Bo3b's School For Shaderhackers
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[quote="eqzitara"]@kankgeforce99 I converted all your images to 3dvisionlive. Please either use 3dvisionlive or a different image host. 3500 views a day + 2MB of images per post = 7gb of file transfer each post per day. If you dont want to use 3dvision live just change from jps -> to jpg and upload to any image service. I am more then happy to host fixes + necessary files but stereoscopic images bring costs WAY up.[/quote] My only concern here is that 3DVision-Live is on its last legs. Chrome doesn't support the plugin at all, and in six months all versions of FireFox will die too. Edge never was supported, leaving you with IE11 as the sole way to view them. Given NVidia's slothful track record, I'm not expecting anything to change there, even after it dies. I notified them 6 months in advance of Chrome end-of-life and they didn't respond. Plugin status for SilverLight: [url]http://www.microsoft.com/getsilverlight/get-started/install/default.aspx?reason=unsupportedbrowser&_helpmsg=EdgeBrowserDoesNotSupportPlugins&v=4.0.50401.0#[/url] Edit: Just tested IE11 on Win10, and it's working OK there. As long as Microsoft doesn't change their minds, support goes until 2021.
eqzitara said:@kankgeforce99

I converted all your images to 3dvisionlive. Please either use 3dvisionlive or a different image host. 3500 views a day + 2MB of images per post = 7gb of file transfer each post per day.
If you dont want to use 3dvision live just change from jps -> to jpg and upload to any image service.

I am more then happy to host fixes + necessary files but stereoscopic images bring costs WAY up.

My only concern here is that 3DVision-Live is on its last legs.

Chrome doesn't support the plugin at all, and in six months all versions of FireFox will die too. Edge never was supported, leaving you with IE11 as the sole way to view them.

Given NVidia's slothful track record, I'm not expecting anything to change there, even after it dies.

I notified them 6 months in advance of Chrome end-of-life and they didn't respond.

Plugin status for SilverLight:
http://www.microsoft.com/getsilverlight/get-started/install/default.aspx?reason=unsupportedbrowser&_helpmsg=EdgeBrowserDoesNotSupportPlugins&v=4.0.50401.0#


Edit: Just tested IE11 on Win10, and it's working OK there. As long as Microsoft doesn't change their minds, support goes until 2021.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 07/07/2016 02:48 AM   
I have an idea how we could use 3dvisionlive for storage, but skip using the plugin and use cross-eyed instead: [img]http://api.photos.3dvisionlive.com/imagestore/56aa4deee7e564ba5d000069/nvidia./480.294/[/img] That's: [code]http://api.photos.3dvisionlive.com/imagestore/56aa4deee7e564ba5d000069/nvidia./480.294/[/code] Should be easy to use that in an img tag. 56aa4deee7e564ba5d000069 is the image ID - you can grab that from the embed URL easily enough. 480.294 is the size (just grabbed the size I always embed these at). The . at the end of "nvidia." is important. I'm somewhat keen to try to add some links to switch viewing methods, something like I set up on my website: [url]http://valen.darkstarsword.net/photos/stereo/workshops/crosseyed/reaching.html[/url] On my site those are all statically generated by a bash script (which you can find in my 3d-fixes repo under photo-gallary), but I guess it should be possible to use the HTML5 canvas element to do this in javascript.
I have an idea how we could use 3dvisionlive for storage, but skip using the plugin and use cross-eyed instead:

Image

That's:
http://api.photos.3dvisionlive.com/imagestore/56aa4deee7e564ba5d000069/nvidia./480.294/


Should be easy to use that in an img tag. 56aa4deee7e564ba5d000069 is the image ID - you can grab that from the embed URL easily enough. 480.294 is the size (just grabbed the size I always embed these at). The . at the end of "nvidia." is important.


I'm somewhat keen to try to add some links to switch viewing methods, something like I set up on my website:
http://valen.darkstarsword.net/photos/stereo/workshops/crosseyed/reaching.html

On my site those are all statically generated by a bash script (which you can find in my 3d-fixes repo under photo-gallary), but I guess it should be possible to use the HTML5 canvas element to do this in javascript.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 07/07/2016 03:52 PM   
Edit: See next post - I updated the URL to AWS, but editing the post with HTML tags turned out to be impossible :-/
Edit: See next post - I updated the URL to AWS, but editing the post with HTML tags turned out to be impossible :-/

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 07/07/2016 09:43 PM   
I've written some javascript to solve the screenshot problem, allowing the user to switch between the plugin, cross-eyed, distance and anaglyph (which it will remember by using a cookie). Check it out: http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html To use it, just copy and paste this into a post, replacing the IDs with those of your screenshots: [code] <script src="https://s3.amazonaws.com/DarkStarSword/3dvisionlive.js"></script> <noscript><p>Please enable javascript to view screenshots.</p></noscript> <script> embed_3dvisionlive('5467060cd475fe1e750001cc'); embed_3dvisionlive('546702d3d475fec8030001bf'); embed_3dvisionlive('546161f5d475fed4740001b8'); embed_3dvisionlive('5466ff91d475fea5710001bb'); </script> [/code] If you have a post where you want screenshots that aren't all grouped together you can do this on subsequent blocks: [code] <noscript><p>Please enable javascript to view screenshots.</p></noscript> <script> new_screenshot_block(); embed_3dvisionlive('54d62142e7e5648f2e000175'); </script> [/code] e.g. http://helixmod.blogspot.com.au/2015/02/miasmata-major-update.html I've only changed a couple of my posts over to it so far, but intend to switch the rest over soon.
I've written some javascript to solve the screenshot problem, allowing the user to switch between the plugin, cross-eyed, distance and anaglyph (which it will remember by using a cookie). Check it out:


http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html


To use it, just copy and paste this into a post, replacing the IDs with those of your screenshots:
<script src="https://s3.amazonaws.com/DarkStarSword/3dvisionlive.js"></script>
<noscript><p>Please enable javascript to view screenshots.</p></noscript>
<script>
embed_3dvisionlive('5467060cd475fe1e750001cc');
embed_3dvisionlive('546702d3d475fec8030001bf');
embed_3dvisionlive('546161f5d475fed4740001b8');
embed_3dvisionlive('5466ff91d475fea5710001bb');
</script>


If you have a post where you want screenshots that aren't all grouped together you can do this on subsequent blocks:
<noscript><p>Please enable javascript to view screenshots.</p></noscript>
<script>
new_screenshot_block();
embed_3dvisionlive('54d62142e7e5648f2e000175');
</script>

e.g.

http://helixmod.blogspot.com.au/2015/02/miasmata-major-update.html



I've only changed a couple of my posts over to it so far, but intend to switch the rest over soon.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 07/07/2016 10:02 PM   
[quote="DarkStarSword"]I've written some javascript to solve the screenshot problem, allowing the user to switch between the plugin, cross-eyed, distance and anaglyph (which it will remember by using a cookie). Check it out: http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html To use it, just copy and paste this into a post, replacing the IDs with those of your screenshots: [code] <script src="https://s3.amazonaws.com/DarkStarSword/3dvisionlive.js"></script> <noscript><p>Please enable javascript to view screenshots.</p></noscript> <script> embed_3dvisionlive('5467060cd475fe1e750001cc'); embed_3dvisionlive('546702d3d475fec8030001bf'); embed_3dvisionlive('546161f5d475fed4740001b8'); embed_3dvisionlive('5466ff91d475fea5710001bb'); </script> [/code] If you have a post where you want screenshots that aren't all grouped together you can do this on subsequent blocks: [code] <noscript><p>Please enable javascript to view screenshots.</p></noscript> <script> new_screenshot_block(); embed_3dvisionlive('54d62142e7e5648f2e000175'); </script> [/code] e.g. http://helixmod.blogspot.com.au/2015/02/miasmata-major-update.html I've only changed a couple of my posts over to it so far, but intend to switch the rest over soon. [/quote] FREAKING HELL!!! That is SOOO DAMN AWESOME!!!! Big thanks for that! I thought about something like this for a while now;)) but I see you actually did it! Really awesome stuff!
DarkStarSword said:I've written some javascript to solve the screenshot problem, allowing the user to switch between the plugin, cross-eyed, distance and anaglyph (which it will remember by using a cookie). Check it out:


http://helixmod.blogspot.com.au/2014/11/dreamfall-chapters.html


To use it, just copy and paste this into a post, replacing the IDs with those of your screenshots:
<script src="https://s3.amazonaws.com/DarkStarSword/3dvisionlive.js"></script>
<noscript><p>Please enable javascript to view screenshots.</p></noscript>
<script>
embed_3dvisionlive('5467060cd475fe1e750001cc');
embed_3dvisionlive('546702d3d475fec8030001bf');
embed_3dvisionlive('546161f5d475fed4740001b8');
embed_3dvisionlive('5466ff91d475fea5710001bb');
</script>


If you have a post where you want screenshots that aren't all grouped together you can do this on subsequent blocks:
<noscript><p>Please enable javascript to view screenshots.</p></noscript>
<script>
new_screenshot_block();
embed_3dvisionlive('54d62142e7e5648f2e000175');
</script>

e.g.

http://helixmod.blogspot.com.au/2015/02/miasmata-major-update.html



I've only changed a couple of my posts over to it so far, but intend to switch the rest over soon.


FREAKING HELL!!! That is SOOO DAMN AWESOME!!!!
Big thanks for that! I thought about something like this for a while now;)) but I see you actually did it!
Really awesome stuff!

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)

Posted 07/07/2016 11:01 PM   
Thanks DSS!!! Works perfect....i just used in the Lego StarWars post
Thanks DSS!!!
Works perfect....i just used in the Lego StarWars post

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 07/07/2016 11:54 PM   
I've switched all my posts over to use this script, and two more posts on the front page that had the plugin embedded. I haven't changed any other posts - that will take quite a bit of time with so many posts.
I've switched all my posts over to use this script, and two more posts on the front page that had the plugin embedded. I haven't changed any other posts - that will take quite a bit of time with so many posts.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 07/08/2016 04:44 AM   
Script updated to link to the full size screenshots when not using the plugin.
Script updated to link to the full size screenshots when not using the plugin.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 07/08/2016 05:00 AM   
Thanks DarkStar! I just noticed the screenshot changes on the blog. Pretty neat!
Thanks DarkStar!

I just noticed the screenshot changes on the blog. Pretty neat!

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

Posted 07/08/2016 04:14 PM   
Hi DarkStarSword, I am trying to use the DX11 Unity scripts and I am hitting some walls:( [code] unity_asset_extractor.py *_Data/Resources/* *_Data/*.assets # THIS WORKS cd extracted # THIS WORKS extract_unity_shaders.py */*.shader --type=d3d11 # THIS SEEM TO WORK cd ShaderFNVs # FAILED [/code] After the above scripts are run it fails to cd on "ShaderFNVs" folder as is missing. I did copy cmd_Decompiler.exe to both "3d-fixes" and game folders and from what I can see it should work? Am I doing something wrong? Thank you in advance!
Hi DarkStarSword,

I am trying to use the DX11 Unity scripts and I am hitting some walls:(

unity_asset_extractor.py *_Data/Resources/* *_Data/*.assets # THIS WORKS
cd extracted # THIS WORKS
extract_unity_shaders.py */*.shader --type=d3d11 # THIS SEEM TO WORK
cd ShaderFNVs # FAILED


After the above scripts are run it fails to cd on "ShaderFNVs" folder as is missing. I did copy cmd_Decompiler.exe to both "3d-fixes" and game folders and from what I can see it should work?

Am I doing something wrong? Thank you in advance!

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)

Posted 07/09/2016 12:54 PM   
What's the output from extract_unity_shaders.py?
What's the output from extract_unity_shaders.py?

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 07/09/2016 09:39 PM   
[quote="DarkStarSword"]What's the output from extract_unity_shaders.py?[/quote] I get a folder "extracted" containing: - resources folder - shaderassets0-252 folders - unity_default resources folder - unity_buitin_extra folder -ShaderHeaders.json file and that is it (in the extracted folder). Didn't notice anything else:-s The game in question is "INSIDE". Version of the game is 5.0.4, so I expect is based on Unity 5.04? Is x64 and DX11 game. Thank you in advance for any help;)
DarkStarSword said:What's the output from extract_unity_shaders.py?


I get a folder "extracted" containing:

- resources folder
- shaderassets0-252 folders
- unity_default resources folder
- unity_buitin_extra folder
-ShaderHeaders.json file

and that is it (in the extracted folder). Didn't notice anything else:-s

The game in question is "INSIDE". Version of the game is 5.0.4, so I expect is based on Unity 5.04?
Is x64 and DX11 game.

Thank you in advance for any help;)

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)

Posted 07/09/2016 10:34 PM   
[quote="helifax"]The game in question is "INSIDE". Version of the game is 5.0.4, so I expect is based on Unity 5.04?[/quote]Not necessarily. To check the unity version right click on the exe -> properties -> Details -> Product Version. Note that if it is Unity 5.3 or later you need to use extract_unity53_shaders.py to extract the shaders (on the .shader.decompressed files instead of .shader files). This would match the symptoms you are describing because they changed the file format to remove the shaders from the .shader files, but otherwise those files still appear to be valid and the extract_unity_shaders.py still successfully parses them, but doesn't find anything to extract. If it's still not working, send me a couple of samples of the asset files that I can analyse - send me at least: *_Data/Resources/unity default resources *_Data/Resources/unit_builtin_extra *_Data/resources.assets *_Data/sharedassets0.assets (if you got an extracted/sharedassets0 folder. If not, send me any one of these that you did get a folder for)
helifax said:The game in question is "INSIDE". Version of the game is 5.0.4, so I expect is based on Unity 5.04?
Not necessarily. To check the unity version right click on the exe -> properties -> Details -> Product Version.

Note that if it is Unity 5.3 or later you need to use extract_unity53_shaders.py to extract the shaders (on the .shader.decompressed files instead of .shader files). This would match the symptoms you are describing because they changed the file format to remove the shaders from the .shader files, but otherwise those files still appear to be valid and the extract_unity_shaders.py still successfully parses them, but doesn't find anything to extract.

If it's still not working, send me a couple of samples of the asset files that I can analyse - send me at least:
*_Data/Resources/unity default resources
*_Data/Resources/unit_builtin_extra
*_Data/resources.assets
*_Data/sharedassets0.assets (if you got an extracted/sharedassets0 folder. If not, send me any one of these that you did get a folder for)

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 07/10/2016 06:55 AM   
[quote="DarkStarSword"][quote="helifax"]The game in question is "INSIDE". Version of the game is 5.0.4, so I expect is based on Unity 5.04?[/quote]Not necessarily. To check the unity version right click on the exe -> properties -> Details -> Product Version. [/quote] Yupp, that is exactly from where I got that version;) It said 5.0.4.11390765 there;) [quote="DarkStarSword"] Note that if it is Unity 5.3 or later you need to use extract_unity53_shaders.py to extract the shaders (on the .shader.decompressed files instead of .shader files). This would match the symptoms you are describing because they changed the file format to remove the shaders from the .shader files, but otherwise those files still appear to be valid and the extract_unity_shaders.py still successfully parses them, but doesn't find anything to extract. If it's still not working, send me a couple of samples of the asset files that I can analyse - send me at least: *_Data/Resources/unity default resources *_Data/Resources/unit_builtin_extra *_Data/resources.assets *_Data/sharedassets0.assets (if you got an extracted/sharedassets0 folder. If not, send me any one of these that you did get a folder for)[/quote] I think I tried both variants, but I can't remember exactly. I'll try it again just to be double-sure;) If is still not working I can send you those files;) Thank you! EDIT: Yupp, both autofix.sh and autofix53.sh fail there... I updated the specified files here: [url=http://3dsurroundgaming.com/3DVision/insideData_unity.rar]Assets Files[/url] Thank you again for taking the time and looking into this!
DarkStarSword said:
helifax said:The game in question is "INSIDE". Version of the game is 5.0.4, so I expect is based on Unity 5.04?
Not necessarily. To check the unity version right click on the exe -> properties -> Details -> Product Version.


Yupp, that is exactly from where I got that version;) It said 5.0.4.11390765 there;)

DarkStarSword said:
Note that if it is Unity 5.3 or later you need to use extract_unity53_shaders.py to extract the shaders (on the .shader.decompressed files instead of .shader files). This would match the symptoms you are describing because they changed the file format to remove the shaders from the .shader files, but otherwise those files still appear to be valid and the extract_unity_shaders.py still successfully parses them, but doesn't find anything to extract.

If it's still not working, send me a couple of samples of the asset files that I can analyse - send me at least:
*_Data/Resources/unity default resources
*_Data/Resources/unit_builtin_extra
*_Data/resources.assets
*_Data/sharedassets0.assets (if you got an extracted/sharedassets0 folder. If not, send me any one of these that you did get a folder for)


I think I tried both variants, but I can't remember exactly. I'll try it again just to be double-sure;)
If is still not working I can send you those files;)

Thank you!

EDIT:
Yupp, both autofix.sh and autofix53.sh fail there...
I updated the specified files here: Assets Files

Thank you again for taking the time and looking into this!

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:
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- 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:
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Posted 07/10/2016 10:47 AM   
I'm having trouble using constants in DX9Settings.ini for Dragon Ball Xenoverse. After using a different DLL found here (http://helixmod.blogspot.com.es/2012/05/how-to-guide-create-convergence-and.html) (I don't know why the supposedly latest helixmod DLL doesn't work), separation and convergence hotkeys work. But setting a constant to toggle a pixel shader effect doesn't work. I'm following this guide: http://wiki.bo3b.net/index.php?title=Lesson_3_-_Const And this: http://wiki.bo3b.net/index.php?title=Default_DX9Settings.ini DX9Settings.ini: [code][General] UseRenderedShaders=true Preset1Key = 49 Preset2Key = 50 DefPreset = 1 DefVSConst1 = 215 DefPSConst1 = 215 PresetsKeysList = 1; [KEY1] Key = 51 Presets = 3;4; Type = 1 [Preset1] UseSepSettings = true Convergence = 0x4015fb0a Separation = 0x42c80000 [Preset2] UseSepSettings = true Convergence = 0x3f7b021b Separation = 0x42c80000 [PRES3] Const1 = 0x00000000 [PRES4] Const1 = 0x00000001 UseByDef = true[/code] 66C62D1C.txt: [code]//Backgrounds cel shading. // // Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000 // // Parameters: // // sampler2D ImageSampler0; // float4 g_vEdge_PS; // float4 g_vParam0_PS; // float4 g_vParam1_PS; // // // Registers: // // Name Reg Size // ------------- ----- ---- // g_vEdge_PS c1 1 // g_vParam0_PS c136 1 // g_vParam1_PS c137 1 // ImageSampler0 s0 1 // ps_3_0 def c0, 1, -0, 0.308600008, 0.609399974 def c2, 0.209999993, 0.720000029, 0.0700000003, 0 def c3, 3, -2, -4, -0.5 def c4, -0.609399974, -0.0820000023, 0.609399974, 0.0820000023 def c5, -0.308600008, -0.0820000023, 0.308600008, 0.0820000023 def c6, -0.308600008, -0.609399974, 0.308600008, 0.609399974 //def c215, Const1, Const2, Const3, Const4 def c10, 0, 0, 0, 0 dcl_texcoord v0.xy dcl_texcoord1 v1.xy dcl_texcoord2 v2.xy dcl_texcoord3 v3.xy dcl_texcoord4 v4.xy dcl_2d s0 mov r2.xy, v0 add r0.xy, r2, v1 texld r0, r0, s0 add r1.xy, r2, v2 texld r1, r1, s0 add r0.xyz, r0, -r1 add r2.z, r0.w, r1.w dp3 r2.w, r0, r0 add r0.xy, r2, v3 texld r0, r0, s0 add r1.xy, r2, v4 texld r1, r1, s0 add r0.xyz, r0, -r1 add r1.y, r0.w, r1.w dp3 r1.w, r0, r0 texld r0, v0, s0 add r1.z, r2.z, r0.w add r1.w, r2.w, r1.w add r1.z, r1.y, r1.z mul_sat r1.w, r1.w, c1.w //cmp r1.z, -r1.z, c0.x, c0.y mov r30.x, c215.x if_eq r30.x, c10.x cmp r1.z, -r1.z, c10.x, c10.y else cmp r1.z, -r1.z, c0.x, c0.y endif mul r1.w, r1.w, r1.z lrp r5.xyz, r1.w, c1, r0 add r1.w, -c136.x, c136.y add r1.xyz, r5, -c136.x rcp r1.w, r1.w mul_sat r1.xyz, r1, r1.w mov r2.xzw, c0 add r2.y, r2.x, -c136.z mov r1.w, c136.z mad r3.yz, r1.w, c4.xxyw, c4.xzww mad r3.x, r2.y, r2.z, c136.z dp3 r3.x, r1, r3 mad r4.y, r2.y, r2.w, c136.z mad r2.z, r2.y, c4.w, r1.w mad r4.xz, r1.w, c5.xyyw, c5.zyww mad r2.xy, r1.w, c6, c6.zwzw dp3 r3.y, r1, r4 dp3 r3.z, r1, r2 mul r2.xyz, r3, r3 mul r1.xyz, r3, r2 mul r2.xyz, r2, c3.x mad r2.xyz, r1, c3.y, r2 dsy r1.w, v0.y dsx r1.x, v0.x lrp_sat r6.xyz, c136.w, r2, r3 mov r1.yz, -r1.xxww add r2.xy, r1.ywzw, v0 add r3.xy, r1.xwzw, v0 add r7.xy, r1.xzzw, v0 add r1.xy, r1.yzzw, v0 texld r2, r2, s0 texld r4, r3, s0 add r2.w, r2.w, r4.w texld r3, r1, s0 texld r1, r7, s0 add r1.w, r3.w, r1.w add r3.xyz, r4, r3 add r2.xyz, r2, r1 add r1.w, r0.w, r1.w mad r1.xyz, r0, c3.z, r3 add r1.w, r2.w, r1.w add r1.xyz, r2, r1 //cmp r1.w, -r1.w, c0.x, c0.y mov r30.x, c215.x if_eq r30.x, c10.x cmp r1.w, -r1.w, c10.x, c10.y else cmp r1.w, -r1.w, c0.x, c0.y endif mul r1.xyz, r1, c137.x mul r2.xyz, r1.w, r1 add r0.xyz, r0, c3.w add r1.xyz, -r6, c0.x mad r0.xyz, r2, r0, -c3.w add r2.xyz, r1, r1 dp3 r0.z, r0, c2 add r1.w, -r0.z, c0.x mul r1.xyz, r6, r0.z add r0.xyz, r6, c3.w mad r2.xyz, r2, -r1.w, c0.x add r3.xyz, r1, r1 cmp r0.xyz, r0, c0.x, c0.y lrp r1.xyz, r0, r2, r3 add r0.xyz, r5, -r1 mad oC0.xyz, r0.w, r0, r1 mov oC0.w, r0.w // approximately 83 instruction slots used (9 texture, 74 arithmetic) [/code] What doesn't make sense is that the shader is taking the "if_eq" path by default (the effect is disabled), and the toggle doesn't work. What am I doing wrong? Am I mixing syntax in the ini with things like "Preset1" and "PRES3"?
I'm having trouble using constants in DX9Settings.ini for Dragon Ball Xenoverse. After using a different DLL found here (http://helixmod.blogspot.com.es/2012/05/how-to-guide-create-convergence-and.html) (I don't know why the supposedly latest helixmod DLL doesn't work), separation and convergence hotkeys work.

But setting a constant to toggle a pixel shader effect doesn't work. I'm following this guide: http://wiki.bo3b.net/index.php?title=Lesson_3_-_Const

And this: http://wiki.bo3b.net/index.php?title=Default_DX9Settings.ini

DX9Settings.ini:

[General]
UseRenderedShaders=true
Preset1Key = 49
Preset2Key = 50
DefPreset = 1
DefVSConst1 = 215
DefPSConst1 = 215
PresetsKeysList = 1;

[KEY1]
Key = 51
Presets = 3;4;
Type = 1

[Preset1]
UseSepSettings = true
Convergence = 0x4015fb0a
Separation = 0x42c80000

[Preset2]
UseSepSettings = true
Convergence = 0x3f7b021b
Separation = 0x42c80000

[PRES3]
Const1 = 0x00000000

[PRES4]
Const1 = 0x00000001
UseByDef = true



66C62D1C.txt:

//Backgrounds cel shading.
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// sampler2D ImageSampler0;
// float4 g_vEdge_PS;
// float4 g_vParam0_PS;
// float4 g_vParam1_PS;
//
//
// Registers:
//
// Name Reg Size
// ------------- ----- ----
// g_vEdge_PS c1 1
// g_vParam0_PS c136 1
// g_vParam1_PS c137 1
// ImageSampler0 s0 1
//

ps_3_0
def c0, 1, -0, 0.308600008, 0.609399974
def c2, 0.209999993, 0.720000029, 0.0700000003, 0
def c3, 3, -2, -4, -0.5
def c4, -0.609399974, -0.0820000023, 0.609399974, 0.0820000023
def c5, -0.308600008, -0.0820000023, 0.308600008, 0.0820000023
def c6, -0.308600008, -0.609399974, 0.308600008, 0.609399974
//def c215, Const1, Const2, Const3, Const4
def c10, 0, 0, 0, 0
dcl_texcoord v0.xy
dcl_texcoord1 v1.xy
dcl_texcoord2 v2.xy
dcl_texcoord3 v3.xy
dcl_texcoord4 v4.xy
dcl_2d s0
mov r2.xy, v0
add r0.xy, r2, v1
texld r0, r0, s0
add r1.xy, r2, v2
texld r1, r1, s0
add r0.xyz, r0, -r1
add r2.z, r0.w, r1.w
dp3 r2.w, r0, r0
add r0.xy, r2, v3
texld r0, r0, s0
add r1.xy, r2, v4
texld r1, r1, s0
add r0.xyz, r0, -r1
add r1.y, r0.w, r1.w
dp3 r1.w, r0, r0
texld r0, v0, s0
add r1.z, r2.z, r0.w
add r1.w, r2.w, r1.w
add r1.z, r1.y, r1.z
mul_sat r1.w, r1.w, c1.w
//cmp r1.z, -r1.z, c0.x, c0.y
mov r30.x, c215.x
if_eq r30.x, c10.x
cmp r1.z, -r1.z, c10.x, c10.y
else
cmp r1.z, -r1.z, c0.x, c0.y
endif
mul r1.w, r1.w, r1.z
lrp r5.xyz, r1.w, c1, r0
add r1.w, -c136.x, c136.y
add r1.xyz, r5, -c136.x
rcp r1.w, r1.w
mul_sat r1.xyz, r1, r1.w
mov r2.xzw, c0
add r2.y, r2.x, -c136.z
mov r1.w, c136.z
mad r3.yz, r1.w, c4.xxyw, c4.xzww
mad r3.x, r2.y, r2.z, c136.z
dp3 r3.x, r1, r3
mad r4.y, r2.y, r2.w, c136.z
mad r2.z, r2.y, c4.w, r1.w
mad r4.xz, r1.w, c5.xyyw, c5.zyww
mad r2.xy, r1.w, c6, c6.zwzw
dp3 r3.y, r1, r4
dp3 r3.z, r1, r2
mul r2.xyz, r3, r3
mul r1.xyz, r3, r2
mul r2.xyz, r2, c3.x
mad r2.xyz, r1, c3.y, r2
dsy r1.w, v0.y
dsx r1.x, v0.x
lrp_sat r6.xyz, c136.w, r2, r3
mov r1.yz, -r1.xxww
add r2.xy, r1.ywzw, v0
add r3.xy, r1.xwzw, v0
add r7.xy, r1.xzzw, v0
add r1.xy, r1.yzzw, v0
texld r2, r2, s0
texld r4, r3, s0
add r2.w, r2.w, r4.w
texld r3, r1, s0
texld r1, r7, s0
add r1.w, r3.w, r1.w
add r3.xyz, r4, r3
add r2.xyz, r2, r1
add r1.w, r0.w, r1.w
mad r1.xyz, r0, c3.z, r3
add r1.w, r2.w, r1.w
add r1.xyz, r2, r1
//cmp r1.w, -r1.w, c0.x, c0.y
mov r30.x, c215.x
if_eq r30.x, c10.x
cmp r1.w, -r1.w, c10.x, c10.y
else
cmp r1.w, -r1.w, c0.x, c0.y
endif
mul r1.xyz, r1, c137.x
mul r2.xyz, r1.w, r1
add r0.xyz, r0, c3.w
add r1.xyz, -r6, c0.x
mad r0.xyz, r2, r0, -c3.w
add r2.xyz, r1, r1
dp3 r0.z, r0, c2
add r1.w, -r0.z, c0.x
mul r1.xyz, r6, r0.z
add r0.xyz, r6, c3.w
mad r2.xyz, r2, -r1.w, c0.x
add r3.xyz, r1, r1
cmp r0.xyz, r0, c0.x, c0.y
lrp r1.xyz, r0, r2, r3
add r0.xyz, r5, -r1
mad oC0.xyz, r0.w, r0, r1
mov oC0.w, r0.w

// approximately 83 instruction slots used (9 texture, 74 arithmetic)


What doesn't make sense is that the shader is taking the "if_eq" path by default (the effect is disabled), and the toggle doesn't work. What am I doing wrong? Am I mixing syntax in the ini with things like "Preset1" and "PRES3"?

CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
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Posted 07/10/2016 12:08 PM   
  59 / 88    
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