League of legends in 3d?
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Hi guys. I'm kinda new to the 3d scene and I'm amazed of of how much fun it is to play in 3d. I don't feel like ever switching back. However, I'm a big fan of League of legends, that's about the last game I'm still playing that isn't fully supported by 3d. While playing in 3d with League of legends, I realized that while it's not the best 3d quality, it actually looks quite decent. The champions, minions and towers looks really nice. The only issue is the healthbars/names above the champions. I'm not sure on how to explain it, but they makes it harder to focus on the stuff happening in the background and it makes you go dizzy. I have seen people release a lot of fixes for games, but not for league of legends that is currently the biggest game in the world with 30 million active players. Would it be possible for someone to have a look at the game, and then see if anything could be done for the healthbars and check if there is other possible fixes? Really appreciate the help :)
Hi guys.

I'm kinda new to the 3d scene and I'm amazed of of how much fun it is to play in 3d. I don't feel like ever switching back.

However, I'm a big fan of League of legends, that's about the last game I'm still playing that isn't fully supported by 3d.

While playing in 3d with League of legends, I realized that while it's not the best 3d quality, it actually looks quite decent. The champions, minions and towers looks really nice. The only issue is the healthbars/names above the champions. I'm not sure on how to explain it, but they makes it harder to focus on the stuff happening in the background and it makes you go dizzy.

I have seen people release a lot of fixes for games, but not for league of legends that is currently the biggest game in the world with 30 million active players.

Would it be possible for someone to have a look at the game, and then see if anything could be done for the healthbars and check if there is other possible fixes?

Really appreciate the help :)

#1
Posted 08/20/2013 10:55 PM   
I'm assuming the HUD renders at screen depth. You could try low depth high convergence, might not make for the best experience but will work.
I'm assuming the HUD renders at screen depth. You could try low depth high convergence, might not make for the best experience but will work.

#2
Posted 08/20/2013 11:04 PM   
Hud is 2D. Ive played it way back when. You can kind of get around it but requires tweaking your settings. -Make sure you know what convergence is and how to use. Nvidia control panel->set up stereoscopic 3d->set keyboard shortcuts-> advanced. Assign keys. and hold down for a few seconds in game[at most 30] till you see screen shift. If you look at left/right RE5 images it sums up what convergence is. http://helixmod.blogspot.com/2012/06/how-to-unlock-convergence-in-locked.html Basically you have to play it a certain way. Im not sure how well it works with League of Legends tbh I was a bit of a noob to 3D then. It works well in games similiar to it like diablo 3. Take off 3D glasses. Put character in middle of screen. Set depth how you want it. Now Increase convergence till character appears 2D with 3d glasses off. Put glasses on and decide if you need to tweak it at all. Also go here in case you haven't heard it yet [3d vision patches] [url]http://helixmod.blogspot.com/[/url]
Hud is 2D. Ive played it way back when. You can kind of get around it but requires tweaking your settings.

-Make sure you know what convergence is and how to use. Nvidia control panel->set up stereoscopic 3d->set keyboard shortcuts-> advanced.
Assign keys. and hold down for a few seconds in game[at most 30] till you see screen shift. If you look at left/right RE5 images it sums up what convergence is. http://helixmod.blogspot.com/2012/06/how-to-unlock-convergence-in-locked.html

Basically you have to play it a certain way. Im not sure how well it works with League of Legends tbh I was a bit of a noob to 3D then. It works well in games similiar to it like diablo 3.
Take off 3D glasses. Put character in middle of screen. Set depth how you want it.
Now Increase convergence till character appears 2D with 3d glasses off. Put glasses on and decide if you need to tweak it at all.

Also go here in case you haven't heard it yet [3d vision patches]
http://helixmod.blogspot.com/

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

#3
Posted 08/20/2013 11:19 PM   
[quote="eqzitara"]Hud is 2D. Ive played it way back when. You can kind of get around it but requires tweaking your settings. -Make sure you know what convergence is and how to use. Nvidia control panel->set up stereoscopic 3d->set keyboard shortcuts-> advanced. Assign keys. and hold down for a few seconds in game[at most 30] till you see screen shift. If you look at left/right RE5 images it sums up what convergence is. http://helixmod.blogspot.com/2012/06/how-to-unlock-convergence-in-locked.html Basically you have to play it a certain way. Im not sure how well it works with League of Legends tbh I was a bit of a noob to 3D then. It works well in games similiar to it like diablo 3. Take off 3D glasses. Put character in middle of screen. Set depth how you want it. Now Increase convergence till character appears 2D with 3d glasses off. Put glasses on and decide if you need to tweak it at all. Also go here in case you haven't heard it yet [3d vision patches] [url]http://helixmod.blogspot.com/[/url][/quote] Yeah I did some tweaking just now and it looks better, it's still just the hud and health bars that are out of sync. For now I had to disable the health bars which puts me in a huge disadvantage. Wow just tried that convergence tweaking with taking off the 3d glasses, change the convergence until the character becomes 2d. It did wonders, cheers! :) One thing I realized with that though is when you zoom in on the character with the glasses off, he no longer becomes 2d until you tweak some more. But that's okay, won't be doing much of zooming anyways. Now the only problem is the hud like you said, basically the health bars of minions and champions. But to be honest, the hud I can live with, they are not making your eyes go out of focus, it's just the health bars that messes up your head. I have been on helixmod's page every day since I found out about it. Really admire what you guys have are doing and have done already for the 3d community. The list of 3d games fixes you guys have released is impressive. Now my biggest wish is that league of legends gets added to the list :) Again, thanks so much for the convergence tweak tip, will use the same method for my other games :)
eqzitara said:Hud is 2D. Ive played it way back when. You can kind of get around it but requires tweaking your settings.

-Make sure you know what convergence is and how to use. Nvidia control panel->set up stereoscopic 3d->set keyboard shortcuts-> advanced.
Assign keys. and hold down for a few seconds in game[at most 30] till you see screen shift. If you look at left/right RE5 images it sums up what convergence is. http://helixmod.blogspot.com/2012/06/how-to-unlock-convergence-in-locked.html


Basically you have to play it a certain way. Im not sure how well it works with League of Legends tbh I was a bit of a noob to 3D then. It works well in games similiar to it like diablo 3.
Take off 3D glasses. Put character in middle of screen. Set depth how you want it.
Now Increase convergence till character appears 2D with 3d glasses off. Put glasses on and decide if you need to tweak it at all.

Also go here in case you haven't heard it yet [3d vision patches]
http://helixmod.blogspot.com/


Yeah I did some tweaking just now and it looks better, it's still just the hud and health bars that are out of sync. For now I had to disable the health bars which puts me in a huge disadvantage.

Wow just tried that convergence tweaking with taking off the 3d glasses, change the convergence until the character becomes 2d. It did wonders, cheers! :)

One thing I realized with that though is when you zoom in on the character with the glasses off, he no longer becomes 2d until you tweak some more. But that's okay, won't be doing much of zooming anyways.

Now the only problem is the hud like you said, basically the health bars of minions and champions. But to be honest, the hud I can live with, they are not making your eyes go out of focus, it's just the health bars that messes up your head.

I have been on helixmod's page every day since I found out about it. Really admire what you guys have are doing and have done already for the 3d community. The list of 3d games fixes you guys have released is impressive. Now my biggest wish is that league of legends gets added to the list :)

Again, thanks so much for the convergence tweak tip, will use the same method for my other games :)

#4
Posted 08/20/2013 11:42 PM   
I'm looking for a way to get LoL working in S3D. Game looks amazing with it but health bars and cursor still at wrong depth. I'm assuming we have to wait for Riot to fix it (unlikely to happen at this point), but anyone know of any tricks? Nothing on Helixmod. Thanks
I'm looking for a way to get LoL working in S3D. Game looks amazing with it but health bars and cursor still at wrong depth. I'm assuming we have to wait for Riot to fix it (unlikely to happen at this point), but anyone know of any tricks? Nothing on Helixmod. Thanks

Asus PG278Q ROG Swift (1440p) - Win 7 SP1 - 3D Vision 2 - Driver 355.98
EVGA GTX 980 Ti SC+ ACX2.0+ @ 1278 Mhz - i5-4690K @ 4.4GHz
Cougar MX500 - MSI Z97 G45 - 16GB RAM - Win7x64 - 512GB SSD - 3TB HD

#5
Posted 07/24/2015 03:52 PM   
I only play LOL in 3d now...I have noticed that with monitor only rift looks really good and maps like TT and ARAM don't look quite right. I recently switched to PJ and now have no problems on any maps all look amazing! If you need any help just message!
I only play LOL in 3d now...I have noticed that with monitor only rift looks really good and maps like TT and ARAM don't look quite right. I recently switched to PJ and now have no problems on any maps all look amazing! If you need any help just message!

EVGA GTX 980 TI Hydro
G-Skill DDR3 1600 16 GB
I-5 3570K @ 3.8Ghz
Intel 530 SSD 240GB
WD 1TB 7200 RPM

ASUS ROG PG278Q
BenQ W1070 PJ
Acer GN246HL

#6
Posted 07/26/2015 06:03 AM   
How do you play LoL in 3D if the HP bars and cursor don't render at the proper depth? Or do you have a fix?
How do you play LoL in 3D if the HP bars and cursor don't render at the proper depth? Or do you have a fix?

Asus PG278Q ROG Swift (1440p) - Win 7 SP1 - 3D Vision 2 - Driver 355.98
EVGA GTX 980 Ti SC+ ACX2.0+ @ 1278 Mhz - i5-4690K @ 4.4GHz
Cougar MX500 - MSI Z97 G45 - 16GB RAM - Win7x64 - 512GB SSD - 3TB HD

#7
Posted 07/27/2015 02:23 PM   
Anyone know about a Helixmod style fix for LoL? It's a popular game that looks great in 3D except for the UI so I would think any of the awesome guys who create fixes might've spent a little time on it. I didn't see it mentioned on the website, though. I'm hoping there's a way to tweak the HP bar and cursor depth.
Anyone know about a Helixmod style fix for LoL? It's a popular game that looks great in 3D except for the UI so I would think any of the awesome guys who create fixes might've spent a little time on it. I didn't see it mentioned on the website, though. I'm hoping there's a way to tweak the HP bar and cursor depth.

Asus PG278Q ROG Swift (1440p) - Win 7 SP1 - 3D Vision 2 - Driver 355.98
EVGA GTX 980 Ti SC+ ACX2.0+ @ 1278 Mhz - i5-4690K @ 4.4GHz
Cougar MX500 - MSI Z97 G45 - 16GB RAM - Win7x64 - 512GB SSD - 3TB HD

#8
Posted 07/28/2015 08:43 PM   
[quote="Westbrook348"]Anyone know about a Helixmod style fix for LoL? It's a popular game that looks great in 3D except for the UI so I would think any of the awesome guys who create fixes might've spent a little time on it. I didn't see it mentioned on the website, though. I'm hoping there's a way to tweak the HP bar and cursor depth.[/quote] Don't think anyone has taken a look at this one. If you are motivated, you can easily make this fix. Moving HUD items is on the easy side of fixing games. I'm sure you know, but start at: http://wiki.bo3b.net. I can promise you'll learn enough there to be able to make this fix.
Westbrook348 said:Anyone know about a Helixmod style fix for LoL? It's a popular game that looks great in 3D except for the UI so I would think any of the awesome guys who create fixes might've spent a little time on it. I didn't see it mentioned on the website, though. I'm hoping there's a way to tweak the HP bar and cursor depth.

Don't think anyone has taken a look at this one. If you are motivated, you can easily make this fix. Moving HUD items is on the easy side of fixing games.

I'm sure you know, but start at: http://wiki.bo3b.net. I can promise you'll learn enough there to be able to make this fix.

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

#9
Posted 07/29/2015 03:41 AM   
Alright after completing all 6 lessons and fixing the Ball pretty nicely, I tried my hand at League of Legends. One of the problems is that it's an online game using a launcher separate from the game .exe. Eventually I figured out to put the d3d9.dll and DX9Settings.ini in the RADS/Solutions/lol_game_client_sln/releases/0.0.1.98/deploy folder. But during gameplay there were frequent crashes to desktop when cycling through shaders especially the vertex shaders I identified a few shaders that are probably related to drawing the health bars and nametags, currently at screen depth. Initial work was promising, as I was able to identify in the vertex shader 6FDEAE3D an output that would turn the nametags on and off: "mov oT0.xy, v3" By commenting out this line, the nametags would turn off. I was hoping to keep them on but space out the x-coordinates to give it depth, but adding the prime directive to the code did nothing. In fact, after playing around more with this shader and a few others, no further changes did anything to the game. It was like I would comment something out, save it, and hit F10 and nothing would happen. Things were so promising at first, but once F10 stopped working, I got nowhere. Anyway, here are the most promising shader files I found: 1 vertex and 3 pixel shaders. 6FDEAE3D.txt // Nametag above champion // Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307 // // Parameters: // float4x4 pMtx; // // Registers: // Name Reg Size // ------------ ----- ---- // pMtx c4 4 // vs_2_0 dcl_position v0 dcl_color v1 dcl_color1 v2 dcl_texcoord v3 dcl_texcoord1 v4 mul r0, v0.y, c5 mad r0, c4, v0.x, r0 mad r0, c6, v0.z, r0 add oPos, r0, c7 mov oD0, v1 // bolds names above champs mov oD1, v2 // no obvious effect mov oT0.xy, v3 // controls nametags above champs, in announcements mov oT1.xy, v4 // no obvious effect // approximately 8 instruction slots used 0AB363B8.txt // Nametag above Champion // Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307 // // Parameters: // sampler2D SAMPLER0; // sampler2D SAMPLER1; // // Registers: // Name Reg Size // ------------ ----- ---- // SAMPLER0 s0 1 // SAMPLER1 s1 1 // ps_2_0 def c0, 1, 0, 0, 0 dcl t0.xy dcl t1.xy dcl v0 dcl v1 dcl_2d s0 dcl_2d s1 texld r0, t0, s0 texld r1, t1, s1 mul r0.y, r0.z, v1.w mul r0.x, r0.x, v0.w mul r2.xyz, r0.y, v1 mul r2.w, r1.w, r0.x mad r1.w, r0.x, r1.w, r0.y mul r0.xyz, r1, v0 mad r0.xyz, r2.w, r0, r2 add r0.w, -r1.w, c0.x mov oC0, r0 // approximately 11 instruction slots used (2 texture, 9 arithmetic) 0B227E1E.txt // Health bars of champs, minions, and buildings // Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307 // // Parameters: // sampler2D SAMPLER0; // // Registers: // Name Reg Size // ------------ ----- ---- // SAMPLER0 s0 1 // ps_2_0 dcl v0 dcl t0.xy dcl_2d s0 texld r0, t0, s0 mul r0, r0, v0 mov oC0, r0 // approximately 3 instruction slots used (1 texture, 2 arithmetic) DED35441.txt // Champion and minion hit boxes // Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307 // // Parameters: // sampler2D DEPTH_MASK_TEXTURE; // float4 EDGE_CLIP_PARAMS; // float4 OFFSET_PARAMS; // // Registers: // Name Reg Size // ------------------ ----- ---- // OFFSET_PARAMS c29 1 // EDGE_CLIP_PARAMS c30 1 // DEPTH_MASK_TEXTURE s0 1 // ps_2_0 def c0, 1, -1, 0, 2 dcl t0.xy dcl_2d s0 mad r0.xy, c29.z, -c29, t0 mov r0.z, c0.z mul r1.xy, c29, c29.z mad r2.x, c29.z, -c29.x, t0.x add r2.y, r0.z, t0.y mad r3.xy, r1, -c0, t0 mad r4.xy, r1, c0, t0 mov r0.z, c0.z mad r1.x, r1.x, c0.x, t0.x add r1.y, r0.z, t0.y mad r5.xy, c29.z, c29, t0 mov r6.x, t0.x mad r6.y, c29.z, -c29.y, t0.y mov r7.x, t0.x mad r7.y, c29.z, c29.y, t0.y texld r0, r0, s0 texld r2, r2, s0 texld r3, r3, s0 texld r4, r4, s0 texld r1, r1, s0 texld r5, r5, s0 texld r6, r6, s0 texld r7, r7, s0 mad r0.zw, r2.wzyx, c0.w, r0.wzyx add r0.zw, r3.wzyx, r0 add r0.zw, -r4.wzyx, r0 mad r0.zw, r1.wzyx, -c0.w, r0 add r0.zw, -r5.wzyx, r0 mad r0.xy, r6, c0.w, r0 add r0.xy, r4, r0 add r0.xy, -r3, r0 mad r0.xy, r7, -c0.w, r0 add r0.xy, -r5, r0 mul r0.xy, r0, r0 mad r0.xy, r0.wzyx, r0.wzyx, r0 add r0.z, -r0.x, c30.z cmp r0.z, r0.z, c0.z, c0.x add r0.w, r0.x, -c30.w cmp r0.w, r0.w, c0.z, c0.x mul r0.z, r0.z, r0.w add r0.w, -r0.y, c30.z cmp r0.z, r0.w, r0.z, c0.x mul r0.y, r0.y, c30.y mul r0.x, r0.x, c30.x cmp r0.x, r0.w, r0.x, r0.y cmp r0.w, -r0.z, c0.z, r0.x mov r0.xyz, c0.z mov oC0, r0 // approximately 48 instruction slots used (8 texture, 40 arithmetic)
Alright after completing all 6 lessons and fixing the Ball pretty nicely, I tried my hand at League of Legends. One of the problems is that it's an online game using a launcher separate from the game .exe. Eventually I figured out to put the d3d9.dll and DX9Settings.ini in the RADS/Solutions/lol_game_client_sln/releases/0.0.1.98/deploy folder. But during gameplay there were frequent crashes to desktop when cycling through shaders especially the vertex shaders

I identified a few shaders that are probably related to drawing the health bars and nametags, currently at screen depth. Initial work was promising, as I was able to identify in the vertex shader 6FDEAE3D an output that would turn the nametags on and off: "mov oT0.xy, v3" By commenting out this line, the nametags would turn off. I was hoping to keep them on but space out the x-coordinates to give it depth, but adding the prime directive to the code did nothing. In fact, after playing around more with this shader and a few others, no further changes did anything to the game. It was like I would comment something out, save it, and hit F10 and nothing would happen. Things were so promising at first, but once F10 stopped working, I got nowhere. Anyway, here are the most promising shader files I found: 1 vertex and 3 pixel shaders.

6FDEAE3D.txt
// Nametag above champion
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
//
// Parameters:
// float4x4 pMtx;
//
// Registers:
// Name Reg Size
// ------------ ----- ----
// pMtx c4 4
//
vs_2_0
dcl_position v0
dcl_color v1
dcl_color1 v2
dcl_texcoord v3
dcl_texcoord1 v4
mul r0, v0.y, c5
mad r0, c4, v0.x, r0
mad r0, c6, v0.z, r0
add oPos, r0, c7
mov oD0, v1 // bolds names above champs
mov oD1, v2 // no obvious effect
mov oT0.xy, v3 // controls nametags above champs, in announcements
mov oT1.xy, v4 // no obvious effect
// approximately 8 instruction slots used

0AB363B8.txt
// Nametag above Champion
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
//
// Parameters:
// sampler2D SAMPLER0;
// sampler2D SAMPLER1;
//
// Registers:
// Name Reg Size
// ------------ ----- ----
// SAMPLER0 s0 1
// SAMPLER1 s1 1
//
ps_2_0
def c0, 1, 0, 0, 0
dcl t0.xy
dcl t1.xy
dcl v0
dcl v1
dcl_2d s0
dcl_2d s1
texld r0, t0, s0
texld r1, t1, s1
mul r0.y, r0.z, v1.w
mul r0.x, r0.x, v0.w
mul r2.xyz, r0.y, v1
mul r2.w, r1.w, r0.x
mad r1.w, r0.x, r1.w, r0.y
mul r0.xyz, r1, v0
mad r0.xyz, r2.w, r0, r2
add r0.w, -r1.w, c0.x
mov oC0, r0
// approximately 11 instruction slots used (2 texture, 9 arithmetic)

0B227E1E.txt
// Health bars of champs, minions, and buildings
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
//
// Parameters:
// sampler2D SAMPLER0;
//
// Registers:
// Name Reg Size
// ------------ ----- ----
// SAMPLER0 s0 1
//
ps_2_0
dcl v0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
mul r0, r0, v0
mov oC0, r0
// approximately 3 instruction slots used (1 texture, 2 arithmetic)

DED35441.txt
// Champion and minion hit boxes
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
//
// Parameters:
// sampler2D DEPTH_MASK_TEXTURE;
// float4 EDGE_CLIP_PARAMS;
// float4 OFFSET_PARAMS;
//
// Registers:
// Name Reg Size
// ------------------ ----- ----
// OFFSET_PARAMS c29 1
// EDGE_CLIP_PARAMS c30 1
// DEPTH_MASK_TEXTURE s0 1
//
ps_2_0
def c0, 1, -1, 0, 2
dcl t0.xy
dcl_2d s0
mad r0.xy, c29.z, -c29, t0
mov r0.z, c0.z
mul r1.xy, c29, c29.z
mad r2.x, c29.z, -c29.x, t0.x
add r2.y, r0.z, t0.y
mad r3.xy, r1, -c0, t0
mad r4.xy, r1, c0, t0
mov r0.z, c0.z
mad r1.x, r1.x, c0.x, t0.x
add r1.y, r0.z, t0.y
mad r5.xy, c29.z, c29, t0
mov r6.x, t0.x
mad r6.y, c29.z, -c29.y, t0.y
mov r7.x, t0.x
mad r7.y, c29.z, c29.y, t0.y
texld r0, r0, s0
texld r2, r2, s0
texld r3, r3, s0
texld r4, r4, s0
texld r1, r1, s0
texld r5, r5, s0
texld r6, r6, s0
texld r7, r7, s0
mad r0.zw, r2.wzyx, c0.w, r0.wzyx
add r0.zw, r3.wzyx, r0
add r0.zw, -r4.wzyx, r0
mad r0.zw, r1.wzyx, -c0.w, r0
add r0.zw, -r5.wzyx, r0
mad r0.xy, r6, c0.w, r0
add r0.xy, r4, r0
add r0.xy, -r3, r0
mad r0.xy, r7, -c0.w, r0
add r0.xy, -r5, r0
mul r0.xy, r0, r0
mad r0.xy, r0.wzyx, r0.wzyx, r0
add r0.z, -r0.x, c30.z
cmp r0.z, r0.z, c0.z, c0.x
add r0.w, r0.x, -c30.w
cmp r0.w, r0.w, c0.z, c0.x
mul r0.z, r0.z, r0.w
add r0.w, -r0.y, c30.z
cmp r0.z, r0.w, r0.z, c0.x
mul r0.y, r0.y, c30.y
mul r0.x, r0.x, c30.x
cmp r0.x, r0.w, r0.x, r0.y
cmp r0.w, -r0.z, c0.z, r0.x
mov r0.xyz, c0.z
mov oC0, r0
// approximately 48 instruction slots used (8 texture, 40 arithmetic)

Asus PG278Q ROG Swift (1440p) - Win 7 SP1 - 3D Vision 2 - Driver 355.98
EVGA GTX 980 Ti SC+ ACX2.0+ @ 1278 Mhz - i5-4690K @ 4.4GHz
Cougar MX500 - MSI Z97 G45 - 16GB RAM - Win7x64 - 512GB SSD - 3TB HD

#10
Posted 08/01/2015 02:54 AM   
@WestBrook348: I'd go with your VS 6FDEAE3D.txt here. Changing the location of the vertices is typically the job of the vertex shader, except in the odd cases of deferred rendering. I've never seen an example of HUD using deferred rendering though, and your PS there also are normal, not complicated. For this one, the problem is that the shader is in vs_2_0, and it needs to be vs_3_0 for HelixMod to be able to load it after being modified. So first task is to convert it to vs_3_0. There are a couple of guides for this, including doing it by hand. [url]https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653984/#3653984[/url] You can use the older script from mana84: http://helixmod.blogspot.com/2013/05/vs11vs20-vs30-converter.html Or you can use the newer python script from DarkStarSword. https://github.com/DarkStarSword/3d-fixes/blob/master/shadertool.py I recommend doing the first one by hand, just so you know what is happening and why. Sometimes using the tools will just make it sort of magical and it's usually better to understand that you can do it by hand, the tool is just a quicker way. This one is short and a good candidate for converting by hand. Once you've converted it to vs_3_0, you'll want to make sure it's loaded, so you can try the F10 and also tweak the code to hide the item. If it's not working, check the LOG.txt after quitting the game, and look for your hash number to see if it reported an error.
@WestBrook348: I'd go with your VS 6FDEAE3D.txt here. Changing the location of the vertices is typically the job of the vertex shader, except in the odd cases of deferred rendering. I've never seen an example of HUD using deferred rendering though, and your PS there also are normal, not complicated.

For this one, the problem is that the shader is in vs_2_0, and it needs to be vs_3_0 for HelixMod to be able to load it after being modified.

So first task is to convert it to vs_3_0. There are a couple of guides for this, including doing it by hand.

https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/3653984/#3653984

You can use the older script from mana84: http://helixmod.blogspot.com/2013/05/vs11vs20-vs30-converter.html


Or you can use the newer python script from DarkStarSword. https://github.com/DarkStarSword/3d-fixes/blob/master/shadertool.py


I recommend doing the first one by hand, just so you know what is happening and why. Sometimes using the tools will just make it sort of magical and it's usually better to understand that you can do it by hand, the tool is just a quicker way. This one is short and a good candidate for converting by hand.

Once you've converted it to vs_3_0, you'll want to make sure it's loaded, so you can try the F10 and also tweak the code to hide the item. If it's not working, check the LOG.txt after quitting the game, and look for your hash number to see if it reported an error.

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#11
Posted 08/01/2015 10:47 AM   
OK I followed eqzitara's instructions and here is my new 6FDEAE3D.txt vs_3_0 // change from 2_0 // The required constant for txldl in c200.z def c200, 1.0, 600, 0.0625, 0 dcl_position v0 dcl_color v1 dcl_color1 v2 dcl_texcoord v3 dcl_texcoord1 v4 // Sampler used to fetch stereo params, // s0 sampler is default for VS dcl_2d s0 // List registers here for 3_0 dcl_position o0 // register for v0 dcl_color o1 // register for v1 dcl_color o2 // register for v2 dcl_texcoord o3.xy // register for v3 dcl_texcoord1 o4.xy // register for v4 mul r0, v0.y, c5 mad r0, c4, v0.x, r0 mad r0, c6, v0.z, r0 //add oPos, r0, c7 add o0, r0, c7 // change oPos => o0 //mov oD0, v1 mov o1, v1 // change oD0 => o1 //mov oD1, v2 mov o2, v2 // change oD1 => o2 //mov oT0.xy, v3 mov o3.xy, v3 // change oT0 => o3 //mov oT1.xy, v4 mov o4.xy, v4 // change oT1 => o4 // Disabling nametags is weird and has required commenting // out various combinations of 3 different lines of code: // "dcl_color o2", "mov o2, v2", and "mov o3.xy, v3" I don't understand why the different lines are having different effects based on the timing Anyway, for moving the nametags, in the past I tried using the prime directive on this shader: mov r0, v3 texldl r30, c200.z, s0 add r30.w, r0.w, -r30.y mad r0.x, r30.x, r30.w, r0.x mov o3.xy, r0.xy Needless to say, it didn't do anything. I was wondering if r0 (from v3) even had a w component for the convergence. The nametag depth needs to be the depth of the element it's associated with, and I don't know how it's going to get that info (there was another shader, i think a pixel shader, that was a white box over the champions and their health bars). Furthermore all this vertex shader does is turn the nametag on and off, it doesn't touch the health bar right under it, and I would need both to be moved deeper for any decent effect. I think I at least converted the shader to 3_0 ok, but I'm not advanced enough for all this yet I think. And League of Legends is a hard game to experiment with, anyway; I think I risk getting banned from matchmaking by messing with the shaders, even though I'm just playing AI games against easy bots (I noticed one shader removes the fog of war).
OK I followed eqzitara's instructions and here is my new 6FDEAE3D.txt

vs_3_0 // change from 2_0
// The required constant for txldl in c200.z
def c200, 1.0, 600, 0.0625, 0
dcl_position v0
dcl_color v1
dcl_color1 v2
dcl_texcoord v3
dcl_texcoord1 v4
// Sampler used to fetch stereo params,
// s0 sampler is default for VS
dcl_2d s0
// List registers here for 3_0
dcl_position o0 // register for v0
dcl_color o1 // register for v1
dcl_color o2 // register for v2
dcl_texcoord o3.xy // register for v3
dcl_texcoord1 o4.xy // register for v4

mul r0, v0.y, c5
mad r0, c4, v0.x, r0
mad r0, c6, v0.z, r0

//add oPos, r0, c7
add o0, r0, c7 // change oPos => o0
//mov oD0, v1
mov o1, v1 // change oD0 => o1
//mov oD1, v2
mov o2, v2 // change oD1 => o2
//mov oT0.xy, v3
mov o3.xy, v3 // change oT0 => o3
//mov oT1.xy, v4
mov o4.xy, v4 // change oT1 => o4

// Disabling nametags is weird and has required commenting
// out various combinations of 3 different lines of code:
// "dcl_color o2", "mov o2, v2", and "mov o3.xy, v3"

I don't understand why the different lines are having different effects based on the timing

Anyway, for moving the nametags, in the past I tried using the prime directive on this shader:
mov r0, v3
texldl r30, c200.z, s0
add r30.w, r0.w, -r30.y
mad r0.x, r30.x, r30.w, r0.x
mov o3.xy, r0.xy

Needless to say, it didn't do anything. I was wondering if r0 (from v3) even had a w component for the convergence. The nametag depth needs to be the depth of the element it's associated with, and I don't know how it's going to get that info (there was another shader, i think a pixel shader, that was a white box over the champions and their health bars). Furthermore all this vertex shader does is turn the nametag on and off, it doesn't touch the health bar right under it, and I would need both to be moved deeper for any decent effect. I think I at least converted the shader to 3_0 ok, but I'm not advanced enough for all this yet I think. And League of Legends is a hard game to experiment with, anyway; I think I risk getting banned from matchmaking by messing with the shaders, even though I'm just playing AI games against easy bots (I noticed one shader removes the fog of war).

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#12
Posted 08/01/2015 08:08 PM   
This one's tricky in that the health bars don't disappear when cycling through vertex shaders. I managed to find it, but it was a bit time consuming. Basically it involved saving every VS manually and blanking the VS files out while they were in the ShaderOverride folder. If you want, I can elaborate more on this. The VS for the health bars also contained many other textures. So further isolation was needed to separate out the textures I didn't want to mess up. Here's a rough fix for the name tags & health bars based on my playtime with the 2 tutorial missions: https://s3.amazonaws.com/4everAwake/WIP_League_of_Legends.zip There's still some HUD unevenness, but it's not too bad. If you want you can experiment further with this fix. I left other HUD / UI vertex shaders in a seperate folder. [img]https://forums.geforce.com/cmd/default/download-comment-attachment/65511/[/img]
This one's tricky in that the health bars don't disappear when cycling through vertex shaders. I managed to find it, but it was a bit time consuming. Basically it involved saving every VS manually and blanking the VS files out while they were in the ShaderOverride folder. If you want, I can elaborate more on this.

The VS for the health bars also contained many other textures. So further isolation was needed to separate out the textures I didn't want to mess up.

Here's a rough fix for the name tags & health bars based on my playtime with the 2 tutorial missions:
https://s3.amazonaws.com/4everAwake/WIP_League_of_Legends.zip

There's still some HUD unevenness, but it's not too bad. If you want you can experiment further with this fix. I left other HUD / UI vertex shaders in a seperate folder.

Image

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#13
Posted 08/02/2015 12:08 PM   
wow impressive fix thanks 4ever!
wow impressive fix thanks 4ever!

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#14
Posted 08/02/2015 07:01 PM   
Am I the only one who doesn't have any problems with LOL and only using convergence with depth changes the game looks beautiful and health bars are where they are supposed to be no problems noted on anything....jungle camps, baron, dragon, character models all line up above heads easy to click no fixes needed for this game at all! Just need to adjust convergence levels....
Am I the only one who doesn't have any problems with LOL and only using convergence with depth changes the game looks beautiful and health bars are where they are supposed to be no problems noted on anything....jungle camps, baron, dragon, character models all line up above heads easy to click no fixes needed for this game at all! Just need to adjust convergence levels....

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#15
Posted 08/02/2015 09:27 PM   
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