Hey Shaderhackers,
I have an issue with the mouse cursor on v1.3.11 of Migoto with World of Warships.. there is a white box around the cursor and it is really wierd.. I was wondering if this symptom is due to the Migot or WoWarships??
Other then that things are going good...
I have an issue with the mouse cursor on v1.3.11 of Migoto with World of Warships.. there is a white box around the cursor and it is really wierd.. I was wondering if this symptom is due to the Migot or WoWarships??
It's because of the software mouse cursor mod in 3Dmigoto. Some games need some tweaking in "mouse.hlsl" to recover that transparency. What I had to do in Grim Dawn was to comment these lines:
[code]
if (!result.w)
result.w = 1;
if (mask)
result.w = 0;
[/code]
But your game may differ. In my case it made the cursor more opaque, but it fixed the non transparent square. Maybe there's a better way to do it.
It's because of the software mouse cursor mod in 3Dmigoto. Some games need some tweaking in "mouse.hlsl" to recover that transparency. What I had to do in Grim Dawn was to comment these lines:
if (!result.w)
result.w = 1;
if (mask)
result.w = 0;
But your game may differ. In my case it made the cursor more opaque, but it fixed the non transparent square. Maybe there's a better way to do it.
[quote="masterotaku"]It's because of the software mouse cursor mod in 3Dmigoto. Some games need some tweaking in "mouse.hlsl" to recover that transparency. What I had to do in Grim Dawn was to comment these lines:
[code]
if (!result.w)
result.w = 1;
if (mask)
result.w = 0;
[/code]
But your game may differ. In my case it made the cursor more opaque, but it fixed the non transparent square. Maybe there's a better way to do it.[/quote]
I was wondering why the mouse cursor had a surrounding black box in Grim Dawn. It was because 3D Fix Manager overwrote the mouse.hlsl when updating 3dmigoto to version 1.3.11. Thanks for this info here! I always thought that it was a normal side effect of the software mouse cursor in some games xD. I just fixed that bug in 3D Fix Manager now.
masterotaku said:It's because of the software mouse cursor mod in 3Dmigoto. Some games need some tweaking in "mouse.hlsl" to recover that transparency. What I had to do in Grim Dawn was to comment these lines:
if (!result.w)
result.w = 1;
if (mask)
result.w = 0;
But your game may differ. In my case it made the cursor more opaque, but it fixed the non transparent square. Maybe there's a better way to do it.
I was wondering why the mouse cursor had a surrounding black box in Grim Dawn. It was because 3D Fix Manager overwrote the mouse.hlsl when updating 3dmigoto to version 1.3.11. Thanks for this info here! I always thought that it was a normal side effect of the software mouse cursor in some games xD. I just fixed that bug in 3D Fix Manager now.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
[quote="masterotaku"]Then you also overwrote the code for mouse cursor depth. Are you now detecting if the mouse cursor has custom code to not replace that shader?[/quote]
Yes, this code was overwritten as well. I just set to not overwrite this specific file when updating 3dmigoto.
masterotaku said:Then you also overwrote the code for mouse cursor depth. Are you now detecting if the mouse cursor has custom code to not replace that shader?
Yes, this code was overwritten as well. I just set to not overwrite this specific file when updating 3dmigoto.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
nevermind I googled the answer and that was World of Tanks Blitz is NON Moddable.. sucks but they did it I read to make it fair and no cheats..
still sucks I guess.. looked pretty good even shadows worked.. All was working except the HUD/UI which makes it nearly unplayble in Stereo..
Hi guys,
I ran into some problems with WoWS. In the game they have some ships with torpedoes and they have some shadow like effects to show the range and position of the tubes.. In the picture I am posting it is the green arc like shadow you see that is the range of the torpeo tubes. the aiming reticle is similar but smaller of an arc but similar coding..
OK I think the arcs are going into stereo it is the outlines of each arc that is not.. I am currently trying to disable those outlines on the arcs.. I wish I had seen that sooner ;)
I ran into some problems with WoWS. In the game they have some ships with torpedoes and they have some shadow like effects to show the range and position of the tubes.. In the picture I am posting it is the green arc like shadow you see that is the range of the torpeo tubes. the aiming reticle is similar but smaller of an arc but similar coding..
OK I think the arcs are going into stereo it is the outlines of each arc that is not.. I am currently trying to disable those outlines on the arcs.. I wish I had seen that sooner ;)
OK I am trying to remove the outline of the green arc, yellow arc and the line down the middle of the white arc..
I think I can omit a line from the shader as it has no seperate shader and is included in the shders for each item..
here are the pics or maybe if somone has another idea of what I might be able to try I am all ears..
To other fixers: what do you think about parallax occlusion mapping (POM)? It's an effect that, contrary to tessellation, looks flat in 3D. Today I was playing/fixing Star Ocean - The Last Hope and noticed that some textures were using POM. With a modification in vertex shaders, I could apply a 3D effect to POM that is correct at all camera rotation positions.
Sometimes textures needed a mod to r2.x and sometimes to r2.z. Applying it to both worked fine. I also use an iniparam as a multiplier, to let the user select how much parallax strength they want. My screenshots were made at x1.
Did any of you ever tried to stereoize this effect in other games? I went back to Dragon Ball Xenoverse 2 to apply this, but there's something about camera rotation that I couldn't fix yet (rotating 90 degrees per step it's like: 3D, flat, 3D, flat. At least I got the the two 3D points non inverted). But the effect is used very sparingly in that game.
Edit: added more to the code of the shader. Now I got POM in walls too :).
I remember DSS posting about this discovery a while back, I think he did it with Dreamfall Chapters.
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Hey Guys,
I was fixing World of Tanks , World of warships and they had sent me an email warning about using Prohibited mods and If I continue to use them I would get banned.. Well when I was trying to fix WoT I ran into a Skybox issue where the clouds would not separate well enough..
Funny thing tonight I was playing Elite Dangerous and in there I seen a Nuetron Star that needed fixing, well I tried the number multiplyer and I had to make the number yes it is this big, 305,000,000 to get them to separate far enough..
That might of been a similar fix for the skybox on Wot But since they ban people for using unauthroised mods it is a mute point.. But I was wondering why in Elite I had to use such a large number to get the trail too separate..
I was fixing World of Tanks , World of warships and they had sent me an email warning about using Prohibited mods and If I continue to use them I would get banned.. Well when I was trying to fix WoT I ran into a Skybox issue where the clouds would not separate well enough..
Funny thing tonight I was playing Elite Dangerous and in there I seen a Nuetron Star that needed fixing, well I tried the number multiplyer and I had to make the number yes it is this big, 305,000,000 to get them to separate far enough..
That might of been a similar fix for the skybox on Wot But since they ban people for using unauthroised mods it is a mute point.. But I was wondering why in Elite I had to use such a large number to get the trail too separate..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I have an issue with the mouse cursor on v1.3.11 of Migoto with World of Warships.. there is a white box around the cursor and it is really wierd.. I was wondering if this symptom is due to the Migot or WoWarships??
Other then that things are going good...
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
But your game may differ. In my case it made the cursor more opaque, but it fixed the non transparent square. Maybe there's a better way to do it.
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I was wondering why the mouse cursor had a surrounding black box in Grim Dawn. It was because 3D Fix Manager overwrote the mouse.hlsl when updating 3dmigoto to version 1.3.11. Thanks for this info here! I always thought that it was a normal side effect of the software mouse cursor in some games xD. I just fixed that bug in 3D Fix Manager now.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
Yes, this code was overwritten as well. I just set to not overwrite this specific file when updating 3dmigoto.
ASUS ROG Strix GeForce GTX 1080 | Core I7-7700K | 16GB RAM | Win10 Pro x64
Asus ROG Swift PG278Q 3D Vision Monitor
Optoma UHD 40 3D Vision Projector
Paypal donations for 3D Fix Manager: duselpaul86@gmx.de
3D Vision must live! NVIDIA, don't let us down!
still sucks I guess.. looked pretty good even shadows worked.. All was working except the HUD/UI which makes it nearly unplayble in Stereo..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I ran into some problems with WoWS. In the game they have some ships with torpedoes and they have some shadow like effects to show the range and position of the tubes.. In the picture I am posting it is the green arc like shadow you see that is the range of the torpeo tubes. the aiming reticle is similar but smaller of an arc but similar coding..
OK I think the arcs are going into stereo it is the outlines of each arc that is not.. I am currently trying to disable those outlines on the arcs.. I wish I had seen that sooner ;)
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I think I can omit a line from the shader as it has no seperate shader and is included in the shders for each item..
here are the pics or maybe if somone has another idea of what I might be able to try I am all ears..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit
I have these three screenshots showing it (the ground was flat before):
https://u.cubeupload.com/masterotaku/c5eStarOceanTheLastHope.jpg
https://u.cubeupload.com/masterotaku/2f8StarOceanTheLastHope.jpg
https://u.cubeupload.com/masterotaku/690StarOceanTheLastHope.jpg
Main method of one of the VS:
Sometimes textures needed a mod to r2.x and sometimes to r2.z. Applying it to both worked fine. I also use an iniparam as a multiplier, to let the user select how much parallax strength they want. My screenshots were made at x1.
Did any of you ever tried to stereoize this effect in other games? I went back to Dragon Ball Xenoverse 2 to apply this, but there's something about camera rotation that I couldn't fix yet (rotating 90 degrees per step it's like: 3D, flat, 3D, flat. At least I got the the two 3D points non inverted). But the effect is used very sparingly in that game.
Edit: added more to the code of the shader. Now I got POM in walls too :).
CPU: Intel Core i7 7700K @ 4.9GHz
Motherboard: Gigabyte Aorus GA-Z270X-Gaming 5
RAM: GSKILL Ripjaws Z 16GB 3866MHz CL18
GPU: MSI GeForce RTX 2080Ti Gaming X Trio
Monitor: Asus PG278QR
Speakers: Logitech Z506
Donations account: masterotakusuko@gmail.com
3D Gaming Rig: CPU: i7 7700K @ 4.9Ghz | Mobo: Asus Maximus Hero VIII | RAM: Corsair Dominator 16GB | GPU: 2 x GTX 1080 Ti SLI | 3xSSDs for OS and Apps, 2 x HDD's for 11GB storage | PSU: Seasonic X-1250 M2| Case: Corsair C70 | Cooling: Corsair H115i Hydro cooler | Displays: Asus PG278QR, BenQ XL2420TX & BenQ HT1075 | OS: Windows 10 Pro + Windows 7 dual boot
Like my fixes? Dontations can be made to: www.paypal.me/DShanz or rshannonca@gmail.com
Like electronic music? Check out: www.soundcloud.com/dj-ryan-king
I was fixing World of Tanks , World of warships and they had sent me an email warning about using Prohibited mods and If I continue to use them I would get banned.. Well when I was trying to fix WoT I ran into a Skybox issue where the clouds would not separate well enough..
Funny thing tonight I was playing Elite Dangerous and in there I seen a Nuetron Star that needed fixing, well I tried the number multiplyer and I had to make the number yes it is this big, 305,000,000 to get them to separate far enough..
That might of been a similar fix for the skybox on Wot But since they ban people for using unauthroised mods it is a mute point.. But I was wondering why in Elite I had to use such a large number to get the trail too separate..
Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit