Lego Marvel Superheroes
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[quote="ImNutz4NvSLI"] The only downfall is not being able to save, but if you have some time to spend it's worth going as far as you can because it's that good, so good in fact, that you won't mind playing through again when the issue gets sorted. [/quote] Actually, that sounds horrible. The game is already setup to play through each lvl once being unable to obtain all the hidden stuff... and then you play through the levels again after you've unlocked more heroes with more abilities..... possibly multiple times, since you can't go back to a previous area in the lvl to get something you missed, having to play it again for that one missed item. Not being able to say makes you replay the replayable stuff again... I'd rather just play it through without 3D, I suppose. It's a great game, but it just sucks that we can really play it in 3D. Sigh.
ImNutz4NvSLI said:
The only downfall is not being able to save, but if you have some time to spend it's worth going as far as you can because it's that good, so good in fact, that you won't mind playing through again when the issue gets sorted.


Actually, that sounds horrible. The game is already setup to play through each lvl once being unable to obtain all the hidden stuff... and then you play through the levels again after you've unlocked more heroes with more abilities..... possibly multiple times, since you can't go back to a previous area in the lvl to get something you missed, having to play it again for that one missed item. Not being able to say makes you replay the replayable stuff again... I'd rather just play it through without 3D, I suppose. It's a great game, but it just sucks that we can really play it in 3D. Sigh.

#46
Posted 10/26/2013 07:42 PM   
** Well the good news is that I have a pretty good WIP now :-) - All the haloing, - lights - and outdoor dynamic shadows are fixed (that I have encountered anyway), - and indoor shadows are mostly fixed, it's just that the shadows for objects closer to you are at a slightly too deep depth, so appear a bit under the ground etc. It's not that bad to be honest, especially since all distant shadows indoors are rendered correctly, and those would be the ones to cause eye strain etc. I am working on it though, I might have a brainwave at some point. Stuff remaining that I know of: 1. Tidy up the HUD, bits are all over the place at different depths, and some bits render a bit wierd, or wobble etc. 2. Add in dynamic depth/convergence for cut scenes. Eqzitara gave instructions for that. 3. On the opening screen the halo round the sun is at screen depth. I found the shader but its stupidly linked to displaying the main menu and I have not been able to get a texture list to separate it out yet. I'm going to keep looking. I'm going to tidy the code up then post it on the Blog (and report back here). Apart from the hud, I think it looks better than the demo because there is no crazy convergence switching and eye-ball/head ache that goes with it.
** Well the good news is that I have a pretty good WIP now :-)

- All the haloing,
- lights
- and outdoor dynamic shadows are fixed (that I have encountered anyway),
- and indoor shadows are mostly fixed, it's just that the shadows for objects closer to you are at a slightly too deep depth, so appear a bit under the ground etc. It's not that bad to be honest, especially since all distant shadows indoors are rendered correctly, and those would be the ones to cause eye strain etc. I am working on it though, I might have a brainwave at some point.

Stuff remaining that I know of:
1. Tidy up the HUD, bits are all over the place at different depths, and some bits render a bit wierd, or wobble etc.
2. Add in dynamic depth/convergence for cut scenes. Eqzitara gave instructions for that.
3. On the opening screen the halo round the sun is at screen depth. I found the shader but its stupidly linked to displaying the main menu and I have not been able to get a texture list to separate it out yet. I'm going to keep looking.

I'm going to tidy the code up then post it on the Blog (and report back here). Apart from the hud, I think it looks better than the demo because there is no crazy convergence switching and eye-ball/head ache that goes with it.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#47
Posted 10/26/2013 09:29 PM   
Thank you for your efforts on this. Really suprized at how nice this game turned out. Above my expectations in 3d. I am currently playing on Tridef with a generic profile i modified, however the shadows are still outdoor shadows are still messed up. Cant wait to see how good this looks in real 3d vision!!! If you would like any help testing send me a msg. Cheers!!!
Thank you for your efforts on this. Really suprized at how nice this game turned out. Above my expectations in 3d.

I am currently playing on Tridef with a generic profile i modified, however the shadows are still outdoor shadows are still messed up.

Cant wait to see how good this looks in real 3d vision!!!

If you would like any help testing send me a msg.

Cheers!!!

#48
Posted 10/26/2013 11:52 PM   
WIP available here for playing with: [url]https://s3.amazonaws.com/Mike_Ar69/LegoMarvelSuperheroes_HelixWIP_Mike_ar69_v1.zip[/url] See earlier notes, this really is *work in progress*, and not finished. I will implement dynamic convergence shortly, but for now there are two convergence presets on the "0" key: low (0.1) for cut scenes, and 'high' (1.0-ish) for gameplay. The latter was chosen to make the hud approximately screen depth, but I plan on fixing that so it does not move around with convergence changes anyway. I've only played a fraction of the game, so there may be a lot more work yet - just let me know :-) **EDIT Put on blog here: [url]http://helixmod.blogspot.com/2013/10/lego-marvel-superheroes.html[/url]
WIP available here for playing with: https://s3.amazonaws.com/Mike_Ar69/LegoMarvelSuperheroes_HelixWIP_Mike_ar69_v1.zip

See earlier notes, this really is *work in progress*, and not finished. I will implement dynamic convergence shortly, but for now there are two convergence presets on the "0" key: low (0.1) for cut scenes, and 'high' (1.0-ish) for gameplay. The latter was chosen to make the hud approximately screen depth, but I plan on fixing that so it does not move around with convergence changes anyway. I've only played a fraction of the game, so there may be a lot more work yet - just let me know :-)

**EDIT Put on blog here: http://helixmod.blogspot.com/2013/10/lego-marvel-superheroes.html

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#49
Posted 10/27/2013 01:12 AM   
I've updated the WIP here [url]http://helixmod.blogspot.com/2013/10/lego-marvel-superheroes.html[/url] (it's up to v3 now). Fixed a few more outdoor/cutscene shadows, and implemented eqzitara's dynamic convergence stuff - which works great, thank you. I lowered the default convergences though, I was still struggling with the Ironman helmet view, and the gameplay view I want to keep so that the hud is at screen depth for now. I'm kinda stumped by the indoor shadows though, but it's not affecting my playing of the game though. I will note that turning off indoor shadows looks totally crappy, since it turns off a whole range of lighting.
I've updated the WIP here http://helixmod.blogspot.com/2013/10/lego-marvel-superheroes.html (it's up to v3 now). Fixed a few more outdoor/cutscene shadows, and implemented eqzitara's dynamic convergence stuff - which works great, thank you. I lowered the default convergences though, I was still struggling with the Ironman helmet view, and the gameplay view I want to keep so that the hud is at screen depth for now.

I'm kinda stumped by the indoor shadows though, but it's not affecting my playing of the game though. I will note that turning off indoor shadows looks totally crappy, since it turns off a whole range of lighting.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#50
Posted 10/27/2013 06:00 PM   
@Mikear69 If user clicks F3/F4 they can save custom settings if they want by saving with F7.[Probably requires restarting game once]. Thanks, will be sure to try it when I am done with my current game. I honestly gave up on demo because of its annoying convergence. I can't test it but if anyone wants to try demo version with patch. [url]http://helixmod.blogspot.com/2013/09/fifa-14.html?utm_source=BP_recent[/url] The instructions from fifa 14 should work [probably].
@Mikear69
If user clicks F3/F4 they can save custom settings if they want by saving with F7.[Probably requires restarting game once].
Thanks, will be sure to try it when I am done with my current game. I honestly gave up on demo because of its annoying convergence.

I can't test it but if anyone wants to try demo version with patch.
http://helixmod.blogspot.com/2013/09/fifa-14.html?utm_source=BP_recent
The instructions from fifa 14 should work [probably].

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#51
Posted 10/27/2013 08:38 PM   
Yeah that's how I did it actually. I'll put the instructions on the blog. I did notice on the carrier ship surface that the convergence was switching between gameplay and cutscenes values for convergence while running round, so I might need to investigate that. On another note I managed to fix indoor shadows in the sand level, so should be able to apply this throughout the game. Then the main thing (if it's possible) is to make targeting reticule 3d.
Yeah that's how I did it actually. I'll put the instructions on the blog. I did notice on the carrier ship surface that the convergence was switching between gameplay and cutscenes values for convergence while running round, so I might need to investigate that. On another note I managed to fix indoor shadows in the sand level, so should be able to apply this throughout the game. Then the main thing (if it's possible) is to make targeting reticule 3d.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#52
Posted 10/27/2013 08:53 PM   
Appreciate the work you're putting in on this. Will definitely be picking it up now.
Appreciate the work you're putting in on this. Will definitely be picking it up now.

#53
Posted 10/27/2013 08:55 PM   
Thanks a lot for yout hard work mike_ar69, I'll sure be getting this once I'm done with batman AO
Thanks a lot for yout hard work mike_ar69, I'll sure be getting this once I'm done with batman AO

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

#54
Posted 10/27/2013 08:59 PM   
[quote="mike_ar69"]Yeah that's how I did it actually. I'll put the instructions on the blog. I did notice on the carrier ship surface that the convergence was switching between gameplay and cutscenes values for convergence while running round, so I might need to investigate that. On another note I managed to fix indoor shadows in the sand level, so should be able to apply this throughout the game. Then the main thing (if it's possible) is to make targeting reticule 3d.[/quote] Crap. I hope it doesnt happen again. Texture may not be as unique as I hoped. Might have to use a different texture.
mike_ar69 said:Yeah that's how I did it actually. I'll put the instructions on the blog. I did notice on the carrier ship surface that the convergence was switching between gameplay and cutscenes values for convergence while running round, so I might need to investigate that. On another note I managed to fix indoor shadows in the sand level, so should be able to apply this throughout the game. Then the main thing (if it's possible) is to make targeting reticule 3d.


Crap. I hope it doesnt happen again. Texture may not be as unique as I hoped. Might have to use a different texture.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#55
Posted 10/27/2013 09:17 PM   
I'll look into that. For now, I am setting both values to be the same... I have managed to fix 'indoor' shadows, though it turns out the shaders do some outside shadows (in cut scenes) as well. Also fixed water when I first encountered it. There are some anomalies remaining, but diminishing returns tracking them down. Target reticule is biggest issue now I think.
I'll look into that. For now, I am setting both values to be the same... I have managed to fix 'indoor' shadows, though it turns out the shaders do some outside shadows (in cut scenes) as well. Also fixed water when I first encountered it. There are some anomalies remaining, but diminishing returns tracking them down. Target reticule is biggest issue now I think.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#56
Posted 10/28/2013 06:15 AM   
Just wanna thank you for your hard work. Our small community needs people like you to keep it alive.
Just wanna thank you for your hard work. Our small community needs people like you to keep it alive.

Gigabyte Gaming 5 Z170X, i7-6700K @ 4.4ghz, Asus GTX 2080 ti Strix OC , 16gb DDR4 Corsair Vengence 2666, LG 60uh8500 and 49ub8500 passive 4K 3D EDID, Dell S2716DG.

#57
Posted 10/28/2013 07:02 AM   
Thanks mike!! those Lego games shine in 3D.
Thanks mike!! those Lego games shine in 3D.

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Helix Mod - Making 3D Better

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

#58
Posted 10/28/2013 11:21 AM   
Thanks everyone :-) I'm going to play the game now ... ;-)
Thanks everyone :-) I'm going to play the game now ... ;-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

#59
Posted 10/28/2013 11:49 AM   
Great news guys, you are awesome so a big thank from me also and I will test out the game later on :) Keep up the good work guys!
Great news guys, you are awesome so a big thank from me also and I will test out the game later on :)

Keep up the good work guys!

#60
Posted 10/28/2013 12:58 PM   
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