Battlefield: Hardline
  6 / 7    
but this is other game screenshot i need you to have a look [img]http://b.hiphotos.baidu.com/image/pic/item/64380cd7912397ddd0b759dc5f82b2b7d1a28718.jpg[/img] [img]http://e.hiphotos.baidu.com/image/pic/item/aa64034f78f0f73653798cd90c55b319eac41367.jpg[/img] this 2 image is screenshot from metro2033 with tridef 3d,high convergence in scene and gungone in 2d i think this is the best experience in stereo fps game (normal view,not aimming view) all fix are great in this forums ,but all you fps convergencelike this screenshot[img]http://c.hiphotos.baidu.com/image/pic/item/faf2b2119313b07ea04f93d00ad7912396dd8c7c.jpg[/img] play whole game just to experience a stereo gun?
but this is other game screenshot i need you to have a look
Image
Image
this 2 image is screenshot from metro2033 with tridef 3d,high convergence in scene and gungone in 2d
i think this is the best experience in stereo fps game (normal view,not aimming view)

all fix are great in this forums
,but all you fps convergencelike this screenshotImage
play whole game just to experience a stereo gun?

#76
Posted 11/28/2015 03:27 PM   
this code is in the d3dx.ini file with BFH fix [Constants] x = 0 //Lensflares ON (1) - OFF (0) - "P" key for toggle y = 0.5 //Target icons z = 0.62 //Crosshair ;w = 0 // Hand Guns OFF (0) - Enable with different depth (1 - 3) - "O" key for toggle w = 0 // Rest of the HUD (Negative values is Pop out and positive values is depth) this "Hand Guns OFF (0)".............. is that mean i can turn off gun in game? press "O"key? i test it ,but nothing happen
this code is in the d3dx.ini file with BFH fix

[Constants]
x = 0 //Lensflares ON (1) - OFF (0) - "P" key for toggle
y = 0.5 //Target icons
z = 0.62 //Crosshair
;w = 0 // Hand Guns OFF (0) - Enable with different depth (1 - 3) - "O" key for toggle
w = 0 // Rest of the HUD (Negative values is Pop out and positive values is depth)

this "Hand Guns OFF (0)".............. is that mean i can turn off gun in game? press "O"key?

i test it ,but nothing happen

#77
Posted 12/03/2015 10:51 AM   
@daspwan I originally use the w params to disable the Hands/Guns or push to different depth....but i noticed that also those shader affect some world objects, so changing break some objects. I remove all that, that's why that line is commented (";")
@daspwan

I originally use the w params to disable the Hands/Guns or push to different depth....but i noticed that also those shader affect some world objects, so changing break some objects. I remove all that, that's why that line is commented (";")

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#78
Posted 12/03/2015 11:08 AM   
start hunting shader with BFH fix, Search through 148 Pixel shaders and 200 vertex shaders, no shaders responsible for the gun/hands,i really want to turn it off.anyone can helpme?
start hunting shader with BFH fix, Search through 148 Pixel shaders and 200 vertex shaders,
no shaders responsible for the gun/hands,i really want to turn it off.anyone can helpme?

#79
Posted 12/03/2015 11:09 AM   
[quote="DHR"]@daspwan I originally use the w params to disable the Hands/Guns or push to different depth....but i noticed that also those shader affect some world objects, so changing break some objects. I remove all that, that's why that line is commented (";")[/quote] if it just affect close objects,that fine by me,so, can you show me the turn off code?
DHR said:@daspwan

I originally use the w params to disable the Hands/Guns or push to different depth....but i noticed that also those shader affect some world objects, so changing break some objects. I remove all that, that's why that line is commented (";")


if it just affect close objects,that fine by me,so, can you show me the turn off code?

#80
Posted 12/03/2015 11:14 AM   
affect objects in general.....walls, furniture, etc... not only close objects.
affect objects in general.....walls, furniture, etc... not only close objects.

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#81
Posted 12/03/2015 11:30 AM   
can i force only gun model rendering in 2d? i search no shaders responsible for the gun/hands.......
can i force only gun model rendering in 2d?
i search no shaders responsible for the gun/hands.......

#82
Posted 12/03/2015 11:34 AM   
anything you do with the Hand/Gun model affect the same way some world objects. So if you force to 2D, world object also will be 2D. If you disable, also world objects will be disabled. You can try using some features in 3Dmigoto to separate Hand/gun model from world object (for the same shader)....in Fallout 4 thread there is some information and the Fallout 4 fix (d3dx.ini and shaders from inventory and power armor have the code)... may or may not work, in Fallout 4 for example don't work the way we want.
anything you do with the Hand/Gun model affect the same way some world objects. So if you force to 2D, world object also will be 2D. If you disable, also world objects will be disabled.

You can try using some features in 3Dmigoto to separate Hand/gun model from world object (for the same shader)....in Fallout 4 thread there is some information and the Fallout 4 fix (d3dx.ini and shaders from inventory and power armor have the code)... may or may not work, in Fallout 4 for example don't work the way we want.

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#83
Posted 12/03/2015 11:47 AM   
thanks for you explain,i found fps game can be comfortable stereo in separate 6 /convergence 10 only gun separate is annoying me.
thanks for you explain,i found fps game can be comfortable stereo in separate 6 /convergence 10
only gun separate is annoying me.

#84
Posted 12/03/2015 11:57 AM   
i find a shader to disable hands in lichkingdom fix ,there is a ea2e0756662dfa88-vs_replace.txt generated in ShaderFixes folder,how can i disable this shader once for all? restart game and the hand comeback,which code should i change? and how to turn off shader hunting massage While playing? please help me cbuffer PER_INSTANCE : register(b1) { float4 Ambient : packoffset(c0); row_major float4x4 _TCMMatrixCustom : packoffset(c1); row_major float4x4 _TCMMatrixBump : packoffset(c5); row_major float4x4 _TCGMatrixEnv : packoffset(c9); row_major float4x4 _TCMMatrixEnv : packoffset(c13); row_major float4x4 _TCGMatrixCustom : packoffset(c17); row_major float4x4 _TCGMatrixBump : packoffset(c21); row_major float4x4 _TCMMatrixDif : packoffset(c25); row_major float4x4 _TCMMatrixGloss : packoffset(c29); row_major float4x4 _TCGMatrixGloss : packoffset(c33); row_major float4x4 _TCGMatrixDif : packoffset(c37); } cbuffer STATIC_INSTANCE : register(b2) { row_major float3x4 ObjWorldMatrix : packoffset(c0); float4 BendInfo : packoffset(c3); float4 AmbientOp : packoffset(c5); } cbuffer PER_FRAME : register(b3) { row_major float4x4 g_VS_ViewProjMatr : packoffset(c0); float4 g_VS_WorldViewPos : packoffset(c6); float4 g_VS_AnimGenParams : packoffset(c8); row_major float4x4 g_VS_ViewProjZeroMatr : packoffset(c10); } cbuffer SKIN_DATA : register(b7) { row_major float2x4 _g_SkinQuat[200] : packoffset(c0); } cbuffer SHAPE_DATA : register(b8) { float4 _g_ShapeDeformationData[8] : packoffset(c0); } Texture2D<float4> StereoParams : register(t125); Texture1D<float4> IniParams : register(t120); void main( float4 v0 : POSITION0, float4 v1 : TEXCOORD0, float4 v2 : COLOR0, float4 v3 : TANGENT0, float4 v4 : BLENDWEIGHT0, float4 v5 : BLENDINDICES0, float4 v6 : COLOR1, float4 v7 : TEXCOORD4, float3 v8 : TEXCOORD5, out float4 o0 : SV_Position0, out float4 o1 : TEXCOORD0, out float4 o2 : TEXCOORD1, out float4 o3 : TEXCOORD2, out float4 o4 : TEXCOORD3, out float4 o5 : TEXCOORD4) { float4 r0,r1,r2,r3,r4; uint4 bitmask, uiDest; float4 fDest; r0.xyzw = float4(255.001953,255.001953,255.001953,255.001953) * v5.xyzw; r0.xyzw = (int4)r0.xyzw; r0.xyzw = (uint4)r0.xyzw << int4(1,1,1,1); r1.xyzw = _g_SkinQuat[r0.y/2]._m10_m11_m12_m13 * v4.yyyy; r1.xyzw = _g_SkinQuat[r0.x/2]._m10_m11_m12_m13 * v4.xxxx + r1.xyzw; r1.xyzw = _g_SkinQuat[r0.z/2]._m10_m11_m12_m13 * v4.zzzz + r1.xyzw; r1.xyzw = _g_SkinQuat[r0.w/2]._m10_m11_m12_m13 * v4.wwww + r1.xyzw; r2.xyzw = _g_SkinQuat[r0.y/2]._m00_m01_m02_m03 * v4.yyyy; r2.xyzw = _g_SkinQuat[r0.x/2]._m00_m01_m02_m03 * v4.xxxx + r2.xyzw; r2.xyzw = _g_SkinQuat[r0.z/2]._m00_m01_m02_m03 * v4.zzzz + r2.xyzw; r0.xyzw = _g_SkinQuat[r0.w/2]._m00_m01_m02_m03 * v4.wwww + r2.xyzw; r2.x = dot(r0.xyzw, r0.xyzw); r2.x = rsqrt(r2.x); r1.xyzw = r2.xxxx * r1.xyzw; r0.xyzw = r2.xxxx * r0.xyzw; r2.xyz = r1.www * r0.xyz; r2.xyz = r0.www * r1.xyz + -r2.xyz; r3.xyz = r0.zxy * r1.yzx; r1.xyz = r0.yzx * r1.zxy + -r3.xyz; r1.xyz = r2.xyz + r1.xyz; r1.w = 255.001953 * v6.w; r1.w = (int)r1.w; r1.w = min(8, (int)r1.w); r2.xyz = _g_ShapeDeformationData[r1.w].yyy * v0.xyz; r2.xyz = v7.xyz * _g_ShapeDeformationData[r1.w].xxx + r2.xyz; r2.xyz = v8.xyz * _g_ShapeDeformationData[r1.w].zzz + r2.xyz; r3.xyz = r2.zxy * r0.xyz; r3.xyz = r0.zxy * r2.xyz + -r3.xyz; r3.xyz = r0.www * r2.yzx + r3.xyz; r4.xyz = r3.xyz * r0.zxy; r0.xyz = r0.yzx * r3.yzx + -r4.xyz; r0.xyz = r0.xyz * float3(2,2,2) + r2.xyz; r0.xyz = r1.xyz * float3(2,2,2) + r0.xyz; r1.w = -g_VS_WorldViewPos.x + ObjWorldMatrix._m03; r1.xyz = ObjWorldMatrix._m00_m01_m02; r0.w = 1; r1.x = dot(r1.xyzw, r0.xyzw); r2.w = -g_VS_WorldViewPos.y + ObjWorldMatrix._m13; r2.xyz = ObjWorldMatrix._m10_m11_m12; r1.y = dot(r2.xyzw, r0.xyzw); r2.w = -g_VS_WorldViewPos.z + ObjWorldMatrix._m23; r2.xyz = ObjWorldMatrix._m20_m21_m22; r1.z = dot(r2.xyzw, r0.xyzw); r1.w = 1; r0.x = dot(g_VS_ViewProjZeroMatr._m00_m01_m02_m03, r1.xyzw); r0.y = dot(g_VS_ViewProjZeroMatr._m10_m11_m12_m13, r1.xyzw); r0.z = dot(g_VS_ViewProjZeroMatr._m20_m21_m22_m23, r1.xyzw); r0.w = dot(g_VS_ViewProjZeroMatr._m30_m31_m32_m33, r1.xyzw); o2.xyzw = r1.xyzw; o0.xyzw = r0.xyzw; r0.xy = r0.xy * float2(1,-1) + r0.ww; o3.zw = r0.zw; o3.xy = float2(0.5,0.5) * r0.xy; r0.xyzw = _TCMMatrixDif._m10_m11_m12_m13 * v1.yyyy; r0.xyzw = v1.xxxx * _TCMMatrixDif._m00_m01_m02_m03 + r0.xyzw; r0.xyzw = v1.zzzz * _TCMMatrixDif._m20_m21_m22_m23 + r0.xyzw; o1.xyzw = v1.wwww * _TCMMatrixDif._m30_m31_m32_m33 + r0.xyzw; r0.xyz = _TCMMatrixCustom._m10_m11_m12 * v0.yyy; r0.xyz = v0.xxx * _TCMMatrixCustom._m00_m01_m02 + r0.xyz; r0.xyz = v0.zzz * _TCMMatrixCustom._m20_m21_m22 + r0.xyz; o4.xyz = _TCMMatrixCustom._m30_m31_m32 + r0.xyz; o4.w = 0; o5.xyzw = AmbientOp.xyzw; float4 stereo = StereoParams.Load(0); o0.x -= stereo.x * (o0.w - stereo.y); return; }
i find a shader to disable hands in lichkingdom fix ,there is a ea2e0756662dfa88-vs_replace.txt generated in ShaderFixes folder,how can i disable this shader once for all? restart game and the hand comeback,which code should i change? and how to turn off shader hunting massage While playing? please help me


cbuffer PER_INSTANCE : register(b1)
{
float4 Ambient : packoffset(c0);
row_major float4x4 _TCMMatrixCustom : packoffset(c1);
row_major float4x4 _TCMMatrixBump : packoffset(c5);
row_major float4x4 _TCGMatrixEnv : packoffset(c9);
row_major float4x4 _TCMMatrixEnv : packoffset(c13);
row_major float4x4 _TCGMatrixCustom : packoffset(c17);
row_major float4x4 _TCGMatrixBump : packoffset(c21);
row_major float4x4 _TCMMatrixDif : packoffset(c25);
row_major float4x4 _TCMMatrixGloss : packoffset(c29);
row_major float4x4 _TCGMatrixGloss : packoffset(c33);
row_major float4x4 _TCGMatrixDif : packoffset(c37);
}

cbuffer STATIC_INSTANCE : register(b2)
{
row_major float3x4 ObjWorldMatrix : packoffset(c0);
float4 BendInfo : packoffset(c3);
float4 AmbientOp : packoffset(c5);
}

cbuffer PER_FRAME : register(b3)
{
row_major float4x4 g_VS_ViewProjMatr : packoffset(c0);
float4 g_VS_WorldViewPos : packoffset(c6);
float4 g_VS_AnimGenParams : packoffset(c8);
row_major float4x4 g_VS_ViewProjZeroMatr : packoffset(c10);
}

cbuffer SKIN_DATA : register(b7)
{
row_major float2x4 _g_SkinQuat[200] : packoffset(c0);
}

cbuffer SHAPE_DATA : register(b8)
{
float4 _g_ShapeDeformationData[8] : packoffset(c0);
}

Texture2D<float4> StereoParams : register(t125);
Texture1D<float4> IniParams : register(t120);

void main(
float4 v0 : POSITION0,
float4 v1 : TEXCOORD0,
float4 v2 : COLOR0,
float4 v3 : TANGENT0,
float4 v4 : BLENDWEIGHT0,
float4 v5 : BLENDINDICES0,
float4 v6 : COLOR1,
float4 v7 : TEXCOORD4,
float3 v8 : TEXCOORD5,
out float4 o0 : SV_Position0,
out float4 o1 : TEXCOORD0,
out float4 o2 : TEXCOORD1,
out float4 o3 : TEXCOORD2,
out float4 o4 : TEXCOORD3,
out float4 o5 : TEXCOORD4)
{
float4 r0,r1,r2,r3,r4;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyzw = float4(255.001953,255.001953,255.001953,255.001953) * v5.xyzw;
r0.xyzw = (int4)r0.xyzw;
r0.xyzw = (uint4)r0.xyzw << int4(1,1,1,1);
r1.xyzw = _g_SkinQuat[r0.y/2]._m10_m11_m12_m13 * v4.yyyy;
r1.xyzw = _g_SkinQuat[r0.x/2]._m10_m11_m12_m13 * v4.xxxx + r1.xyzw;
r1.xyzw = _g_SkinQuat[r0.z/2]._m10_m11_m12_m13 * v4.zzzz + r1.xyzw;
r1.xyzw = _g_SkinQuat[r0.w/2]._m10_m11_m12_m13 * v4.wwww + r1.xyzw;
r2.xyzw = _g_SkinQuat[r0.y/2]._m00_m01_m02_m03 * v4.yyyy;
r2.xyzw = _g_SkinQuat[r0.x/2]._m00_m01_m02_m03 * v4.xxxx + r2.xyzw;
r2.xyzw = _g_SkinQuat[r0.z/2]._m00_m01_m02_m03 * v4.zzzz + r2.xyzw;
r0.xyzw = _g_SkinQuat[r0.w/2]._m00_m01_m02_m03 * v4.wwww + r2.xyzw;
r2.x = dot(r0.xyzw, r0.xyzw);
r2.x = rsqrt(r2.x);
r1.xyzw = r2.xxxx * r1.xyzw;
r0.xyzw = r2.xxxx * r0.xyzw;
r2.xyz = r1.www * r0.xyz;
r2.xyz = r0.www * r1.xyz + -r2.xyz;
r3.xyz = r0.zxy * r1.yzx;
r1.xyz = r0.yzx * r1.zxy + -r3.xyz;
r1.xyz = r2.xyz + r1.xyz;
r1.w = 255.001953 * v6.w;
r1.w = (int)r1.w;
r1.w = min(8, (int)r1.w);
r2.xyz = _g_ShapeDeformationData[r1.w].yyy * v0.xyz;
r2.xyz = v7.xyz * _g_ShapeDeformationData[r1.w].xxx + r2.xyz;
r2.xyz = v8.xyz * _g_ShapeDeformationData[r1.w].zzz + r2.xyz;
r3.xyz = r2.zxy * r0.xyz;
r3.xyz = r0.zxy * r2.xyz + -r3.xyz;
r3.xyz = r0.www * r2.yzx + r3.xyz;
r4.xyz = r3.xyz * r0.zxy;
r0.xyz = r0.yzx * r3.yzx + -r4.xyz;
r0.xyz = r0.xyz * float3(2,2,2) + r2.xyz;
r0.xyz = r1.xyz * float3(2,2,2) + r0.xyz;
r1.w = -g_VS_WorldViewPos.x + ObjWorldMatrix._m03;
r1.xyz = ObjWorldMatrix._m00_m01_m02;
r0.w = 1;
r1.x = dot(r1.xyzw, r0.xyzw);
r2.w = -g_VS_WorldViewPos.y + ObjWorldMatrix._m13;
r2.xyz = ObjWorldMatrix._m10_m11_m12;
r1.y = dot(r2.xyzw, r0.xyzw);
r2.w = -g_VS_WorldViewPos.z + ObjWorldMatrix._m23;
r2.xyz = ObjWorldMatrix._m20_m21_m22;
r1.z = dot(r2.xyzw, r0.xyzw);
r1.w = 1;
r0.x = dot(g_VS_ViewProjZeroMatr._m00_m01_m02_m03, r1.xyzw);
r0.y = dot(g_VS_ViewProjZeroMatr._m10_m11_m12_m13, r1.xyzw);
r0.z = dot(g_VS_ViewProjZeroMatr._m20_m21_m22_m23, r1.xyzw);
r0.w = dot(g_VS_ViewProjZeroMatr._m30_m31_m32_m33, r1.xyzw);
o2.xyzw = r1.xyzw;
o0.xyzw = r0.xyzw;
r0.xy = r0.xy * float2(1,-1) + r0.ww;
o3.zw = r0.zw;
o3.xy = float2(0.5,0.5) * r0.xy;
r0.xyzw = _TCMMatrixDif._m10_m11_m12_m13 * v1.yyyy;
r0.xyzw = v1.xxxx * _TCMMatrixDif._m00_m01_m02_m03 + r0.xyzw;
r0.xyzw = v1.zzzz * _TCMMatrixDif._m20_m21_m22_m23 + r0.xyzw;
o1.xyzw = v1.wwww * _TCMMatrixDif._m30_m31_m32_m33 + r0.xyzw;
r0.xyz = _TCMMatrixCustom._m10_m11_m12 * v0.yyy;
r0.xyz = v0.xxx * _TCMMatrixCustom._m00_m01_m02 + r0.xyz;
r0.xyz = v0.zzz * _TCMMatrixCustom._m20_m21_m22 + r0.xyz;
o4.xyz = _TCMMatrixCustom._m30_m31_m32 + r0.xyz;
o4.w = 0;
o5.xyzw = AmbientOp.xyzw;
float4 stereo = StereoParams.Load(0);
o0.x -= stereo.x * (o0.w - stereo.y);
return;
}

#85
Posted 12/03/2015 03:32 PM   
@daspwan I'm a little lost here....first you ask for BFH and now you have a shader for another game. If you want to disable that shader, in the bottom add before "return;" this code: [code]o0 = 0;[/code] just in case you don't know, this shader will don't work in BFH. Again, this may disable another stuff, like world objects or something else.
@daspwan

I'm a little lost here....first you ask for BFH and now you have a shader for another game.
If you want to disable that shader, in the bottom add before "return;" this code:
o0 = 0;


just in case you don't know, this shader will don't work in BFH.

Again, this may disable another stuff, like world objects or something else.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

#86
Posted 12/03/2015 09:48 PM   
Guys please, ignore the spammer guy... It seems he likes to spam all the threads he can find with his idea of disabling things... Just ignore him. @daspwan: Dude, go and do Bo3b's school to understand what is happening and do your own research rather then hijacking all the threads you can find... and no being a Chinese or other nationality is not an excuse for this behavior...
Guys please, ignore the spammer guy...
It seems he likes to spam all the threads he can find with his idea of disabling things...
Just ignore him.

@daspwan:
Dude, go and do Bo3b's school to understand what is happening and do your own research rather then hijacking all the threads you can find... and no being a Chinese or other nationality is not an excuse for this behavior...

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)

#87
Posted 12/03/2015 10:30 PM   
[quote="DHR"]@daspwan I'm a little lost here....first you ask for BFH and now you have a shader for another game. If you want to disable that shader, in the bottom add before "return;" this code: [code]o0 = 0;[/code] just in case you don't know, this shader will don't work in BFH. Again, this may disable another stuff, like world objects or something else.[/quote] thanks again! sorry for my post if it annoying someone. @helifax in this thread i seek help for BHF fix modifyi in the d3d9ini file,there is a "Hand Guns OFF" [Constants] i am not asking you.i did learn some basic in Bo3b's school and do my own research,i stop post in you thread,right? you don't like my idea, you can ignore me.do you think You represent all people? hehe
DHR said:@daspwan

I'm a little lost here....first you ask for BFH and now you have a shader for another game.
If you want to disable that shader, in the bottom add before "return;" this code:
o0 = 0;


just in case you don't know, this shader will don't work in BFH.

Again, this may disable another stuff, like world objects or something else.


thanks again! sorry for my post if it annoying someone.



@helifax in this thread i seek help for BHF fix modifyi in the d3d9ini file,there is a "Hand Guns OFF" [Constants]


i am not asking you.i did learn some basic in Bo3b's school and do my own research,i stop post in you thread,right? you don't like my idea, you can ignore me.do you think You represent all people? hehe

#88
Posted 12/03/2015 11:54 PM   
[quote="daspwan"][quote="DHR"]@daspwan I'm a little lost here....first you ask for BFH and now you have a shader for another game. If you want to disable that shader, in the bottom add before "return;" this code: [code]o0 = 0;[/code] just in case you don't know, this shader will don't work in BFH. Again, this may disable another stuff, like world objects or something else.[/quote] thanks again! sorry for my post if it annoying someone. @helifax in this thread i seek help for BHF fix modifyi in the d3d9ini file,there is a "Hand Guns OFF" [Constants] i am not asking you.i did learn some basic in Bo3b's school and do my own research,i stop post in you thread,right? you don't like my idea, you can ignore me.do you think You represent all people? hehe [/quote] He he he he... If you want to ask for help at least do it properly;) Is fair enough to ask for help in this thread for Battlefield: Hardline but keep your questions related to this game. If you want to ask for another game: - See if a thread doesn't already exist for that thread and ask there. - If no thread exists create one for that specific game asking for help:) This has nothing to do with me liking or disliking your idea. If you like your idea that is what matters, not what I think or anyone else:) So, if you want to ask about Linchdom Battlemage you can ask in this thread: https://forums.geforce.com/default/topic/720174/let-lichdom-battlemage-devs-know-you-want-3d/?offset=5
daspwan said:
DHR said:@daspwan

I'm a little lost here....first you ask for BFH and now you have a shader for another game.
If you want to disable that shader, in the bottom add before "return;" this code:
o0 = 0;


just in case you don't know, this shader will don't work in BFH.

Again, this may disable another stuff, like world objects or something else.


thanks again! sorry for my post if it annoying someone.



@helifax in this thread i seek help for BHF fix modifyi in the d3d9ini file,there is a "Hand Guns OFF" [Constants]


i am not asking you.i did learn some basic in Bo3b's school and do my own research,i stop post in you thread,right? you don't like my idea, you can ignore me.do you think You represent all people? hehe


He he he he... If you want to ask for help at least do it properly;) Is fair enough to ask for help in this thread for Battlefield: Hardline but keep your questions related to this game.
If you want to ask for another game:
- See if a thread doesn't already exist for that thread and ask there.
- If no thread exists create one for that specific game asking for help:)
This has nothing to do with me liking or disliking your idea. If you like your idea that is what matters, not what I think or anyone else:)

So, if you want to ask about Linchdom Battlemage you can ask in this thread:

https://forums.geforce.com/default/topic/720174/let-lichdom-battlemage-devs-know-you-want-3d/?offset=5

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etc


My website with my fixes and OpenGL to 3D Vision wrapper:
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(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)

#89
Posted 12/04/2015 10:01 AM   
thank you for reminding me,i will do it properly form now on and never respwan my post anymore.....it just so few people holding out at stereo game field,In my country it much less.....almost none konws helixmod.blog,i have so many thing to learn,I try my best to solve my own issue.
thank you for reminding me,i will do it properly form now on and never respwan my post anymore.....it just so few people holding out at stereo game field,In my country it much less.....almost none konws helixmod.blog,i have so many thing to learn,I try my best to solve my own issue.

#90
Posted 12/04/2015 10:20 AM   
  6 / 7    
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