The Gate of Firmament 3D fix / shader help please !
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D-Man11 somehow convinced me that this title was essential in my collection :) Se this thread https://forums.geforce.com/default/topic/901621/3d-vision/japanese-games-jrpg-anime-in-3d/2/ But it must have a fix, Prototype profile and disabling the shadows did the most, but it still needs some work. I have disabled some shaders, and actually there seems to be only one issue left, and thats where I hope to get some help, from a more experienced fellow here ( shouldn't be hard to find :) It's DX9 so I use the HelixMod tool, I have found the responsible Shader in VS wich creates some flicker and haloing (See pic 1-2), If I disable it the game looks rather dull (see pic 3), also after disabling it and reload the game looks horrible in colours, my guess is that the correponding PS is affectet when diabling the VS ! So the best solution is obviously to make a real fix of that shader, can anyone please please point me in the right direction ? Edit: how do you post shaders ? [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68531/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68532/[/img] [img]https://forums.geforce.com/cmd/default/download-comment-attachment/68533/[/img]
D-Man11 somehow convinced me that this title was essential in my collection :)

Se this thread https://forums.geforce.com/default/topic/901621/3d-vision/japanese-games-jrpg-anime-in-3d/2/

But it must have a fix, Prototype profile and disabling the shadows did the most, but it still needs some work.

I have disabled some shaders, and actually there seems to be only one issue left, and thats where I hope to get some help, from a more experienced fellow here ( shouldn't be hard to find :)

It's DX9 so I use the HelixMod tool, I have found the responsible Shader in VS wich creates some flicker and haloing (See pic 1-2), If I disable it the game looks rather dull (see pic 3), also after disabling it and reload the game looks horrible in colours, my guess is that the correponding PS is affectet when diabling the VS !

So the best solution is obviously to make a real fix of that shader, can anyone please please point me in the right direction ?

Edit: how do you post shaders ?

Image

Image

Image

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#1
Posted 03/01/2016 07:13 PM   
Looks like ambient occlusion to me, so no surprise that disabling it would cause the world to lose a layer of depth. To post the shader, use the Code Block function and copy/paste the shader code between the tags.
Looks like ambient occlusion to me, so no surprise that disabling it would cause the world to lose a layer of depth.

To post the shader, use the Code Block function and copy/paste the shader code between the tags.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#2
Posted 03/01/2016 08:19 PM   
Thanks DJ-RK ! Would you mind have a look at it ? [code] vs_3_0 def c10, 0.5, -1, 1, 0 dcl_position v0 dcl_normal v1 dcl_position o0 dcl_texcoord o1 dcl_texcoord1 o2.xyz dp4 r0.y, c1, v0 mul r1.x, r0.y, c7.x mul r1.w, r1.x, c10.x dp4 r0.x, c0, v0 dp4 r0.w, c3, v0 mul r1.xz, r0.xyww, c10.x mad o1.xy, r1.z, c8.zwzw, r1.xwzw dp4 r1.x, c4, v0 dp4 r1.y, c5, v0 dp4 r1.z, c6, v0 mul r2.xyz, r1, c10.yyzw mad r1.xyz, r1, -c10.yyzw, v1 mad o2.xyz, c9.x, r1, r2 dp4 r0.z, c2, v0 mov o0, r0 mov o1.zw, r0 // approximately 16 instruction slots used [/code]
Thanks DJ-RK !
Would you mind have a look at it ?

vs_3_0
def c10, 0.5, -1, 1, 0
dcl_position v0
dcl_normal v1
dcl_position o0
dcl_texcoord o1
dcl_texcoord1 o2.xyz
dp4 r0.y, c1, v0
mul r1.x, r0.y, c7.x
mul r1.w, r1.x, c10.x
dp4 r0.x, c0, v0
dp4 r0.w, c3, v0
mul r1.xz, r0.xyww, c10.x
mad o1.xy, r1.z, c8.zwzw, r1.xwzw
dp4 r1.x, c4, v0
dp4 r1.y, c5, v0
dp4 r1.z, c6, v0
mul r2.xyz, r1, c10.yyzw
mad r1.xyz, r1, -c10.yyzw, v1
mad o2.xyz, c9.x, r1, r2
dp4 r0.z, c2, v0
mov o0, r0
mov o1.zw, r0

// approximately 16 instruction slots used

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#3
Posted 03/01/2016 08:40 PM   
Can you find the PS attached to that VS? I don't think you can change it from the VS, but I might be wrong...
Can you find the PS attached to that VS? I don't think you can change it from the VS, but I might be wrong...

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)

#4
Posted 03/01/2016 09:01 PM   
Yeah, fix would probably occur in the PS. It's also hard to tell certain things that are happening in the shader you posted without the headers (if they even exist). Usually shaders will have a whole bunch of stuff commented out at the top that helps us to understand what resources they are using. If what you posted was the shader in it's entirety, then it will take a little bit of luck to be able to fix the shader outright (assuming the PS would be the same). You can try the following, which is what my first guess would be if I were trying a fix in the VS. It's doubtful that the r1 coordinate is in viewspace at this point (again, this is where the headers would help) which is where this fix would possibly work, but it's worth a shot. [code] vs_3_0 def c10, 0.5, -1, 1, 0 def c220, 0, 1, 0.0625, 0 dcl_2d s0 dcl_position v0 dcl_normal v1 dcl_position o0 dcl_texcoord o1 dcl_texcoord1 o2.xyz dp4 r0.y, c1, v0 mul r1.x, r0.y, c7.x mul r1.w, r1.x, c10.x dp4 r0.x, c0, v0 dp4 r0.w, c3, v0 mul r1.xz, r0.xyww, c10.x mad o1.xy, r1.z, c8.zwzw, r1.xwzw dp4 r1.x, c4, v0 dp4 r1.y, c5, v0 dp4 r1.z, c6, v0 mul r2.xyz, r1, c10.yyzw mad r1.xyz, r1, -c10.yyzw, v1 texldl r24, c220.z, s0 add r24.w, r1.z, -r24.y mad r1.x, r24.x, r24.w, r1.x mad o2.xyz, c9.x, r1, r2 dp4 r0.z, c2, v0 mov o0, r0 mov o1.zw, r0 // approximately 16 instruction slots used[/code] If that doesn't work, you can try moving line 21 down below line 24.
Yeah, fix would probably occur in the PS. It's also hard to tell certain things that are happening in the shader you posted without the headers (if they even exist). Usually shaders will have a whole bunch of stuff commented out at the top that helps us to understand what resources they are using. If what you posted was the shader in it's entirety, then it will take a little bit of luck to be able to fix the shader outright (assuming the PS would be the same).

You can try the following, which is what my first guess would be if I were trying a fix in the VS. It's doubtful that the r1 coordinate is in viewspace at this point (again, this is where the headers would help) which is where this fix would possibly work, but it's worth a shot.

vs_3_0
def c10, 0.5, -1, 1, 0
def c220, 0, 1, 0.0625, 0
dcl_2d s0
dcl_position v0
dcl_normal v1
dcl_position o0
dcl_texcoord o1
dcl_texcoord1 o2.xyz
dp4 r0.y, c1, v0
mul r1.x, r0.y, c7.x
mul r1.w, r1.x, c10.x
dp4 r0.x, c0, v0
dp4 r0.w, c3, v0
mul r1.xz, r0.xyww, c10.x
mad o1.xy, r1.z, c8.zwzw, r1.xwzw
dp4 r1.x, c4, v0
dp4 r1.y, c5, v0
dp4 r1.z, c6, v0
mul r2.xyz, r1, c10.yyzw
mad r1.xyz, r1, -c10.yyzw, v1
texldl r24, c220.z, s0
add r24.w, r1.z, -r24.y
mad r1.x, r24.x, r24.w, r1.x
mad o2.xyz, c9.x, r1, r2
dp4 r0.z, c2, v0
mov o0, r0
mov o1.zw, r0

// approximately 16 instruction slots used


If that doesn't work, you can try moving line 21 down below line 24.

3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot

Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king

#5
Posted 03/01/2016 11:23 PM   
[quote="helifax"]Can you find the PS attached to that VS? I don't think you can change it from the VS, but I might be wrong...[/quote] This is the one: [code] ps_3_0 def c12, 1, 2, -1, 0 def c13, 128, 0, 0, 0 dcl_texcoord v0.xyw dcl_texcoord1 v1.xyz dcl_2d s0 dcl_2d s1 dcl_2d s2 rcp r0.x, v1.z mul r0.x, r0.x, c4.z mul r0.xyz, r0.x, v1 rcp r0.w, v0.w mul r1.xy, r0.w, v0 texld r2, r1, s0 mad r0.w, c5.x, r2.x, c5.y rcp r0.w, r0.w mul r2.xyz, r0.w, r0 mov r2.w, c12.x dp4 r3.x, c0, r2 dp4 r3.y, c1, r2 dp4 r3.z, c2, r2 add r2.xyw, r3.xyzz, -c7.xyzz add r3.xyz, r3, -c3 dp3 r0.x, r2.xyww, r2.xyww rsq r0.x, r0.x rcp r0.x, r0.x mad r0.x, r0.z, -r0.w, r0.x mad r0.x, c7.w, r0.x, r2.z mad_sat r0.y, r0.x, c6.z, c6.w mad r0.x, r0.x, c11.z, c11.w add_sat r0.x, -r0.x, c12.x texld r2, r1, s1 texld_pp r1, r1, s2 add_sat_pp r0.y, r0.y, r2.x dp3 r0.z, r3, r3 rsq r0.z, r0.z mad r2.xyz, r3, -r0.z, -c9 nrm_pp r3.xyz, r2 mad_pp r1.xyz, r1, c12.y, c12.z mul_pp r0.z, r1.w, c13.x nrm_pp r2.xyz, r1 dp3_pp r0.w, r3, r2 dp3_pp r1.x, -c9, r2 max_pp r2.x, r1.x, c12.w mul r1.x, r0.y, r2.x mul_pp r1.xyz, r1.x, c10 max_pp r2.x, r0.w, c12.w pow r3.x, r2.x, r0.z mul r0.y, r0.y, r3.x mov r2.xyz, c10 mul_pp r2.xyw, r2.xyzz, c8.xyzz add_pp r0.zw, r2.xyyw, r2.x mul_pp r0.w, r0.w, r2.y mad_pp r0.z, r2.z, c8.z, r0.z rsq_pp r0.w, r0.w rcp_pp r0.w, r0.w dp2add_pp r0.z, c8.w, r0.w, r0.z mul_pp r1.w, r0.z, r0.y mul_pp oC0, r0.x, r1 // approximately 58 instruction slots used (3 texture, 55 arithmetic) [/code] [quote="DJ-RK"]Yeah, fix would probably occur in the PS. It's also hard to tell certain things that are happening in the shader you posted without the headers (if they even exist). Usually shaders will have a whole bunch of stuff commented out at the top that helps us to understand what resources they are using. If what you posted was the shader in it's entirety, then it will take a little bit of luck to be able to fix the shader outright (assuming the PS would be the same). You can try the following, which is what my first guess would be if I were trying a fix in the VS. It's doubtful that the r1 coordinate is in viewspace at this point (again, this is where the headers would help) which is where this fix would possibly work, but it's worth a shot. [code] vs_3_0 def c10, 0.5, -1, 1, 0 def c220, 0, 1, 0.0625, 0 dcl_2d s0 dcl_position v0 dcl_normal v1 dcl_position o0 dcl_texcoord o1 dcl_texcoord1 o2.xyz dp4 r0.y, c1, v0 mul r1.x, r0.y, c7.x mul r1.w, r1.x, c10.x dp4 r0.x, c0, v0 dp4 r0.w, c3, v0 mul r1.xz, r0.xyww, c10.x mad o1.xy, r1.z, c8.zwzw, r1.xwzw dp4 r1.x, c4, v0 dp4 r1.y, c5, v0 dp4 r1.z, c6, v0 mul r2.xyz, r1, c10.yyzw mad r1.xyz, r1, -c10.yyzw, v1 texldl r24, c220.z, s0 add r24.w, r1.z, -r24.y mad r1.x, r24.x, r24.w, r1.x mad o2.xyz, c9.x, r1, r2 dp4 r0.z, c2, v0 mov o0, r0 mov o1.zw, r0 // approximately 16 instruction slots used[/code] If that doesn't work, you can try moving line 21 down below line 24.[/quote] Thanks to you both ! Unfortunately that didn't do anything, no matter where line 21 is. You got it al, no headers or anything !
helifax said:Can you find the PS attached to that VS? I don't think you can change it from the VS, but I might be wrong...


This is the one:

ps_3_0
def c12, 1, 2, -1, 0
def c13, 128, 0, 0, 0
dcl_texcoord v0.xyw
dcl_texcoord1 v1.xyz
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, v1.z
mul r0.x, r0.x, c4.z
mul r0.xyz, r0.x, v1
rcp r0.w, v0.w
mul r1.xy, r0.w, v0
texld r2, r1, s0
mad r0.w, c5.x, r2.x, c5.y
rcp r0.w, r0.w
mul r2.xyz, r0.w, r0
mov r2.w, c12.x
dp4 r3.x, c0, r2
dp4 r3.y, c1, r2
dp4 r3.z, c2, r2
add r2.xyw, r3.xyzz, -c7.xyzz
add r3.xyz, r3, -c3
dp3 r0.x, r2.xyww, r2.xyww
rsq r0.x, r0.x
rcp r0.x, r0.x
mad r0.x, r0.z, -r0.w, r0.x
mad r0.x, c7.w, r0.x, r2.z
mad_sat r0.y, r0.x, c6.z, c6.w
mad r0.x, r0.x, c11.z, c11.w
add_sat r0.x, -r0.x, c12.x
texld r2, r1, s1
texld_pp r1, r1, s2
add_sat_pp r0.y, r0.y, r2.x
dp3 r0.z, r3, r3
rsq r0.z, r0.z
mad r2.xyz, r3, -r0.z, -c9
nrm_pp r3.xyz, r2
mad_pp r1.xyz, r1, c12.y, c12.z
mul_pp r0.z, r1.w, c13.x
nrm_pp r2.xyz, r1
dp3_pp r0.w, r3, r2
dp3_pp r1.x, -c9, r2
max_pp r2.x, r1.x, c12.w
mul r1.x, r0.y, r2.x
mul_pp r1.xyz, r1.x, c10
max_pp r2.x, r0.w, c12.w
pow r3.x, r2.x, r0.z
mul r0.y, r0.y, r3.x
mov r2.xyz, c10
mul_pp r2.xyw, r2.xyzz, c8.xyzz
add_pp r0.zw, r2.xyyw, r2.x
mul_pp r0.w, r0.w, r2.y
mad_pp r0.z, r2.z, c8.z, r0.z
rsq_pp r0.w, r0.w
rcp_pp r0.w, r0.w
dp2add_pp r0.z, c8.w, r0.w, r0.z
mul_pp r1.w, r0.z, r0.y
mul_pp oC0, r0.x, r1

// approximately 58 instruction slots used (3 texture, 55 arithmetic)


DJ-RK said:Yeah, fix would probably occur in the PS. It's also hard to tell certain things that are happening in the shader you posted without the headers (if they even exist). Usually shaders will have a whole bunch of stuff commented out at the top that helps us to understand what resources they are using. If what you posted was the shader in it's entirety, then it will take a little bit of luck to be able to fix the shader outright (assuming the PS would be the same).

You can try the following, which is what my first guess would be if I were trying a fix in the VS. It's doubtful that the r1 coordinate is in viewspace at this point (again, this is where the headers would help) which is where this fix would possibly work, but it's worth a shot.

vs_3_0
def c10, 0.5, -1, 1, 0
def c220, 0, 1, 0.0625, 0
dcl_2d s0
dcl_position v0
dcl_normal v1
dcl_position o0
dcl_texcoord o1
dcl_texcoord1 o2.xyz
dp4 r0.y, c1, v0
mul r1.x, r0.y, c7.x
mul r1.w, r1.x, c10.x
dp4 r0.x, c0, v0
dp4 r0.w, c3, v0
mul r1.xz, r0.xyww, c10.x
mad o1.xy, r1.z, c8.zwzw, r1.xwzw
dp4 r1.x, c4, v0
dp4 r1.y, c5, v0
dp4 r1.z, c6, v0
mul r2.xyz, r1, c10.yyzw
mad r1.xyz, r1, -c10.yyzw, v1
texldl r24, c220.z, s0
add r24.w, r1.z, -r24.y
mad r1.x, r24.x, r24.w, r1.x
mad o2.xyz, c9.x, r1, r2
dp4 r0.z, c2, v0
mov o0, r0
mov o1.zw, r0

// approximately 16 instruction slots used


If that doesn't work, you can try moving line 21 down below line 24.


Thanks to you both !
Unfortunately that didn't do anything, no matter where line 21 is.
You got it al, no headers or anything !

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#6
Posted 03/02/2016 05:38 PM   
Crap... this is a DX9 game by the looks:( Which means we can't use 3DMigoto and Frame Analysis to get some information on those shaders... What I suggest in this case is: - Dump all shaders! - Search in the shaders and see if one of them actually has the header information;) - Hopefully that information will be enough and we can extrapolate it to your shaders and we can get an understanding what is what;) Besides this...I don't really know what else to say:(
Crap... this is a DX9 game by the looks:( Which means we can't use 3DMigoto and Frame Analysis to get some information on those shaders...

What I suggest in this case is:
- Dump all shaders!
- Search in the shaders and see if one of them actually has the header information;)
- Hopefully that information will be enough and we can extrapolate it to your shaders and we can get an understanding what is what;)

Besides this...I don't really know what else to say:(

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)

#7
Posted 03/02/2016 05:48 PM   
[quote="helifax"]Crap... this is a DX9 game by the looks:( Which means we can't use 3DMigoto and Frame Analysis to get some information on those shaders... What I suggest in this case is: - Dump all shaders! - Search in the shaders and see if one of them actually has the header information;) - Hopefully that information will be enough and we can extrapolate it to your shaders and we can get an understanding what is what;) Besides this...I don't really know what else to say:([/quote] There's not a single header in those damn shaders :/ Obviously the Chinese don't use headers...
helifax said:Crap... this is a DX9 game by the looks:( Which means we can't use 3DMigoto and Frame Analysis to get some information on those shaders...

What I suggest in this case is:
- Dump all shaders!
- Search in the shaders and see if one of them actually has the header information;)
- Hopefully that information will be enough and we can extrapolate it to your shaders and we can get an understanding what is what;)

Besides this...I don't really know what else to say:(


There's not a single header in those damn shaders :/
Obviously the Chinese don't use headers...

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#8
Posted 03/02/2016 07:03 PM   
[quote="Blacksmith56"]D-Man11 somehow convinced me that this title was essential in my collection :)[/quote] lol, I'm sure the fact that it's only $12.74 for a 30+ hour game with and additional soundtrack DLC of $0.83 helped to convince you. Along with the "very positive" reviews :) http://store.steampowered.com/app/427030/ There's a few posts in the Steam discussions suggesting that this might be using the Unity Engine. If it indeed does, DarkStarSword has some scripts that might be capable of auto fixing some of the issues. I believe that Tonka used them to fix Vapour, so look for his posts related to that game.
Blacksmith56 said:D-Man11 somehow convinced me that this title was essential in my collection :)


lol, I'm sure the fact that it's only $12.74 for a 30+ hour game with and additional soundtrack DLC of $0.83 helped to convince you. Along with the "very positive" reviews :)


http://store.steampowered.com/app/427030/


There's a few posts in the Steam discussions suggesting that this might be using the Unity Engine. If it indeed does, DarkStarSword has some scripts that might be capable of auto fixing some of the issues. I believe that Tonka used them to fix Vapour, so look for his posts related to that game.

#9
Posted 03/02/2016 08:21 PM   
[quote="D-Man11"][quote="Blacksmith56"]D-Man11 somehow convinced me that this title was essential in my collection :)[/quote] lol, I'm sure the fact that it's only $12.74 for a 30+ hour game with and additional soundtrack DLC of $0.83 helped to convince you. Along with the "very positive" reviews :) http://store.steampowered.com/app/427030/ There's a few posts in the Steam discussions suggesting that this might be using the Unity Engine. If it indeed does, DarkStarSword has some scripts that might be capable of auto fixing some of the issues. I believe that Tonka used them to fix Vapour, so look for his posts related to that game.[/quote] He he.. You're right, this game is golden, and in a very different way.. The codephraze is authentic, it is much more Chinese than any JPG is Japanese ! Thanks for your suggestions, I've downloaded the prefixed shaders in that thread, but no dice ! There was not a single match in VS and only one PS, and that didn't do anything ! In fact I can't find any proof that verifies that it is a Unity game ! [color="orange"]Any other suggestions would be higly apreciated, I so much want to fix this game, and I feel that I'm close !![/color]
D-Man11 said:
Blacksmith56 said:D-Man11 somehow convinced me that this title was essential in my collection :)


lol, I'm sure the fact that it's only $12.74 for a 30+ hour game with and additional soundtrack DLC of $0.83 helped to convince you. Along with the "very positive" reviews :)

http://store.steampowered.com/app/427030/

There's a few posts in the Steam discussions suggesting that this might be using the Unity Engine. If it indeed does, DarkStarSword has some scripts that might be capable of auto fixing some of the issues. I believe that Tonka used them to fix Vapour, so look for his posts related to that game.


He he.. You're right, this game is golden, and in a very different way..
The codephraze is authentic, it is much more Chinese than any JPG is Japanese !

Thanks for your suggestions, I've downloaded the prefixed shaders in that thread, but no dice !
There was not a single match in VS and only one PS, and that didn't do anything !
In fact I can't find any proof that verifies that it is a Unity game !

Any other suggestions would be higly apreciated, I so much want to fix this game, and I feel that I'm close !!

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#10
Posted 03/03/2016 05:41 PM   
Apparently it's a game engine called U3D, see first review on steam store page.
Apparently it's a game engine called U3D, see first review on steam store page.

#11
Posted 03/03/2016 06:00 PM   
Right posters are referring to it as U3D when they shouldn't, since there is an Engine called U3D. But if you look through the discussions, everyone says that it's Unity3D. http://unity3d.com/get-unity Looking through the game files, which BTW are located in [color="orange"]SWD6E[/color] folder, I see several Unity DLLs. UnityEngine.dll UnityPluginLog.dll Ughh, I also see Kinect.dll LiveServices.dll Marketplace.dll
Right posters are referring to it as U3D when they shouldn't, since there is an Engine called U3D.

But if you look through the discussions, everyone says that it's Unity3D.


http://unity3d.com/get-unity


Looking through the game files, which BTW are located in SWD6E folder, I see several Unity DLLs.

UnityEngine.dll
UnityPluginLog.dll

Ughh, I also see

Kinect.dll
LiveServices.dll
Marketplace.dll

#12
Posted 03/03/2016 07:54 PM   
You can see which Unity version it is by looking at the details tab in the properties of the exe. If it is less than 5.3 you can use DSS's Unity template and python programs to fix it.
You can see which Unity version it is by looking at the details tab in the properties of the exe. If it is less than 5.3 you can use DSS's Unity template and python programs to fix it.

#13
Posted 03/03/2016 08:20 PM   
File Version 5.0.2.628 Product Version 5.0.2.721524 [quote="DarkStarSword"]If you wanted to take a crack at fixing it yourself, I have templates that can often fix Unity lights/shadows in my 3d-fixes repository, and my shadertool.py script can fix most of the other serious problems (but if you switched profile the driver may be doing that part already - if you get flickering return to the original profile and use my script instead).[/quote]
File Version 5.0.2.628
Product Version 5.0.2.721524

DarkStarSword said:If you wanted to take a crack at fixing it yourself, I have templates that can often fix Unity lights/shadows in my 3d-fixes repository, and my shadertool.py script can fix most of the other serious problems (but if you switched profile the driver may be doing that part already - if you get flickering return to the original profile and use my script instead).

#14
Posted 03/03/2016 08:24 PM   
I see.. you couldn't resist it either :) And this was my wakeup call.. :) You're right, lots of Unity evidence in subfolders.. So far I only have problems with ONE shader, are there really no one who's able to help please ?
I see.. you couldn't resist it either :)

And this was my wakeup call.. :)
You're right, lots of Unity evidence in subfolders..

So far I only have problems with ONE shader, are there really no one who's able to help please ?

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Asus Geforce RTX 2080 TI Rog Strix OC
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#15
Posted 03/03/2016 08:26 PM   
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