How to fix/disable shaders in games(DLL,guide and fixes).
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[quote="4everAwake"]Is there a program that can convert HLSL to ASM? I want to convert this line: Mathf.Atan( 1f / camera.projectionMatrix[1, 1] ) * 2 * Mathf.Rad2Deg[/quote]Yes, that is the fxc. It's the shader compiler. I'm not sure about a single line of code, as a mode, but you can always wrap the line in the other stuff as required. To get it to compile you'll need more definitions for camera and projectionMatrix. Doesn't have to run, but needs to be defined. It's closer to a C compiler than anything. Not positive where you get that as a standalone, but here's a start: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb509710(v=vs.85).aspx[/url] You might need to download the Visual Studio Express to get the tool, but might be able to get it with just a development SDK. You can also get the DirectX SDK, as it will be in that, but the SKD itself is obsolete now.
4everAwake said:Is there a program that can convert HLSL to ASM?

I want to convert this line:

Mathf.Atan( 1f / camera.projectionMatrix[1, 1] ) * 2 * Mathf.Rad2Deg
Yes, that is the fxc. It's the shader compiler.

I'm not sure about a single line of code, as a mode, but you can always wrap the line in the other stuff as required. To get it to compile you'll need more definitions for camera and projectionMatrix. Doesn't have to run, but needs to be defined. It's closer to a C compiler than anything.


Not positive where you get that as a standalone, but here's a start:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb509710(v=vs.85).aspx


You might need to download the Visual Studio Express to get the tool, but might be able to get it with just a development SDK.

You can also get the DirectX SDK, as it will be in that, but the SKD itself is obsolete now.

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Posted 08/15/2014 02:34 PM   
[quote="bo3b"][quote="4everAwake"]Is there a program that can convert HLSL to ASM? I want to convert this line: Mathf.Atan( 1f / camera.projectionMatrix[1, 1] ) * 2 * Mathf.Rad2Deg[/quote]Yes, that is the fxc. It's the shader compiler. I'm not sure about a single line of code, as a mode, but you can always wrap the line in the other stuff as required. To get it to compile you'll need more definitions for camera and projectionMatrix. Doesn't have to run, but needs to be defined. It's closer to a C compiler than anything.[/quote] Thanks for the info, bo3b! I was informed that the code listed above extracts FOV parameters from the projection matrix. I wanted to try to incorporate that formula in the pixel shaders in Unity games. My knowledge on HLSL is still extremely limited, though. But I'll do some trial & error to see if I can get it to work.
bo3b said:
4everAwake said:Is there a program that can convert HLSL to ASM?

I want to convert this line:

Mathf.Atan( 1f / camera.projectionMatrix[1, 1] ) * 2 * Mathf.Rad2Deg
Yes, that is the fxc. It's the shader compiler.

I'm not sure about a single line of code, as a mode, but you can always wrap the line in the other stuff as required. To get it to compile you'll need more definitions for camera and projectionMatrix. Doesn't have to run, but needs to be defined. It's closer to a C compiler than anything.


Thanks for the info, bo3b! I was informed that the code listed above extracts FOV parameters from the projection matrix. I wanted to try to incorporate that formula in the pixel shaders in Unity games. My knowledge on HLSL is still extremely limited, though. But I'll do some trial & error to see if I can get it to work.

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Posted 08/16/2014 07:21 AM   
[quote="4everAwake"]Thanks for the info, bo3b! I was informed that the code listed above extracts FOV parameters from the projection matrix. I wanted to try to incorporate that formula in the pixel shaders in Unity games. My knowledge on HLSL is still extremely limited, though. But I'll do some trial & error to see if I can get it to work.[/quote]You are sure welcome, always happy to help if I can. I really appreciate you learning to fix more stuff. The ATan and Rad2Deg are built in HLSL intrinsic functions, for example: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb509574(v=vs.85).aspx[/url] But at the ASM level, both that and Radians are going to get converted into something simpler, using the ASM sincos function. [url]http://msdn.microsoft.com/en-us/library/windows/desktop/hh447234(v=vs.85).aspx[/url] Because all of that math is well understood, they don't have a specific Atan function, nor Radian function at ASM, it's just a convenience at the HLSL level. You might look for a projectionMatrix candidate on the github, you can search all the shaders we checked into the source tree easily there. If something seems promising you can always edit one of those, and add your formula and see what you get. I did a quick search and did not see anything already using atan or radians.
4everAwake said:Thanks for the info, bo3b! I was informed that the code listed above extracts FOV parameters from the projection matrix. I wanted to try to incorporate that formula in the pixel shaders in Unity games. My knowledge on HLSL is still extremely limited, though. But I'll do some trial & error to see if I can get it to work.
You are sure welcome, always happy to help if I can. I really appreciate you learning to fix more stuff.

The ATan and Rad2Deg are built in HLSL intrinsic functions, for example:

http://msdn.microsoft.com/en-us/library/windows/desktop/bb509574(v=vs.85).aspx

But at the ASM level, both that and Radians are going to get converted into something simpler, using the ASM sincos function.

http://msdn.microsoft.com/en-us/library/windows/desktop/hh447234(v=vs.85).aspx

Because all of that math is well understood, they don't have a specific Atan function, nor Radian function at ASM, it's just a convenience at the HLSL level.

You might look for a projectionMatrix candidate on the github, you can search all the shaders we checked into the source tree easily there. If something seems promising you can always edit one of those, and add your formula and see what you get.

I did a quick search and did not see anything already using atan or radians.

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Posted 08/16/2014 09:47 AM   
Hi everyone! I am fairly new to the 3D community world and decided to post in this thread because with the sad news from helixmod website (but understandable), we clearly need new blood to continue the good work. I decided to understand the process of fixing games in order to create some fixes by myself (I can read ASM but I'm more of an embedded programmer (C, C++)). After reading many posts and studying some already done fixes, I'm trying to complete my first fix. I've choose Lost Planet:Colonies Dx9 because the 3D is nearly excellent except for the HUD (completely 2D). It appear that the HUD shader is also the one that display every menu texts. This is a pretty simple shader in term of code length but I'm not able to render it in 3D. The shader is: [code] // // Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000 // // Parameters: // // sampler2D XfPrimBaseLinearSampler; // // // Registers: // // Name Reg Size // ----------------------- ----- ---- // XfPrimBaseLinearSampler s0 1 // ps_3_0 dcl_texcoord_pp v0 dcl_texcoord1_pp v1.xy dcl_2d s0 texld_pp r0, v1, s0 mul_pp oC0, r0, v0 // approximately 2 instruction slots used (1 texture, 1 arithmetic) [/code] I've followed the technique used on the page http://helixmod.wikispot.org/Coding_Fixed_Issues but without success. [code] // // Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000 // // Parameters: // // sampler2D XfPrimBaseLinearSampler; // // // Registers: // // Name Reg Size // ----------------------- ----- ---- // XfPrimBaseLinearSampler s0 1 // ps_3_0 def c220, 0.95, 0, 0.0625, 0 //standard def for 3d settings dcl_texcoord_pp v0 dcl_texcoord1_pp v1.xy dcl_2d s0 dcl_2d s13 //declaration for 3d sampler texld_pp r0, v1, s0 mul_pp r3, r0, v0 //hacking output texldl r1, c220.z, s13 //standard procedure for 3d transformation mul r1.x, r1.x, -c220.x add r3.x, r3.x, -r1.x mov oC0, r3 //move new value into output // approximately 2 instruction slots used (1 texture, 1 arithmetic) [/code] I'm just asking if someone is able to see if I made a little mistake or if I'm completely wrong lol :) Thanks in advance for the help, I will gladly post some games fixes when my skills will allow me. PS: sorry for my learning english :)
Hi everyone!

I am fairly new to the 3D community world and decided to post in this thread because with the sad news from helixmod website (but understandable), we clearly need new blood to continue the good work.

I decided to understand the process of fixing games in order to create some fixes by myself (I can read ASM but I'm more of an embedded programmer (C, C++)).

After reading many posts and studying some already done fixes, I'm trying to complete my first fix. I've choose Lost Planet:Colonies Dx9 because the 3D is nearly excellent except for the HUD (completely 2D).

It appear that the HUD shader is also the one that display every menu texts. This is a pretty simple shader in term of code length but I'm not able to render it in 3D. The shader is:

//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// sampler2D XfPrimBaseLinearSampler;
//
//
// Registers:
//
// Name Reg Size
// ----------------------- ----- ----
// XfPrimBaseLinearSampler s0 1
//

ps_3_0
dcl_texcoord_pp v0
dcl_texcoord1_pp v1.xy
dcl_2d s0
texld_pp r0, v1, s0
mul_pp oC0, r0, v0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)


I've followed the technique used on the page http://helixmod.wikispot.org/Coding_Fixed_Issues but without success.

//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// sampler2D XfPrimBaseLinearSampler;
//
//
// Registers:
//
// Name Reg Size
// ----------------------- ----- ----
// XfPrimBaseLinearSampler s0 1
//

ps_3_0
def c220, 0.95, 0, 0.0625, 0 //standard def for 3d settings
dcl_texcoord_pp v0
dcl_texcoord1_pp v1.xy
dcl_2d s0
dcl_2d s13 //declaration for 3d sampler
texld_pp r0, v1, s0
mul_pp r3, r0, v0 //hacking output

texldl r1, c220.z, s13 //standard procedure for 3d transformation
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov oC0, r3 //move new value into output

// approximately 2 instruction slots used (1 texture, 1 arithmetic)


I'm just asking if someone is able to see if I made a little mistake or if I'm completely wrong lol :)

Thanks in advance for the help, I will gladly post some games fixes when my skills will allow me.


PS: sorry for my learning english :)

Posted 08/18/2014 03:43 AM   
Well, I'm far from the most expert person here, but I can probably help. Welcome! Thanks for taking a look. I think that this doesn't work because you are working on the Pixel Shader instead of the Vertex Shader. Vertex Shaders are mostly associated with the location in 3D space, Pixel Shaders with the actual output Color. In this case, you can see the output is oC0, which is a color register. So, it doesn't make logical sense that we can change it's location here, because that output value r3 is a color, not a position. Now this is not always the case, because some pixel shaders use deferred rendering, where they figure out a z depth in the pixel shader itself through multiple techniques. This is not one of those complicated shaders, because it's so short. We can see that it just loads a texture pixel and outputs it. Essentially the simplest shader that can be written. Now also, there are times when it's possible to effectively move the texture displayed, by sampling at a different location. I think, pretty sure. This is where I'm not fully certain myself. But it's worth a try. Try moving your stereoization code above the "texld_pp r0, v1, s0", as that is loading the r0 with the sampled texture, essentially what pixel out of a given texture specified by the s0 sampler. The v1 there is the input pixel .xy, and so if we move the .x from that, we can go left or right and get a different pixel sampled out of the texture, effectively giving us a stereo fix. Worth a try anyway. Another possibility is to find the Vertex shader associated with that effect and fix the output parameters. Since it also impacts menus, you might need to separate via the textures, but that comes later after you get it moved to depth.
Well, I'm far from the most expert person here, but I can probably help. Welcome! Thanks for taking a look.

I think that this doesn't work because you are working on the Pixel Shader instead of the Vertex Shader. Vertex Shaders are mostly associated with the location in 3D space, Pixel Shaders with the actual output Color.

In this case, you can see the output is oC0, which is a color register. So, it doesn't make logical sense that we can change it's location here, because that output value r3 is a color, not a position.


Now this is not always the case, because some pixel shaders use deferred rendering, where they figure out a z depth in the pixel shader itself through multiple techniques. This is not one of those complicated shaders, because it's so short. We can see that it just loads a texture pixel and outputs it. Essentially the simplest shader that can be written.

Now also, there are times when it's possible to effectively move the texture displayed, by sampling at a different location. I think, pretty sure. This is where I'm not fully certain myself.

But it's worth a try. Try moving your stereoization code above the "texld_pp r0, v1, s0", as that is loading the r0 with the sampled texture, essentially what pixel out of a given texture specified by the s0 sampler. The v1 there is the input pixel .xy, and so if we move the .x from that, we can go left or right and get a different pixel sampled out of the texture, effectively giving us a stereo fix.

Worth a try anyway.


Another possibility is to find the Vertex shader associated with that effect and fix the output parameters.

Since it also impacts menus, you might need to separate via the textures, but that comes later after you get it moved to depth.

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Posted 08/18/2014 07:09 AM   
Hi! Hmm, I am looking at Risen 3. I found a couple of shaders that I want to dump, however non of the debug dlls will dump the shaders when I press (numpad 3/6). The folders do get created though. Any idea if I am using the correct debug version? I basically tried with all the versions here : [url=http://helixmod.wikispot.org/oldvers]http://helixmod.wikispot.org/oldvers[/url] PS: The red text appears and I can easily cycle through the shaders. Anyone could give a help? Thx;))
Hi!

Hmm, I am looking at Risen 3. I found a couple of shaders that I want to dump, however non of the debug dlls will dump the shaders when I press (numpad 3/6). The folders do get created though. Any idea if I am using the correct debug version?

I basically tried with all the versions here :
http://helixmod.wikispot.org/oldvers
PS: The red text appears and I can easily cycle through the shaders.

Anyone could give a help? Thx;))

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etc


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Posted 08/18/2014 12:38 PM   
Anything helpful in the LOG.txt?
Anything helpful in the LOG.txt?

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Posted 08/18/2014 01:36 PM   
@mercier1200, try to find a VS related. HUD elements (icons, markers, etc) and Crosshair always look for a VS. @helifax If you see the red text, the wrapper is working....very strange that the shader don't dump, happens to me once, i don't remember the game. What i did was add the dumpall=true command in the ini and take note for the names of the shaders in the dump all folder. You can give a try. (Also check the Bloq Num).
@mercier1200, try to find a VS related. HUD elements (icons, markers, etc) and Crosshair always look for a VS.


@helifax
If you see the red text, the wrapper is working....very strange that the shader don't dump, happens to me once, i don't remember the game. What i did was add the dumpall=true command in the ini and take note for the names of the shaders in the dump all folder. You can give a try. (Also check the Bloq Num).

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Posted 08/18/2014 01:37 PM   
The Dumps directory gets created at runtime, so it's not really an indicator. The only things I can suggest is use the latest dll, a DX9settings.ini with the following in it: [General] DumpAll=True UseRenderedShaders=True Write down the CRC or take a screenshot and search the Dumps\AllShaders\ directory for it. Or You could try remapping the keys in a DX9Settings.ini ... I've found some games don't like some keys being mapped, I use the following for mini keyboards without the NumPad.(PSPrev=lL PSNext=;: PSSave='" VSPrev=,< VSNext=.> VSSave=/?) [General] PSPrevKey=76 PSNextKey=186 PSSaveKey=222 VSPrevKey=188 VSNextKey=190 VSSaveKey=191 ... could check if NumLock is enabled/disabled, like I said I haven't used a real keyboard with it for some time not sure if it's a requirement. Good luck. :) Edit:Argh there be ninjas!!!
The Dumps directory gets created at runtime, so it's not really an indicator. The only things I can suggest is use the latest dll, a DX9settings.ini with the following in it:

[General]
DumpAll=True
UseRenderedShaders=True

Write down the CRC or take a screenshot and search the Dumps\AllShaders\ directory for it.

Or

You could try remapping the keys in a DX9Settings.ini ... I've found some games don't like some keys being mapped, I use the following for mini keyboards without the NumPad.(PSPrev=lL PSNext=;: PSSave='" VSPrev=,< VSNext=.> VSSave=/?)

[General]
PSPrevKey=76
PSNextKey=186
PSSaveKey=222
VSPrevKey=188
VSNextKey=190
VSSaveKey=191

... could check if NumLock is enabled/disabled, like I said I haven't used a real keyboard with it for some time not sure if it's a requirement. Good luck. :)

Edit:Argh there be ninjas!!!
Posted 08/18/2014 01:45 PM   
[quote="TsaebehT"]The Dumps directory gets created at runtime, so it's not really an indicator. The only things I can suggest is use the latest dll, a DX9settings.ini with the following in it: [General] DumpAll=True UseRenderedShaders=True Write down the CRC or take a screenshot and search the Dumps\AllShaders\ directory for it. Or You could try remapping the keys in a DX9Settings.ini ... I've found some games don't like some keys being mapped, I use the following for mini keyboards without the NumPad.(PSPrev=lL PSNext=;: PSSave='" VSPrev=,< VSNext=.> VSSave=/?) [General] PSPrevKey=76 PSNextKey=186 PSSaveKey=222 VSPrevKey=188 VSNextKey=190 VSSaveKey=191 ... could check if NumLock is enabled/disabled, like I said I haven't used a real keyboard with it for some time not sure if it's a requirement. Good luck. :) Edit:Argh there be ninjas!!! [/quote] Big thx, I was just about to ask what to put in the Ini file;)) Now I know;)) Thx again EDIT: Well I am STUPID.... The shader dumping worked just fine... just not in the folder I was expecting... (Risen3/system) but in the Root Folder (Risen3). So...don't mind the noob here ^_^
TsaebehT said:The Dumps directory gets created at runtime, so it's not really an indicator. The only things I can suggest is use the latest dll, a DX9settings.ini with the following in it:

[General]
DumpAll=True
UseRenderedShaders=True

Write down the CRC or take a screenshot and search the Dumps\AllShaders\ directory for it.

Or

You could try remapping the keys in a DX9Settings.ini ... I've found some games don't like some keys being mapped, I use the following for mini keyboards without the NumPad.(PSPrev=lL PSNext=;: PSSave='" VSPrev=,< VSNext=.> VSSave=/?)

[General]
PSPrevKey=76
PSNextKey=186
PSSaveKey=222
VSPrevKey=188
VSNextKey=190
VSSaveKey=191

... could check if NumLock is enabled/disabled, like I said I haven't used a real keyboard with it for some time not sure if it's a requirement. Good luck. :)

Edit:Argh there be ninjas!!!


Big thx,

I was just about to ask what to put in the Ini file;)) Now I know;)) Thx again


EDIT: Well I am STUPID.... The shader dumping worked just fine... just not in the folder I was expecting... (Risen3/system) but in the Root Folder (Risen3).
So...don't mind the noob here ^_^

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 08/18/2014 03:28 PM   
@b03b, DHR, Ho you were both right, there was indeed also a VS associated with the hud and menu texts :) After a few tries, I was able to render this shader in 3D yeaah! But the modification on this shader seems to affect also another one shader because I now get some artifacts on the border on the screen. I'm pretty sure this is because some shaders have the same hex code (in my game VS 0 and 1). Anyway, I will investigate this soon, many thanks for your help!!
@b03b, DHR,
Ho you were both right, there was indeed also a VS associated with the hud and menu texts :)

After a few tries, I was able to render this shader in 3D yeaah! But the modification on this shader seems to affect also another one shader because I now get some artifacts on the border on the screen. I'm pretty sure this is because some shaders have the same hex code (in my game VS 0 and 1). Anyway, I will investigate this soon, many thanks for your help!!

Posted 08/19/2014 12:16 PM   
Good news!! this is the first step. Sometimes happens when you push some VS in to depth (the borders in the screen is related to that)....Now is time you learn how to separate textures....so you can determinate wich texture from the VS you want to push in to depth, so you can skip the texture that produce that ugly border or push only 1 or 2 textures related to the HUD. Post the code you use in the VS, and i can guide you throw that. Basically, 1) You have to modified a little the code used in the VS. You have to include some "if" statement in order to separate textures. 2) You have to add some lines in the dx9settings.ini. something like this (this is from my Far Cry 2 fix): [code][VS397122A1] CheckTexCRC = true TexCounterReg = 251 DefinedTexturesVS = B13275A6;7A3C3994;913856EC;FA840889; ValForDefined = 0 ValNotDefined = 1 UseDefinedOnly = false[/code] Where: VS397122A1 --> is the VS related DefinedTexturesVS = B13275A6;7A3C3994;913856EC;FA840889; --> This are the only textures you want to push in to depth....in this example i push 4 textures in to depth. For searching texture, you press F12 (if i remember well) and a TEXTURELOG.txt is generated....inside the texturelog you can search for the texture related to that VS. This is the tedious part. In the Far Cry 2 fix i push only Crosshair, if i remember well there are 4 textures related to different crosshair (one for the gun, other for the shotgun, etc.)
Good news!! this is the first step.

Sometimes happens when you push some VS in to depth (the borders in the screen is related to that)....Now is time you learn how to separate textures....so you can determinate wich texture from the VS you want to push in to depth, so you can skip the texture that produce that ugly border or push only 1 or 2 textures related to the HUD.

Post the code you use in the VS, and i can guide you throw that.

Basically,
1) You have to modified a little the code used in the VS. You have to include some "if" statement in order to separate textures.
2) You have to add some lines in the dx9settings.ini. something like this (this is from my Far Cry 2 fix):
[VS397122A1]
CheckTexCRC = true
TexCounterReg = 251
DefinedTexturesVS = B13275A6;7A3C3994;913856EC;FA840889;
ValForDefined = 0
ValNotDefined = 1
UseDefinedOnly = false


Where:
VS397122A1 --> is the VS related
DefinedTexturesVS = B13275A6;7A3C3994;913856EC;FA840889; --> This are the only textures you want to push in to depth....in this example i push 4 textures in to depth.


For searching texture, you press F12 (if i remember well) and a TEXTURELOG.txt is generated....inside the texturelog you can search for the texture related to that VS. This is the tedious part.

In the Far Cry 2 fix i push only Crosshair, if i remember well there are 4 textures related to different crosshair (one for the gun, other for the shotgun, etc.)

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Posted 08/19/2014 01:04 PM   
[quote="DHR"]For searching texture, you press F12 (if i remember well) and a TEXTURELOG.txt is generated....inside the texturelog you can search for the texture related to that VS. This is the tedious part.[/quote][quote="TsaebehT"]... a '2-part' setting to show texture CRCs it blacks(or whites in some cases) out the texture in-game and displays the CRC(+TotalTexQty) in the 'RedInfoText' at the top(right) of the screen. [quote][General] // 130305+ dlls Enables Prev/NextTexKey bCalcTexCRCatStart=True // Cycles Through Textures In-game PrevTexKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] // Cycles Through Textures In-game NextTexKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] // ??? TexToMonoKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url] // ??? TexToStereoKey=[url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]XXX[/url][/quote]XXX = [url=http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes]KeyboardKeyCode[/url] I'm not sure if there are 'default' keys set to cycle through the textures but when remapped they don't seem to work at all in-game [u]unless[/u] bCalcTexCRCatStart is set to True[url=https://forums.geforce.com/default/topic/513190/3d-vision/how-to-fix-disable-shaders-in-games-dll-guide-and-fixes-/post/4281129/#4281129].[/url][/quote]:)
DHR said:For searching texture, you press F12 (if i remember well) and a TEXTURELOG.txt is generated....inside the texturelog you can search for the texture related to that VS. This is the tedious part.
TsaebehT said:... a '2-part' setting to show texture CRCs it blacks(or whites in some cases) out the texture in-game and displays the CRC(+TotalTexQty) in the 'RedInfoText' at the top(right) of the screen.

[General]
// 130305+ dlls Enables Prev/NextTexKey
bCalcTexCRCatStart=True
// Cycles Through Textures In-game
PrevTexKey=XXX
// Cycles Through Textures In-game
NextTexKey=XXX
// ???
TexToMonoKey=XXX
// ???
TexToStereoKey=XXX
XXX = KeyboardKeyCode

I'm not sure if there are 'default' keys set to cycle through the textures but when remapped they don't seem to work at all in-game unless bCalcTexCRCatStart is set to True.
:)
Posted 08/19/2014 03:04 PM   
Thanks TsaebehT...I remember trying to use this funcionatlity time ago....but don't work...maybe was something specific from a game or wrong key code used in that time. I will check again, if works will be very usefull.
Thanks TsaebehT...I remember trying to use this funcionatlity time ago....but don't work...maybe was something specific from a game or wrong key code used in that time. I will check again, if works will be very usefull.

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Posted 08/19/2014 04:01 PM   
@TsaebehT: Ha! Great one! I just made the comment in the Shader School video that I did not know what those texture values were used for. Now I know. Thanks!
@TsaebehT: Ha! Great one! I just made the comment in the Shader School video that I did not know what those texture values were used for. Now I know. Thanks!

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Posted 08/20/2014 12:54 AM   
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