How to fix/disable shaders in games(DLL,guide and fixes).
  12 / 167    
[quote name='Arioch' date='12 February 2012 - 01:33 PM' timestamp='1329071611' post='1368514']
chiz, good work on the Skyrim fixes. The menus are a big improvement and will be something that I will tweak when I have more time.

I was wondering, however, if there is a way to convert the aurora files from the ENB fix into yours? The reason I am asking is because they are way too high up in the sky with the mesh fix, but the shader one that Boris made they sit where they should, appearing to be hanging in the sky and not too far up into space. I have attached a picture below to illustrate this but I do not know if it shows it properly and the image quality isn't that good.

[attachment=31431:TESV04_50.jps]
[/quote]
Thanks, they really make a nice improvement for me also which is a big reason I was so excited when HeliX first presented his mod. But yes the auroras must be the 3 remaining shaders, I will try to take a look at them but when I looked before they are some 60+ lines of code and not the very simple adjustments I made to fix UI and moon, so I don't know if I'll be able to fix them properly. Worst case maybe I can pass the code and ID'd shaders to Helix to see if he can port/fix them.

@-=HeliX=- that'd be great if you got the debug dll working for DS3 but obviously no hurry since there are a lot of demands on you obviously from everyone haha. But DS3 is a sweet game in 3D that'd be even better if the HUD was pushed to depth, thanks again.
[quote name='Arioch' date='12 February 2012 - 01:33 PM' timestamp='1329071611' post='1368514']

chiz, good work on the Skyrim fixes. The menus are a big improvement and will be something that I will tweak when I have more time.



I was wondering, however, if there is a way to convert the aurora files from the ENB fix into yours? The reason I am asking is because they are way too high up in the sky with the mesh fix, but the shader one that Boris made they sit where they should, appearing to be hanging in the sky and not too far up into space. I have attached a picture below to illustrate this but I do not know if it shows it properly and the image quality isn't that good.



[attachment=31431:TESV04_50.jps]



Thanks, they really make a nice improvement for me also which is a big reason I was so excited when HeliX first presented his mod. But yes the auroras must be the 3 remaining shaders, I will try to take a look at them but when I looked before they are some 60+ lines of code and not the very simple adjustments I made to fix UI and moon, so I don't know if I'll be able to fix them properly. Worst case maybe I can pass the code and ID'd shaders to Helix to see if he can port/fix them.



@-=HeliX=- that'd be great if you got the debug dll working for DS3 but obviously no hurry since there are a lot of demands on you obviously from everyone haha. But DS3 is a sweet game in 3D that'd be even better if the HUD was pushed to depth, thanks again.

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
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Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W

Posted 02/12/2012 07:20 PM   
[quote name='Stryker_66' date='12 February 2012 - 07:15 PM' timestamp='1329074107' post='1368531']
@All Any insights?

Two Worlds II
=============

I've used Helix's debug file to disable one Pixel Shader (PS33 0x5787A0A02). I don't know anything about shaders, but this turns off the ever present bright ambient light everywhere. This game now looks phenomenal in 3D, vibrant colors. Here is the thing, I've followed the override (directory structure, rename and release file) to a T and what happens on start up is part of my screen goes black. When I use the debug method, it only takes a few seconds to manually disable the above shader and works like a charm. I suspect that it may have something to do with the autoexec2.con (attached) that TW 2 uses to pre-load console commands. Am I on the right track? I am unaware of any console command that TW 2 uses to disable the above shader. If there is, can someone tell me....

Facts about my game install

- Steam Version
- Pirates of the Flying Fortress DLC Installed
- Mods Installed: Smaller Icons, Black Background for Inventory UI
- Startup autoexecGame2.con [attachment=31429:autoexec2_confile.txt]

I'll just use the debug method for now since it really isn't a lot of work, but automatic override would be preferred. I have tried using override several times with same partial screen result. It seems to turn something else off...

I'm going to learn more on shaders and fixes so I can give back to this community...
[/quote]
I will install two worlds 2 and look. But are you saying when you make the override folder and its all set up. It works with debug file but not the release?

@chiz added skyrim to gameslist. Sorry to be a pain but if possible can you include or link the mods you mentioned in your post?

http://helixmod.wikispot.org/gamelist
[quote name='Stryker_66' date='12 February 2012 - 07:15 PM' timestamp='1329074107' post='1368531']

@All Any insights?



Two Worlds II

=============



I've used Helix's debug file to disable one Pixel Shader (PS33 0x5787A0A02). I don't know anything about shaders, but this turns off the ever present bright ambient light everywhere. This game now looks phenomenal in 3D, vibrant colors. Here is the thing, I've followed the override (directory structure, rename and release file) to a T and what happens on start up is part of my screen goes black. When I use the debug method, it only takes a few seconds to manually disable the above shader and works like a charm. I suspect that it may have something to do with the autoexec2.con (attached) that TW 2 uses to pre-load console commands. Am I on the right track? I am unaware of any console command that TW 2 uses to disable the above shader. If there is, can someone tell me....



Facts about my game install



- Steam Version

- Pirates of the Flying Fortress DLC Installed

- Mods Installed: Smaller Icons, Black Background for Inventory UI

- Startup autoexecGame2.con [attachment=31429:autoexec2_confile.txt]



I'll just use the debug method for now since it really isn't a lot of work, but automatic override would be preferred. I have tried using override several times with same partial screen result. It seems to turn something else off...



I'm going to learn more on shaders and fixes so I can give back to this community...



I will install two worlds 2 and look. But are you saying when you make the override folder and its all set up. It works with debug file but not the release?



@chiz added skyrim to gameslist. Sorry to be a pain but if possible can you include or link the mods you mentioned in your post?



http://helixmod.wikispot.org/gamelist

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/12/2012 07:55 PM   
Sorry if this was talked before and I missed it but will something like this be possible with DX10/DX11 games?
Sorry if this was talked before and I missed it but will something like this be possible with DX10/DX11 games?

Posted 02/12/2012 08:11 PM   
[quote name='eqzitara' date='12 February 2012 - 02:55 PM' timestamp='1329076518' post='1368546']
I will install two worlds 2 and look. But are you saying when you make the override folder and its all set up. It works with debug file but not the release?
[/quote]

Yes, you are correct, working no problem with debug file. I am trying to deduce if it is some kind of load order. I noticed that in game with debug, the Pixel Shader is number 33 and manually turning off works no problem. I did notice that the dump changed to number 21, here is to be specific (i.e.PixelShader_21_CRC32_5787A0A2) where as in game (PixelShader_33_CRC32_5787A0A2) In case, I did change file name to 5787A0A2.txt cleared contents except for ps_3_0 and put in correct override directory structure. I think the release dll is ovveriding, but something is changing....

Thanks eqzitara for the help, this game plays so much better with this P Shader disabled, I spent almost 5 hours last night playing with this disabled....lol....my game addiction has returned...

I can see your help in the forums is helping a lot of us less so knowledgeable folks...your Mass Effect 2 overrides is working great for me...
[quote name='eqzitara' date='12 February 2012 - 02:55 PM' timestamp='1329076518' post='1368546']

I will install two worlds 2 and look. But are you saying when you make the override folder and its all set up. It works with debug file but not the release?





Yes, you are correct, working no problem with debug file. I am trying to deduce if it is some kind of load order. I noticed that in game with debug, the Pixel Shader is number 33 and manually turning off works no problem. I did notice that the dump changed to number 21, here is to be specific (i.e.PixelShader_21_CRC32_5787A0A2) where as in game (PixelShader_33_CRC32_5787A0A2) In case, I did change file name to 5787A0A2.txt cleared contents except for ps_3_0 and put in correct override directory structure. I think the release dll is ovveriding, but something is changing....



Thanks eqzitara for the help, this game plays so much better with this P Shader disabled, I spent almost 5 hours last night playing with this disabled....lol....my game addiction has returned...



I can see your help in the forums is helping a lot of us less so knowledgeable folks...your Mass Effect 2 overrides is working great for me...

Posted 02/12/2012 08:40 PM   
@chiz better do an all in one mod package for Skyrim with all fixes on it to eqzitara upload to wiki.

Not luck with X3 stars, i will try again tomorrow, but this is beyond my poor/lack of shader skills /cry....
@chiz better do an all in one mod package for Skyrim with all fixes on it to eqzitara upload to wiki.



Not luck with X3 stars, i will try again tomorrow, but this is beyond my poor/lack of shader skills /cry....

Posted 02/12/2012 09:16 PM   
[quote name='Arioch' date='12 February 2012 - 03:11 PM' timestamp='1329077498' post='1368554']
Sorry if this was talked before and I missed it but will something like this be possible with DX10/DX11 games?
[/quote]
I believe HeliX did say he was close on a DX10 wrapper as well, so we'll see!

In the meantime, can you try this for the Auroras? I was able to find the shader and port Boris' code and was able to move the Aurora's depth, but I don't know what the optimal depth is that you guys prefer. I'm generally indifferent to the Aurora as you can see as I didn't see anything wrong with it.

In any case, to change the depth you want:

[code]def c197, 0.3, 0, -150000, 0 //change 0.3 to adjust depth[/code]

[attachment=24253:9AEFA2A7.zip]

change 0.3 to adjust depth, lower than 0.1 makes them disappear out of viewport. Not sure if that looks too close to you or not. Let me know what value you think is right and I'll upload that to nexus and bundle in fix.

I'll also link the rest of the files if its OK with Dorkirt, as this should be the last of ENB Series 3D stereo that needed to be ported to HeliX's mod.
[quote name='Arioch' date='12 February 2012 - 03:11 PM' timestamp='1329077498' post='1368554']

Sorry if this was talked before and I missed it but will something like this be possible with DX10/DX11 games?



I believe HeliX did say he was close on a DX10 wrapper as well, so we'll see!



In the meantime, can you try this for the Auroras? I was able to find the shader and port Boris' code and was able to move the Aurora's depth, but I don't know what the optimal depth is that you guys prefer. I'm generally indifferent to the Aurora as you can see as I didn't see anything wrong with it.



In any case, to change the depth you want:



def c197, 0.3, 0, -150000, 0 //change 0.3 to adjust depth




[attachment=24253:9AEFA2A7.zip]



change 0.3 to adjust depth, lower than 0.1 makes them disappear out of viewport. Not sure if that looks too close to you or not. Let me know what value you think is right and I'll upload that to nexus and bundle in fix.



I'll also link the rest of the files if its OK with Dorkirt, as this should be the last of ENB Series 3D stereo that needed to be ported to HeliX's mod.

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W

Posted 02/12/2012 10:12 PM   
[quote name='Arioch' date='12 February 2012 - 06:33 PM' timestamp='1329071611' post='1368514']
chiz, good work on the Skyrim fixes. The menus are a big improvement and will be something that I will tweak when I have more time.

I was wondering, however, if there is a way to convert the aurora files from the ENB fix into yours? The reason I am asking is because they are way too high up in the sky with the mesh fix, but the shader one that Boris made they sit where they should, appearing to be hanging in the sky and not too far up into space. I have attached a picture below to illustrate this but I do not know if it shows it properly and the image quality isn't that good.

[attachment=31431:TESV04_50.jps]
[/quote]


I am using ENB with chiz fix.

1.First install ENB 3d patch with Antifreeze, then rename the d3d9.dll file to enbd3d9.dll *

2. Install chiz/-=HeliX=- mod and delete the following files from the shaderoverride\vertexshaders folder
315D0D25.txt & 334818A4.txt.

3. Make the dx9settings.ini file using the lines **
[General]
UseEndScene=false
ProxyLib=c:\Program Files (x86)\Steam\steamapps\common\skyrim\enbd3d9.dll

Save in Skyrim folder

(Making sure this is the location of [b]your[/b] enbd3d9.dll file.)

Run skyrim and enjoy the glory :p ....and thank you to everyone involved /heart.gif' class='bbc_emoticon' alt=':heart:' /> /thanks.gif' class='bbc_emoticon' alt=':thanks:' />

* Remove psh*** files from shaderinput if using better 3d water fix
** open notepad copy text and save as dx9settings.ini - All Files not as (*.txt) file.
[quote name='Arioch' date='12 February 2012 - 06:33 PM' timestamp='1329071611' post='1368514']

chiz, good work on the Skyrim fixes. The menus are a big improvement and will be something that I will tweak when I have more time.



I was wondering, however, if there is a way to convert the aurora files from the ENB fix into yours? The reason I am asking is because they are way too high up in the sky with the mesh fix, but the shader one that Boris made they sit where they should, appearing to be hanging in the sky and not too far up into space. I have attached a picture below to illustrate this but I do not know if it shows it properly and the image quality isn't that good.



[attachment=31431:TESV04_50.jps]







I am using ENB with chiz fix.



1.First install ENB 3d patch with Antifreeze, then rename the d3d9.dll file to enbd3d9.dll *



2. Install chiz/-=HeliX=- mod and delete the following files from the shaderoverride\vertexshaders folder

315D0D25.txt & 334818A4.txt.



3. Make the dx9settings.ini file using the lines **

[General]

UseEndScene=false

ProxyLib=c:\Program Files (x86)\Steam\steamapps\common\skyrim\enbd3d9.dll



Save in Skyrim folder



(Making sure this is the location of your enbd3d9.dll file.)



Run skyrim and enjoy the glory :p ....and thank you to everyone involved /heart.gif' class='bbc_emoticon' alt=':heart:' /> /thanks.gif' class='bbc_emoticon' alt=':thanks:' />



* Remove psh*** files from shaderinput if using better 3d water fix

** open notepad copy text and save as dx9settings.ini - All Files not as (*.txt) file.

Posted 02/12/2012 10:24 PM   
Nice job on skyrim guys.

Dead island updated. Not too much. Was requested that fire and lights be fixed. I cant fix fire without it effecting gameplay, I removed the 2d smoke that was much more anoying. I fixed lighting a little bit.

@stryker_66
That seems to be an important lighting feature. It seems it is a combination the ambient lighting outdoors + interior lighting. Thats why its completely dark in intro but if you were to go in game you won't notice. Like for instance, start a new game. You won't be able to see anything but if your outdoors (which you are most of game) you will not notice.
Nice job on skyrim guys.



Dead island updated. Not too much. Was requested that fire and lights be fixed. I cant fix fire without it effecting gameplay, I removed the 2d smoke that was much more anoying. I fixed lighting a little bit.



@stryker_66

That seems to be an important lighting feature. It seems it is a combination the ambient lighting outdoors + interior lighting. Thats why its completely dark in intro but if you were to go in game you won't notice. Like for instance, start a new game. You won't be able to see anything but if your outdoors (which you are most of game) you will not notice.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 02/12/2012 10:56 PM   
[quote name='eqzitara' date='12 February 2012 - 05:56 PM' timestamp='1329087383' post='1368619']
@stryker_66
That seems to be an important lighting feature. It seems it is a combination the ambient lighting outdoors + interior lighting. Thats why its completely dark in intro but if you were to go in game you won't notice. Like for instance, start a new game. You won't be able to see anything but if your outdoors (which you are most of game) you will not notice.
[/quote]

Thanks for the feedback eqzitara. With the release dll and override I fully concur with you, game is unplayable. Using the debug dll and disabling pixel shader (PS:33) does turn off some environmental lighting, but everything is visible. I started a new game and played for over five hours going everywhere, outdoors, dungeons etc...the prologue was really good without all that annoying lighting. I used to play this game with DX10 with "-adapter" switch which was not very good in 3D, too many lighting issues. Now that I am using DX9 and tried Helix's debug dll, I now have the desired results. It's got me stumped, must be something I'm missing or something else at play. I'll just leave the debug dll for now and manually turn off that shader when I play....if I figure this out I'll post....

Cheers!
[quote name='eqzitara' date='12 February 2012 - 05:56 PM' timestamp='1329087383' post='1368619']

@stryker_66

That seems to be an important lighting feature. It seems it is a combination the ambient lighting outdoors + interior lighting. Thats why its completely dark in intro but if you were to go in game you won't notice. Like for instance, start a new game. You won't be able to see anything but if your outdoors (which you are most of game) you will not notice.





Thanks for the feedback eqzitara. With the release dll and override I fully concur with you, game is unplayable. Using the debug dll and disabling pixel shader (PS:33) does turn off some environmental lighting, but everything is visible. I started a new game and played for over five hours going everywhere, outdoors, dungeons etc...the prologue was really good without all that annoying lighting. I used to play this game with DX10 with "-adapter" switch which was not very good in 3D, too many lighting issues. Now that I am using DX9 and tried Helix's debug dll, I now have the desired results. It's got me stumped, must be something I'm missing or something else at play. I'll just leave the debug dll for now and manually turn off that shader when I play....if I figure this out I'll post....



Cheers!

Posted 02/13/2012 01:26 AM   
Thanks guys, just trying to contribute and use this amazing tool we were provided by HeliX /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />

I posted another update for Skyrim on Skyrimnexus, I think it will be easiest to just reference that so I don't have to update files in more than one place. I also provide links to my Water Fix mod and Dorkirt's Sky compatibility mod in my link. Eqzitara if you want to link something on the Wiki just link this please:

Skyrim Nexus Download: http://skyrim.nexusmods.com/downloads/file.php?id=9234
Preview Pics Here: http://photos.3dvisionlive.com/chizow/album/4f36e75a3785015014000004/

For other games I will just link and update here.

For my Skyrim HeliX mod here's the changelog:

[quote]V1.1 fixes:

1) Added Boris' ENB Aurora fix
2) Adjusted default settings to 1.00 UI depth
3) Added multiple UI depth presets with 0.20, 0.60, and 1.00 (default)
4) Default 1.00 Setting fixes many issues in 3D including:
-3D Map icons now match up with 3D landscape.
-Original Skyrim Crosshair and Sneak icon are now usable in 3D (tweak convergence and depth to taste)

-Known issues: 1.00 UI depth starts pushing some HUD or text off the screen. I would not recommend increasing this value as some text may not be legible at all. Frustrum culling also becomes an issue at this depth (white bar on either side of screen) during loadscreen, so more reason to try to stay with 1.00. Higher values may make it more comfortable to aim with default crosshair, but will make objects between crosshair and camera less comfortable to view. Please use your discretion here.

V1.0 fixes:

1) Moon fixes. I just copied Boris' ENB code after I identified the corresponding vertex shader using Helix's mod so the moons are at the proper depths. With Dorkirt's sky/stars/sun mesh the sky looks perfect for me now with just these 2 mods with Helix's wrapper.
2) 2D UI to 3D conversion. I used Helix's mod and tutorial to push 2D elements to 3D. What this does is allow you to play with much higher depth values without as much eyestrain from refocusing from distant objects to the near-focus text and UI. Chat dialogue is closer to the Actors as well, so its easier to read text and subtitles while an NPC is speaking. The map is also less bothersome but still not perfect.[/quote]

I'm pretty happy with it at this point. I looked into the water issue and its just beyond my current understanding levels, may go back to it but right now I just want to enjoy some Skyrim very close to the way its meant to be played (imo). If anyone wants to take a look at it let me know and I can provide the problematic shaders. I have some ideas of how to go about it just not enough knowledge on shader code to connect the dots.
Thanks guys, just trying to contribute and use this amazing tool we were provided by HeliX /thumbup.gif' class='bbc_emoticon' alt=':thumbup:' />



I posted another update for Skyrim on Skyrimnexus, I think it will be easiest to just reference that so I don't have to update files in more than one place. I also provide links to my Water Fix mod and Dorkirt's Sky compatibility mod in my link. Eqzitara if you want to link something on the Wiki just link this please:



Skyrim Nexus Download: http://skyrim.nexusmods.com/downloads/file.php?id=9234

Preview Pics Here: http://photos.3dvisionlive.com/chizow/album/4f36e75a3785015014000004/



For other games I will just link and update here.



For my Skyrim HeliX mod here's the changelog:



V1.1 fixes:



1) Added Boris' ENB Aurora fix

2) Adjusted default settings to 1.00 UI depth

3) Added multiple UI depth presets with 0.20, 0.60, and 1.00 (default)

4) Default 1.00 Setting fixes many issues in 3D including:

-3D Map icons now match up with 3D landscape.

-Original Skyrim Crosshair and Sneak icon are now usable in 3D (tweak convergence and depth to taste)



-Known issues: 1.00 UI depth starts pushing some HUD or text off the screen. I would not recommend increasing this value as some text may not be legible at all. Frustrum culling also becomes an issue at this depth (white bar on either side of screen) during loadscreen, so more reason to try to stay with 1.00. Higher values may make it more comfortable to aim with default crosshair, but will make objects between crosshair and camera less comfortable to view. Please use your discretion here.



V1.0 fixes:



1) Moon fixes. I just copied Boris' ENB code after I identified the corresponding vertex shader using Helix's mod so the moons are at the proper depths. With Dorkirt's sky/stars/sun mesh the sky looks perfect for me now with just these 2 mods with Helix's wrapper.

2) 2D UI to 3D conversion. I used Helix's mod and tutorial to push 2D elements to 3D. What this does is allow you to play with much higher depth values without as much eyestrain from refocusing from distant objects to the near-focus text and UI. Chat dialogue is closer to the Actors as well, so its easier to read text and subtitles while an NPC is speaking. The map is also less bothersome but still not perfect.




I'm pretty happy with it at this point. I looked into the water issue and its just beyond my current understanding levels, may go back to it but right now I just want to enjoy some Skyrim very close to the way its meant to be played (imo). If anyone wants to take a look at it let me know and I can provide the problematic shaders. I have some ideas of how to go about it just not enough knowledge on shader code to connect the dots.

-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings

Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W

Posted 02/13/2012 03:31 AM   
To install 3D hud copy these files from "ShaderOverride" to "ShaderOverride\VertexShaders" folder :
A4EB48E2.txt
CFE06CF7.txt
DD7657F6.txt

If you want to play with HUD depth , you should change the first value in this string def "c200, 0.2, 90.0, 0.0625, 0.5" (i.e. 0.2) in these files "A4EB48E2.txt, CFE06CF7.txt ,DD7657F6.txt".
Positive value move hud deeper and negative make it pop out from the screen.

How do I get it to pop out? Type -0.5 or -1.0 or something? Great work by the way! I give you 5 potatoes out of 5!
To install 3D hud copy these files from "ShaderOverride" to "ShaderOverride\VertexShaders" folder :

A4EB48E2.txt

CFE06CF7.txt

DD7657F6.txt



If you want to play with HUD depth , you should change the first value in this string def "c200, 0.2, 90.0, 0.0625, 0.5" (i.e. 0.2) in these files "A4EB48E2.txt, CFE06CF7.txt ,DD7657F6.txt".

Positive value move hud deeper and negative make it pop out from the screen.



How do I get it to pop out? Type -0.5 or -1.0 or something? Great work by the way! I give you 5 potatoes out of 5!

Posted 02/13/2012 06:22 AM   
[quote name='eqzitara' date='12 February 2012 - 11:56 PM' timestamp='1329087383' post='1368619']
Nice job on skyrim guys.

Dead island updated. Not too much. Was requested that fire and lights be fixed. I cant fix fire without it effecting gameplay, I removed the 2d smoke that was much more anoying. I fixed lighting a little bit.

[/quote]
Thanks for that! Great!
[quote name='eqzitara' date='12 February 2012 - 11:56 PM' timestamp='1329087383' post='1368619']

Nice job on skyrim guys.



Dead island updated. Not too much. Was requested that fire and lights be fixed. I cant fix fire without it effecting gameplay, I removed the 2d smoke that was much more anoying. I fixed lighting a little bit.





Thanks for that! Great!

Posted 02/13/2012 07:37 AM   
[quote name='chiz' date='12 February 2012 - 10:45 AM' timestamp='1329032714' post='1368337']
Woohoo!!! Success with Skyrim!!! /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' />
[/quote]

Awesome news, a 3d ui was the only thing left to fix and you did it. I'll test asap.
I do have only one question. The fix form Boris allowed for fxaa or smaa usage, is there a way to do this with your mod?
[quote name='chiz' date='12 February 2012 - 10:45 AM' timestamp='1329032714' post='1368337']

Woohoo!!! Success with Skyrim!!! /biggrin.gif' class='bbc_emoticon' alt=':biggrin:' />





Awesome news, a 3d ui was the only thing left to fix and you did it. I'll test asap.

I do have only one question. The fix form Boris allowed for fxaa or smaa usage, is there a way to do this with your mod?
Posted 02/13/2012 08:01 AM   
@Likay: Is it possible to change with iZ3D a complete shader using the baseprofiles.xml like Helix does with his overrides? Can You recommend a link where I can find more information about tweaking baseprofiles.xml ?

@Helix: I understand that You focus on 3DVision and in 90% I also use 3DVision instead of iZ3D. On the other hand there are several games (e.g. UR3 engine) that are looking much better with iZ3D as this driver can handle several issues that 3DVision can't. So it would be nice if Your tool some day could also support iZ3D…
[quote name='-=HeliX=-' date='11 February 2012 - 01:16 PM' timestamp='1328962592' post='1368055']
Games usually loads shaders based on game settings / sometime even it depends from levels and etc..
So you can always get different index.
[/quote]
I see. But some basic shaders (e.g. for HUD and shadows) seem to get always loaded in the same matter and so have the same index number through the complete game. E.g. in Amalur I deactivate sometimes a certain pixel shader to simulate a kind of "nigth vision" in dark areas. Although I played several hours with dozens of levels this shader always is #201. So the option to use index numbers instead of CRC32 might still be a workaround for iZ3D users that suffer from inconsistent CRC32 values. Not a reliable and universal one like CRC32 - but at least an option.

Thanks a lot for Your tutorial! Looking forward to study it. But Your fix for Amalur was counterproductive in my case - I simply got lost in Amalur over the weekend /shifty.gif' class='bbc_emoticon' alt=':shifty:' />
@chiz: Congrats for understanding and implementing this tutorial for Skyrim!
@Likay: Is it possible to change with iZ3D a complete shader using the baseprofiles.xml like Helix does with his overrides? Can You recommend a link where I can find more information about tweaking baseprofiles.xml ?



@Helix: I understand that You focus on 3DVision and in 90% I also use 3DVision instead of iZ3D. On the other hand there are several games (e.g. UR3 engine) that are looking much better with iZ3D as this driver can handle several issues that 3DVision can't. So it would be nice if Your tool some day could also support iZ3D…

[quote name='-=HeliX=-' date='11 February 2012 - 01:16 PM' timestamp='1328962592' post='1368055']

Games usually loads shaders based on game settings / sometime even it depends from levels and etc..

So you can always get different index.



I see. But some basic shaders (e.g. for HUD and shadows) seem to get always loaded in the same matter and so have the same index number through the complete game. E.g. in Amalur I deactivate sometimes a certain pixel shader to simulate a kind of "nigth vision" in dark areas. Although I played several hours with dozens of levels this shader always is #201. So the option to use index numbers instead of CRC32 might still be a workaround for iZ3D users that suffer from inconsistent CRC32 values. Not a reliable and universal one like CRC32 - but at least an option.



Thanks a lot for Your tutorial! Looking forward to study it. But Your fix for Amalur was counterproductive in my case - I simply got lost in Amalur over the weekend /shifty.gif' class='bbc_emoticon' alt=':shifty:' />

@chiz: Congrats for understanding and implementing this tutorial for Skyrim!

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 02/13/2012 11:06 AM   
[quote name='Artox' date='13 February 2012 - 02:01 AM' timestamp='1329120083' post='1368771']
Awesome news, a 3d ui was the only thing left to fix and you did it. I'll test asap.
I do have only one question. The fix form Boris allowed for fxaa or smaa usage, is there a way to do this with your mod?
[/quote]

The latest release of the d3d9.dll supports this:

http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1368382

I have set up injectFXAA using the proxy settings on Amalur along with the 3D fixes.
[quote name='Artox' date='13 February 2012 - 02:01 AM' timestamp='1329120083' post='1368771']

Awesome news, a 3d ui was the only thing left to fix and you did it. I'll test asap.

I do have only one question. The fix form Boris allowed for fxaa or smaa usage, is there a way to do this with your mod?





The latest release of the d3d9.dll supports this:



http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1368382



I have set up injectFXAA using the proxy settings on Amalur along with the 3D fixes.

Posted 02/13/2012 11:15 AM   
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