How to fix/disable shaders in games(DLL,guide and fixes).
21 / 167
Thank you for posting back. Will update wiki so others will know. Basically anything that overlays game in conjunction with the helix mod/wrapper can cause issues.
Thank you for posting back. Will update wiki so others will know. Basically anything that overlays game in conjunction with the helix mod/wrapper can cause issues.
[quote name='mike_ar69' date='21 February 2012 - 08:25 PM' timestamp='1329873922' post='1372699']
Thanks for this - no.3, disabling Steam in game, means the game can start ;-) I will now investigate shaders see if anything can make this game passable.
Regarding no.1, I have used the debug and release dlls with a few games (Skyrim, ME3, Overlord2, X3TC/X3AP). Anyway, worth knowing about the Steam in game trick.
[/quote]
Holy cow, Shift 2 is a mess... There are about 2500 VS and 2500 PS... I found *one* that makes the game playable by turning off every shadow in the game (as far as I can tell), but still leaves a fair few other (though much lesser) anomalies. Game looks like crap though (compared to the game in 2D with this shader enabled). I have not attached it, but the shader in question is PS 80 0xA644856D. Having said this, if anyone (HeliX???) cares to have a go I would be grateful.
[quote name='mike_ar69' date='21 February 2012 - 08:25 PM' timestamp='1329873922' post='1372699']
Thanks for this - no.3, disabling Steam in game, means the game can start ;-) I will now investigate shaders see if anything can make this game passable.
Regarding no.1, I have used the debug and release dlls with a few games (Skyrim, ME3, Overlord2, X3TC/X3AP). Anyway, worth knowing about the Steam in game trick.
Holy cow, Shift 2 is a mess... There are about 2500 VS and 2500 PS... I found *one* that makes the game playable by turning off every shadow in the game (as far as I can tell), but still leaves a fair few other (though much lesser) anomalies. Game looks like crap though (compared to the game in 2D with this shader enabled). I have not attached it, but the shader in question is PS 80 0xA644856D. Having said this, if anyone (HeliX???) cares to have a go I would be grateful.
[quote name='mana84' date='20 February 2012 - 10:53 PM' timestamp='1329778426' post='1372004']
I'm trying to fix reflections in skydrift but I don't understand well what I have to do because I don't know how exactly reflection works.. this is the vs code that needs fixing:
but water effects disappeared.. Please, could someone help me with this? Thanks in advance!
[/quote]
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
vs_3_0
[b]def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0[/b]
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7 //r0 maybe
dp4 o0.y, r1, c8 //r0 maybe
dp4 o0.z, r1, c9 //r0 maybe
dp4 o0.w, r1, c10 //r0 maybe
[b]dp4 r1.xy, r1, c6 //don't think it needs to be registered even if position was o1
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y //r0.w ======this line is a position correction I thought.
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x //r0.x, r0.x =====this line is a position correction I thought.
mov o1.xy, r1[/b]
[quote name='mana84' date='20 February 2012 - 10:53 PM' timestamp='1329778426' post='1372004']
I'm trying to fix reflections in skydrift but I don't understand well what I have to do because I don't know how exactly reflection works.. this is the vs code that needs fixing:
// Name Reg Size
// -------------- ----- ----
// ViewMatrix c4 3
// ViewProjMatrix c7 4
// WorldMatrices c70 3
// PosUnpack c73 1
vs_3_0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
dp4 o1.xy, r1, c6
I've tried to do as following: (thanks to Amalur code)
vs_3_0
def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
dp4 r1.xy, r1, c6
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o1.xy, r1
but water effects disappeared.. Please, could someone help me with this? Thanks in advance!
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
vs_3_0
def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7 //r0 maybe
dp4 o0.y, r1, c8 //r0 maybe
dp4 o0.z, r1, c9 //r0 maybe
dp4 o0.w, r1, c10 //r0 maybe
dp4 r1.xy, r1, c6 //don't think it needs to be registered even if position was o1
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y //r0.w ======this line is a position correction I thought.
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x //r0.x, r0.x =====this line is a position correction I thought.
@helix
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
I'm trying to fix the shadow depth in GTA IV and I think I've found the shaders. Although, there are 2 problems I'm having so far:
1. The shaders are not dumping anywhere on my computer that I can find.
2. There is only one shadow rendered at screen depth. I'm wondering if I can just create another shader file and mess with the depth's and convergences then.
I'm trying to fix the shadow depth in GTA IV and I think I've found the shaders. Although, there are 2 problems I'm having so far:
1. The shaders are not dumping anywhere on my computer that I can find.
2. There is only one shadow rendered at screen depth. I'm wondering if I can just create another shader file and mess with the depth's and convergences then.
[quote name='eqzitara' date='22 February 2012 - 04:20 AM' timestamp='1329880824' post='1372779']
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
[/quote]
You are not an idiot you're trying to help and I appreciate that! Then your wiki is so nice /wink.gif' class='bbc_emoticon' alt=';)' />
Althoug I think maybe you don't know that r1, r2 etc are temporary registers; o0, o1 etc are output register; v1, v2 etc are input register (for vertex shaders 3.0). Then the syntax for i.e "add" instruction is: "add dst, src0, src1" where dst is the destination register and src1 src2 are source registers. I hope to have been helpful..
In the code I've posted above I'm trying to fix output texture coordinates 'o1' using the temporary register 'r1' but the code is wrong because 'r1.w' contains 'c0.x' that is a constant (defined as '1') so I'm not using any depth information. I'll try more this evening and make you know /wink.gif' class='bbc_emoticon' alt=';)' />
[quote name='eqzitara' date='22 February 2012 - 04:20 AM' timestamp='1329880824' post='1372779']
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
You are not an idiot you're trying to help and I appreciate that! Then your wiki is so nice /wink.gif' class='bbc_emoticon' alt=';)' />
Althoug I think maybe you don't know that r1, r2 etc are temporary registers; o0, o1 etc are output register; v1, v2 etc are input register (for vertex shaders 3.0). Then the syntax for i.e "add" instruction is: "add dst, src0, src1" where dst is the destination register and src1 src2 are source registers. I hope to have been helpful..
In the code I've posted above I'm trying to fix output texture coordinates 'o1' using the temporary register 'r1' but the code is wrong because 'r1.w' contains 'c0.x' that is a constant (defined as '1') so I'm not using any depth information. I'll try more this evening and make you know /wink.gif' class='bbc_emoticon' alt=';)' />
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote name='eqzitara' date='22 February 2012 - 08:09 AM' timestamp='1329887380' post='1372837']
@helix
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
Release seems good though.
[/quote]
You should create DX9Settings.ini in the game folder and add:
[code][General]
DumpAll=true[/code]
I did it , because in most cases dumping of all shaders is not necessary.
[quote name='eqzitara' date='22 February 2012 - 08:09 AM' timestamp='1329887380' post='1372837']
@helix
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
Release seems good though.
You should create DX9Settings.ini in the game folder and add:
[General]
DumpAll=true
I did it , because in most cases dumping of all shaders is not necessary.
Appologies for cluttering the thread (which should be stickied anyway), just wanted to express gratitude for all the work you guys are doing here. simply awesome!
Maybe you guys will have free time, please have a look at Everquest 2 shaders too. I have to put the "complex shader distance" slider all the way down to -1, otherwise I get stuff like in screenshot.
Appologies for cluttering the thread (which should be stickied anyway), just wanted to express gratitude for all the work you guys are doing here. simply awesome!
Maybe you guys will have free time, please have a look at Everquest 2 shaders too. I have to put the "complex shader distance" slider all the way down to -1, otherwise I get stuff like in screenshot.
@Skarling
First off skarling I am certain everyone involved appreciates gratitude since we been working so hard(mainly helix). Nor do we mind a bump since the thread isnt stickied though it should be.(probably cause its a hack)
Skarling it may be possible to just remove that effect. Make a NEW ACCOUNT(DO NOT USE YOUR CURRENT).Id recommend even going under a different IP address for mmo's. This is important, helix mod is amazing but problem is online games can register it as a HACK....Which could be very bad. Then download the debug https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip.
Read through instructions.http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
That seems like an effect that can be removed and doesnt need to be fixed. I am not certain anyone will be interested in download a _+gig game, make an account, then try to fix it when it can get banned to be honest.(Only reason I offered for tera was because I was interested in game)
@everyone
If anyone is ever interested in getting an online game(even if someone may not be interested in fixing the game) to be fixed please keep this in mind. That helix mod("modify" shaders) this is the same thing that hackers use for wall hacks. That if you are even remotely interested in game being looked at YOU will need to run the debug and risk getting [u]BANNED[/u] from the game. Sorry if I sound harsh but this is very serious. I will update wiki to make it more clear on this issue.
[u]If[/u] you do decide to see if removing shader fixes game. I would love to add it to the games list. Please make a post with game name/issue resolved/an attach your shaderoverride folder.Pictures would be apreciated but unnecesary.
@mana84
Looks nice! You are first person to figure out water(besides helix). Is it possible that the doubled images is due to a different shader? Like when I disable fog in mass effect 2, which causes double images to disspear. The double image disapear but Fog shadows still remain where ever the fog images were. I think helix said a couple of posts back it could be two different shaders.
I will add the new file to your skydrift fix.
First off skarling I am certain everyone involved appreciates gratitude since we been working so hard(mainly helix). Nor do we mind a bump since the thread isnt stickied though it should be.(probably cause its a hack)
Skarling it may be possible to just remove that effect. Make a NEW ACCOUNT(DO NOT USE YOUR CURRENT).Id recommend even going under a different IP address for mmo's. This is important, helix mod is amazing but problem is online games can register it as a HACK....Which could be very bad. Then download the debug https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip.
Read through instructions.http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
That seems like an effect that can be removed and doesnt need to be fixed. I am not certain anyone will be interested in download a _+gig game, make an account, then try to fix it when it can get banned to be honest.(Only reason I offered for tera was because I was interested in game)
@everyone
If anyone is ever interested in getting an online game(even if someone may not be interested in fixing the game) to be fixed please keep this in mind. That helix mod("modify" shaders) this is the same thing that hackers use for wall hacks. That if you are even remotely interested in game being looked at YOU will need to run the debug and risk getting BANNED from the game. Sorry if I sound harsh but this is very serious. I will update wiki to make it more clear on this issue.
If you do decide to see if removing shader fixes game. I would love to add it to the games list. Please make a post with game name/issue resolved/an attach your shaderoverride folder.Pictures would be apreciated but unnecesary.
@mana84
Looks nice! You are first person to figure out water(besides helix). Is it possible that the doubled images is due to a different shader? Like when I disable fog in mass effect 2, which causes double images to disspear. The double image disapear but Fog shadows still remain where ever the fog images were. I think helix said a couple of posts back it could be two different shaders.
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
[quote name='mana84' date='23 February 2012 - 01:13 AM' timestamp='1329959591' post='1373533']
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
[/quote]
Wow...Mana84 it looks awesome...
I was happy with no reflections but this is awesome...
If you like Skydrift you will like "Insane 2" even more. It is a very fast paced arcade racing game and works exactly like skydrift. It needs the same fixes that you did for SkyDrift.
[quote name='mana84' date='23 February 2012 - 01:13 AM' timestamp='1329959591' post='1373533']
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
Wow...Mana84 it looks awesome...
I was happy with no reflections but this is awesome...
If you like Skydrift you will like "Insane 2" even more. It is a very fast paced arcade racing game and works exactly like skydrift. It needs the same fixes that you did for SkyDrift.
[quote name='mana84' date='23 February 2012 - 04:13 AM' timestamp='1329959591' post='1373533']
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
[/quote]
Great news, I've tested the game with you previous fix and don't seem to be getting transparency on the names, even though I increased it to 0.9. Other that that I tried the game at 100% depth and the hud indicators were really hard to focus on, have you by any chance modified these, as with a lot of depth they are unreadable.
[quote name='mana84' date='23 February 2012 - 04:13 AM' timestamp='1329959591' post='1373533']
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
Great news, I've tested the game with you previous fix and don't seem to be getting transparency on the names, even though I increased it to 0.9. Other that that I tried the game at 100% depth and the hud indicators were really hard to focus on, have you by any chance modified these, as with a lot of depth they are unreadable.
@Artox: You cannot increase that constant alpha value so much because subtracting that leads to get some alpha values to become negative! I think I should impose a saturation level. I've not noticed the readability issue.. I've no time atm because I'm studying for the exams, but I'll work on shaders on these evenings and I'll also take a look on both of these issues.
@sammaz: I'm glad you like it :) ..and yes, I could try to fix other games shortly.. "insane 2" could be a nice one. I'd like to fix Gta IV and F.E.A.R. 3 too. I'll make you know then /wink.gif' class='bbc_emoticon' alt=';)' />
@eqzitara: Thanks for your suggestions, I'll try more this evening..
@Artox: You cannot increase that constant alpha value so much because subtracting that leads to get some alpha values to become negative! I think I should impose a saturation level. I've not noticed the readability issue.. I've no time atm because I'm studying for the exams, but I'll work on shaders on these evenings and I'll also take a look on both of these issues.
@sammaz: I'm glad you like it :) ..and yes, I could try to fix other games shortly.. "insane 2" could be a nice one. I'd like to fix Gta IV and F.E.A.R. 3 too. I'll make you know then /wink.gif' class='bbc_emoticon' alt=';)' />
@eqzitara: Thanks for your suggestions, I'll try more this evening..
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
@mana84: grats on your results with the water and alpha transparency! great to see others getting involved with creating fixes. :)
[quote name='-=HeliX=-' date='21 February 2012 - 02:23 PM' timestamp='1329852233' post='1372431']
@chiz:
That's usually happens because many of effects use more than one shader(draws something on texture or other render target) and some position can be doubled(i.e. two times converted to stereo).
This can be fixed by correction of texture coordinates in vertex shader.
Another problem it's using vPos in pixel shader, it return coordinated of the screen for mono image.
For shadows/depth sample it will work, because they should be 2D.
But not for coordinate.
I know only 2 methods to fix that:
1. convert offset from view projection to screen projection in vertex shader and pass it as texture coordinates to pixel shader.
2. You can calculate vPos in pixel shader manually based on vertex position and also pass it as texture coordinates .
Both methods require some explanation, but I'm too tired/lazy today to give it :)
But I found a simple [url="http://www.gamerendering.com/2009/12/07/vpos/"]article[/url] about that and you can use formula from this article.
Shadows in Dead Space uses such type of conversion.
[/quote]
Thanks HeliX, this is still probably way beyond me but its starting to make more sense. I've been sick last few days and just haven't been in a mindset to think about any of this.
So it sounds like we want to find the vertex shader for the water surface and inside that shader, create a new texcoord output for calculated vPos (calc.Vpos) using this formula from the link you provided:
Then pass that value to the pixel shader (does it pass automatically to the PS if we declare it in the VS?), and use calc.Vpos instead of Vpos? Turning that formula into HLSL is probably 4-5 lines of code and will be a big enough challenge for me. :) I will look over your Dead Space code fixes to see if I can make more sense of it.
@mana84: grats on your results with the water and alpha transparency! great to see others getting involved with creating fixes. :)
[quote name='-=HeliX=-' date='21 February 2012 - 02:23 PM' timestamp='1329852233' post='1372431']
@chiz:
That's usually happens because many of effects use more than one shader(draws something on texture or other render target) and some position can be doubled(i.e. two times converted to stereo).
This can be fixed by correction of texture coordinates in vertex shader.
Another problem it's using vPos in pixel shader, it return coordinated of the screen for mono image.
For shadows/depth sample it will work, because they should be 2D.
But not for coordinate.
I know only 2 methods to fix that:
1. convert offset from view projection to screen projection in vertex shader and pass it as texture coordinates to pixel shader.
2. You can calculate vPos in pixel shader manually based on vertex position and also pass it as texture coordinates .
Both methods require some explanation, but I'm too tired/lazy today to give it :)
But I found a simple article about that and you can use formula from this article.
Shadows in Dead Space uses such type of conversion.
Thanks HeliX, this is still probably way beyond me but its starting to make more sense. I've been sick last few days and just haven't been in a mindset to think about any of this.
So it sounds like we want to find the vertex shader for the water surface and inside that shader, create a new texcoord output for calculated vPos (calc.Vpos) using this formula from the link you provided:
Then pass that value to the pixel shader (does it pass automatically to the PS if we declare it in the VS?), and use calc.Vpos instead of Vpos? Turning that formula into HLSL is probably 4-5 lines of code and will be a big enough challenge for me. :) I will look over your Dead Space code fixes to see if I can make more sense of it.
@chiz:
In most cases all you need to do it's just fix texture coordinates in vertex shader(like mana84 did with position of the output vertex).
I guess it will be texcoord4 .
I mentioned about vPos because saw that PS uses it(i didn't look at whole code):
mad r1.xy, vPos, c20, c20.zwzw
texld r2, r1, s1// this should work correct , because depth/shadow samplers should be in mono
mad r1.xy, r1, c21.y, c21.z// but this line can cause problem
But I think fixing texcoord4 in vetex shader should fix the problem at least partially.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Thanks for this - no.3, disabling Steam in game, means the game can start ;-) I will now investigate shaders see if anything can make this game passable.
Regarding no.1, I have used the debug and release dlls with a few games (Skyrim, ME3, Overlord2, X3TC/X3AP). Anyway, worth knowing about the Steam in game trick.
[/quote]
Holy cow, Shift 2 is a mess... There are about 2500 VS and 2500 PS... I found *one* that makes the game playable by turning off every shadow in the game (as far as I can tell), but still leaves a fair few other (though much lesser) anomalies. Game looks like crap though (compared to the game in 2D with this shader enabled). I have not attached it, but the shader in question is PS 80 0xA644856D. Having said this, if anyone (HeliX???) cares to have a go I would be grateful.
Thanks for this - no.3, disabling Steam in game, means the game can start ;-) I will now investigate shaders see if anything can make this game passable.
Regarding no.1, I have used the debug and release dlls with a few games (Skyrim, ME3, Overlord2, X3TC/X3AP). Anyway, worth knowing about the Steam in game trick.
Holy cow, Shift 2 is a mess... There are about 2500 VS and 2500 PS... I found *one* that makes the game playable by turning off every shadow in the game (as far as I can tell), but still leaves a fair few other (though much lesser) anomalies. Game looks like crap though (compared to the game in 2D with this shader enabled). I have not attached it, but the shader in question is PS 80 0xA644856D. Having said this, if anyone (HeliX???) cares to have a go I would be grateful.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I'm trying to fix reflections in skydrift but I don't understand well what I have to do because I don't know how exactly reflection works.. this is the vs code that needs fixing:
// Name Reg Size
// -------------- ----- ----
// ViewMatrix c4 3
// ViewProjMatrix c7 4
// WorldMatrices c70 3
// PosUnpack c73 1
vs_3_0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
dp4 o1.xy, r1, c6
I've tried to do as following: (thanks to Amalur code)
vs_3_0
[b]def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0[/b]
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
[b]dp4 r1.xy, r1, c6
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o1.xy, r1[/b]
but water effects disappeared.. Please, could someone help me with this? Thanks in advance!
[/quote]
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
vs_3_0
[b]def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0[/b]
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7 //r0 maybe
dp4 o0.y, r1, c8 //r0 maybe
dp4 o0.z, r1, c9 //r0 maybe
dp4 o0.w, r1, c10 //r0 maybe
[b]dp4 r1.xy, r1, c6 //don't think it needs to be registered even if position was o1
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y //r0.w ======this line is a position correction I thought.
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x //r0.x, r0.x =====this line is a position correction I thought.
mov o1.xy, r1[/b]
I'm trying to fix reflections in skydrift but I don't understand well what I have to do because I don't know how exactly reflection works.. this is the vs code that needs fixing:
// Name Reg Size
// -------------- ----- ----
// ViewMatrix c4 3
// ViewProjMatrix c7 4
// WorldMatrices c70 3
// PosUnpack c73 1
vs_3_0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
dp4 o1.xy, r1, c6
I've tried to do as following: (thanks to Amalur code)
vs_3_0
def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7
dp4 o0.y, r1, c8
dp4 o0.z, r1, c9
dp4 o0.w, r1, c10
dp4 r1.xy, r1, c6
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o1.xy, r1
but water effects disappeared.. Please, could someone help me with this? Thanks in advance!
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
vs_3_0
def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0
def c0, 1, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
mad r0, v0, c73.xxxz, c73.yyyw
dp4 r1.x, r0, c70
dp4 r1.y, r0, c71
dp4 r1.z, r0, c72
mov r1.w, c0.x
dp4 o0.x, r1, c7 //r0 maybe
dp4 o0.y, r1, c8 //r0 maybe
dp4 o0.z, r1, c9 //r0 maybe
dp4 o0.w, r1, c10 //r0 maybe
dp4 r1.xy, r1, c6 //don't think it needs to be registered even if position was o1
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y //r0.w ======this line is a position correction I thought.
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x //r0.x, r0.x =====this line is a position correction I thought.
mov o1.xy, r1
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
Release seems good though.
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
Release seems good though.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I'm trying to fix the shadow depth in GTA IV and I think I've found the shaders. Although, there are 2 problems I'm having so far:
1. The shaders are not dumping anywhere on my computer that I can find.
2. There is only one shadow rendered at screen depth. I'm wondering if I can just create another shader file and mess with the depth's and convergences then.
Thanks!
I'm trying to fix the shadow depth in GTA IV and I think I've found the shaders. Although, there are 2 problems I'm having so far:
1. The shaders are not dumping anywhere on my computer that I can find.
2. There is only one shadow rendered at screen depth. I'm wondering if I can just create another shader file and mess with the depth's and convergences then.
Thanks!
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
[/quote]
You are not an idiot you're trying to help and I appreciate that! Then your wiki is so nice
Althoug I think maybe you don't know that r1, r2 etc are temporary registers; o0, o1 etc are output register; v1, v2 etc are input register (for vertex shaders 3.0). Then the syntax for i.e "add" instruction is: "add dst, src0, src1" where dst is the destination register and src1 src2 are source registers. I hope to have been helpful..
In the code I've posted above I'm trying to fix output texture coordinates 'o1' using the temporary register 'r1' but the code is wrong because 'r1.w' contains 'c0.x' that is a constant (defined as '1') so I'm not using any depth information. I'll try more this evening and make you know
I know...I know I am idiot when it comes to this stuff \ I AM PROBABLY WAY WRONG.But doesnt it need to be assigned to the position? Ignore me if I am being stupid. Its just that everything is being registed to r1. When the position o0 is r0.
You are not an idiot you're trying to help and I appreciate that! Then your wiki is so nice
Althoug I think maybe you don't know that r1, r2 etc are temporary registers; o0, o1 etc are output register; v1, v2 etc are input register (for vertex shaders 3.0). Then the syntax for i.e "add" instruction is: "add dst, src0, src1" where dst is the destination register and src1 src2 are source registers. I hope to have been helpful..
In the code I've posted above I'm trying to fix output texture coordinates 'o1' using the temporary register 'r1' but the code is wrong because 'r1.w' contains 'c0.x' that is a constant (defined as '1') so I'm not using any depth information. I'll try more this evening and make you know
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
@helix
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
Release seems good though.
[/quote]
You should create DX9Settings.ini in the game folder and add:
[code][General]
DumpAll=true[/code]
I did it , because in most cases dumping of all shaders is not necessary.
@helix
I tested new debug. It does not output any txt files(shader information). It also seemed to find less shaders then original. I will revert to old one on the wiki in the mean time.
Release seems good though.
You should create DX9Settings.ini in the game folder and add:
I did it , because in most cases dumping of all shaders is not necessary.
Maybe you guys will have free time, please have a look at Everquest 2 shaders too. I have to put the "complex shader distance" slider all the way down to -1, otherwise I get stuff like in screenshot.
https://www.sugarsync.com/pf/D6918476_8090241_238552
Maybe you guys will have free time, please have a look at Everquest 2 shaders too. I have to put the "complex shader distance" slider all the way down to -1, otherwise I get stuff like in screenshot.
https://www.sugarsync.com/pf/D6918476_8090241_238552
First off skarling I am certain everyone involved appreciates gratitude since we been working so hard(mainly helix). Nor do we mind a bump since the thread isnt stickied though it should be.(probably cause its a hack)
Skarling it may be possible to just remove that effect. Make a NEW ACCOUNT(DO NOT USE YOUR CURRENT).Id recommend even going under a different IP address for mmo's. This is important, helix mod is amazing but problem is online games can register it as a HACK....Which could be very bad. Then download the debug https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip.
Read through instructions.http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
That seems like an effect that can be removed and doesnt need to be fixed. I am not certain anyone will be interested in download a _+gig game, make an account, then try to fix it when it can get banned to be honest.(Only reason I offered for tera was because I was interested in game)
@everyone
If anyone is ever interested in getting an online game(even if someone may not be interested in fixing the game) to be fixed please keep this in mind. That helix mod("modify" shaders) this is the same thing that hackers use for wall hacks. That if you are even remotely interested in game being looked at YOU will need to run the debug and risk getting [u]BANNED[/u] from the game. Sorry if I sound harsh but this is very serious. I will update wiki to make it more clear on this issue.
[u]If[/u] you do decide to see if removing shader fixes game. I would love to add it to the games list. Please make a post with game name/issue resolved/an attach your shaderoverride folder.Pictures would be apreciated but unnecesary.
@mana84
Looks nice! You are first person to figure out water(besides helix). Is it possible that the doubled images is due to a different shader? Like when I disable fog in mass effect 2, which causes double images to disspear. The double image disapear but Fog shadows still remain where ever the fog images were. I think helix said a couple of posts back it could be two different shaders.
I will add the new file to your skydrift fix.
First off skarling I am certain everyone involved appreciates gratitude since we been working so hard(mainly helix). Nor do we mind a bump since the thread isnt stickied though it should be.(probably cause its a hack)
Skarling it may be possible to just remove that effect. Make a NEW ACCOUNT(DO NOT USE YOUR CURRENT).Id recommend even going under a different IP address for mmo's. This is important, helix mod is amazing but problem is online games can register it as a HACK....Which could be very bad. Then download the debug https://s3.amazonaws.com/HelixMods/*Mainfiles/Debug.zip.
Read through instructions.http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1365862
That seems like an effect that can be removed and doesnt need to be fixed. I am not certain anyone will be interested in download a _+gig game, make an account, then try to fix it when it can get banned to be honest.(Only reason I offered for tera was because I was interested in game)
@everyone
If anyone is ever interested in getting an online game(even if someone may not be interested in fixing the game) to be fixed please keep this in mind. That helix mod("modify" shaders) this is the same thing that hackers use for wall hacks. That if you are even remotely interested in game being looked at YOU will need to run the debug and risk getting BANNED from the game. Sorry if I sound harsh but this is very serious. I will update wiki to make it more clear on this issue.
If you do decide to see if removing shader fixes game. I would love to add it to the games list. Please make a post with game name/issue resolved/an attach your shaderoverride folder.Pictures would be apreciated but unnecesary.
@mana84
Looks nice! You are first person to figure out water(besides helix). Is it possible that the doubled images is due to a different shader? Like when I disable fog in mass effect 2, which causes double images to disspear. The double image disapear but Fog shadows still remain where ever the fog images were. I think helix said a couple of posts back it could be two different shaders.
I will add the new file to your skydrift fix.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
[/quote]
Wow...Mana84 it looks awesome...
I was happy with no reflections but this is awesome...
If you like Skydrift you will like "Insane 2" even more. It is a very fast paced arcade racing game and works exactly like skydrift. It needs the same fixes that you did for SkyDrift.
Thanks again and please look at Insane 2!
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
Wow...Mana84 it looks awesome...
I was happy with no reflections but this is awesome...
If you like Skydrift you will like "Insane 2" even more. It is a very fast paced arcade racing game and works exactly like skydrift. It needs the same fixes that you did for SkyDrift.
Thanks again and please look at Insane 2!
HELIX MOD NEWS
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Dual CPU Tyan S7002 (2) Intel Xeon X5550 @ 3.1Ghz 12G DDR3 16 Cores (Logical) 8 Cores (Physical)
Galaxy GTX 670
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
[/quote]
Great news, I've tested the game with you previous fix and don't seem to be getting transparency on the names, even though I increased it to 0.9. Other that that I tried the game at 100% depth and the hud indicators were really hard to focus on, have you by any chance modified these, as with a lot of depth they are unreadable.
Ok I've made it! :)
I've fixed the water shader coordinates.. the only downside is that now there's a little doubled faint when you fly over a transparent water as you can see from the attached image. I've attached my vertex code too. Does someone have any suggestion? I think I should fix completely this game before I can try to fix another one. I hope I can fix other games faster with the experience made with this! I really like this project and I have a lot of games in my steam library to experiment with!
Great news, I've tested the game with you previous fix and don't seem to be getting transparency on the names, even though I increased it to 0.9. Other that that I tried the game at 100% depth and the hud indicators were really hard to focus on, have you by any chance modified these, as with a lot of depth they are unreadable.
http://helixmod.blogspot.com/
@sammaz: I'm glad you like it :) ..and yes, I could try to fix other games shortly.. "insane 2" could be a nice one. I'd like to fix Gta IV and F.E.A.R. 3 too. I'll make you know then
@eqzitara: Thanks for your suggestions, I'll try more this evening..
@sammaz: I'm glad you like it :) ..and yes, I could try to fix other games shortly.. "insane 2" could be a nice one. I'd like to fix Gta IV and F.E.A.R. 3 too. I'll make you know then
@eqzitara: Thanks for your suggestions, I'll try more this evening..
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Helix mod 3d vision game fixes
[quote name='-=HeliX=-' date='21 February 2012 - 02:23 PM' timestamp='1329852233' post='1372431']
@chiz:
That's usually happens because many of effects use more than one shader(draws something on texture or other render target) and some position can be doubled(i.e. two times converted to stereo).
This can be fixed by correction of texture coordinates in vertex shader.
Another problem it's using vPos in pixel shader, it return coordinated of the screen for mono image.
For shadows/depth sample it will work, because they should be 2D.
But not for coordinate.
I know only 2 methods to fix that:
1. convert offset from view projection to screen projection in vertex shader and pass it as texture coordinates to pixel shader.
2. You can calculate vPos in pixel shader manually based on vertex position and also pass it as texture coordinates .
Both methods require some explanation, but I'm too tired/lazy today to give it :)
But I found a simple [url="http://www.gamerendering.com/2009/12/07/vpos/"]article[/url] about that and you can use formula from this article.
Shadows in Dead Space uses such type of conversion.
[/quote]
Thanks HeliX, this is still probably way beyond me but its starting to make more sense. I've been sick last few days and just haven't been in a mindset to think about any of this.
So it sounds like we want to find the vertex shader for the water surface and inside that shader, create a new texcoord output for calculated vPos (calc.Vpos) using this formula from the link you provided:
[code]( 0.5*( float2(p.x + p.w, p.w - p.y) + p.w*fInverseViewportDimensions.xy), p.zw)[/code]
Then pass that value to the pixel shader (does it pass automatically to the PS if we declare it in the VS?), and use calc.Vpos instead of Vpos? Turning that formula into HLSL is probably 4-5 lines of code and will be a big enough challenge for me. :) I will look over your Dead Space code fixes to see if I can make more sense of it.
[quote name='-=HeliX=-' date='21 February 2012 - 02:23 PM' timestamp='1329852233' post='1372431']
@chiz:
That's usually happens because many of effects use more than one shader(draws something on texture or other render target) and some position can be doubled(i.e. two times converted to stereo).
This can be fixed by correction of texture coordinates in vertex shader.
Another problem it's using vPos in pixel shader, it return coordinated of the screen for mono image.
For shadows/depth sample it will work, because they should be 2D.
But not for coordinate.
I know only 2 methods to fix that:
1. convert offset from view projection to screen projection in vertex shader and pass it as texture coordinates to pixel shader.
2. You can calculate vPos in pixel shader manually based on vertex position and also pass it as texture coordinates .
Both methods require some explanation, but I'm too tired/lazy today to give it :)
But I found a simple article about that and you can use formula from this article.
Shadows in Dead Space uses such type of conversion.
Thanks HeliX, this is still probably way beyond me but its starting to make more sense. I've been sick last few days and just haven't been in a mindset to think about any of this.
So it sounds like we want to find the vertex shader for the water surface and inside that shader, create a new texcoord output for calculated vPos (calc.Vpos) using this formula from the link you provided:
Then pass that value to the pixel shader (does it pass automatically to the PS if we declare it in the VS?), and use calc.Vpos instead of Vpos? Turning that formula into HLSL is probably 4-5 lines of code and will be a big enough challenge for me. :) I will look over your Dead Space code fixes to see if I can make more sense of it.
-=HeliX=- Mod 3DV Game Fixes
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In most cases all you need to do it's just fix texture coordinates in vertex shader(like mana84 did with position of the output vertex).
I guess it will be texcoord4 .
I mentioned about vPos because saw that PS uses it(i didn't look at whole code):
mad r1.xy, vPos, c20, c20.zwzw
texld r2, r1, s1// this should work correct , because depth/shadow samplers should be in mono
mad r1.xy, r1, c21.y, c21.z// but this line can cause problem
But I think fixing texcoord4 in vetex shader should fix the problem at least partially.
In most cases all you need to do it's just fix texture coordinates in vertex shader(like mana84 did with position of the output vertex).
I guess it will be texcoord4 .
I mentioned about vPos because saw that PS uses it(i didn't look at whole code):
mad r1.xy, vPos, c20, c20.zwzw
texld r2, r1, s1// this should work correct , because depth/shadow samplers should be in mono
mad r1.xy, r1, c21.y, c21.z// but this line can cause problem
But I think fixing texcoord4 in vetex shader should fix the problem at least partially.