How to fix/disable shaders in games(DLL,guide and fixes).
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I'm trying to remove some shaders but it only works with the debugger, when I put them in the shaderoverride folder nothing happens. Is it because they're vs_2_0 instead of vs_3_0? I guess you have to convert them to version 3 or something? If anyone can help here's the files (it's 5 vertex and 1 pixel) http://www.mediafire.com/?dv4ufrn5g0gkzpg EDIT: Nevermind this post I got it working
I'm trying to remove some shaders but it only works with the debugger, when I put them in the shaderoverride folder nothing happens.

Is it because they're vs_2_0 instead of vs_3_0? I guess you have to convert them to version 3 or something?

If anyone can help here's the files (it's 5 vertex and 1 pixel)

http://www.mediafire.com/?dv4ufrn5g0gkzpg


EDIT: Nevermind this post I got it working

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Posted 10/19/2013 11:51 AM   
Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.
Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.

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Posted 10/19/2013 02:33 PM   
[quote="mike_ar69"]Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.[/quote] Whish I could understand that code stuff but it's an alien language to me :P Thanks though
mike_ar69 said:Yes they have to be converted to VS3. There are some instructions on the helixblog, and a tool was written by Mana84 to do most of it automatically as well (not sure it covers every possible conversion though). I always do it manually, helps me understand what is going on in a shader. The main thing that has to be done is to declare the output variables in a VS explicitly and change the oTn, oDn etc syntax to the generic oN syntax with the texcoordX declarations. There are also some functions that changed syntax (I think things like sincos, but I can't remember exactly), and also where you see lines with a "mov" statement that contain things like "a[1]" or whatever that syntax is you need to change it to "mova". The MSDN reference pages will allow you to identify what syntax changes there are between versions.


Whish I could understand that code stuff but it's an alien language to me :P

Thanks though

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 10/19/2013 05:35 PM   
Does this Mana84 tool applies to any game?.If It does,Is there a tutorial on how to use It?
Does this Mana84 tool applies to any game?.If It does,Is there a tutorial on how to use It?

Posted 10/19/2013 06:13 PM   
@Jan-Itor If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide: http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html Pixel Shader: [quote]ps_3_0 dcl_texcoord v0[/quote]Vertex Shader: [quote]vs_3_0 dcl_position v0 dcl_position o0[/quote]@ricardokung Mana's tool only converts Vertex Shaders from previous versions to 3.0, say vs_1_1 to vs_3_0. It doesn't fix them in any other way than that, if that's what you're thinking. But yes you can use it to convert any game's Vertex Shaders to 3.0 but then you still have to manually fix them. To use it you can simply drag and drop a Vertex Shader onto the exe, or use a batch script.
@Jan-Itor
If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide:

http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html

Pixel Shader:

ps_3_0
dcl_texcoord v0
Vertex Shader:

vs_3_0
dcl_position v0
dcl_position o0
@ricardokung
Mana's tool only converts Vertex Shaders from previous versions to 3.0, say vs_1_1 to vs_3_0. It doesn't fix them in any other way than that, if that's what you're thinking. But yes you can use it to convert any game's Vertex Shaders to 3.0 but then you still have to manually fix them. To use it you can simply drag and drop a Vertex Shader onto the exe, or use a batch script.
Posted 10/19/2013 07:46 PM   
[quote="TsaebehT"]@Jan-Itor If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide: [/quote] When I tried that at first the game crashed, turns out it was because I pasted the wrong code. So it works now, forget my post above :)
TsaebehT said:@Jan-Itor
If all you're trying to do is disable them you shouldn't really need to convert them just put ps_3_0/vs_3_0 code in them that disables them like in eqzitara's guide:


When I tried that at first the game crashed, turns out it was because I pasted the wrong code.

So it works now, forget my post above :)

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 10/19/2013 09:13 PM   
Deus Ex Human Revolution Director's Cut 3D is terrible. That is all.
Deus Ex Human Revolution Director's Cut 3D is terrible. That is all.

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Posted 10/24/2013 11:35 PM   
Elaborate?
Elaborate?

Posted 10/25/2013 12:16 AM   
Are the building textures better? The cityscape was a lost opportunity IMO.
Are the building textures better? The cityscape was a lost opportunity IMO.

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Posted 10/25/2013 12:50 AM   
[quote="Jan-Itor"]When I tried that at first the game crashed, turns out it was because I pasted the wrong code. So it works now, forget my post above :)[/quote]I whipped up a little utility that takes all the work out of copy, pasting, renaming, etc. of dealing with the 'single' shaders when you manually dump them using the debug. You run it from the same location as the dll it searches for the 'Dumps' folder, gets the filenames from the 'SingleShaders' folder, fixes the filenames for use (removes extra characters and adds zeros if necessary), and then creates the ShaderOverride injecting the disable code all automatically. :) SingleShaders2Override: [url]https://www.amazon.com/clouddrive/share?s=CNt1aYi-R84nN3zfWlyq78[/url]
Jan-Itor said:When I tried that at first the game crashed, turns out it was because I pasted the wrong code.

So it works now, forget my post above :)
I whipped up a little utility that takes all the work out of copy, pasting, renaming, etc. of dealing with the 'single' shaders when you manually dump them using the debug. You run it from the same location as the dll it searches for the 'Dumps' folder, gets the filenames from the 'SingleShaders' folder, fixes the filenames for use (removes extra characters and adds zeros if necessary), and then creates the ShaderOverride injecting the disable code all automatically. :)

SingleShaders2Override:
https://www.amazon.com/clouddrive/share?s=CNt1aYi-R84nN3zfWlyq78
Posted 10/25/2013 12:49 AM   
[quote="Libertine"]Are the building textures better? The cityscape was a lost opportunity IMO.[/quote] Whole game was kind of ugly = / Hard Reset was the game it should of been as far as graphics imo. Design was good at least.
Libertine said:Are the building textures better? The cityscape was a lost opportunity IMO.

Whole game was kind of ugly = /
Hard Reset was the game it should of been as far as graphics imo.
Design was good at least.

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Posted 10/25/2013 01:08 AM   
I didn't like the design all that much, although many things looked very nice. The cities i found too small, too "gamey" and unrealistic and non-functional looking. I'd have preferred a compromise in size somewhere between what it had and cities like in L.A. Noire or GTA 4. After watching a "Lets Play of it, i was surprised to conclude that i didn't really much like the game at all and was glad i didn't bother playing it, yet at the same time, i wondered if i could have gotten more immersion and enjoyment playing it myself. This series on the architecture of Deus EX: Human Revolution is kinda interesting. The guy has an architectural degree and has a bit of a passion for it so its kind of interesting, if sometimes a little slow. http://www.youtube.com/watch?v=_ypHM_b88Jw&list=SPD7519BFFBCE668B2
I didn't like the design all that much, although many things looked very nice. The cities i found too small, too "gamey" and unrealistic and non-functional looking. I'd have preferred a compromise in size somewhere between what it had and cities like in L.A. Noire or GTA 4. After watching a "Lets Play of it, i was surprised to conclude that i didn't really much like the game at all and was glad i didn't bother playing it, yet at the same time, i wondered if i could have gotten more immersion and enjoyment playing it myself.

This series on the architecture of Deus EX: Human Revolution is kinda interesting. The guy has an architectural degree and has a bit of a passion for it so its kind of interesting, if sometimes a little slow.

;list=SPD7519BFFBCE668B2

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 10/25/2013 02:35 AM   
[quote="Pirateguybrush"]Elaborate?[/quote] You barely see any 3D effect at all and all the lighting effects are doubled. Also, having the 3D controls being controlled from inside of the game limits 3DVision even more. I haven't tried it with tridef yet but it's probably way better if it works with it. Playing it in 2D is great. I love this game. As for Naruto Shippuden Ultimate Ninja Storm Full Burst, I would say that it is unplayable in 3D vision. It has effect but everything is sorta misaligned.
Pirateguybrush said:Elaborate?


You barely see any 3D effect at all and all the lighting effects are doubled. Also, having the 3D controls being controlled from inside of the game limits 3DVision even more. I haven't tried it with tridef yet but it's probably way better if it works with it. Playing it in 2D is great. I love this game.



As for Naruto Shippuden Ultimate Ninja Storm Full Burst, I would say that it is unplayable in 3D vision. It has effect but everything is sorta misaligned.

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Posted 10/25/2013 02:12 PM   
Sounds pretty much the same as the original.
Sounds pretty much the same as the original.

Posted 10/25/2013 04:07 PM   
Hi guys, is there any FULL working fix for Half-Life 2? Thanks a lot. Could this work? http://helixmod.blogspot.it/2012/09/source-based-gamesmods-half-life-series.html
Hi guys, is there any FULL working fix for Half-Life 2?

Thanks a lot.

Could this work?
http://helixmod.blogspot.it/2012/09/source-based-gamesmods-half-life-series.html

Posted 11/06/2013 11:27 AM   
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