Fable Anniversary - 3D Vision WIP
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I don't know about you, but I am a big (or used to be ) fan of the Fable Series (especially the 1st one). Today Fable Anniversary got released ( Fable 1 remake). It is using Unreal Engine. While by default is not rendering THAT bad it still has it's issues.... "Fixed": - Removed shadows.. I did try to use HelixMod Lua script and it makes the shadows a bit better yet still broken... - Disabled "selection" haloes around objects as they were rendering bad. - Added 2 separate convergences for normal roaming around and Dialogues/Cut-scenes. - Some haloes around water surfaces... Found the shader CRC32 number but I can't dump it no matter what... So this is not fixed. Haven't played that much yet but so far it looks very nice (once all the above annoyances are removed). Made a couple of screenshots at http://photos.3dvisionlive.com/helifax/album/54136e4cd475fe924a0000e9/ Surround: Wasn't tested yet. Will plan to test it tomorrow.:) Keep in mind that this is not a perfect FIX. It just disables some stuff and adds the ability to use 2 convergences settings. Add the content of the rar file to ...\Fable Anniversary\Binaries\Win32\ Use F1 to toggle between convergences. I am interested to see if others manages to get the same results as me:) (Shadows + halos disabled).
I don't know about you, but I am a big (or used to be ) fan of the Fable Series (especially the 1st one).
Today Fable Anniversary got released ( Fable 1 remake). It is using Unreal Engine. While by default is not rendering THAT bad it still has it's issues....

"Fixed":

- Removed shadows.. I did try to use HelixMod Lua script and it makes the shadows a bit better yet still broken...
- Disabled "selection" haloes around objects as they were rendering bad.
- Added 2 separate convergences for normal roaming around and Dialogues/Cut-scenes.
- Some haloes around water surfaces... Found the shader CRC32 number but I can't dump it no matter what... So this is not fixed.

Haven't played that much yet but so far it looks very nice (once all the above annoyances are removed).


Made a couple of screenshots at http://photos.3dvisionlive.com/helifax/album/54136e4cd475fe924a0000e9/
Surround: Wasn't tested yet. Will plan to test it tomorrow.:)


Keep in mind that this is not a perfect FIX. It just disables some stuff and adds the ability to use 2 convergences settings.


Add the content of the rar file to ...\Fable Anniversary\Binaries\Win32\
Use F1 to toggle between convergences.
I am interested to see if others manages to get the same results as me:) (Shadows + halos disabled).

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)

#1
Posted 09/12/2014 10:16 PM   
You could try copying down the CRC, making a txt file and adding the basic disable code(vs_3_0) to see if it at least disables it. Might also try an older more stable dll(130305?) or not using UseRenderedShaders with DumpAll?
You could try copying down the CRC, making a txt file and adding the basic disable code(vs_3_0) to see if it at least disables it. Might also try an older more stable dll(130305?) or not using UseRenderedShaders with DumpAll?
#2
Posted 09/12/2014 11:19 PM   
Good, was thinking of looking at it but my back is really bothering me so I really haven't been in the mood. [quote="helifax"] - Some haloes around water surfaces... Found the shader CRC32 number but I can't dump it no matter what... So this is not fixed. [/quote] Add dumpall = true to dx9settings.ini and grab shader from dump. [quote="helifax"] added 2 separate convergences for normal roaming around and Dialogues/Cut-scenes. [/quote] Its got a "static" hud. Like the map. You grab the texture and have it trigger a seperate convergence setting when map triggers [gameplay]. Look at a game like dmc/deadpool/enslaved on how I do it. If you want I can do that since only takes like 15 mins if you want.
Good, was thinking of looking at it but my back is really bothering me so I really haven't been in the mood.
helifax said:
- Some haloes around water surfaces... Found the shader CRC32 number but I can't dump it no matter what... So this is not fixed.


Add dumpall = true to dx9settings.ini and grab shader from dump.

helifax said:
added 2 separate convergences for normal roaming around and Dialogues/Cut-scenes.


Its got a "static" hud. Like the map. You grab the texture and have it trigger a seperate convergence setting when map triggers [gameplay]. Look at a game like dmc/deadpool/enslaved on how I do it.

If you want I can do that since only takes like 15 mins if you want.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#3
Posted 09/13/2014 01:08 AM   
[quote="eqzitara"]Good, was thinking of looking at it but my back is really bothering me so I really haven't been in the mood. [quote="helifax"] - Some haloes around water surfaces... Found the shader CRC32 number but I can't dump it no matter what... So this is not fixed. [/quote] Add dumpall = true to dx9settings.ini and grab shader from dump. [quote="helifax"] added 2 separate convergences for normal roaming around and Dialogues/Cut-scenes. [/quote] Its got a "static" hud. Like the map. You grab the texture and have it trigger a seperate convergence setting when map triggers [gameplay]. Look at a game like dmc/deadpool/enslaved on how I do it. If you want I can do that since only takes like 15 mins if you want.[/quote] That is exactly what I do: - dumpall = true in ini file. - I manually cycle and find the shader - Press key to dump the shader -> nothing (shader not dumped) - Noted down the CRC32. - Looked in dumps/all shaders and cannot find the shader there... - I also tried to make an empty shader with the CRC32 and reload the game. Apparently it doesn't do anything.. Just FYI the shader CRC32 reported in-game is 0xFE59B08B. And nor can I manually dump it nor do I find it in the automatic dumps:( Anyone encountered this before?? I will look at the auto-convergence feature a bit more :D to see how I can do it;)) (I want to learn how to do that as well ^_^) Edit: Auto-convergence and texture hunting: - I enabled the texture cycling feature in the wrapper so now I can cycle through the textures. In my case there are almost 6000 textures. Any hunting tips? Or the only way to do this is to manually cycle through all the textures?:D
eqzitara said:Good, was thinking of looking at it but my back is really bothering me so I really haven't been in the mood.
helifax said:
- Some haloes around water surfaces... Found the shader CRC32 number but I can't dump it no matter what... So this is not fixed.


Add dumpall = true to dx9settings.ini and grab shader from dump.

helifax said:
added 2 separate convergences for normal roaming around and Dialogues/Cut-scenes.


Its got a "static" hud. Like the map. You grab the texture and have it trigger a seperate convergence setting when map triggers [gameplay]. Look at a game like dmc/deadpool/enslaved on how I do it.

If you want I can do that since only takes like 15 mins if you want.



That is exactly what I do:
- dumpall = true in ini file.
- I manually cycle and find the shader
- Press key to dump the shader -> nothing (shader not dumped)
- Noted down the CRC32.
- Looked in dumps/all shaders and cannot find the shader there...

- I also tried to make an empty shader with the CRC32 and reload the game. Apparently it doesn't do anything..

Just FYI the shader CRC32 reported in-game is 0xFE59B08B. And nor can I manually dump it nor do I find it in the automatic dumps:( Anyone encountered this before??

I will look at the auto-convergence feature a bit more :D to see how I can do it;)) (I want to learn how to do that as well ^_^)


Edit:

Auto-convergence and texture hunting:
- I enabled the texture cycling feature in the wrapper so now I can cycle through the textures.
In my case there are almost 6000 textures. Any hunting tips? Or the only way to do this is to manually cycle through all the textures?:D

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)

#4
Posted 09/13/2014 09:43 AM   
eqzitara is the master in auto-convergence their skills will die with him xDDD. Indeed a treat to see you here. Seems helifax takes over and I hope...ALL hope that you and mike help him.
eqzitara is the master in auto-convergence their skills will die with him xDDD. Indeed a treat to see you here.
Seems helifax takes over and I hope...ALL hope that you and mike help him.

i7 4970k@4.5Ghz, SLI GTX1080Ti Aorus Gigabyte Xtreme, 16GB G Skill 2400hrz, 3*PG258Q in 3D surround.

#5
Posted 09/13/2014 10:06 AM   
Hmm, I found the texture I was looking for. Now I am looking at Enslaved dx9settings.ini file. I see that I also need a vertex shader that uses this texture? How can I find that? By manually cycling through the shaders? Also, I am not quite sure I understand how to enable the convergence change when that texture is being used.... Any help is highly appreciated:)
Hmm,

I found the texture I was looking for. Now I am looking at Enslaved dx9settings.ini file.
I see that I also need a vertex shader that uses this texture? How can I find that? By manually cycling through the shaders? Also, I am not quite sure I understand how to enable the convergence change when that texture is being used.... Any help is highly appreciated:)

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)

#6
Posted 09/13/2014 10:54 AM   
[quote="helifax"] I found the texture I was looking for. Now I am looking at Enslaved dx9settings.ini file. I see that I also need a vertex shader that uses this texture? How can I find that? By manually cycling through the shaders? Also, I am not quite sure I understand how to enable the convergence change when that texture is being used.... Any help is highly appreciated:)[/quote] Hi helifax. Auto convergence is pretty easy. Perhaps the hard part is locating a unique texture to use. So for example, I want it to automatically increase convergence whenever a "map screen" is shown. I'll use the map labels as the trigger. In the dx9settings file below, scroll to the bottom & you'll see that texture "TEX50F856B9" triggers "PRES5", which has depth & convergence values attached. "PRES5" can also be triggered with the "F4" key. [code][General] //Cycle textures using the semicolon & apostrophe key bCalcTexCRCatStart = True PrevTexKey = 186 NextTexKey = 222 PresetsKeysList = 1; [KEY1] // F4 key Key = 115 Presets = 5; Type = 1 [PRES5] UseSepSettings = true SaveSepSettings = true Convergence = 0x43c9c5b6 Separation = 0x42c80000 [VSA1A2EEC3] CheckTexCRC = true VBOffsetList = 0; UseDefinedOnly = false DefinedTexturesVS = 50F856B9; [VBA1A2EEC3.0] PointsList = 554 [TEX50F856B9] //labels for map PresIndex = 5[/code] To locate textures: I've found that using the "bCalcTexCRCatStart = True" feature can make finding textures easier. [url]http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#bCalcTexCRCatStart[/url] Once I locate the vertex shader for the texture, I just cycle through the textures using the keyboard. I write down the texture CRC & list it in the dx9settings file. Edit: Also, the vertex shader file for the unique texture needs to be in the ShaderOverride folder, whether it's edited or not. Let me know if you have any more questions regarding this.
helifax said:
I found the texture I was looking for. Now I am looking at Enslaved dx9settings.ini file.
I see that I also need a vertex shader that uses this texture? How can I find that? By manually cycling through the shaders? Also, I am not quite sure I understand how to enable the convergence change when that texture is being used.... Any help is highly appreciated:)


Hi helifax. Auto convergence is pretty easy. Perhaps the hard part is locating a unique texture to use. So for example, I want it to automatically increase convergence whenever a "map screen" is shown. I'll use the map labels as the trigger. In the dx9settings file below, scroll to the bottom & you'll see that texture "TEX50F856B9" triggers "PRES5", which has depth & convergence values attached. "PRES5" can also be triggered with the "F4" key.

[General]
//Cycle textures using the semicolon & apostrophe key
bCalcTexCRCatStart = True
PrevTexKey = 186
NextTexKey = 222

PresetsKeysList = 1;


[KEY1]
// F4 key
Key = 115
Presets = 5;
Type = 1

[PRES5]
UseSepSettings = true
SaveSepSettings = true
Convergence = 0x43c9c5b6
Separation = 0x42c80000


[VSA1A2EEC3]
CheckTexCRC = true
VBOffsetList = 0;
UseDefinedOnly = false
DefinedTexturesVS = 50F856B9;

[VBA1A2EEC3.0]
PointsList = 554

[TEX50F856B9]
//labels for map
PresIndex = 5


To locate textures: I've found that using the "bCalcTexCRCatStart = True" feature can make finding textures easier.

http://wiki.bo3b.net/index.php?title=HelixMod_Feature_List#bCalcTexCRCatStart

Once I locate the vertex shader for the texture, I just cycle through the textures using the keyboard. I write down the texture CRC & list it in the dx9settings file. Edit: Also, the vertex shader file for the unique texture needs to be in the ShaderOverride folder, whether it's edited or not.



Let me know if you have any more questions regarding this.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#7
Posted 09/13/2014 12:55 PM   
[quote="4everAwake"] ...... Once I locate the vertex shader for the texture, I just cycle through the textures using the keyboard. I write down the texture CRC & list it in the dx9settings file. Let me know if you have any more questions regarding this.[/quote] I already made it (after spending quite a lot of time going through the 6000 textures). What I am interested in is...if there is a way to search through the textures "attached" to a specific shader, rather than all 6000... Like, I select vertex Id 5. It has attached 3 textures. I can cycle only through those 3 textures:) Is this possible? or I have to cycle through all the loaded textures to find the one I am looking for.
4everAwake said:

......

Once I locate the vertex shader for the texture, I just cycle through the textures using the keyboard. I write down the texture CRC & list it in the dx9settings file.



Let me know if you have any more questions regarding this.


I already made it (after spending quite a lot of time going through the 6000 textures).
What I am interested in is...if there is a way to search through the textures "attached" to a specific shader, rather than all 6000...

Like, I select vertex Id 5. It has attached 3 textures. I can cycle only through those 3 textures:)

Is this possible? or I have to cycle through all the loaded textures to find the one I am looking for.

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)

#8
Posted 09/13/2014 01:22 PM   
Oh wow 6000 textures =P In that case, it's probably easier to dump the texture CRCs for the individual vertex shader in the textures log (F12 key). Then insert the texture CRC's one by one into "DefinedTexturesVS" until find the one you need. You probably know all of this already, but let me know if you need me to go more into more details about this. [quote="helifax"] What I am interested in is...if there is a way to search through the textures "attached" to a specific shader, rather than all 6000... [/quote] Not to my knowledge, unfortunately. I wish we were able to cycle the textures that way.
Oh wow 6000 textures =P

In that case, it's probably easier to dump the texture CRCs for the individual vertex shader in the textures log (F12 key). Then insert the texture CRC's one by one into "DefinedTexturesVS" until find the one you need. You probably know all of this already, but let me know if you need me to go more into more details about this.


helifax said:
What I am interested in is...if there is a way to search through the textures "attached" to a specific shader, rather than all 6000...


Not to my knowledge, unfortunately. I wish we were able to cycle the textures that way.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#9
Posted 09/13/2014 01:56 PM   
[quote="4everAwake"]Oh wow 6000 textures =P In that case, it's probably easier to dump the texture CRCs for the individual vertex shader in the textures log (F12 key). Then insert the texture CRC's one by one into "DefinedTexturesVS" until find the one you need. You probably know all of this already, but let me know if you need me to go more into more details about this. [quote="helifax"] What I am interested in is...if there is a way to search through the textures "attached" to a specific shader, rather than all 6000... [/quote] Not to my knowledge, unfortunately. I wish we were able to cycle the textures that way. [/quote] I didn't know about that little thing ^_^. However, I select the vertex shader press F12 nothing happens... For some reason the HelixDebugger doesn't seem to work with this game very well..for some reason...:( I will try other debuggers a bit later on;))
4everAwake said:Oh wow 6000 textures =P

In that case, it's probably easier to dump the texture CRCs for the individual vertex shader in the textures log (F12 key). Then insert the texture CRC's one by one into "DefinedTexturesVS" until find the one you need. You probably know all of this already, but let me know if you need me to go more into more details about this.


helifax said:
What I am interested in is...if there is a way to search through the textures "attached" to a specific shader, rather than all 6000...


Not to my knowledge, unfortunately. I wish we were able to cycle the textures that way.


I didn't know about that little thing ^_^. However, I select the vertex shader press F12 nothing happens...
For some reason the HelixDebugger doesn't seem to work with this game very well..for some reason...:(
I will try other debuggers a bit later on;))

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)

#10
Posted 09/13/2014 03:01 PM   
Hmm I found one of the textures and the VS. I declared them as [code] [VS10662C55] CheckTexCRC = true VBOffsetList = 0; UseDefinedOnly = false TexCounterReg = 251 DefinedTexturesVS = DDD33A0D // Bow Aim [TEXDDD33A0D] PresIndex = 1 [/code] Yet it doesn't trigger the preset like on the other textures... any idea why?
Hmm I found one of the textures and the VS.

I declared them as
[VS10662C55]
CheckTexCRC = true
VBOffsetList = 0;
UseDefinedOnly = false
TexCounterReg = 251
DefinedTexturesVS = DDD33A0D

// Bow Aim
[TEXDDD33A0D]
PresIndex = 1


Yet it doesn't trigger the preset like on the other textures... any idea why?

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)

#11
Posted 09/13/2014 04:08 PM   
For the texture dump feature: 1) Put this in the dx9settings file (replace 817D3B33 for the vertex shader of the texture): [code][VS817D3B33] CheckTexCRC = true VBOffsetList = 0; UseDefinedOnly = True DefinedTexturesVS = [VB817D3B33.0] PointsList = 554; [/code] 2) Now run the game and notice that the textures for the vertex shader are missing. 3) Press F12 to dump the textures into a log file and wait a few seconds (5 seconds perhaps?) 4) Alt-Tab out of the game & open TEXTURESLOG.txt in the game directory. 5) Where it says "Last texture CRC:" copy the 8 digit CRC & paste it to "DefinedTexturesVS". Be sure to end all CRCs with a semicolon. For example: DefinedTexturesVS = 7FD2D590;312C93ED;B2A30DE0; 6) Return to the game and press F8 to refresh the dx9settings file. 7) Repeat steps 3 through 7 until the texture you're looking for appears on the screen. 8) After you've identified all textures that you need, set "UseDefinedOnly" to "False". Let me know if you have any issues with this.
For the texture dump feature:

1) Put this in the dx9settings file (replace 817D3B33 for the vertex shader of the texture):

[VS817D3B33]
CheckTexCRC = true
VBOffsetList = 0;
UseDefinedOnly = True
DefinedTexturesVS =

[VB817D3B33.0]
PointsList = 554;


2) Now run the game and notice that the textures for the vertex shader are missing.

3) Press F12 to dump the textures into a log file and wait a few seconds (5 seconds perhaps?)

4) Alt-Tab out of the game & open TEXTURESLOG.txt in the game directory.

5) Where it says "Last texture CRC:" copy the 8 digit CRC & paste it to "DefinedTexturesVS". Be sure to end all CRCs with a semicolon. For example: DefinedTexturesVS = 7FD2D590;312C93ED;B2A30DE0;

6) Return to the game and press F8 to refresh the dx9settings file.

7) Repeat steps 3 through 7 until the texture you're looking for appears on the screen.

8) After you've identified all textures that you need, set "UseDefinedOnly" to "False".

Let me know if you have any issues with this.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#12
Posted 09/13/2014 04:15 PM   
[quote="4everAwake"]For the texture dump feature: 1) Put this in the dx9settings file (replace 817D3B33 for the vertex shader of the texture): [code][VS817D3B33] CheckTexCRC = true VBOffsetList = 0; UseDefinedOnly = True DefinedTexturesVS = [VB817D3B33.0] PointsList = 554; [/code] 2) Now run the game and notice that the textures for the vertex shader are missing. 3) Press F12 to dump the textures into a log file and wait a few seconds (5 seconds perhaps?) ...[/quote] Hmm.. done that.. 2) Now run the game and notice that the textures for the vertex shader are missing. - Nope textures are there... 3) Press F12 to dump the textures into a log file and wait a few seconds (5 seconds perhaps?) - Doesn't generate any file... Hmm I will try with a different version of the DLL I guess... The latest one which I am currently using is not working apparently... Edit: Try 3 different previous versions...all of them crash the game at start-up...guess I have no choice but to stick with the current one...
4everAwake said:For the texture dump feature:

1) Put this in the dx9settings file (replace 817D3B33 for the vertex shader of the texture):

[VS817D3B33]
CheckTexCRC = true
VBOffsetList = 0;
UseDefinedOnly = True
DefinedTexturesVS =

[VB817D3B33.0]
PointsList = 554;


2) Now run the game and notice that the textures for the vertex shader are missing.

3) Press F12 to dump the textures into a log file and wait a few seconds (5 seconds perhaps?)

...


Hmm.. done that..

2) Now run the game and notice that the textures for the vertex shader are missing.
- Nope textures are there...

3) Press F12 to dump the textures into a log file and wait a few seconds (5 seconds perhaps?)
- Doesn't generate any file...

Hmm I will try with a different version of the DLL I guess... The latest one which I am currently using is not working apparently...

Edit:
Try 3 different previous versions...all of them crash the game at start-up...guess I have no choice but to stick with the current one...

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)

#13
Posted 09/13/2014 04:25 PM   
[quote="helifax"]Hmm I found one of the textures and the VS. I declared them as [code] [VS10662C55] CheckTexCRC = true VBOffsetList = 0; UseDefinedOnly = false TexCounterReg = 251 DefinedTexturesVS = DDD33A0D // Bow Aim [TEXDDD33A0D] PresIndex = 1 [/code] Yet it doesn't trigger the preset like on the other textures... any idea why?[/quote] In the defined textures list, add a semicolon ";" at the end of DDD33A0D and see if it works now.
helifax said:Hmm I found one of the textures and the VS.

I declared them as
[VS10662C55]
CheckTexCRC = true
VBOffsetList = 0;
UseDefinedOnly = false
TexCounterReg = 251
DefinedTexturesVS = DDD33A0D

// Bow Aim
[TEXDDD33A0D]
PresIndex = 1


Yet it doesn't trigger the preset like on the other textures... any idea why?


In the defined textures list, add a semicolon ";" at the end of DDD33A0D and see if it works now.

Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35

#14
Posted 09/13/2014 04:57 PM   
[quote="4everAwake"][quote="helifax"]Hmm I found one of the textures and the VS. I declared them as [code] [VS10662C55] CheckTexCRC = true VBOffsetList = 0; UseDefinedOnly = false TexCounterReg = 251 DefinedTexturesVS = DDD33A0D // Bow Aim [TEXDDD33A0D] PresIndex = 1 [/code] Yet it doesn't trigger the preset like on the other textures... any idea why?[/quote] In the defined textures list, add a semicolon ";" at the end of DDD33A0D and see if it works now.[/quote] Same effect...:( So I decided to change the convergence manually. So, I added this: [code] [General] ..... DefVSConst1 = 253 DefPSConst1 = 253 [KEY1] Key = 112 Presets = 3;4; Type = 1 [PRES3] UseSepSettings = true SaveSepSettings = true Const1 = 0x3F733333 Convergence = 0x42340000 //UseByDef = true [PRES4] UseSepSettings = true SaveSepSettings = true Const1 = 0x00000000 Convergence = 0x439F0000 [/code] and the Vertex Shader: [code] // // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 BatchFloat[192]; // // // Registers: // // Name Reg Size // ------------ ----- ---- // BatchFloat c6 192 // //BOW aiming vs_3_0 def c253, 0.95, 0, 0.0625, 1 def c0, 1020.03998, 0, 0, 0 dcl_2d s0 dcl_position v0 dcl_color1 v1 dcl_color1 o0 dcl_texcoord o1.xy dcl_position o2 mul r0.x, c0.x, v1.z frc r0.x, r0.x mad r0.x, v1.z, c0.x, -r0.x mova a0.x, r0.x dp4 o1.x, v0, c6[a0.x] dp4 o1.y, v0, c7[a0.x] // pos is here //dp4 o2.x, v0, c8[a0.x] //dp4 o2.y, v0, c9[a0.x] dp4 r3.x, v0, c8[a0.x] dp4 r3.y, v0, c9[a0.x] mov r3.zw, v0 mov r30.x, c253.x if_eq r30.x, c253.x texldl r1, c253.z, s0// retrieve values from stereo texture mul r1.x, r1.x, -c253.x// multiplicity Separation * c220.x add r3.x, r3.x, -r1.x// correct output vertex position mov o2, r3 // mov from temprary register to output else mov o2.zw, r3 endif mov o0, v1 //mov o2.zw, v0 // approximately 10 instruction slots used [/code] The convergence changes when I press F1. However the Const1 is not changing...Always is the one defined in the VS.... Can anyone tell me what I am doing wrong?? Thank you in advance.
4everAwake said:
helifax said:Hmm I found one of the textures and the VS.

I declared them as
[VS10662C55]
CheckTexCRC = true
VBOffsetList = 0;
UseDefinedOnly = false
TexCounterReg = 251
DefinedTexturesVS = DDD33A0D

// Bow Aim
[TEXDDD33A0D]
PresIndex = 1


Yet it doesn't trigger the preset like on the other textures... any idea why?


In the defined textures list, add a semicolon ";" at the end of DDD33A0D and see if it works now.


Same effect...:(

So I decided to change the convergence manually. So, I added this:

[General]
.....
DefVSConst1 = 253
DefPSConst1 = 253

[KEY1]
Key = 112
Presets = 3;4;
Type = 1

[PRES3]
UseSepSettings = true
SaveSepSettings = true
Const1 = 0x3F733333
Convergence = 0x42340000
//UseByDef = true

[PRES4]
UseSepSettings = true
SaveSepSettings = true
Const1 = 0x00000000
Convergence = 0x439F0000



and the Vertex Shader:

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 BatchFloat[192];
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// BatchFloat c6 192
//

//BOW aiming

vs_3_0
def c253, 0.95, 0, 0.0625, 1
def c0, 1020.03998, 0, 0, 0
dcl_2d s0
dcl_position v0
dcl_color1 v1
dcl_color1 o0
dcl_texcoord o1.xy
dcl_position o2
mul r0.x, c0.x, v1.z
frc r0.x, r0.x
mad r0.x, v1.z, c0.x, -r0.x
mova a0.x, r0.x
dp4 o1.x, v0, c6[a0.x]
dp4 o1.y, v0, c7[a0.x]

// pos is here
//dp4 o2.x, v0, c8[a0.x]
//dp4 o2.y, v0, c9[a0.x]

dp4 r3.x, v0, c8[a0.x]
dp4 r3.y, v0, c9[a0.x]
mov r3.zw, v0

mov r30.x, c253.x
if_eq r30.x, c253.x
texldl r1, c253.z, s0// retrieve values from stereo texture

mul r1.x, r1.x, -c253.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
mov o2, r3 // mov from temprary register to output
else
mov o2.zw, r3
endif


mov o0, v1
//mov o2.zw, v0


// approximately 10 instruction slots used



The convergence changes when I press F1. However the Const1 is not changing...Always is the one defined in the VS.... Can anyone tell me what I am doing wrong??

Thank you in advance.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
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Asus Maximus XI Hero Mobo.
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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)

#15
Posted 09/13/2014 05:15 PM   
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