The Long Dark v.426 3D fix shadows, lights, halos, autocrosshair, blood, footprints, campfire, torc...
1 / 3
Shadows, lights, Halos are fixed and I made an auto-crosshair fix thanks to Darkstarsword's template.
Thanks to Masterotaku (shadows) and 4everawake (lights, I used his Kona fix to understand how to fix them)
3D Vision fix for The Long Dark
Fixed
- Halos, shadows, lights, blood decals, footprints, autocrosshair-depth, auto HUD convergence and separation... etc
Not fixed
- Balls of fire from torch, I had to disable them.
- [s]Last update (8-1-2017) "ultra quality shadows settings break the fix so use "high"[/s]
now ultra quality shadows are fixed...
Installation
- Download this file and extract (with 7-zip, for example) its contents in the "TheLongDark" folder where "tld.exe" is.
- Boot the game.
- Set in options FOV to 100 (footprints and blood decals need this to be fixed)
- Set in Options - Tree billboard distance - 800 (this fix some trees that render in one eye when they are far away.
- Low quality display settings breaks the fix.
-In your Steam library, right click on "The Long Dark" and select "Properties"
Click "Set Launch Options"
In the box, type "-window-mode exclusive" without the ""
Hotkeys
- k: Separation 60 and covergence 0.7 (nice 3d)
- .: Toggle low configuration convergence and separation sometimes useful.
-RMB: Low convergence setting for aiming.
Notes
- FOV 100 is needed.
- Auto separation and convergence in menus.
- If you get a very low convergence and separation while playing press "k"
update 07/14/17
[url]https://s3.amazonaws.com/cicicleta/The_Long_Dark.zip[/url]
Using the same method that 4everawake made in "Kona" we can fix Unity games V5.5 and 5.6
Shadows, lights, Halos are fixed and I made an auto-crosshair fix thanks to Darkstarsword's template.
Thanks to Masterotaku (shadows) and 4everawake (lights, I used his Kona fix to understand how to fix them)
3D Vision fix for The Long Dark
Fixed
- Halos, shadows, lights, blood decals, footprints, autocrosshair-depth, auto HUD convergence and separation... etc
Not fixed
- Balls of fire from torch, I had to disable them.
- Last update (8-1-2017) "ultra quality shadows settings break the fix so use "high"
now ultra quality shadows are fixed...
Installation
- Download this file and extract (with 7-zip, for example) its contents in the "TheLongDark" folder where "tld.exe" is.
- Boot the game.
- Set in options FOV to 100 (footprints and blood decals need this to be fixed)
- Set in Options - Tree billboard distance - 800 (this fix some trees that render in one eye when they are far away.
- Low quality display settings breaks the fix.
-In your Steam library, right click on "The Long Dark" and select "Properties"
Click "Set Launch Options"
In the box, type "-window-mode exclusive" without the ""
Hotkeys
- k: Separation 60 and covergence 0.7 (nice 3d)
- .: Toggle low configuration convergence and separation sometimes useful.
-RMB: Low convergence setting for aiming.
Notes
- FOV 100 is needed.
- Auto separation and convergence in menus.
- If you get a very low convergence and separation while playing press "k"
Thanks a lot for the fix cicicleta, i will take 3d over shadows any day
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
[quote="General_Anesthetic"]did this used to be in 3d? as i remember playing it years ago when it was new (alpha) in virtually 3d ready state[/quote][url]http://helixmod.blogspot.com/2015/04/the-long-dark.html[/url]
Yep, I can fix those shadows, I think. But I have just arrived from a party (6:53AM here, lol), so you'll have to wait until I sleep.
Clue: line 58 of the pixel shader (153 in ASM)
. I think r0.x needs a correction there. Maybe using r0.z or r1.z as reference.
OK, almost there. r0.z seems the correct option (by default, shadows are at screen depth, right?), but I think you have to multiply "r21.w" by 2 or 0.5. So try this:
[code]
ld_indexable(texture2d)(float,float,float,float) r21.xyzw, l(0, 0, 0, 0), t125.xyzw
add r21.w, r0.z, -r21.y
mul r21.w, r21.w, l(2.000000)
mad r0.x, r21.x, -r21.w, r0.x
[/code]
or
[code]
ld_indexable(texture2d)(float,float,float,float) r21.xyzw, l(0, 0, 0, 0), t125.xyzw
add r21.w, r0.z, -r21.y
mul r21.w, r21.w, l(0.500000)
mad r0.x, r21.x, -r21.w, r0.x
[/code]
You know where. I hope I'm right.
OK, almost there. r0.z seems the correct option (by default, shadows are at screen depth, right?), but I think you have to multiply "r21.w" by 2 or 0.5. So try this:
[quote="masterotaku"]OK, almost there. r0.z seems the correct option (by default, shadows are at screen depth, right?), but I think you have to multiply "r21.w" by 2 or 0.5. So try this:
[code]
ld_indexable(texture2d)(float,float,float,float) r21.xyzw, l(0, 0, 0, 0), t125.xyzw
add r21.w, r0.z, -r21.y
mul r21.w, r21.w, l(2.000000)
mad r0.x, r21.x, -r21.w, r0.x
[/code]
or
[code]
ld_indexable(texture2d)(float,float,float,float) r21.xyzw, l(0, 0, 0, 0), t125.xyzw
add r21.w, r0.z, -r21.y
mul r21.w, r21.w, l(0.500000)
mad r0.x, r21.x, -r21.w, r0.x
[/code]
You know where. I hope I'm right.[/quote]
OOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHH YOU KNOW I LOVE YOU!!!!!!
THIS CONSTANT WORKS PERFECT "(1.290000)"
Now I'm going to try fix the rest of the shaders with this formula.
Thanks a lot!!! ;)
Screenshot:
[url]https://drive.google.com/open?id=0B7-C-G8Te2Hbdm0wYkl5ek1EQkU[/url]
masterotaku said:OK, almost there. r0.z seems the correct option (by default, shadows are at screen depth, right?), but I think you have to multiply "r21.w" by 2 or 0.5. So try this:
STOP RIGHT THERE! I've noticed that the number you need is actually the FoV of the game (if it doesn't EVER change and it isn't user configurable, a static value should be fine). In the shaders fixed by the DarkStarSword Unity scripts, there are ways to calculate that. And I found something similar, so I'm going to try getting it 100% right. It's possible that this won't work, because I based it on an older Unity version. So back up your shaders and d3dx.ini first.
First, you need "inverse_unity_mvp.hlsl" and "matrix.hlsl" from my Yooka-Laylee fix. Place them in the "ShaderFixes" folder.
In "d3dx.ini" (yes, using the name of your vertex shader, thanks for posting it):
// ---- Created with 3Dmigoto v1.2.61 on Sat Jun 17 19:46:16 2017
cbuffer cb3 : register(b3)
{
float4 cb3[21];
}
cbuffer cb2 : register(b2)
{
float4 cb2[4];
}
// UnityPerCameraRare contains the projection & inverse projection matrices
// that we need to fix the shadows. The headers extracted from the asset files
// show which constant buffer is UnityPerCameraRare, and then we just grab the
// actual definition of the buffer from the Unity Cg source code, and replace
// references to it as necessary.
// Projection matrices of the camera. Note that this might be different from projection matrix
// that is set right now, e.g. while rendering shadows the matrices below are still the projection
// of original camera.
row_major uniform float4x4 unity_CameraProjection; // cb1[7] - cb1[10]
row_major uniform float4x4 unity_CameraInvProjection; // cb1[11] - cb1[14]
}
If it doesn't work, try going to the vertex shader and changing the axis "unity_CameraInvProjection" is using in the code. Instead of the "[1], [0], [2], [3]" order, change it to "[0], [3], [1], [2]".
If it works, it should be 100% correct at all FoV values.
EDIT: wow, I spent like half an hour posting this. Now I see your new post. I'll have to think about that one for a while.
Thanks to Masterotaku (shadows) and 4everawake (lights, I used his Kona fix to understand how to fix them)
3D Vision fix for The Long Dark
Fixed
- Halos, shadows, lights, blood decals, footprints, autocrosshair-depth, auto HUD convergence and separation... etc
Not fixed
- Balls of fire from torch, I had to disable them.
-
Last update (8-1-2017) "ultra quality shadows settings break the fix so use "high"now ultra quality shadows are fixed...
Installation
- Download this file and extract (with 7-zip, for example) its contents in the "TheLongDark" folder where "tld.exe" is.
- Boot the game.
- Set in options FOV to 100 (footprints and blood decals need this to be fixed)
- Set in Options - Tree billboard distance - 800 (this fix some trees that render in one eye when they are far away.
- Low quality display settings breaks the fix.
-In your Steam library, right click on "The Long Dark" and select "Properties"
Click "Set Launch Options"
In the box, type "-window-mode exclusive" without the ""
Hotkeys
- k: Separation 60 and covergence 0.7 (nice 3d)
- .: Toggle low configuration convergence and separation sometimes useful.
-RMB: Low convergence setting for aiming.
Notes
- FOV 100 is needed.
- Auto separation and convergence in menus.
- If you get a very low convergence and separation while playing press "k"
update 07/14/17
https://s3.amazonaws.com/cicicleta/The_Long_Dark.zip
Using the same method that 4everawake made in "Kona" we can fix Unity games V5.5 and 5.6
Intel Core i7-3820, 4 X 3,60 GHz overclocked to 4,50 GHz ; EVGA Titan X 12VRAM ; 16 GB Corsair Vengeance DDR-1600 (4x 4 GB) ; Asus VG278H 27-inch incl. 3D vision 2 glasses, integrated transmitter ; Xbox One Elite wireless controller ; Windows 10HTC VIVE 2,5 m2 roomscale3D VISION GAMERS - VISIT ME ON STEAM and feel free to add me: http://steamcommunity.com/profiles/76561198064106555 YOUTUBE: https://www.youtube.com/channel/UC1UE5TPoF0HX0HVpF_E4uPQ STEAM CURATOR: https://store.steampowered.com/curator/33611530-Streaming-Deluxe/
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
Hello!!!
This is ps (e0e92586fcf76b94-ps_replace.txt)
And this is vs (2917d6a2498642c6-vs_replace.txt)
[MonitorSizeOverride][Global/Base Profile Tweaks][Depth=IPD]
Clue: line 58 of the pixel shader (153 in ASM)
. I think r0.x needs a correction there. Maybe using r0.z or r1.z as reference.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Rename the file to just "e0e92586fcf76b94-ps.txt", because we are going to use ASM instead of HLSL.
And here is the exact code you need (I deleted all HLSL code, because that's what it's needed).
In line 55, if "r0.z" doesnt fix the shadows, try "r0.w" or "r1.z" instead. But "r0.z" is my first guess.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Hi, with r0.z looks better but the shadows look like they are upper the floor.
Here are the jpgs:
https://drive.google.com/open?id=0B7-C-G8Te2HbTWlTV3U5WjhraDA
or
You know where. I hope I'm right.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
OOOOOOOOOOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHH YOU KNOW I LOVE YOU!!!!!!
THIS CONSTANT WORKS PERFECT "(1.290000)"
Now I'm going to try fix the rest of the shaders with this formula.
Thanks a lot!!! ;)
Screenshot:
https://drive.google.com/open?id=0B7-C-G8Te2Hbdm0wYkl5ek1EQkU
ps shader:
vs shader
First, you need "inverse_unity_mvp.hlsl" and "matrix.hlsl" from my Yooka-Laylee fix. Place them in the "ShaderFixes" folder.
In "d3dx.ini" (yes, using the name of your vertex shader, thanks for posting it):
This will be "2917d6a2498642c6-vs_replace.txt":
And this "e0e92586fcf76b94-ps_replace.txt" (using HLSL again):
If it doesn't work, try going to the vertex shader and changing the axis "unity_CameraInvProjection" is using in the code. Instead of the "[1], [0], [2], [3]" order, change it to "[0], [3], [1], [2]".
If it works, it should be 100% correct at all FoV values.
EDIT: wow, I spent like half an hour posting this. Now I see your new post. I'll have to think about that one for a while.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com