatever that means.
Than there is 'fix the marked shader' section where Im completely lost.
It starts with "In the game executable directory find the d3d11_log.txt. Search in the log to find 'marked', and copy the shader hash number."
I have found
>>>> pixel shader marked: pixel shader hash = 662ee2ed4ba8d6ef
and I have this at the very end
> FAILED to copy Marked shader to ShaderFixes
HackerDXGISwapChain::SetFullscreenState(class HackerDXGISwapChain@1F181740) called with
Fullscreen = 0
Target = 00000000
returns 0
second point is "Find the shader in question in the ShaderCache folder. Pasting hash into the Find box is easiest."
My ShaderCache folder is empty... I have two files 662ee2ed4ba8d6ef-ps_replace.txt and 662ee2ed4ba8d6ef-ps.jps in ShaderFixes folder tho.
Considering the next part is to "Copy the version that ends with _replace.txt to the ShaderFixes folder. That version will now supersede the cache version." Im not sure if this is an issue as it seem Im already at this step.
The next one is "Edit the file to fix the shader. This is where you apply your superpower - Superpowers available to all after study of how 3D works." My problem here is I dont have the superpower :)
I have found this "Later I'll try to describe how to fix(not disable) shaders, but it's required basic knowledges of shader programming." and since I cant disable the ground and I have close to zero programing knowledge I guess im going to be stuck at this point forever :D
edit: here is the file http://thc333.com/662ee2ed4ba8d6ef-ps_replace.txt
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Everyone else is correct - no one will take money, it's just the way it is. For what it's worth, I did have a quick look at this ages ago, but the version of 3DMigoto at the time had lots of decompiler issues etc so it was impossible to work with. The wrapper has come on leaps and bounds since then so I am not sure what the feasibility of fixing is nowadays. However, I seem to remember from what I could shader dump, the patterns were not standard, so this may not be the best game to "get into" fixing I'm afraid.
That being said, I personally have no intention of fixing it - I just don't play these kinds of games. I have "come out of hiding" this week because of Fallout 4, but otherwise I am swamped doing a part-time MBA and am not even playing games let alone fixing them. There are lots of modders now doing great work on these fixes - focus on "partnership" rather than "payment" and you are more likely to get traction I think.
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http://photos.3dvisionlive.com/tehace/image/56463505e7e5646877000178/
http://photos.3dvisionlive.com/tehace/image/564634f4e7e56474070002d6/
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Insulting anybody was never my intention so Im sorry if anybody felt that way.
It was you who have fixed the "- Floaty 2D ground textures" in Rome2, any tips on where should I start?
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Nah, I wouldn't worry about it. I really doubt anyone was offended. mike_ar69 has made a great point about "partnership" or collaborative efforts. I can assure you that disabling shaders is something anyone can do and this may be enough to get COH2 at the very least playable. Getting started can seem daunting but bo3d shader school for hacking is a great place to start! I have done this myself and have fixed and tweak a few games myself because those were the games I really wanted to play in 3D. I posted my results back here or on the Helixmod blog and I also found out that one thing leads to another. As I mentioned earlier, there is nothing wrong with your premise about money but when you step back an think about it, money = expectation. This community would be very different if money was involved. Good luck with COH2.
That was a while ago... All I can suggest for now is that you have a look in the shaders for that fix, and find the shaders that have "ground textures" or something at the top of the files that indicates what they are (might be decals, I can't remember). Oftentimes with these floaty effects you need to first find a VS and correct that to make the textures at screen depth, then find a PS and correct them in there.
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The lessons and wiki are truly are the best place to start, and yes. I got stuck. But because I showed an effort in working on this, paying with my own time, I was immediately assisted by the community here and I've eventually been able to fix it. (I still have one more texture to find, before I can release.)
I in the past had toyed around with offering money for fixes as well, but the reality is it's much better people are giving the incentive to try and do it themselves it benefits the entire community having more trained shader hackers to fix games. Jump in you might be surprised...
That said, granted Company of heroes is probably not the best game to start with.
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Yes, sorry for the stale documentation. The wiki.bo3b.net all starts with HelixMod for DX9 games, as that was the primary interest last year. The focus has shifted recently to a lot more people using 3Dmigoto. I expect to update this at some point for using 3Dmigoto. But for the time being, just ask here, and we'll fill in the gaps.
The basic principles are all the same though, once you grasp the ideas. So, for example, the wiki instructions say to copy the file from the ShaderDumps to ShaderFixes. In DX11 and 3Dmigoto, we simplified this a bit, so that there is a ShaderCache that is unused, and ShaderFixes, where we automatically copy the file for you upon Mark, as a convenience. The upshot is that 3Dmigoto is quite a bit easier to use.
While CoH2 is an unknown game engine, and therefore harder to fix than your average game, if you would be happy enough with a disabled effect- disabling shaders is super easy on any game.
For your shader 662ee2ed4ba8d6ef-ps_replace.txt, at the bottom of the code, right before the "return;" statement, put these:
That tells the compiler to generate code that blanks out this shader, makes the outputs zero. Same idea as HelixMod, slightly different syntax.
Give that a try, and reload the game, with that patched shader in the ShaderFixes folder.
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As proof, I have fixed a game with 3dmigoto, after learning with the school and helixmod. I did get plenty help from people here to allow me to do this, but the lessons helped me understand the theory behind what I was doing. I've never done any programming in my life, so I know you can learn it too if you're willing to put in the time. Good work on getting started!
out float4 o0 : SV_Target0,
out float4 o1 : SV_Target1,
out float4 o2 : SV_Target2)
as it looks im disabling those o0 o1 o2
unfortunately I cant disable this shader as it seems its the whole ground, the game just looses it and all I can see is the void, so it looks like this - http://photos.3dvisionlive.com/tehace/image/56462c09e7e564437700019c/ its not grey background its a void :(
this is cool - https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/ but its lacking part3 about fixing yet.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
After that, maybe you could post the shader for the ground, and someone might be able to offer you some suggestions for where you can start experimenting.
Good work :)
-- Enable shadows (3=high, 2=medium, 1=low, 0=off)
{ setting = "Shadows",value = 0,valueType = valueTypeInt },
so the shadows can be turned off by editing this file hence why Im not sure if there is a need for a 'fix' for them since I would at best be able to do the same meaning to disable them not fix them to render properly.
I have dumped some other shaders just to see how they look like and that ground texture is the biggest one I've seen so far, some like unit icons are really small totaling 23 lines of code, thats like nothing compared to that massive 226 lines for the ground ;/ guess thats why nobody bothered fixing it as I guess you would have to reverse engineer it first to understand how does it render it and than find the parameter that is causing its being rendered at the wrong depth and fix it...
edit: the other thing that bothers me is "F10 TO RELOAD SHADER. You should hear a high pitch beep and your shader should be fixed! A low pitch beep means you have gone wrong. Compare the code above with yours." whenever I hit f10 I hear the low pitch beep even prior to trying to edit any of the files.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
here is the code in question I guess I could not have chosen a worse start lol
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
In my experience there seems to be a paired VS for each PS and you can disable the shader you want with the VS which is what I used for that guide.
When I did Elite I found both PS and VS shaders for each dodgy shader! You only need the VS and the VS will have the out float4 o5 : SV_Position0 you need.
Use NUMPAD 4 and 5 do go through the VS shaders.
For disabling, I have updated my post with DHRs technique which is works for both PS and VS. You might want to try that.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
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Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
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