[code] out float4 o0 : SV_Position0,[/code]
That's the baby!
Just before the return; on line 98, add these lines
[code]
//Disabled Shader
o0=0;
return;
}
[/code]
You should only have the one return; in your code!
Try that
Regarding low pitch beep.
Sometimes if you are trying to save a shader loaded in Notepad++ or already stored it will lowbeep highbeep, double highbeep or just lowbeep.
Lowbeep usually means dodgy code in the shader though...
Make sure you haven't forgotten ; at the end of the line or // if you have commented out the code
Just before the return; on line 98, add these lines
//Disabled Shader
o0=0;
return;
}
You should only have the one return; in your code!
Try that
Regarding low pitch beep.
Sometimes if you are trying to save a shader loaded in Notepad++ or already stored it will lowbeep highbeep, double highbeep or just lowbeep.
Lowbeep usually means dodgy code in the shader though...
Make sure you haven't forgotten ; at the end of the line or // if you have commented out the code
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Ive added that line but it havent removed the ground :/
additionally I do hear the high pitch sound on f10 only when I launch the game and dont make any modification, once I change anything like remove the disabled shader part im getting the low pitch sound on f10 from that point...
I've also tried adding that code bo3b posted earlier in the PS file but it didnt worked either for me.
The game loads and the ground is still visible my understanding is that it should not with those modifications.
Ive added that line but it havent removed the ground :/
additionally I do hear the high pitch sound on f10 only when I launch the game and dont make any modification, once I change anything like remove the disabled shader part im getting the low pitch sound on f10 from that point...
I've also tried adding that code bo3b posted earlier in the PS file but it didnt worked either for me.
The game loads and the ground is still visible my understanding is that it should not with those modifications.
@tehace
If you ear a low boop when you press NUMPAD 3 first time hunt (for the PS), is because the shader have some decompiler issues. Look the d3d11_log.txt for an Error related to that shader (normally in the bottom of the file).
In this case the decompiler issue can be related to "compositorDiffuseTexture", "compositorSpecularTexture" or "TerrainTrackTexture".
F10 (refresh) will not work if the decompiler issue is not fixed. Any line of code you insert will not refresh.
If you ear a low boop when you press NUMPAD 3 first time hunt (for the PS), is because the shader have some decompiler issues. Look the d3d11_log.txt for an Error related to that shader (normally in the bottom of the file).
In this case the decompiler issue can be related to "compositorDiffuseTexture", "compositorSpecularTexture" or "TerrainTrackTexture".
F10 (refresh) will not work if the decompiler issue is not fixed. Any line of code you insert will not refresh.
ok its not that the wrapper is not working properly as I just dumped the shader responsible for displaying unit icons - the code below - and I've added o4=0; and it loaded with high pitch sound and actually removed the icons (+as it turned out also some menu elements as well).
Nice experimenting! That's a start!
If it is a problem like DHR mentions try the disable method which he suggested in that guide I wrote, where you add the shader name to the d3dx.ini file.
[url]https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726322/#4726322[/url]
Would that bypass that problem of decompiler issues?
If it is a problem like DHR mentions try the disable method which he suggested in that guide I wrote, where you add the shader name to the d3dx.ini file.
Would that bypass that problem of decompiler issues?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
It looks like a load of nonsense to me but I keep seeing PS in there.
Delete all of the PS files you have found in the ShaderFixes folder.
What happens if you only have the VS ones?
It looks like a load of nonsense to me but I keep seeing PS in there.
Delete all of the PS files you have found in the ShaderFixes folder.
What happens if you only have the VS ones?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Yes, I've added both VS and PS hash in one shaderoverride1 but I got an error in the d3d11_log sayin I have dupicating values so now I have
[ShaderOverride1]
Hash=662ee2ed4ba8d6ef
Handling=skip
[ShaderOverride2]
Hash=566a42c68d2cbf0c
Handling=skip
and whenever I launch the map now the ground is gone.
Dude
Try to only use VS.
Seriously, hunt for VS only. See what happens.
Delete any mention of the PS and see if you can find the VS shader for the floor.
Delete any mention of the PS and see if you can find the VS shader for the floor.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
ok so I've tried a couple of things and the results are as follows:
1. nothing in shaderfixes / only VS hash in d3dx.ini
result: high pitch on f10 / ground gone / no errors
2. nothing in shaderfixes / only PS hash in d3dx.ini
result: same as 1
3. only VS shader in shaderfixes but with o0=0; added / nothing in d3dx.ini
result: low pitch on f10 / ground still visible / error
--------------------------------------------- BEGIN ---------------------------------------------
F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
after that happens I need to exit the game and reload it. Removing that o0=0; part doesnt make the a difference as I'm still getting the same error added to the log and hearing the low pitch sound.
thanks for the prompt answers.
ok so I've tried a couple of things and the results are as follows:
1. nothing in shaderfixes / only VS hash in d3dx.ini
result: high pitch on f10 / ground gone / no errors
2. nothing in shaderfixes / only PS hash in d3dx.ini
result: same as 1
3. only VS shader in shaderfixes but with o0=0; added / nothing in d3dx.ini
result: low pitch on f10 / ground still visible / error
--------------------------------------------- BEGIN ---------------------------------------------
F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
after that happens I need to exit the game and reload it. Removing that o0=0; part doesnt make the a difference as I'm still getting the same error added to the log and hearing the low pitch sound.
just to make sure here is the 0 added, Ive added it as o0 = 0; and o0=0; but they both return wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4'
:(
No idea.
But DHR's method successfully disabled the shader?
I have a feeling fixing the ground texture is more than just tweaking its depth, like you might a starmap.
The shader you posted looks quite readable(?); it has really sensible variable names! Hopefully our shader hackers might be able to help!
But DHR's method successfully disabled the shader?
I have a feeling fixing the ground texture is more than just tweaking its depth, like you might a starmap.
The shader you posted looks quite readable(?); it has really sensible variable names! Hopefully our shader hackers might be able to help!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Does f10 beeps in low pitch if there arent any changes to be applied?
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
That's the baby!
Just before the return; on line 98, add these lines
You should only have the one return; in your code!
Try that
Regarding low pitch beep.
Sometimes if you are trying to save a shader loaded in Notepad++ or already stored it will lowbeep highbeep, double highbeep or just lowbeep.
Lowbeep usually means dodgy code in the shader though...
Make sure you haven't forgotten ; at the end of the line or // if you have commented out the code
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
additionally I do hear the high pitch sound on f10 only when I launch the game and dont make any modification, once I change anything like remove the disabled shader part im getting the low pitch sound on f10 from that point...
I've also tried adding that code bo3b posted earlier in the PS file but it didnt worked either for me.
The game loads and the ground is still visible my understanding is that it should not with those modifications.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
If you ear a low boop when you press NUMPAD 3 first time hunt (for the PS), is because the shader have some decompiler issues. Look the d3d11_log.txt for an Error related to that shader (normally in the bottom of the file).
In this case the decompiler issue can be related to "compositorDiffuseTexture", "compositorSpecularTexture" or "TerrainTrackTexture".
F10 (refresh) will not work if the decompiler issue is not fixed. Any line of code you insert will not refresh.
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Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
If it is a problem like DHR mentions try the disable method which he suggested in that guide I wrote, where you add the shader name to the d3dx.ini file.
https://forums.geforce.com/default/topic/896196/3d-vision/-simplified-guide-quick-n-easy-shader-disabling-fixing-static-objects-depth-if-rendered-wrong-/post/4726322/#4726322
Would that bypass that problem of decompiler issues?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
here is the end of the file that contains some errors
and here is the whole file if I pasted not enough of it http://thc333.com/d3d11_log.txt
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Delete all of the PS files you have found in the ShaderFixes folder.
What happens if you only have the VS ones?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
[ShaderOverride1]
Hash=662ee2ed4ba8d6ef
Handling=skip
[ShaderOverride2]
Hash=566a42c68d2cbf0c
Handling=skip
and whenever I launch the map now the ground is gone.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Try to only use VS.
Seriously, hunt for VS only. See what happens.
Delete any mention of the PS and see if you can find the VS shader for the floor.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
1. nothing in shaderfixes / only VS hash in d3dx.ini
result: high pitch on f10 / ground gone / no errors
2. nothing in shaderfixes / only PS hash in d3dx.ini
result: same as 1
3. only VS shader in shaderfixes but with o0=0; added / nothing in d3dx.ini
result: low pitch on f10 / ground still visible / error
--------------------------------------------- BEGIN ---------------------------------------------
F:\SteamLibrary\steamapps\common\Company of Heroes 2\wrapper1349(1,8-13): error X3000: syntax error: unexpected token 'mixed4'
---------------------------------------------- END ----------------------------------------------
> FAILED to reload shaders from ShaderFixes
Reloading d3dx.ini (EXPERIMENTAL)...
after that happens I need to exit the game and reload it. Removing that o0=0; part doesnt make the a difference as I'm still getting the same error added to the log and hearing the low pitch sound.
thanks for the prompt answers.
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE
No idea.
But DHR's method successfully disabled the shader?
I have a feeling fixing the ground texture is more than just tweaking its depth, like you might a starmap.
The shader you posted looks quite readable(?); it has really sensible variable names! Hopefully our shader hackers might be able to help!
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes
Acer H5360 / BenQ XL2420T + 3D Vision 2 Kit - EVGA GTX 980TI 6GB - i7-3930K@4.0GHz - DX79SI- 16GB RAM@2133 - Win10x64 Home - HTC VIVE