How to fix/disable shaders in games(DLL,guide and fixes).
148 / 167
I put Rome 2 up on the blog:
[url]http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html[/url]
I noticed there are some minor anomalies - every campaign map and level seems to have its own little shaders for puffs of smoke, or fog. The main thing annoying me is that the yellow/red tracks on the campaign map are slightly different in each eye - they are in the correct depth, but one is darker than the other. I need to track that down. The main 3d killers in this game - shadows and floaty 2d ground textures - seem to be sorted, and if I have missed any I will be able to fix it really quick, they are all similar. Now go kill some Romans :-)
Happy New Year etc...
I noticed there are some minor anomalies - every campaign map and level seems to have its own little shaders for puffs of smoke, or fog. The main thing annoying me is that the yellow/red tracks on the campaign map are slightly different in each eye - they are in the correct depth, but one is darker than the other. I need to track that down. The main 3d killers in this game - shadows and floaty 2d ground textures - seem to be sorted, and if I have missed any I will be able to fix it really quick, they are all similar. Now go kill some Romans :-)
Wow! I was so caught up with my playthough of Outlast that I missed the flurry of activity in this thread. And it's bloomin awesome!
[quote="mike_ar69"]I put Rome 2 up on the blog:
[url]http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html[/url]
Happy New Year etc...[/quote]
Nice1! I tried and failed to train my eyes to play R2 in 2D. I can actually play the thing now! Thanks mate. Excellent work. :)
@kankgeforce99
PLEASE put your Shogun2 fix on Helix's blog!
how many beers do you want mike lol!!
@andy, i am waiting the account from eqzitara, or some email where i can send the files v1, from mike or your: ))
i pm you,
Awesome :-) One of the images has some lighting issue - I fixed lights in Rome 2, have a look at the Pixel Shaders for headers (my headers at the top) that says "Lights in Tower" or "fireball", or something.
Have a look at what I did with the hud as well. I did something dumb actually and forgot to take it out, so ignore it - in the DX9Settings.ini I get the VPM from one VS to reuse in other HUD VS shaders, but of course I never use it because it's irrelevant. I will remove that with my first incremental update for bugs.
BTW I tried to separate the hud elements using textures, but this was one of them examples where you don't get a list of textures, but a list of Index values instead, and I don't know what to do with that. If anyone knows, please let me know! This issue has stopped me fixing the spotlight problem in RE6 as well, so it would be great to work it out.
Awesome :-) One of the images has some lighting issue - I fixed lights in Rome 2, have a look at the Pixel Shaders for headers (my headers at the top) that says "Lights in Tower" or "fireball", or something.
Have a look at what I did with the hud as well. I did something dumb actually and forgot to take it out, so ignore it - in the DX9Settings.ini I get the VPM from one VS to reuse in other HUD VS shaders, but of course I never use it because it's irrelevant. I will remove that with my first incremental update for bugs.
BTW I tried to separate the hud elements using textures, but this was one of them examples where you don't get a list of textures, but a list of Index values instead, and I don't know what to do with that. If anyone knows, please let me know! This issue has stopped me fixing the spotlight problem in RE6 as well, so it would be great to work it out.
thanks mike, i have found 3 posible shaders for the lights of the fire
now i see that the lighst are bad because i only see them for one eye.
1 vs and 2 ps, with the vs i have not had luck, and the ps only have inv_view_projection, i can remove them and all it is better no flikering the explosions... but i am trying
in c0 in the shader i have the inv_view_projection, this mean that in c200-c203 i will have the inv of the inv_view_proj and in c204-c207 the double inv¿?
the shader it is very similar to the rome A3FBB6CB
@andy, yes although i only have tested the first historical battle in fot, there are 3 problematics "floating shadows" similar to the rome LOL,, but it is a lot minor problem compared with the rome before, i am seeing it
I update the photos of the link without the bad lighst, i did a photo of first battle of the samurais too
@andy, yes although i only have tested the first historical battle in fot, there are 3 problematics "floating shadows" similar to the rome LOL,, but it is a lot minor problem compared with the rome before, i am seeing it
I update the photos of the link without the bad lighst, i did a photo of first battle of the samurais too
[quote="kankgeforce99"]
1 vs and 2 ps, with the vs i have not had luck, and the ps only have inv_view_projection, i can remove them and all it is better no flikering the explosions... but i am trying
[/quote]
The Vertex shader will do nothing. Don't change it. Two Pixel shaders makes sense because there is some kind of fire as well. Does the other shader have a lot of nested If statements successively sampling one of the sampler registers? If so look in one of my Rome 2 PS for the word "flame" or "fireball".
[quote="kankgeforce99"]
[PS4389DFED]
UseMatrix = true
GetMatrixFromReg = 0
MatrixReg = 200
InverseMatrix = true
DoubleInverseMatrix = true
in c0 in the shader i have the inv_view_projection, this mean that in c200-c203 i will have the inv of the inv_view_proj and in c204-c207 the double inv¿?
[/quote]
Yes that is correct, c200-c203 will be the View_Projection matrix.
If the shader you show above is the correct shader i.e. disables the lights, I can't see why it does not work, it looks correct. The only thing I might suggest is that you use c204-c207 instead of c0-c3. Make sure the DX9Settings contains the settings you listed above and that the shader CRC is spelled correctly. Make sure yu did not change quality settings since dumping that shader, some effects have different shaders for ultra and extreme presets in Rome 2, might be the same in Shogun 2.
kankgeforce99 said:
1 vs and 2 ps, with the vs i have not had luck, and the ps only have inv_view_projection, i can remove them and all it is better no flikering the explosions... but i am trying
The Vertex shader will do nothing. Don't change it. Two Pixel shaders makes sense because there is some kind of fire as well. Does the other shader have a lot of nested If statements successively sampling one of the sampler registers? If so look in one of my Rome 2 PS for the word "flame" or "fireball".
in c0 in the shader i have the inv_view_projection, this mean that in c200-c203 i will have the inv of the inv_view_proj and in c204-c207 the double inv¿?
Yes that is correct, c200-c203 will be the View_Projection matrix.
If the shader you show above is the correct shader i.e. disables the lights, I can't see why it does not work, it looks correct. The only thing I might suggest is that you use c204-c207 instead of c0-c3. Make sure the DX9Settings contains the settings you listed above and that the shader CRC is spelled correctly. Make sure yu did not change quality settings since dumping that shader, some effects have different shaders for ultra and extreme presets in Rome 2, might be the same in Shogun 2.
Has anyone had issues in games with the DLL not saving presets? I seem to have this with the new Metal Gear Rising fix. I've tried a few DLLs and none of them save presets, and as far as I could tell with some of the release dlls the presets did not even work at all. This game does have some issues with the latest DLL as in it wouldn't dump pixel shaders, but otherwise it has been one of the most stable games with the debugger that I have worked on, so it's odd.
Has anyone had issues in games with the DLL not saving presets? I seem to have this with the new Metal Gear Rising fix. I've tried a few DLLs and none of them save presets, and as far as I could tell with some of the release dlls the presets did not even work at all. This game does have some issues with the latest DLL as in it wouldn't dump pixel shaders, but otherwise it has been one of the most stable games with the debugger that I have worked on, so it's odd.
For the preset keys- did you try moving the keys specified in the Helix DLL? If the game or other overlay wants that key binding, it might conflict and eat the key events. (just a thought)
For the preset keys- did you try moving the keys specified in the Helix DLL? If the game or other overlay wants that key binding, it might conflict and eat the key events. (just a thought)
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
http://helixmod.blogspot.com/2013/12/rome-2-total-war-dx9-3d-vision-fix.html
I noticed there are some minor anomalies - every campaign map and level seems to have its own little shaders for puffs of smoke, or fog. The main thing annoying me is that the yellow/red tracks on the campaign map are slightly different in each eye - they are in the correct depth, but one is darker than the other. I need to track that down. The main 3d killers in this game - shadows and floaty 2d ground textures - seem to be sorted, and if I have missed any I will be able to fix it really quick, they are all similar. Now go kill some Romans :-)
Happy New Year etc...
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Nice1! I tried and failed to train my eyes to play R2 in 2D. I can actually play the thing now! Thanks mate. Excellent work. :)
@kankgeforce99
PLEASE put your Shogun2 fix on Helix's blog!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
@andy, i am waiting the account from eqzitara, or some email where i can send the files v1, from mike or your: ))
i pm you,
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
lol A couple of barrels... ;-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
http://photos.3dvisionlive.com/kankgeforce99/
shortly in the helix blog :))
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
Have a look at what I did with the hud as well. I did something dumb actually and forgot to take it out, so ignore it - in the DX9Settings.ini I get the VPM from one VS to reuse in other HUD VS shaders, but of course I never use it because it's irrelevant. I will remove that with my first incremental update for bugs.
BTW I tried to separate the hud elements using textures, but this was one of them examples where you don't get a list of textures, but a list of Index values instead, and I don't know what to do with that. If anyone knows, please let me know! This issue has stopped me fixing the spotlight problem in RE6 as well, so it would be great to work it out.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Seconded! Does/will it work with Fall of the Samurai?
2014 already a great year for TW!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.-------------------Vitals: Windows 10 64bit, Ryzen 5 2600x, GTX 1070, 16GB, 3D Vision, CV1
Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
now i see that the lighst are bad because i only see them for one eye.
1 vs and 2 ps, with the vs i have not had luck, and the ps only have inv_view_projection, i can remove them and all it is better no flikering the explosions... but i am trying
[PS4389DFED]
UseMatrix = true
GetMatrixFromReg = 0
MatrixReg = 200
InverseMatrix = true
DoubleInverseMatrix = true
in c0 in the shader i have the inv_view_projection, this mean that in c200-c203 i will have the inv of the inv_view_proj and in c204-c207 the double inv¿?
the shader it is very similar to the rome A3FBB6CB
// light fire white (similar ps rome A3FBB6CB)
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float3 camera_position;
// float g_clip;
// float3 g_light_colour;
// float3 g_light_position;
// float g_light_radius;
// float g_texel_offset;
// float4 g_viewport_offset_scale;
// sampler2D gbuffer_colour_sampler;
// sampler2D gbuffer_constants_sampler;
// sampler2D gbuffer_normal_sampler;
// sampler2D gbuffer_readable_depth_sampler;
// float4x4 inv_view_projection;
// float2 screen_size;
//
//
// Registers:
//
// Name Reg Size
// ------------------------------ ----- ----
// inv_view_projection c0 4
// camera_position c4 1
// screen_size c5 1
// g_texel_offset c6 1
// g_light_position c7 1
// g_light_colour c8 1
// g_light_radius c9 1
// g_viewport_offset_scale c10 1
// g_clip c11 1
// gbuffer_normal_sampler s0 1
// gbuffer_colour_sampler s1 1
// gbuffer_constants_sampler s2 1
// gbuffer_readable_depth_sampler s3 1
//
ps_3_0
def c12, 0, 255, 2, -1
def c13, 2, -2, -1, 1
def c14, 0.00100000005, 0.5, 0, 0
def c220, 0, 0, 0.0625, 0
dcl_2d s13
dcl_texcoord v0.zw
dcl vPos.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
abs r0.x, c11.x
cmp r0.x, -r0.x, c12_abs.x, c12_abs.w
rcp r0.y, v0.w
add r0.zw, c6.x, vPos.xyxy
rcp r1.x, c5.x
rcp r1.y, c5.y
mul r2.xy, r0.zwzw, r1
mad r0.zw, r0, r1.xyxy, -c10.xyxy
mov r2.zw, c12.x
texldl r1, r2, s3
mad r0.y, v0.z, -r0.y, r1.x
mad r1.zw, r1.x, c12_abs.xywx, c12_abs.xyxw
mul r3, r0.x, r0.y
texkill r3
rcp r0.x, c10.z
rcp r0.y, c10.w
mul r0.xy, r0, r0.zwzw
mad r1.xy, r0, c13, c13.zwzw
dp4 r0.x, r1, c3
rcp r0.x, r0.x
dp4 r3.x, r1, c0
dp4 r3.y, r1, c1
dp4 r3.z, r1, c2
mov r20.xyz, r3.xyz
rcp r20, r0.x
mul r20, r20, r0.x
dp4 r21.x, r20, c200
dp4 r21.y, r20, c201
dp4 r21.z, r20, c202
dp4 r21.w, r20, c203
//mov r21, r20
texldl r24, c220.z, s13
add r24.y, r21.w, -r24.y
mul r24.x, r24.x, r24.y
add r21.x, r21.x, -r24.x
dp4 r20.x, r21, c0
dp4 r20.y, r21, c1
dp4 r20.z, r21, c2
dp4 r20.w, r21, c3
rcp r23.w, r0.x
mul r20, r20, r23.w
mov r3.xyz, r20.xyz
mad r0.yzw, r3.xxyz, r0.x, -c7.xxyz
mad r1.xyz, r3, r0.x, -c4
nrm r3.xyz, r1
dp3 r0.x, r0.yzww, r0.yzww
rsq r0.x, r0.x
mul r0.yzw, r0.x, r0
rcp r0.x, r0.x
texldl r1, r2.xyww, s0
mad r1, r1, c12.z, c12.w
dp3 r2.z, r0.yzww, r1
add r2.z, r2.z, r2.z
mad r4.xyz, r1, -r2.z, r0.yzww
dp3 r0.y, r1, -r0.yzww
max r1.x, r0.y, c12.x
dp3 r0.y, r4, -r3
max r1.y, r0.y, c12.x
texldl r3, r2.xyww, s2
texldl r2, r2.xyww, s1
mul r0.y, r3.y, c12.y
max r1.z, r0.y, c14.x
pow r0.y, r1.y, r1.z
mad r0.z, r3.y, c12.y, c12.z
mul r0.y, r0.y, r0.z
mul r0.z, r0.y, r3.x
mul r0.z, r0.z, c14.y
lrp r3.xyz, r1_abs.w, c8, r2
mul r1.yzw, r0.z, r3.xxyz
cmp r0.yzw, r0.y, r1, c12.x
mul r1.yzw, r1.x, r2.xxyz
mul r1.yzw, r1, c8.xxyz
mad r2.w, r2.w, c12.z, c12.w
add r3.x, r2_abs.w, c12.w
cmp r1.yzw, -r3_abs.x, r1, r2.xxyz
add r0.yzw, r0, r1
rcp r1.y, c9.x
mul_sat r0.x, r0.x, r1.y
add r0.x, -r0.x, -c12.w
mul r0.x, r1.x, r0.x
mul r0.xyz, r0.yzww, r0.x
mul oC0.xyz, r2_abs.w, r0
mov oC0.w, -c12.w
// approximately 72 instruction slots used (8 texture, 64 arithmetic)
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
I update the photos of the link without the bad lighst, i did a photo of first battle of the samurais too
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
The Vertex shader will do nothing. Don't change it. Two Pixel shaders makes sense because there is some kind of fire as well. Does the other shader have a lot of nested If statements successively sampling one of the sampler registers? If so look in one of my Rome 2 PS for the word "flame" or "fireball".
Yes that is correct, c200-c203 will be the View_Projection matrix.
If the shader you show above is the correct shader i.e. disables the lights, I can't see why it does not work, it looks correct. The only thing I might suggest is that you use c204-c207 instead of c0-c3. Make sure the DX9Settings contains the settings you listed above and that the shader CRC is spelled correctly. Make sure yu did not change quality settings since dumping that shader, some effects have different shaders for ultra and extreme presets in Rome 2, might be the same in Shogun 2.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
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
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
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