How to fix/disable shaders in games(DLL,guide and fixes).
91 / 167
[quote name='3d4dd' date='17 June 2012 - 12:45 PM' timestamp='1339937137' post='1422363']
Here are the images (reached my upload quota...):
http://img7.imagebanana.com/img/wj7uup13/POPbefore.jpg
http://img7.imagebanana.com/img/ebbix86x/POPafter.jpg
http://img7.imagebanana.com/img/uxgdsytx/MadRidersGame_before.jpg
http://img6.imagebanana.com/img/r658sepd/MadRidersGame_after.jpg
Regarding Mad Riders I have forgotten to mention that is better to activate the option to start a game without stereoscopic effects in the Nvidia settings. The game sometimes crashes with turned on emitter when You start it. Turn on the emitter after the main menu has loaded.
Regarding the sky at wrong depth in the Scania driving simulator - any idea if it is possible to fix a shader like this...?
[/quote]
Thanx 3d4dd ! :)
Regarding Mad Riders I have forgotten to mention that is better to activate the option to start a game without stereoscopic effects in the Nvidia settings. The game sometimes crashes with turned on emitter when You start it. Turn on the emitter after the main menu has loaded.
Regarding the sky at wrong depth in the Scania driving simulator - any idea if it is possible to fix a shader like this...?
@eqzitara: Thank You for posting my fixes!
@sammaz: You're welcome!
[quote name='DHR' date='17 June 2012 - 03:14 PM' timestamp='1339942447' post='1422387']
3d4dd, try to find a Vertex Shader for the Sky.
[/quote]
Sorry, pasted the wrong one /blush.gif' class='bbc_emoticon' alt=':blush:' /> Originally I knew that You need the vertex shader but I have also saved the pixel shader as disabling this shader allowed to remove the sky textures but left a grey monochrome sky (not making it completely black as the vertex shader does). Could be a usefull workaround if the sky can`t be fixed...
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
[code] vs_3_0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
[quote name='DHR' date='17 June 2012 - 03:14 PM' timestamp='1339942447' post='1422387']
3d4dd, try to find a Vertex Shader for the Sky.
Sorry, pasted the wrong one /blush.gif' class='bbc_emoticon' alt=':blush:' /> Originally I knew that You need the vertex shader but I have also saved the pixel shader as disabling this shader allowed to remove the sky textures but left a grey monochrome sky (not making it completely black as the vertex shader does). Could be a usefull workaround if the sky can`t be fixed...
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
vs_3_0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
// approximately 13 instruction slots used
One of the vertex shaders for the sun:
VertexShader_19_CRC32_98ED1726
vs_3_0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xy
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
mov o1, v1.zyxw
mov o3.xy, v2
// approximately 9 instruction slots used
Would be great if You could have a look at this...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
[quote name='3d4dd' date='18 June 2012 - 09:50 AM' timestamp='1340013023' post='1422645']
@eqzitara: Thank You for posting my fixes!
@sammaz: You're welcome!
Sorry, pasted the wrong one /blush.gif' class='bbc_emoticon' alt=':blush:' /> Originally I knew that You need the vertex shader but I have also saved the pixel shader as disabling this shader allowed to remove the sky textures but left a grey monochrome sky (not making it completely black as the vertex shader does). Could be a usefull workaround if the sky can`t be fixed...
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
[code] vs_3_0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
[quote name='3d4dd' date='18 June 2012 - 09:50 AM' timestamp='1340013023' post='1422645']
@eqzitara: Thank You for posting my fixes!
@sammaz: You're welcome!
Sorry, pasted the wrong one /blush.gif' class='bbc_emoticon' alt=':blush:' /> Originally I knew that You need the vertex shader but I have also saved the pixel shader as disabling this shader allowed to remove the sky textures but left a grey monochrome sky (not making it completely black as the vertex shader does). Could be a usefull workaround if the sky can`t be fixed...
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
vs_3_0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
// approximately 13 instruction slots used
One of the vertex shaders for the sun:
VertexShader_19_CRC32_98ED1726
vs_3_0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xy
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
mov o1, v1.zyxw
mov o3.xy, v2
// approximately 9 instruction slots used
Would be great if You could have a look at this...
[quote name='sammaz' date='18 June 2012 - 11:13 AM' timestamp='1340014434' post='1422648']
Try this for both...
[/quote]
Thank You for the suggestion!
Do You mean that I should completely replace the original shader with the one You suggest? Unfortunately this results in a black (= "disabled") sky /sad.gif' class='bbc_emoticon' alt=':sad:' />
Or do You mean that I should modify the original shader analogous to the commented lines (//new, //replace)? Then I wouldn't know how to do it exactly /blush.gif' class='bbc_emoticon' alt=':blush:' />
Overrides per se work for the game as "overriding" the shaders with the original shader didn't cause crashes or disabled the sky shader. I also tried to replace the sky shader in the driving scenery with another shader that is used for the sky in the main menu (which seems to be at correct or at least better depth). In this case the result was a grey sky without textures in the driving scenery.
@eqzitara
Thank You for the suggestion!
Just discovered it when I posted my answer above. I will try it now!
Update:
@eqzitara:
Both shader work perfectly /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' /> The only problem is that the shader for the sun also affects other light sources as rear lights, etc. I will try to separate the sun with CheckTexCRC...
[quote name='sammaz' date='18 June 2012 - 11:13 AM' timestamp='1340014434' post='1422648']
Try this for both...
Thank You for the suggestion!
Do You mean that I should completely replace the original shader with the one You suggest? Unfortunately this results in a black (= "disabled") sky /sad.gif' class='bbc_emoticon' alt=':sad:' />
Or do You mean that I should modify the original shader analogous to the commented lines (//new, //replace)? Then I wouldn't know how to do it exactly /blush.gif' class='bbc_emoticon' alt=':blush:' />
Overrides per se work for the game as "overriding" the shaders with the original shader didn't cause crashes or disabled the sky shader. I also tried to replace the sky shader in the driving scenery with another shader that is used for the sky in the main menu (which seems to be at correct or at least better depth). In this case the result was a grey sky without textures in the driving scenery.
@eqzitara
Thank You for the suggestion!
Just discovered it when I posted my answer above. I will try it now!
Update:
@eqzitara:
Both shader work perfectly /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' /> The only problem is that the shader for the sun also affects other light sources as rear lights, etc. I will try to separate the sun with CheckTexCRC...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Just posting this here since someone requested it and in case anyone ever wants it *shrug*. I like it more w/o to be honest. Kind of cinematic. Anywho put file in
shaderoverride/vertexshaders
https://s3.amazonaws.com/HelixMods/6D053316.txt
[u]"Minimize Depth of Field"[/u]
This does [u]not[/u] remove DOF. Ive tried so hard to find a solution for removing it couldnt. Anywho to minimize DOF without impairing all else.
Download http://blog.gib.me/2012/02/16/mass-effect-3-coalesced-bin-tool/
Just posting this here since someone requested it and in case anyone ever wants it *shrug*. I like it more w/o to be honest. Kind of cinematic. Anywho put file in
shaderoverride/vertexshaders
https://s3.amazonaws.com/HelixMods/6D053316.txt
"Minimize Depth of Field"
This does not remove DOF. Ive tried so hard to find a solution for removing it couldnt. Anywho to minimize DOF without impairing all else.
I can't capture texture CRCs in the Scania Simulator...
I have made a DX9Settings.ini with
[VS98ED1726]
CheckTexCRC = true
or
[VSC1FE9CF7]
CheckTexCRC = true
But after pressing F12 I only get a TEXTURESLOG.txt with
Start logging...
TexMod and uMod also don't work and can't be used to identify the texture's CRC.
Regarding the sun this doesn't matter as You rarely see the sun in this game.
But I ran into serious issues with shader for the sky: a shader with the same content and CRC is also used for the edge of carriageway. I didn't realize this as both shaders can separately be detected using the debug dll (VertexShader_12_CRC32_C1FE9CF7.txt and VertexShader_45_CRC32_C1FE9CF7.txt). But with C1FE9CF7.txt in the override folder both the sky and the edge of carriageway are pushed at another depth. So it would be very important to identify the CRCs for the sky textures.
Any idea how to do this?
I can't capture texture CRCs in the Scania Simulator...
I have made a DX9Settings.ini with
[VS98ED1726]
CheckTexCRC = true
or
[VSC1FE9CF7]
CheckTexCRC = true
But after pressing F12 I only get a TEXTURESLOG.txt with
Start logging...
TexMod and uMod also don't work and can't be used to identify the texture's CRC.
Regarding the sun this doesn't matter as You rarely see the sun in this game.
But I ran into serious issues with shader for the sky: a shader with the same content and CRC is also used for the edge of carriageway. I didn't realize this as both shaders can separately be detected using the debug dll (VertexShader_12_CRC32_C1FE9CF7.txt and VertexShader_45_CRC32_C1FE9CF7.txt). But with C1FE9CF7.txt in the override folder both the sky and the edge of carriageway are pushed at another depth. So it would be very important to identify the CRCs for the sky textures.
Any idea how to do this?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Woa! I just got Dead Space II with your fixes and WOW...I am just getting into it but It looks stunning so far. I have cranked up the brightness to about 80% to almost eliminate ghosting and maintain the atmospheric effects. Convergence is high!
Thanks so much for the fixes...I can tell you put a lot of time into it. I will be 100% 'ing this one : )
Woa! I just got Dead Space II with your fixes and WOW...I am just getting into it but It looks stunning so far. I have cranked up the brightness to about 80% to almost eliminate ghosting and maintain the atmospheric effects. Convergence is high!
Thanks so much for the fixes...I can tell you put a lot of time into it. I will be 100% 'ing this one : )
@3d4dd I see that the shaders have multiple outputs (o2, o3, o4), try disabling them one by one, perhaps the other lights use a different output than the sun, then you'd be able to apply the depth to only the right output
@3d4dd I see that the shaders have multiple outputs (o2, o3, o4), try disabling them one by one, perhaps the other lights use a different output than the sun, then you'd be able to apply the depth to only the right output
@Anisotonic and eqzitara:
The sun/lights shader doesn't bother so much.
What really causes trouble is the same shader for sky and edge of carriageway. I tried to remove output entries but both sky and the ground were affected in the same way. As long as there is no way to identify the texture CRCs to separate the sky textures from the ground the override for the correct sky depth can't be used /sad.gif' class='bbc_emoticon' alt=':sad:' />
As mentioned there is a free demo of the game (e.g. http://www.gamershell.com/download_90288.shtml) if someone want's to try to find a way to solve this issue...
The only workaround I could find so far is to replace the pixel shader for the sky. This override turns the sky into a monochrome surface (not black but with a color depending on the daytime). So You won't realize that it is at wrong depth - similar to my earlier "clear sky" TexMod workarounds for Assassin's Creed, Pure, ect. Personally I prefer this clear sky to a wrong placed cloudy sky...
eqzitara, this monochrome sky workaround is the only thing I could offer so far. I've also made a DX9Settings.ini that contains different convergence presets. So if You change the view the convergence is adjustet automatically. Are You interested in posting it in the blog?
On steam there is a demo for [b]Spec Ops The Line[/b]. It could be an interesting game as it is one of the rare shooter games that really want tell a story. It's an adaption of Joseph Conrad's Heart of Darkness (similar as Apocalypse Now) and pretends to be an anti-war game. The game uses the Unreal 3 engine - unfortunately not the 3DVison ready version. So it suffers from the ususal issues with dynamic shadows, bloom, blur, lens flares and halos caused by dust. Most of them can be turned off in the ini file:
Edit SREngine.ini in ...\Users\...\Documents\My Games\SpecOps-TheLine Demo\SRGame\Config and set
DynamicShadows=False
MotionBlur=False
DepthOfField=False
Bloom=False
LensFlares=False
AllowRadialBlur=False
AmbientOcclusion=False
(maybe not all of these options need to be turned off, at least it removed most the issues I had).
I prefer to use the iZ3D driver / 3Dvision glasses combination to play UR3 games as iZ3D prevents halos and offers a better laser sight.
Turning off the dynamic shadows doesn't hurt too much (although the game takes place in the desert): The game is designed to be playable with dynamic shadows turned off so there are still many static shadows that offer some atmosphere.
If You use the Nvidia driver You will have some issues with halos caused by fog or dust.
@eqzitara: You managed to solve issues with fog, dust, etc. in the UR3 game Hunted: The Demon's Forge. Maybe there is a way to solve these issues in Spec Ops The Line, too?
With the right settings and without the halo issues this game offers a good S3D experience. So I think I could be worth to get fixed with an Helix override...
What really causes trouble is the same shader for sky and edge of carriageway. I tried to remove output entries but both sky and the ground were affected in the same way. As long as there is no way to identify the texture CRCs to separate the sky textures from the ground the override for the correct sky depth can't be used /sad.gif' class='bbc_emoticon' alt=':sad:' />
The only workaround I could find so far is to replace the pixel shader for the sky. This override turns the sky into a monochrome surface (not black but with a color depending on the daytime). So You won't realize that it is at wrong depth - similar to my earlier "clear sky" TexMod workarounds for Assassin's Creed, Pure, ect. Personally I prefer this clear sky to a wrong placed cloudy sky...
eqzitara, this monochrome sky workaround is the only thing I could offer so far. I've also made a DX9Settings.ini that contains different convergence presets. So if You change the view the convergence is adjustet automatically. Are You interested in posting it in the blog?
On steam there is a demo for Spec Ops The Line. It could be an interesting game as it is one of the rare shooter games that really want tell a story. It's an adaption of Joseph Conrad's Heart of Darkness (similar as Apocalypse Now) and pretends to be an anti-war game. The game uses the Unreal 3 engine - unfortunately not the 3DVison ready version. So it suffers from the ususal issues with dynamic shadows, bloom, blur, lens flares and halos caused by dust. Most of them can be turned off in the ini file:
Edit SREngine.ini in ...\Users\...\Documents\My Games\SpecOps-TheLine Demo\SRGame\Config and set
DynamicShadows=False
MotionBlur=False
DepthOfField=False
Bloom=False
LensFlares=False
AllowRadialBlur=False
AmbientOcclusion=False
(maybe not all of these options need to be turned off, at least it removed most the issues I had).
I prefer to use the iZ3D driver / 3Dvision glasses combination to play UR3 games as iZ3D prevents halos and offers a better laser sight.
Turning off the dynamic shadows doesn't hurt too much (although the game takes place in the desert): The game is designed to be playable with dynamic shadows turned off so there are still many static shadows that offer some atmosphere.
If You use the Nvidia driver You will have some issues with halos caused by fog or dust.
@eqzitara: You managed to solve issues with fog, dust, etc. in the UR3 game Hunted: The Demon's Forge. Maybe there is a way to solve these issues in Spec Ops The Line, too?
With the right settings and without the halo issues this game offers a good S3D experience. So I think I could be worth to get fixed with an Helix override...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
After I beat re5, I will look at it and see about fixing it. Will have time to look at demo before release. Ive actually fixed 4 unreal engine games so it shouldnt be an issue.
What did lensflares disable? I can fix them but Im curious.
After I beat re5, I will look at it and see about fixing it. Will have time to look at demo before release. Ive actually fixed 4 unreal engine games so it shouldnt be an issue.
What did lensflares disable? I can fix them but Im curious.
Here are the images (reached my upload quota...):
http://img7.imagebanana.com/img/wj7uup13/POPbefore.jpg
http://img7.imagebanana.com/img/ebbix86x/POPafter.jpg
http://img7.imagebanana.com/img/uxgdsytx/MadRidersGame_before.jpg
http://img6.imagebanana.com/img/r658sepd/MadRidersGame_after.jpg
Regarding Mad Riders I have forgotten to mention that is better to activate the option to start a game without stereoscopic effects in the Nvidia settings. The game sometimes crashes with turned on emitter when You start it. Turn on the emitter after the main menu has loaded.
Regarding the sky at wrong depth in the Scania driving simulator - any idea if it is possible to fix a shader like this...?
[/quote]
Thanx 3d4dd ! :)
Here are the images (reached my upload quota...):
http://img7.imagebanana.com/img/wj7uup13/POPbefore.jpg
http://img7.imagebanana.com/img/ebbix86x/POPafter.jpg
http://img7.imagebanana.com/img/uxgdsytx/MadRidersGame_before.jpg
http://img6.imagebanana.com/img/r658sepd/MadRidersGame_after.jpg
Regarding Mad Riders I have forgotten to mention that is better to activate the option to start a game without stereoscopic effects in the Nvidia settings. The game sometimes crashes with turned on emitter when You start it. Turn on the emitter after the main menu has loaded.
Regarding the sky at wrong depth in the Scania driving simulator - any idea if it is possible to fix a shader like this...?
Thanx 3d4dd ! :)
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
@sammaz: You're welcome!
[quote name='DHR' date='17 June 2012 - 03:14 PM' timestamp='1339942447' post='1422387']
3d4dd, try to find a Vertex Shader for the Sky.
[/quote]
Sorry, pasted the wrong one
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
[code] vs_3_0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
// approximately 13 instruction slots used[/code]
One of the vertex shaders for the sun:
VertexShader_19_CRC32_98ED1726
[code] vs_3_0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xy
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
mov o1, v1.zyxw
mov o3.xy, v2
// approximately 9 instruction slots used[/code]
Would be great if You could have a look at this...
@sammaz: You're welcome!
[quote name='DHR' date='17 June 2012 - 03:14 PM' timestamp='1339942447' post='1422387']
3d4dd, try to find a Vertex Shader for the Sky.
Sorry, pasted the wrong one
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
One of the vertex shaders for the sun:
VertexShader_19_CRC32_98ED1726
Would be great if You could have a look at this...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@eqzitara: Thank You for posting my fixes!
@sammaz: You're welcome!
Sorry, pasted the wrong one
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
[code] vs_3_0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
// approximately 13 instruction slots used[/code]
One of the vertex shaders for the sun:
VertexShader_19_CRC32_98ED1726
[code] vs_3_0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xy
dp4 o0.x, v0, c0
dp4 o0.y, v0, c1
dp4 o0.z, v0, c2
dp4 o0.w, v0, c3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
mov o1, v1.zyxw
mov o3.xy, v2
// approximately 9 instruction slots used[/code]
Would be great if You could have a look at this...
[/quote]
Try this for both...
vs_3_0
def c0, 1, 0, 0, 0
def c220, 10000, 0, 0, 0 //new
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_texcoord o1.xyz
mad r0, v0.xyzx, c0.xxxy, c0.yyyx
dp4 r1.x, c28, r0
dp4 r1.y, c29, r0
dp4 r1.z, c31, r0
mov r3, r1.xyzz //replace o0
mul r3, r3, c220.x
mov o0, r3
mov o1.xyz, v1
@eqzitara: Thank You for posting my fixes!
@sammaz: You're welcome!
Sorry, pasted the wrong one
But placing the sky at correct depth would be much better.
Here is the vertex shader for the sky:
VertexShader_12_CRC32_C1FE9CF7
One of the vertex shaders for the sun:
VertexShader_19_CRC32_98ED1726
Would be great if You could have a look at this...
Try this for both...
vs_3_0
def c0, 1, 0, 0, 0
def c220, 10000, 0, 0, 0 //new
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_texcoord o1.xyz
mad r0, v0.xyzx, c0.xxxy, c0.yyyx
dp4 r1.x, c28, r0
dp4 r1.y, c29, r0
dp4 r1.z, c31, r0
mov r3, r1.xyzz //replace o0
mul r3, r3, c220.x
mov o0, r3
mov o1.xyz, v1
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
def c220, 1000, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 r3.x, v0, c0
dp4 r3.y, v0, c1
dp4 r3.z, v0, c2
dp4 r3.w, v0, c3
mul r3, r3, c220.x
mov o0, r3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
vs_3_0
def c220, 1000, 0, 0, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xy
dp4 r3.x, v0, c0
dp4 r3.y, v0, c1
dp4 r3.z, v0, c2
dp4 r3.w, v0, c3
mul r3, r3, c220.x
mov o0, r3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
mov o1, v1.zyxw
mov o3.xy, v2
def c220, 1000, 0, 0, 0
dcl_position v0
dcl_normal v1
dcl_color v2
dcl_texcoord v3
dcl_texcoord1 v4
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xyz
dcl_texcoord2 o4
dp4 r3.x, v0, c0
dp4 r3.y, v0, c1
dp4 r3.z, v0, c2
dp4 r3.w, v0, c3
mul r3, r3, c220.x
mov o0, r3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
dp3 o3.x, v1, c4
dp3 o3.y, v1, c5
dp3 o3.z, v1, c6
mov o1, v2.zyxw
mov o4.xy, v3
mov o4.zw, v4.xyxy
vs_3_0
def c220, 1000, 0, 0, 0
dcl_position v0
dcl_color v1
dcl_texcoord v2
dcl_position o0
dcl_color o1
dcl_texcoord o2.xyz
dcl_texcoord1 o3.xy
dp4 r3.x, v0, c0
dp4 r3.y, v0, c1
dp4 r3.z, v0, c2
dp4 r3.w, v0, c3
mul r3, r3, c220.x
mov o0, r3
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
dp4 o2.z, v0, c6
mov o1, v1.zyxw
mov o3.xy, v2
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Try this for both...
[/quote]
Thank You for the suggestion!
Do You mean that I should completely replace the original shader with the one You suggest? Unfortunately this results in a black (= "disabled") sky
Or do You mean that I should modify the original shader analogous to the commented lines (//new, //replace)? Then I wouldn't know how to do it exactly
Overrides per se work for the game as "overriding" the shaders with the original shader didn't cause crashes or disabled the sky shader. I also tried to replace the sky shader in the driving scenery with another shader that is used for the sky in the main menu (which seems to be at correct or at least better depth). In this case the result was a grey sky without textures in the driving scenery.
@eqzitara
Thank You for the suggestion!
Just discovered it when I posted my answer above. I will try it now!
Update:
@eqzitara:
Both shader work perfectly
Try this for both...
Thank You for the suggestion!
Do You mean that I should completely replace the original shader with the one You suggest? Unfortunately this results in a black (= "disabled") sky
Or do You mean that I should modify the original shader analogous to the commented lines (//new, //replace)? Then I wouldn't know how to do it exactly
Overrides per se work for the game as "overriding" the shaders with the original shader didn't cause crashes or disabled the sky shader. I also tried to replace the sky shader in the driving scenery with another shader that is used for the sky in the main menu (which seems to be at correct or at least better depth). In this case the result was a grey sky without textures in the driving scenery.
@eqzitara
Thank You for the suggestion!
Just discovered it when I posted my answer above. I will try it now!
Update:
@eqzitara:
Both shader work perfectly
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Just posting this here since someone requested it and in case anyone ever wants it *shrug*. I like it more w/o to be honest. Kind of cinematic. Anywho put file in
shaderoverride/vertexshaders
https://s3.amazonaws.com/HelixMods/6D053316.txt
[u]"Minimize Depth of Field"[/u]
This does [u]not[/u] remove DOF. Ive tried so hard to find a solution for removing it couldnt. Anywho to minimize DOF without impairing all else.
Download http://blog.gib.me/2012/02/16/mass-effect-3-coalesced-bin-tool/
Change values to
m_fDOFDefaultBLurKernel 0.1
m_fDOFDefaultExponent 0.1
m_fDOFDefaultMaxFarBlur 0.1
m_fDOFDefaultMaxNearBlur 0.1
If anyone finds out how to remove DOF without impairing other graphical options. I will kiss you.
Just posting this here since someone requested it and in case anyone ever wants it *shrug*. I like it more w/o to be honest. Kind of cinematic. Anywho put file in
shaderoverride/vertexshaders
https://s3.amazonaws.com/HelixMods/6D053316.txt
"Minimize Depth of Field"
This does not remove DOF. Ive tried so hard to find a solution for removing it couldnt. Anywho to minimize DOF without impairing all else.
Download http://blog.gib.me/2012/02/16/mass-effect-3-coalesced-bin-tool/
Change values to
m_fDOFDefaultBLurKernel 0.1
m_fDOFDefaultExponent 0.1
m_fDOFDefaultMaxFarBlur 0.1
m_fDOFDefaultMaxNearBlur 0.1
If anyone finds out how to remove DOF without impairing other graphical options. I will kiss you.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I have made a DX9Settings.ini with
[VS98ED1726]
CheckTexCRC = true
or
[VSC1FE9CF7]
CheckTexCRC = true
But after pressing F12 I only get a TEXTURESLOG.txt with
Start logging...
TexMod and uMod also don't work and can't be used to identify the texture's CRC.
Regarding the sun this doesn't matter as You rarely see the sun in this game.
But I ran into serious issues with shader for the sky: a shader with the same content and CRC is also used for the edge of carriageway. I didn't realize this as both shaders can separately be detected using the debug dll (VertexShader_12_CRC32_C1FE9CF7.txt and VertexShader_45_CRC32_C1FE9CF7.txt). But with C1FE9CF7.txt in the override folder both the sky and the edge of carriageway are pushed at another depth. So it would be very important to identify the CRCs for the sky textures.
Any idea how to do this?
I have made a DX9Settings.ini with
[VS98ED1726]
CheckTexCRC = true
or
[VSC1FE9CF7]
CheckTexCRC = true
But after pressing F12 I only get a TEXTURESLOG.txt with
Start logging...
TexMod and uMod also don't work and can't be used to identify the texture's CRC.
Regarding the sun this doesn't matter as You rarely see the sun in this game.
But I ran into serious issues with shader for the sky: a shader with the same content and CRC is also used for the edge of carriageway. I didn't realize this as both shaders can separately be detected using the debug dll (VertexShader_12_CRC32_C1FE9CF7.txt and VertexShader_45_CRC32_C1FE9CF7.txt). But with C1FE9CF7.txt in the override folder both the sky and the edge of carriageway are pushed at another depth. So it would be very important to identify the CRCs for the sky textures.
Any idea how to do this?
My original display name is 3d4dd - for some reason Nvidia changed it..?!
Read about patch notes for me3.
Read about patch notes for me3.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Thanks so much for the fixes...I can tell you put a lot of time into it. I will be 100% 'ing this one : )
Thanks so much for the fixes...I can tell you put a lot of time into it. I will be 100% 'ing this one : )
HELIX MOD NEWS
Worked on these Helix Mods ---> PURE MX vs. ATV : REFLEX TOY SOLDIERS CRASH TIME 4 BANG BANG Racing
Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Mass Effect 3 – updated in-game compatibility message and profile to be [b]more compatible with community 3D mods[/b]
is nvidia considering us? Does the game work without using nvidia inspector now? (I can't test directly since I don't have the game)
Mass Effect 3 – updated in-game compatibility message and profile to be more compatible with community 3D mods
is nvidia considering us? Does the game work without using nvidia inspector now? (I can't test directly since I don't have the game)
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
The sun/lights shader doesn't bother so much.
What really causes trouble is the same shader for sky and edge of carriageway. I tried to remove output entries but both sky and the ground were affected in the same way. As long as there is no way to identify the texture CRCs to separate the sky textures from the ground the override for the correct sky depth can't be used
As mentioned there is a free demo of the game (e.g. http://www.gamershell.com/download_90288.shtml) if someone want's to try to find a way to solve this issue...
The only workaround I could find so far is to replace the pixel shader for the sky. This override turns the sky into a monochrome surface (not black but with a color depending on the daytime). So You won't realize that it is at wrong depth - similar to my earlier "clear sky" TexMod workarounds for Assassin's Creed, Pure, ect. Personally I prefer this clear sky to a wrong placed cloudy sky...
eqzitara, this monochrome sky workaround is the only thing I could offer so far. I've also made a DX9Settings.ini that contains different convergence presets. So if You change the view the convergence is adjustet automatically. Are You interested in posting it in the blog?
On steam there is a demo for [b]Spec Ops The Line[/b]. It could be an interesting game as it is one of the rare shooter games that really want tell a story. It's an adaption of Joseph Conrad's Heart of Darkness (similar as Apocalypse Now) and pretends to be an anti-war game. The game uses the Unreal 3 engine - unfortunately not the 3DVison ready version. So it suffers from the ususal issues with dynamic shadows, bloom, blur, lens flares and halos caused by dust. Most of them can be turned off in the ini file:
Edit SREngine.ini in ...\Users\...\Documents\My Games\SpecOps-TheLine Demo\SRGame\Config and set
DynamicShadows=False
MotionBlur=False
DepthOfField=False
Bloom=False
LensFlares=False
AllowRadialBlur=False
AmbientOcclusion=False
(maybe not all of these options need to be turned off, at least it removed most the issues I had).
I prefer to use the iZ3D driver / 3Dvision glasses combination to play UR3 games as iZ3D prevents halos and offers a better laser sight.
Turning off the dynamic shadows doesn't hurt too much (although the game takes place in the desert): The game is designed to be playable with dynamic shadows turned off so there are still many static shadows that offer some atmosphere.
If You use the Nvidia driver You will have some issues with halos caused by fog or dust.
@eqzitara: You managed to solve issues with fog, dust, etc. in the UR3 game Hunted: The Demon's Forge. Maybe there is a way to solve these issues in Spec Ops The Line, too?
With the right settings and without the halo issues this game offers a good S3D experience. So I think I could be worth to get fixed with an Helix override...
The sun/lights shader doesn't bother so much.
What really causes trouble is the same shader for sky and edge of carriageway. I tried to remove output entries but both sky and the ground were affected in the same way. As long as there is no way to identify the texture CRCs to separate the sky textures from the ground the override for the correct sky depth can't be used
As mentioned there is a free demo of the game (e.g. http://www.gamershell.com/download_90288.shtml) if someone want's to try to find a way to solve this issue...
The only workaround I could find so far is to replace the pixel shader for the sky. This override turns the sky into a monochrome surface (not black but with a color depending on the daytime). So You won't realize that it is at wrong depth - similar to my earlier "clear sky" TexMod workarounds for Assassin's Creed, Pure, ect. Personally I prefer this clear sky to a wrong placed cloudy sky...
eqzitara, this monochrome sky workaround is the only thing I could offer so far. I've also made a DX9Settings.ini that contains different convergence presets. So if You change the view the convergence is adjustet automatically. Are You interested in posting it in the blog?
On steam there is a demo for Spec Ops The Line. It could be an interesting game as it is one of the rare shooter games that really want tell a story. It's an adaption of Joseph Conrad's Heart of Darkness (similar as Apocalypse Now) and pretends to be an anti-war game. The game uses the Unreal 3 engine - unfortunately not the 3DVison ready version. So it suffers from the ususal issues with dynamic shadows, bloom, blur, lens flares and halos caused by dust. Most of them can be turned off in the ini file:
Edit SREngine.ini in ...\Users\...\Documents\My Games\SpecOps-TheLine Demo\SRGame\Config and set
DynamicShadows=False
MotionBlur=False
DepthOfField=False
Bloom=False
LensFlares=False
AllowRadialBlur=False
AmbientOcclusion=False
(maybe not all of these options need to be turned off, at least it removed most the issues I had).
I prefer to use the iZ3D driver / 3Dvision glasses combination to play UR3 games as iZ3D prevents halos and offers a better laser sight.
Turning off the dynamic shadows doesn't hurt too much (although the game takes place in the desert): The game is designed to be playable with dynamic shadows turned off so there are still many static shadows that offer some atmosphere.
If You use the Nvidia driver You will have some issues with halos caused by fog or dust.
@eqzitara: You managed to solve issues with fog, dust, etc. in the UR3 game Hunted: The Demon's Forge. Maybe there is a way to solve these issues in Spec Ops The Line, too?
With the right settings and without the halo issues this game offers a good S3D experience. So I think I could be worth to get fixed with an Helix override...
My original display name is 3d4dd - for some reason Nvidia changed it..?!
What did lensflares disable? I can fix them but Im curious.
What did lensflares disable? I can fix them but Im curious.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918