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Thank you for your fast answer. I see, there must have been a change in the drivers, because I do not really remember this game having an update. Lensflares cannot be disabled ingame. I also did not find an ini-file to do so. So I will try the helix debug dll. Simply copy it in the game? Still noob in shader hunting. Sorry.
Thank you for your fast answer. I see, there must have been a change in the drivers, because I do not really remember this game having an update. Lensflares cannot be disabled ingame. I also did not find an ini-file to do so. So I will try the helix debug dll. Simply copy it in the game? Still noob in shader hunting. Sorry.

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/ Image

#61
Posted 12/03/2015 12:36 PM   
Steam Data Base (a 3rd party website) shows that there was an update of some sort 14 days ago. https://steamdb.info/app/217920/history/
Steam Data Base (a 3rd party website) shows that there was an update of some sort 14 days ago.


https://steamdb.info/app/217920/history/

#62
Posted 12/03/2015 02:13 PM   
deleted
deleted

#63
Posted 12/03/2015 09:13 PM   
@mrorange55 Yes...just copy-replace the debug version (Sept 6 of 2013 version) And hunt with NUMPAD 4 or 5, dump with NUMPAD 6
@mrorange55

Yes...just copy-replace the debug version (Sept 6 of 2013 version)
And hunt with NUMPAD 4 or 5, dump with NUMPAD 6

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Helix Mod - Making 3D Better

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#64
Posted 12/03/2015 09:41 PM   
I found the VS responsable for the lens flare (VS 93) and I dumped it. Is saving automatically? But game crashes with the debug version. I just replaced the d3d9.dll from the original fix with the following attached.
I found the VS responsable for the lens flare (VS 93) and I dumped it. Is saving automatically?

But game crashes with the debug version. I just replaced the d3d9.dll from the original fix with the following attached.
Attachments

d3d9.dll.jpg

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/ Image

#65
Posted 12/04/2015 10:34 AM   
This is your add to disable some effects on the old VS 93 you made. [code] mov o0.xy, v3 mov o1, v4 mov o2, v5 mov o4, r3 mov o5.w, c5.y texldl r12, c220.z, s0 // new add r12.y, r15.x, -r12.y // new mul r12.x, r12.x, r12.y // new add r3.x, r3.x, -r12.x // new mov o6, r3 [/code] I attached here the new version of the shader VS93 I dumped. How do I find out in the shader itself which line is responsable for the lensflair effect? Could it be this one and what means c19? [code]// LightInscatteringColor c19 1[/code] And what do I have to write in the shader to disable it. I read the shader school, but I am not wiser at the moment. :) thanks for any help. I guess this is an easy one for the experienced shader hunters... *** Here the new shader I dumped: [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float4 CameraPosition; // float4 CameraRight; // float4 CameraUp; // float3 ExponentialFogColor; // float3 ExponentialFogLightVector; // float3 ExponentialFogParameters; // float4 FogDistanceScale; // float4 FogExtinctionDistance; // float4 FogInScattering[4]; // float4 FogMaxHeight; // float4 FogMinHeight; // float4 FogStartDistance; // float3 LightInscatteringColor; // float4x4 LocalToWorld; // float4x4 ViewProjectionMatrix; // float bUseExponentialHeightFog; // // // Registers: // // Name Reg Size // ------------------------- ----- ---- // ViewProjectionMatrix c0 4 // CameraPosition c4 1 // LocalToWorld c6 4 // FogInScattering c10 4 // CameraRight c14 1 // CameraUp c15 1 // bUseExponentialHeightFog c16 1 // ExponentialFogParameters c17 1 // ExponentialFogColor c18 1 // LightInscatteringColor c19 1 // ExponentialFogLightVector c20 1 // FogDistanceScale c21 1 // FogExtinctionDistance c22 1 // FogStartDistance c23 1 // FogMinHeight c24 1 // FogMaxHeight c25 1 // vs_3_0 def c5, 0.00100000005, 1, 0, -1 def c26, 0.159154937, 0.5, 6.28318548, -3.14159274 dcl_position v0 dcl_tangent v1 dcl_blendweight v2 dcl_texcoord v3 dcl_texcoord1 v4 dcl_texcoord2 v5 dcl_texcoord o0.xy dcl_texcoord1 o1 dcl_texcoord2 o2 dcl_texcoord4 o3 dcl_texcoord5 o4 dcl_texcoord6 o5 dcl_position o6 mul r0, c7, v0.y mad r0, c6, v0.x, r0 mad r0, c8, v0.z, r0 mad r0, c9, v0.w, r0 mad r1.x, v2.x, c26.x, c26.y frc r1.x, r1.x mad r1.x, r1.x, c26.z, c26.w sincos r2.xy, r1.x mul r1, r2.y, c14 mad r1, -r2.x, c15, r1 mul r3, r2.x, c14 mad r2, r2.y, c15, r3 mul r3.xy, v1.zwzw, v1 add r3.zw, -c26.y, v3.xyxy mul r3.xy, r3.zwzw, r3 mad r0, r3.x, r1, r0 mad r0, r3.y, r2, r0 mul r3.xyz, r1.zxyw, r2.yzxw mad r3.xyz, r1.yzxw, r2.zxyw, -r3 nrm r4.xyz, r3 mul r3, r0.y, c1 mad r3, c0, r0.x, r3 mad r3, c2, r0.z, r3 mad r3, c3, r0.w, r3 mad r5.xyz, r0, -c4.w, c4 dp3 o5.x, r1, r5 dp3 o5.y, r2, r5 dp3 o5.z, r4, r5 abs r0.w, c16.x if_lt -r0.w, r0.w add r1.xyz, r0, -c4 dp3 r0.w, r1, r1 rsq r0.w, r0.w rcp r1.w, r0.w mul r1.w, r1.w, c17.x slt r2.x, c5.x, r1_abs.z mul r2.y, r1.z, -c17.y exp r2.y, r2.y add r2.y, -r2.y, c5.y mul r2.z, r1.z, c17.y rcp r2.z, r2.z mul r2.y, r2.z, r2.y mad r2.y, r1.w, r2.y, -r1.w mad r1.w, r2.x, r2.y, r1.w mul r1.xyz, r0.w, r1 dp3 r0.w, c20, r1 slt r1.x, r0.w, c17.z mov r2.xyz, c18 add r4.xyz, r2, c19 mul r5.xyz, r4, c26.y add r1.y, r0.w, c5.y mov r6.y, c5.y add r1.z, r6.y, c17.z rcp r1.z, r1.z mul_sat r1.y, r1.z, r1.y mad r2.xyz, r4, c26.y, -r2 mad r2.xyz, r1.y, r2, c18 add r0.w, r0.w, -c17.z add r1.y, r6.y, -c17.z rcp r1.y, r1.y mul_sat r0.w, r0.w, r1.y mul r0.w, r0.w, r0.w mov r1.y, c26.y mad r4.xyz, r4, -r1.y, c19 mad r4.xyz, r0.w, r4, r5 lrp r5.xyz, r1.x, r2, r4 exp r0.w, -r1.w min r0.w, r0.w, c5.y add r1.x, -r0.w, c5.y mul o3.xyz, r1.x, r5 mov o3.w, r0.w else add r0.xyz, r0, -c4 dp3 r0.x, r0, r0 rsq r0.x, r0.x rcp r0.x, r0.x mov r1.z, c4.z add r2, -r1.z, c24 sge r0.y, c5.x, r0_abs.z lrp r1.x, r0.y, c5.x, r0.z rcp r0.y, r1.x mul_sat r2, r0.y, r2 add r1, -r1.z, c25 mul_sat r1, r0.y, r1 add r0, r0.x, -c23 max r0, r0, c5.z add r1, -r2, r1 mul r0, r0, r1_abs slt r1, r0, c22 mul r0, r0, c21 exp r2.x, r0.x exp r2.y, r0.y exp r2.z, r0.z exp r2.w, r0.w mul r0, r1, r2 mad r1, r1, r2, c5.w mul r2.xyz, r1.x, c10 mov r2.w, r0.x mul r2, r0.y, r2 mad r2.xyz, r1.y, c11, r2 mul r2, r0.z, r2 mad r2.xyz, r1.z, c12, r2 mul r0, r0.w, r2 mad o3.xyz, r1.w, c13, r0 mov o3.w, r0.w endif mov o0.xy, v3 mov o1, v4 mov o2, v5 mov o4, r3 mov o5.w, c5.y mov o6, r3 // approximately 123 instruction slots used [/code]
This is your add to disable some effects on the old VS 93 you made.

mov o0.xy, v3
mov o1, v4
mov o2, v5
mov o4, r3
mov o5.w, c5.y

texldl r12, c220.z, s0 // new
add r12.y, r15.x, -r12.y // new
mul r12.x, r12.x, r12.y // new
add r3.x, r3.x, -r12.x // new

mov o6, r3


I attached here the new version of the shader VS93 I dumped. How do I find out in the shader itself which line is responsable for the lensflair effect? Could it be this one and what means c19?

//   LightInscatteringColor    c19      1


And what do I have to write in the shader to disable it. I read the shader school, but I am not wiser at the moment. :) thanks for any help. I guess this is an easy one for the experienced shader hunters...

***

Here the new shader I dumped:

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float4 CameraPosition;
// float4 CameraRight;
// float4 CameraUp;
// float3 ExponentialFogColor;
// float3 ExponentialFogLightVector;
// float3 ExponentialFogParameters;
// float4 FogDistanceScale;
// float4 FogExtinctionDistance;
// float4 FogInScattering[4];
// float4 FogMaxHeight;
// float4 FogMinHeight;
// float4 FogStartDistance;
// float3 LightInscatteringColor;
// float4x4 LocalToWorld;
// float4x4 ViewProjectionMatrix;
// float bUseExponentialHeightFog;
//
//
// Registers:
//
// Name Reg Size
// ------------------------- ----- ----
// ViewProjectionMatrix c0 4
// CameraPosition c4 1
// LocalToWorld c6 4
// FogInScattering c10 4
// CameraRight c14 1
// CameraUp c15 1
// bUseExponentialHeightFog c16 1
// ExponentialFogParameters c17 1
// ExponentialFogColor c18 1
// LightInscatteringColor c19 1
// ExponentialFogLightVector c20 1
// FogDistanceScale c21 1
// FogExtinctionDistance c22 1
// FogStartDistance c23 1
// FogMinHeight c24 1
// FogMaxHeight c25 1
//

vs_3_0
def c5, 0.00100000005, 1, 0, -1
def c26, 0.159154937, 0.5, 6.28318548, -3.14159274
dcl_position v0
dcl_tangent v1
dcl_blendweight v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_texcoord2 v5
dcl_texcoord o0.xy
dcl_texcoord1 o1
dcl_texcoord2 o2
dcl_texcoord4 o3
dcl_texcoord5 o4
dcl_texcoord6 o5
dcl_position o6
mul r0, c7, v0.y
mad r0, c6, v0.x, r0
mad r0, c8, v0.z, r0
mad r0, c9, v0.w, r0
mad r1.x, v2.x, c26.x, c26.y
frc r1.x, r1.x
mad r1.x, r1.x, c26.z, c26.w
sincos r2.xy, r1.x
mul r1, r2.y, c14
mad r1, -r2.x, c15, r1
mul r3, r2.x, c14
mad r2, r2.y, c15, r3
mul r3.xy, v1.zwzw, v1
add r3.zw, -c26.y, v3.xyxy
mul r3.xy, r3.zwzw, r3
mad r0, r3.x, r1, r0
mad r0, r3.y, r2, r0
mul r3.xyz, r1.zxyw, r2.yzxw
mad r3.xyz, r1.yzxw, r2.zxyw, -r3
nrm r4.xyz, r3
mul r3, r0.y, c1
mad r3, c0, r0.x, r3
mad r3, c2, r0.z, r3
mad r3, c3, r0.w, r3
mad r5.xyz, r0, -c4.w, c4
dp3 o5.x, r1, r5
dp3 o5.y, r2, r5
dp3 o5.z, r4, r5
abs r0.w, c16.x
if_lt -r0.w, r0.w
add r1.xyz, r0, -c4
dp3 r0.w, r1, r1
rsq r0.w, r0.w
rcp r1.w, r0.w
mul r1.w, r1.w, c17.x
slt r2.x, c5.x, r1_abs.z
mul r2.y, r1.z, -c17.y
exp r2.y, r2.y
add r2.y, -r2.y, c5.y
mul r2.z, r1.z, c17.y
rcp r2.z, r2.z
mul r2.y, r2.z, r2.y
mad r2.y, r1.w, r2.y, -r1.w
mad r1.w, r2.x, r2.y, r1.w
mul r1.xyz, r0.w, r1
dp3 r0.w, c20, r1
slt r1.x, r0.w, c17.z
mov r2.xyz, c18
add r4.xyz, r2, c19
mul r5.xyz, r4, c26.y
add r1.y, r0.w, c5.y
mov r6.y, c5.y
add r1.z, r6.y, c17.z
rcp r1.z, r1.z
mul_sat r1.y, r1.z, r1.y
mad r2.xyz, r4, c26.y, -r2
mad r2.xyz, r1.y, r2, c18
add r0.w, r0.w, -c17.z
add r1.y, r6.y, -c17.z
rcp r1.y, r1.y
mul_sat r0.w, r0.w, r1.y
mul r0.w, r0.w, r0.w
mov r1.y, c26.y
mad r4.xyz, r4, -r1.y, c19
mad r4.xyz, r0.w, r4, r5
lrp r5.xyz, r1.x, r2, r4
exp r0.w, -r1.w
min r0.w, r0.w, c5.y
add r1.x, -r0.w, c5.y
mul o3.xyz, r1.x, r5
mov o3.w, r0.w
else
add r0.xyz, r0, -c4
dp3 r0.x, r0, r0
rsq r0.x, r0.x
rcp r0.x, r0.x
mov r1.z, c4.z
add r2, -r1.z, c24
sge r0.y, c5.x, r0_abs.z
lrp r1.x, r0.y, c5.x, r0.z
rcp r0.y, r1.x
mul_sat r2, r0.y, r2
add r1, -r1.z, c25
mul_sat r1, r0.y, r1
add r0, r0.x, -c23
max r0, r0, c5.z
add r1, -r2, r1
mul r0, r0, r1_abs
slt r1, r0, c22
mul r0, r0, c21
exp r2.x, r0.x
exp r2.y, r0.y
exp r2.z, r0.z
exp r2.w, r0.w
mul r0, r1, r2
mad r1, r1, r2, c5.w
mul r2.xyz, r1.x, c10
mov r2.w, r0.x
mul r2, r0.y, r2
mad r2.xyz, r1.y, c11, r2
mul r2, r0.z, r2
mad r2.xyz, r1.z, c12, r2
mul r0, r0.w, r2
mad o3.xyz, r1.w, c13, r0
mov o3.w, r0.w
endif
mov o0.xy, v3
mov o1, v4
mov o2, v5
mov o4, r3
mov o5.w, c5.y
mov o6, r3

// approximately 123 instruction slots used

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/ Image

#66
Posted 12/04/2015 12:02 PM   
  5 / 5    
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