Is it easy to adjust hud to fixed depth... I'll post the HUD shader... as soon as I don't die (I'm trying to beat it in hard).
Hopefully by looking at what you guys are doing I can figure it out too.
The shadow fix is pretty good. Is that the only shadow shader fixed.
40285a8c8fd28555-ps_replace
or is there another one.
There's some other minor effects issues I will look at. But I must beat it in hard mode :P!
[quote="ishiki"]I'm having trouble disabling shaders. I've done it once before. I think DXHRDC before fix was done.
But I keep getting the boop sound that I think means the shader isn't loading?
Does that make sense?
in d3dx I'm writing
[Shadows1]
Hash=345160567d287bb4
Handling=skip
[Shadows2]
Hash=36b610492da984ca
Handling=skip
[Shadows3]
Hash=a3a79eb435339549
Handling=skip
and then in shaders I go to void main {} and then type discard afterwards.[/quote]
Hi ishiki. If you're skipping the shader in the d3dx.ini file, you don't need to add discard to the shaders. Also the discard function only works with pixel shaders and is placed in the shader body like in the below example:
[code]// ---- Created with 3Dmigoto v1.2.56 on Fri Mar 17 09:02:11 2017
Texture2D<float4> t3 : register(t3);
Texture2D<float4> t2 : register(t2);
Texture2D<float4> t1 : register(t1);
Texture2D<float4> t0 : register(t0);
SamplerState s3_s : register(s3);
SamplerState s2_s : register(s2);
SamplerState s1_s : register(s1);
SamplerState s0_s : register(s0);
cbuffer cb1 : register(b1)
{
float4 cb1[117];
}
cbuffer cb0 : register(b0)
{
float4 cb0[32];
}
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
void main(
float4 v0 : SV_POSITION0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2,r3,r4,r5,r6,r7,r8,r9,r10,r11,r12,r13,r14,r15;
uint4 bitmask, uiDest;
float4 fDest;
//---add discard here---
discard;
r0.xy = cb1[116].zw * v0.xy;
r0.z = t2.SampleLevel(s2_s, r0.xy, 0).x;
r0.w = r0.z * cb1[51].x + cb1[51].y;
r0.z = r0.z * cb1[51].z + -cb1[51].w;
r0.z = 1 / r0.z;
r0.z = r0.w + r0.z;
r1.xy = v0.xy * cb1[116].zw + -cb1[52].wz;
r1.xy = r1.xy / cb1[52].xy;
r1.xy = r1.xy * r0.zz;
..
..etc[/code]
You can also experiment by setting one or more SV_Targets to 0 near the end of the shader.
ishiki said:I'm having trouble disabling shaders. I've done it once before. I think DXHRDC before fix was done.
But I keep getting the boop sound that I think means the shader isn't loading?
Does that make sense?
in d3dx I'm writing
[Shadows1]
Hash=345160567d287bb4
Handling=skip
[Shadows2]
Hash=36b610492da984ca
Handling=skip
[Shadows3]
Hash=a3a79eb435339549
Handling=skip
and then in shaders I go to void main {} and then type discard afterwards.
Hi ishiki. If you're skipping the shader in the d3dx.ini file, you don't need to add discard to the shaders. Also the discard function only works with pixel shaders and is placed in the shader body like in the below example:
// ---- Created with 3Dmigoto v1.2.56 on Fri Mar 17 09:02:11 2017
Texture2D<float4> t3 : register(t3);
Thank you for information 4everawak. That is helpful
For anyone.
This is the HUD shader.... I will also try to do the same for cinematics
how would you put this into depth? Or is it quite difficult. I am trying to learn through watching.
I've done coding in C++, Python, Matlab so I have some ideas.. But I'm a mechanical engineer :P.
There's a couple things I'm trying to do
1) There's atleast 2 shadow shaders that are broken sgsrules fixed that.
2) There's 2 or 3 HUD shaders. I want to Push them into depth. (I currently disable them).
3) Push Cutscenes into depth.
4) Disable Bloom Shader (I did this for me, I don't like the bloom in this game).
4) Theres some culling around very few amount of lights like in older Hitman fixes... I'm not sure I'm not going to try to fix that.
// ---- Created with 3Dmigoto v1.2.56 on Sun Mar 19 03:58:50 2017
[quote="ishiki"]hello
I've tried all of the o1, o2, o3, o4, o5, o6.
doing the o3.x += stereo.x*.5
and you end up with HUD elements scrambled.
Sorry I have no idea what I'm doing. I'm trying to figure this out.[/quote]
What about "o0"? It's the position (because it says "SV_POSITION0"). The output that contains "SV_POSITION0" is what has to be modified for HUD depth (at least in the 20 or so games that I have modified).
Sorry I have no idea what I'm doing. I'm trying to figure this out.
What about "o0"? It's the position (because it says "SV_POSITION0"). The output that contains "SV_POSITION0" is what has to be modified for HUD depth (at least in the 20 or so games that I have modified).
That works... It also worked for pushing cutscenes into depth. I also understand.
I'm trying to take a picture, but i get a black image when i do alt f1. The map and many elements go into depth however, there are some textures that don't get pushed into depth. Those are still at screen depth. But I know its same shader because when I go hunting it turns everything off when i select that VS.
masterotaku said:
ishiki said:hello
I've tried all of the o1, o2, o3, o4, o5, o6.
doing the o3.x += stereo.x*.5
and you end up with HUD elements scrambled.
Sorry I have no idea what I'm doing. I'm trying to figure this out.
// ---- Created with 3Dmigoto v1.2.56 on Sun Mar 19 22:58:57 2017
What about "o0"? It's the position (because it says "SV_POSITION0"). The output that contains "SV_POSITION0" is what has to be modified for HUD depth (at least in the 20 or so games that I have modified).
[quote="ishiki"]I'm trying to take a picture, but i get a black image when i do alt f1. The map and many elements go into depth however, there are some textures that don't get pushed into depth. Those are still at screen depth. But I know its same shader because when I go hunting it turns everything off when i select that VS.[/quote]
So I just downloaded the game and took a look. Some HUD elements don't adjust at the same rate as the others. For those HUD elements, you need to multiply by 1000 to see any movement. So we need to find a way to separate the textures (via hash, depth, pixel shader.. etc). If you need assistance with this let me know.
Also, screenshots work ok for me:
[img]http://api.photos.3dvisionlive.com/imagestore/58cffab9e7e56477450000cc/nvidia./470.289/[/img]
.
[img]http://api.photos.3dvisionlive.com/imagestore/58cffaa0e7e5642c6b0000d1/nvidia./[/img]
ishiki said:I'm trying to take a picture, but i get a black image when i do alt f1. The map and many elements go into depth however, there are some textures that don't get pushed into depth. Those are still at screen depth. But I know its same shader because when I go hunting it turns everything off when i select that VS.
So I just downloaded the game and took a look. Some HUD elements don't adjust at the same rate as the others. For those HUD elements, you need to multiply by 1000 to see any movement. So we need to find a way to separate the textures (via hash, depth, pixel shader.. etc). If you need assistance with this let me know.
[quote="4everAwake"][quote="ishiki"]I'm trying to take a picture, but i get a black image when i do alt f1. The map and many elements go into depth however, there are some textures that don't get pushed into depth. Those are still at screen depth. But I know its same shader because when I go hunting it turns everything off when i select that VS.[/quote]
So I just downloaded the game and took a look. Some HUD elements don't adjust at the same rate as the others. For those HUD elements, you need to multiply by 1000 to see any movement. So we need to find a way to separate the textures (via hash, depth, pixel shader.. etc). If you need assistance with this let me know.
Also, screenshots work ok for me:
[img]http://api.photos.3dvisionlive.com/imagestore/58cffab9e7e56477450000cc/nvidia./470.289/[/img]
.
[img]http://api.photos.3dvisionlive.com/imagestore/58cffaa0e7e5642c6b0000d1/nvidia./[/img][/quote]
So there are pixel shaders for the HUD too... But I've done hash replacement with texmod before.
How do i begin to do that here?
THanks for all your help.
ishiki said:I'm trying to take a picture, but i get a black image when i do alt f1. The map and many elements go into depth however, there are some textures that don't get pushed into depth. Those are still at screen depth. But I know its same shader because when I go hunting it turns everything off when i select that VS.
So I just downloaded the game and took a look. Some HUD elements don't adjust at the same rate as the others. For those HUD elements, you need to multiply by 1000 to see any movement. So we need to find a way to separate the textures (via hash, depth, pixel shader.. etc). If you need assistance with this let me know.
Also, screenshots work ok for me:
.
So there are pixel shaders for the HUD too... But I've done hash replacement with texmod before.
I've played the game through the first ending (there are 26 endings, 5 are main endings). And i haven't run into any other issues apart from the broken shadows which have been fixed, the blood decal shaders, and the occasional sprite that is rendered at depth ,These are pretty rare, I've only seen them pop up at 3 different points, and are small objects like a flare from a rocket.
@ Ishiki
[quote]
2) There's 2 or 3 HUD shaders. I want to Push them into depth. (I currently disable them).
3) Push Cutscenes into depth.
4) Disable Bloom Shader (I did this for me, I don't like the bloom in this game).
4) Theres some culling around very few amount of lights like in older Hitman fixes... I'm not sure I'm not going to try to fix that.[/quote]
2)I play the game with high convergence so i prefer to have the hud either at screen depth or pop out a bit otherwise objects clips through the hud. Since the hud is already at screen depth i didn't bother looking at this.
3) I don't know why you would want to push the cutscenes into depth, i rather have them at screen depth to cut down on any possible ghosting but i guess thats up to ones personal preference
4) again personal preference, i actually like the bloom in this game.
5) Ishiki, could you post a screenshot of this? i haven't encountered this at all.
If i have enough time this weekend i'll see if i can fix the blood decals and some of the other random sprites. If anyone wants to play the game in the meantime I'd say go for it. I've completed the main game and I think it's almost perfect and most definitely playable with just the shadow fixes.
I've attached a rar archive with the current WIP fix, just remove the .jps extension from the file and extract it into the folder that contains the game's executable.
Cheers!
I've played the game through the first ending (there are 26 endings, 5 are main endings). And i haven't run into any other issues apart from the broken shadows which have been fixed, the blood decal shaders, and the occasional sprite that is rendered at depth ,These are pretty rare, I've only seen them pop up at 3 different points, and are small objects like a flare from a rocket.
@ Ishiki
2) There's 2 or 3 HUD shaders. I want to Push them into depth. (I currently disable them).
3) Push Cutscenes into depth.
4) Disable Bloom Shader (I did this for me, I don't like the bloom in this game).
4) Theres some culling around very few amount of lights like in older Hitman fixes... I'm not sure I'm not going to try to fix that.
2)I play the game with high convergence so i prefer to have the hud either at screen depth or pop out a bit otherwise objects clips through the hud. Since the hud is already at screen depth i didn't bother looking at this.
3) I don't know why you would want to push the cutscenes into depth, i rather have them at screen depth to cut down on any possible ghosting but i guess thats up to ones personal preference
4) again personal preference, i actually like the bloom in this game.
5) Ishiki, could you post a screenshot of this? i haven't encountered this at all.
If i have enough time this weekend i'll see if i can fix the blood decals and some of the other random sprites. If anyone wants to play the game in the meantime I'd say go for it. I've completed the main game and I think it's almost perfect and most definitely playable with just the shadow fixes.
I've attached a rar archive with the current WIP fix, just remove the .jps extension from the file and extract it into the folder that contains the game's executable.
Cheers!
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Thanks a lot, with the apparent disappointment from ME:A I am looking forward to picking this one up
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
There is still some odd thing with foliage too.
It might be another shadow shader? Or foliage. I'm not good at this so far :(.
Is there a way to edit shaders without restarting game?
[quote="ishiki"]So there are pixel shaders for the HUD too... But I've done hash replacement with texmod before.
How do i begin to do that here?[/quote]
I don't have any experience using texmod. But one way you can separate textures is to locate a HUD PS and place the following in the d3dx.ini file:
[code][ShaderOverrideHUD]
;enter the pixel shader hash for hud element(s) below
Hash=b7491b574bb763be
x2 = 1
post x2=0[/code]
Then, place this in the HUD vertex shader:
[code]float4 stereo = StereoParams.Load(0);
float4 hud = IniParams.Load(int2(2, 0));
if(hud.x == 1){
o0.x += stereo.x * 0.5;
}
[/code]
So now, only the HUD elements for the given PS are placed in depth.
[quote="ishiki"]There is still some odd thing with foliage too. [/quote]
I was seeing a similar issue but it went away once I enabled "StereoFlagsDX10". In the d3dx.ini file:
[code]
[Profile]
; This setting should always be added to a profile - it is required for a
; number of other settings to work, as well as allowing the convergence to be
; saved. If you are customising a profile you should **always uncomment this**:
StereoProfile = 1
;
; This setting enables stereo compute shaders, which is requires to fix a lot
; of "one eye" type rendering issues in many DX11 games:
StereoFlagsDX10 = 0x00004000[/code]
[quote="ishiki"]Is there a way to edit shaders without restarting game?[/quote]
Yes. While the game is running, edit the shaders (either by Alt-Tabbing out of the game or by using a separate laptop connected on your network to edit the shaders on your gaming PC. Once finished, go back to the game and press the 'F10' key to enact any changes made to the shaders or to the d3dx.ini file.
So now, only the HUD elements for the given PS are placed in depth.
ishiki said:There is still some odd thing with foliage too.
I was seeing a similar issue but it went away once I enabled "StereoFlagsDX10". In the d3dx.ini file:
[Profile]
; This setting should always be added to a profile - it is required for a
; number of other settings to work, as well as allowing the convergence to be
; saved. If you are customising a profile you should **always uncomment this**:
StereoProfile = 1
;
; This setting enables stereo compute shaders, which is requires to fix a lot
; of "one eye" type rendering issues in many DX11 games:
StereoFlagsDX10 = 0x00004000
ishiki said:Is there a way to edit shaders without restarting game?
Yes. While the game is running, edit the shaders (either by Alt-Tabbing out of the game or by using a separate laptop connected on your network to edit the shaders on your gaming PC. Once finished, go back to the game and press the 'F10' key to enact any changes made to the shaders or to the d3dx.ini file.
Hopefully by looking at what you guys are doing I can figure it out too.
The shadow fix is pretty good. Is that the only shadow shader fixed.
40285a8c8fd28555-ps_replace
or is there another one.
There's some other minor effects issues I will look at. But I must beat it in hard mode :P!
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
Hi ishiki. If you're skipping the shader in the d3dx.ini file, you don't need to add discard to the shaders. Also the discard function only works with pixel shaders and is placed in the shader body like in the below example:
You can also experiment by setting one or more SV_Targets to 0 near the end of the shader.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
For anyone.
This is the HUD shader.... I will also try to do the same for cinematics
how would you put this into depth? Or is it quite difficult. I am trying to learn through watching.
I've done coding in C++, Python, Matlab so I have some ideas.. But I'm a mechanical engineer :P.
There's a couple things I'm trying to do
1) There's atleast 2 shadow shaders that are broken sgsrules fixed that.
2) There's 2 or 3 HUD shaders. I want to Push them into depth. (I currently disable them).
3) Push Cutscenes into depth.
4) Disable Bloom Shader (I did this for me, I don't like the bloom in this game).
4) Theres some culling around very few amount of lights like in older Hitman fixes... I'm not sure I'm not going to try to fix that.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
example VS from another game:
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
I've tried all of the o1, o2, o3, o4, o5, o6.
doing the o3.x += stereo.x*.5
and you end up with HUD elements scrambled.
Sorry I have no idea what I'm doing. I'm trying to figure this out.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
What about "o0"? It's the position (because it says "SV_POSITION0"). The output that contains "SV_POSITION0" is what has to be modified for HUD depth (at least in the 20 or so games that I have modified).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: Gainward Phoenix 1080 GLH
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
I'm trying to take a picture, but i get a black image when i do alt f1. The map and many elements go into depth however, there are some textures that don't get pushed into depth. Those are still at screen depth. But I know its same shader because when I go hunting it turns everything off when i select that VS.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
So I just downloaded the game and took a look. Some HUD elements don't adjust at the same rate as the others. For those HUD elements, you need to multiply by 1000 to see any movement. So we need to find a way to separate the textures (via hash, depth, pixel shader.. etc). If you need assistance with this let me know.
Also, screenshots work ok for me:
.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
So there are pixel shaders for the HUD too... But I've done hash replacement with texmod before.
How do i begin to do that here?
THanks for all your help.
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
@ Ishiki
2)I play the game with high convergence so i prefer to have the hud either at screen depth or pop out a bit otherwise objects clips through the hud. Since the hud is already at screen depth i didn't bother looking at this.
3) I don't know why you would want to push the cutscenes into depth, i rather have them at screen depth to cut down on any possible ghosting but i guess thats up to ones personal preference
4) again personal preference, i actually like the bloom in this game.
5) Ishiki, could you post a screenshot of this? i haven't encountered this at all.
If i have enough time this weekend i'll see if i can fix the blood decals and some of the other random sprites. If anyone wants to play the game in the meantime I'd say go for it. I've completed the main game and I think it's almost perfect and most definitely playable with just the shadow fixes.
I've attached a rar archive with the current WIP fix, just remove the .jps extension from the file and extract it into the folder that contains the game's executable.
Cheers!
Like my work? You can send a donation via Paypal to sgs.rules@gmail.com
Windows 7 Pro 64x - Nvidia Driver 398.82 - EVGA 980Ti SC - Optoma HD26 with Edid override - 3D Vision 2 - i7-8700K CPU at 5.0Ghz - ASROCK Z370 Ext 4 Motherboard - 32 GB RAM Corsair Vengeance - 512 GB Samsung SSD 850 Pro - Creative Sound Blaster Z
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
It might be another shadow shader? Or foliage. I'm not good at this so far :(.
Is there a way to edit shaders without restarting game?
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
I'm ishiki, forum screwed up my name.
7700k @4.7 GHZ, 16GBDDR4@3466MHZ, 2080 Ti
I don't have any experience using texmod. But one way you can separate textures is to locate a HUD PS and place the following in the d3dx.ini file:
Then, place this in the HUD vertex shader:
So now, only the HUD elements for the given PS are placed in depth.
I was seeing a similar issue but it went away once I enabled "StereoFlagsDX10". In the d3dx.ini file:
Yes. While the game is running, edit the shaders (either by Alt-Tabbing out of the game or by using a separate laptop connected on your network to edit the shaders on your gaming PC. Once finished, go back to the game and press the 'F10' key to enact any changes made to the shaders or to the d3dx.ini file.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35