"The Deadly Tower of Monsters" in 3d?
Hello Anyone know if "The Deadly Tower of Monsters" turns well in 3D? it's the new games of the ACE team. Zeno clash 1 & 2 Rock of ages Abyss odissey. http://store.steampowered.com/app/353700/
Hello

Anyone know if "The Deadly Tower of Monsters" turns well in 3D?
it's the new games of the ACE team.
Zeno clash 1 & 2
Rock of ages
Abyss odissey.


http://store.steampowered.com/app/353700/

#1
Posted 01/22/2016 06:26 PM   
I dunno, but it looks fun!
I dunno, but it looks fun!

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#2
Posted 01/26/2016 01:37 PM   
Saw the picture in steam and have a flashback from "Forbidden Planet" from the '50. Starring a younger "Leslie Nielsen". Great movie btw!! Yeah! the game looks fun! [img]http://cdn.akamai.steamstatic.com/steam/apps/353700/header.jpg?t=1453342003[/img] [img]http://www.vadecine.es/vadecine2/images/stories/contenido/peliculas/p/PlanetaProhibido/forbidden-planet-poster-1.jpg[/img]
Saw the picture in steam and have a flashback from "Forbidden Planet" from the '50. Starring a younger "Leslie Nielsen". Great movie btw!!

Yeah! the game looks fun!


Image

Image

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#3
Posted 01/26/2016 02:32 PM   
I bought it over the weekend. But I'm stumped on how to fix the dynamic shadows. Currently looks like this: [img]https://forums.geforce.com/cmd/default/download-comment-attachment/67978/[/img] Pixel Shader: [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111 // // Parameters: // // float4 DiffuseOverrideParameter; // float2 DistanceFadeParameters; // sampler2D LightAttenuationTexture; // float4 LightColorAndFalloffExponent; // sampler2D PixelTexture2D_0; // sampler2D PixelTexture2D_3; // sampler2D PixelTexture2D_4; // sampler2D PixelTexture2D_5; // float4 ScreenDoorFadeSettings; // float4 ScreenDoorFadeSettings2; // sampler2D ScreenDoorNoiseTexture; // float4 ScreenPositionScaleBias; // float4 UniformPixelScalars_0; // float4 UniformPixelVector_1; // float4x4 ViewProjectionMatrix; // bool bEnableDistanceShadowFading; // bool bEnableScreenDoorFade; // bool bReceiveDynamicShadows; // // // Registers: // // Name Reg Size // ---------------------------- ----- ---- // bEnableScreenDoorFade b0 1 // bReceiveDynamicShadows b1 1 // bEnableDistanceShadowFading b2 1 // ScreenDoorFadeSettings c0 1 // ScreenPositionScaleBias c1 1 // DiffuseOverrideParameter c4 1 // ViewProjectionMatrix c8 4 // ScreenDoorFadeSettings2 c12 1 // UniformPixelVector_1 c13 1 // UniformPixelScalars_0 c14 1 // LightColorAndFalloffExponent c15 1 // DistanceFadeParameters c16 1 // LightAttenuationTexture s0 1 // ScreenDoorNoiseTexture s1 1 // PixelTexture2D_0 s2 1 // PixelTexture2D_3 s3 1 // PixelTexture2D_4 s4 1 // PixelTexture2D_5 s5 1 // ps_3_0 def c2, 1, -1, 0, 0.949999988 def c3, 2, -1, 0.318309873, 0.5 def c5, -0.0399999991, 0.0399999991, 50, 0.25 def c6, -5.55472994, -6.98316002, 0, 0 def c200, 0.0, 0.5, 0.0625, 0 dcl_2d s14 dcl_texcoord v0.xy dcl_texcoord4_pp v1.xyz dcl_texcoord6 v2.xyz dcl_texcoord7 v3 dcl vPos.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 nrm r0.xyz, v2 dp3_pp r0.w, v1, v1 rsq_pp r0.w, r0.w mul_pp r1.xyz, r0.w, v1 if b0 mad r2.xy, vPos, c12.zwzw, c12 texld_pp r2, r2, s1 mad r1.w, c0.y, r2.x, c0.z mov r2.x, c2.x add r2.x, r2.x, -c0.x add r2, r1.w, -r2.x texkill r2 endif if b1 mul r2.xyz, c9.xyww, v3.y mad r2.xyz, c8.xyww, v3.x, r2 mad r2.xyz, c10.xyww, v3.z, r2 mad r2.xyz, c11.xyww, v3.w, r2 texldl r11, c200.z, s14 add r11.y, r2.z, -r11.y mul r11.x, r11.x, r11.y //add r2.x, r2.x, r11.x rcp r1.w, r2.z mul r2.xy, r1.w, r2 mad r2.xy, r2, c1, c1.wzzw texld r2, r2, s0 mul_pp r2.xyz, r2, r2 if b2 dp3 r1.w, v3, v3 rsq r1.w, r1.w rcp r1.w, r1.w add r1.w, -r1.w, c16.x mul_sat_pp r1.w, r1.w, c16.y mul_pp r1.w, r1.w, r1.w mad_pp r2.w, r2.w, r2.w, c2.y mad_pp r3.xyz, r1.w, r2.w, c2.x else mov_pp r3.xyz, c2.x endif mul_pp r2.xyz, r2, r3 else mov_pp r2.xyz, c2.x endif texld r3, v0, s4 mul r4.xyz, r3, c13 texld r5, v0, s5 mov_sat r5.x, r5.x texld r6, v0, s3 lrp r1.w, r6.y, c14.x, c14.y max r2.w, r1.w, c2.z min r1.w, r2.w, c2.w texld r6, v0, s2 mad r5.yzw, r6.xxyz, c3.x, c3.y nrm r6.xyz, r5.yzww dp3 r1.x, r6, r1 mov_sat r1.y, r1.x dp3_sat r1.z, r6, r0 mad r5.yzw, v1.xxyz, r0.w, r0.xxyz nrm r7.xyz, r5.yzww dp3_sat r0.w, r6, r7 dp3_sat r0.x, r0, r7 mul r4.xyz, r1.y, r4 mul r4.xyz, r4, c3.z mul r0.y, r1.w, r1.w mul r0.z, r0.y, r0.y mad r1.w, r0.w, r0.z, -r0.w mad r0.w, r1.w, r0.w, c2.x mul r0.w, r0.w, r0.w rcp r0.w, r0.w mul r0.z, r0.w, r0.z mul r0.zw, r0.xyzy, c3 mad r0.y, r0.y, -c3_abs.w, c3_abs.y mad r1.z, r1.z, r0.y, r0.w mad r0.y, r1.y, r0.y, r0.w mul r0.y, r0.y, r1.z rcp r0.y, r0.y mul r0.y, r0.y, r0.z mov r6.x, c5.x mad r3.xyz, c13, r3, r6.x mad r3.xyz, r5.x, r3, c5.y mul_sat r0.z, r3.y, c5.z mad r0.w, r0.x, c6.x, c6.y mul r0.x, r0.x, r0.w exp r0.x, r0.x lrp r5.yzw, r0.x, r0.z, r3.xxyz add r0.x, -r5.x, c2.x mul r0.xzw, r4.xyyz, r0.x mul r0.y, r0.y, c5.w mul r3.xyz, r5.yzww, r0.y mad_sat r0.xyz, r3, r1.y, r0.xzww mul r1.yzw, r1.x, c4.xxyz cmp r1.xyz, r1.x, r1.yzww, c2.z mad r0.xyz, r0, c4.w, r1 mul r0.xyz, r2, r0 mul oC0.xyz, r0, c15 mov oC0.w, c2.z // approximately 104 instruction slots used (6 texture, 98 arithmetic) [/code] I tried stereoizing the view projection coordinates, but it looks incorrect. I tried a vPos adjustment but no change occurs: [code] ps_3_0 def c2, 1, -1, 0, 0.949999988 def c3, 2, -1, 0.318309873, 0.5 def c5, -0.0399999991, 0.0399999991, 50, 0.25 def c6, -5.55472994, -6.98316002, 0, 0 dcl_texcoord v0.xy dcl_texcoord4_pp v1.xyz dcl_texcoord6 v2.xyz dcl_texcoord7 v3 dcl vPos.xy dcl_2d s0 dcl_2d s1 dcl_2d s2 dcl_2d s3 dcl_2d s4 dcl_2d s5 def c50, 0.5, 0, 0, 0 //dcl vPos.xy nrm r0.xyz, v2 dp3_pp r0.w, v1, v1 rsq_pp r0.w, r0.w mul_pp r1.xyz, r0.w, v1 if b0 mad r2.xy, vPos, c12.zwzw, c12 texld_pp r2, r2, s1 mad r1.w, c0.y, r2.x, c0.z mov r2.x, c2.x add r2.x, r2.x, -c0.x add r2, r1.w, -r2.x texkill r2 endif if b1 mul r2.xyz, c9.xyww, v3.y mad r2.xyz, c8.xyww, v3.x, r2 mad r2.xyz, c10.xyww, v3.z, r2 mad r2.xyz, c11.xyww, v3.w, r2 rcp r1.w, r2.z mul r2.xy, r1.w, r2 mad r2.xy, r2, c1, c1.wzzw mov r11.xy, vPos.xy rcp r11.z, c210.x rcp r11.w, c210.y mul r11.xy, r11.xy, r11.zw mul r11.zw, r11.zw, c50.xx add r12.xy, r11.xy, r11.zw texld r2, r12, s0 //--------------r2 changed to r12 mul_pp r2.xyz, r2, r2 if b2[/code] I see vPos is already being used. Though I'm not sure if that has any relevance. I tried halo adjustments on all associated vertex shaders, but no help.
I bought it over the weekend. But I'm stumped on how to fix the dynamic shadows. Currently looks like this:

Image


Pixel Shader:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
// float4 DiffuseOverrideParameter;
// float2 DistanceFadeParameters;
// sampler2D LightAttenuationTexture;
// float4 LightColorAndFalloffExponent;
// sampler2D PixelTexture2D_0;
// sampler2D PixelTexture2D_3;
// sampler2D PixelTexture2D_4;
// sampler2D PixelTexture2D_5;
// float4 ScreenDoorFadeSettings;
// float4 ScreenDoorFadeSettings2;
// sampler2D ScreenDoorNoiseTexture;
// float4 ScreenPositionScaleBias;
// float4 UniformPixelScalars_0;
// float4 UniformPixelVector_1;
// float4x4 ViewProjectionMatrix;
// bool bEnableDistanceShadowFading;
// bool bEnableScreenDoorFade;
// bool bReceiveDynamicShadows;
//
//
// Registers:
//
// Name Reg Size
// ---------------------------- ----- ----
// bEnableScreenDoorFade b0 1
// bReceiveDynamicShadows b1 1
// bEnableDistanceShadowFading b2 1
// ScreenDoorFadeSettings c0 1
// ScreenPositionScaleBias c1 1
// DiffuseOverrideParameter c4 1
// ViewProjectionMatrix c8 4
// ScreenDoorFadeSettings2 c12 1
// UniformPixelVector_1 c13 1
// UniformPixelScalars_0 c14 1
// LightColorAndFalloffExponent c15 1
// DistanceFadeParameters c16 1
// LightAttenuationTexture s0 1
// ScreenDoorNoiseTexture s1 1
// PixelTexture2D_0 s2 1
// PixelTexture2D_3 s3 1
// PixelTexture2D_4 s4 1
// PixelTexture2D_5 s5 1
//

ps_3_0
def c2, 1, -1, 0, 0.949999988
def c3, 2, -1, 0.318309873, 0.5
def c5, -0.0399999991, 0.0399999991, 50, 0.25
def c6, -5.55472994, -6.98316002, 0, 0
def c200, 0.0, 0.5, 0.0625, 0
dcl_2d s14
dcl_texcoord v0.xy
dcl_texcoord4_pp v1.xyz
dcl_texcoord6 v2.xyz
dcl_texcoord7 v3
dcl vPos.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
nrm r0.xyz, v2
dp3_pp r0.w, v1, v1
rsq_pp r0.w, r0.w
mul_pp r1.xyz, r0.w, v1
if b0
mad r2.xy, vPos, c12.zwzw, c12
texld_pp r2, r2, s1
mad r1.w, c0.y, r2.x, c0.z
mov r2.x, c2.x
add r2.x, r2.x, -c0.x
add r2, r1.w, -r2.x
texkill r2
endif
if b1
mul r2.xyz, c9.xyww, v3.y
mad r2.xyz, c8.xyww, v3.x, r2
mad r2.xyz, c10.xyww, v3.z, r2
mad r2.xyz, c11.xyww, v3.w, r2
texldl r11, c200.z, s14
add r11.y, r2.z, -r11.y
mul r11.x, r11.x, r11.y
//add r2.x, r2.x, r11.x
rcp r1.w, r2.z
mul r2.xy, r1.w, r2
mad r2.xy, r2, c1, c1.wzzw
texld r2, r2, s0
mul_pp r2.xyz, r2, r2
if b2
dp3 r1.w, v3, v3
rsq r1.w, r1.w
rcp r1.w, r1.w
add r1.w, -r1.w, c16.x
mul_sat_pp r1.w, r1.w, c16.y
mul_pp r1.w, r1.w, r1.w
mad_pp r2.w, r2.w, r2.w, c2.y
mad_pp r3.xyz, r1.w, r2.w, c2.x
else
mov_pp r3.xyz, c2.x
endif
mul_pp r2.xyz, r2, r3
else
mov_pp r2.xyz, c2.x
endif
texld r3, v0, s4
mul r4.xyz, r3, c13
texld r5, v0, s5
mov_sat r5.x, r5.x
texld r6, v0, s3
lrp r1.w, r6.y, c14.x, c14.y
max r2.w, r1.w, c2.z
min r1.w, r2.w, c2.w
texld r6, v0, s2
mad r5.yzw, r6.xxyz, c3.x, c3.y
nrm r6.xyz, r5.yzww
dp3 r1.x, r6, r1
mov_sat r1.y, r1.x
dp3_sat r1.z, r6, r0
mad r5.yzw, v1.xxyz, r0.w, r0.xxyz
nrm r7.xyz, r5.yzww
dp3_sat r0.w, r6, r7
dp3_sat r0.x, r0, r7
mul r4.xyz, r1.y, r4
mul r4.xyz, r4, c3.z
mul r0.y, r1.w, r1.w
mul r0.z, r0.y, r0.y
mad r1.w, r0.w, r0.z, -r0.w
mad r0.w, r1.w, r0.w, c2.x
mul r0.w, r0.w, r0.w
rcp r0.w, r0.w
mul r0.z, r0.w, r0.z
mul r0.zw, r0.xyzy, c3
mad r0.y, r0.y, -c3_abs.w, c3_abs.y
mad r1.z, r1.z, r0.y, r0.w
mad r0.y, r1.y, r0.y, r0.w
mul r0.y, r0.y, r1.z
rcp r0.y, r0.y
mul r0.y, r0.y, r0.z
mov r6.x, c5.x
mad r3.xyz, c13, r3, r6.x
mad r3.xyz, r5.x, r3, c5.y
mul_sat r0.z, r3.y, c5.z
mad r0.w, r0.x, c6.x, c6.y
mul r0.x, r0.x, r0.w
exp r0.x, r0.x
lrp r5.yzw, r0.x, r0.z, r3.xxyz
add r0.x, -r5.x, c2.x
mul r0.xzw, r4.xyyz, r0.x
mul r0.y, r0.y, c5.w
mul r3.xyz, r5.yzww, r0.y
mad_sat r0.xyz, r3, r1.y, r0.xzww
mul r1.yzw, r1.x, c4.xxyz
cmp r1.xyz, r1.x, r1.yzww, c2.z
mad r0.xyz, r0, c4.w, r1
mul r0.xyz, r2, r0
mul oC0.xyz, r0, c15
mov oC0.w, c2.z

// approximately 104 instruction slots used (6 texture, 98 arithmetic)


I tried stereoizing the view projection coordinates, but it looks incorrect. I tried a vPos adjustment but no change occurs:

ps_3_0
def c2, 1, -1, 0, 0.949999988
def c3, 2, -1, 0.318309873, 0.5
def c5, -0.0399999991, 0.0399999991, 50, 0.25
def c6, -5.55472994, -6.98316002, 0, 0
dcl_texcoord v0.xy
dcl_texcoord4_pp v1.xyz
dcl_texcoord6 v2.xyz
dcl_texcoord7 v3
dcl vPos.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
def c50, 0.5, 0, 0, 0
//dcl vPos.xy

nrm r0.xyz, v2
dp3_pp r0.w, v1, v1
rsq_pp r0.w, r0.w
mul_pp r1.xyz, r0.w, v1
if b0
mad r2.xy, vPos, c12.zwzw, c12
texld_pp r2, r2, s1
mad r1.w, c0.y, r2.x, c0.z
mov r2.x, c2.x
add r2.x, r2.x, -c0.x
add r2, r1.w, -r2.x
texkill r2
endif
if b1
mul r2.xyz, c9.xyww, v3.y
mad r2.xyz, c8.xyww, v3.x, r2
mad r2.xyz, c10.xyww, v3.z, r2
mad r2.xyz, c11.xyww, v3.w, r2
rcp r1.w, r2.z
mul r2.xy, r1.w, r2
mad r2.xy, r2, c1, c1.wzzw
mov r11.xy, vPos.xy
rcp r11.z, c210.x
rcp r11.w, c210.y
mul r11.xy, r11.xy, r11.zw
mul r11.zw, r11.zw, c50.xx
add r12.xy, r11.xy, r11.zw
texld r2, r12, s0 //--------------r2 changed to r12
mul_pp r2.xyz, r2, r2
if b2


I see vPos is already being used. Though I'm not sure if that has any relevance. I tried halo adjustments on all associated vertex shaders, but no help.
Attachments

TS03_50.jps

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

#4
Posted 01/26/2016 04:10 PM   
@4everAwake If the game is UE3 try using the lua script from helix....for testing copy-paste the Zeno Clash 2 fix (without the fixed folder). ACE Team use UE3 for his games.
@4everAwake

If the game is UE3 try using the lua script from helix....for testing copy-paste the Zeno Clash 2 fix (without the fixed folder). ACE Team use UE3 for his games.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#5
Posted 01/26/2016 04:14 PM   
Hi DHR. I just tried the lua script, but I'm getting streaks (screen is completely blurred). Analyzing the log file, I see that the script is applying the prime directive after the view projection transform (same as above). Also, no vertex shaders are adjusted. I copied the PS in the log & pasted it into the shader file, but no dice.
Hi DHR. I just tried the lua script, but I'm getting streaks (screen is completely blurred). Analyzing the log file, I see that the script is applying the prime directive after the view projection transform (same as above). Also, no vertex shaders are adjusted. I copied the PS in the log & pasted it into the shader file, but no dice.

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

#6
Posted 01/26/2016 04:44 PM   
Yep those streaks are normal....with the completely blurred screen, cycle through PS until the blur is gone. Mark that PS (write the hash somewhere) and copy that PS untouch in the ShaderOverride\PixelShaders...be sure the PS is the one with the hash you write. Maybe you have to use another lua script...i attach 9 lua script, try one by one. [url]https://s3.amazonaws.com/dhr/LUA_OPTIONS.zip[/url]
Yep those streaks are normal....with the completely blurred screen, cycle through PS until the blur is gone. Mark that PS (write the hash somewhere) and copy that PS untouch in the ShaderOverride\PixelShaders...be sure the PS is the one with the hash you write.

Maybe you have to use another lua script...i attach 9 lua script, try one by one.

https://s3.amazonaws.com/dhr/LUA_OPTIONS.zip

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#7
Posted 01/26/2016 04:55 PM   
Oh.. I didn't know there were different ones. I thought they were all the same =P So, I tried the first one and it works now! Analyzing the LOG, I see the above shader is still modified the same way. So there must have been a PS or VS shader that I missed. I'll have to study it further to see what happened. Anyways, I'm going to clean up the HUD / UI a bit. And if there are no other issues, I'll have this on the blog sometime tonight or tomorrow morning. Thank you so much DHR!
Oh.. I didn't know there were different ones. I thought they were all the same =P

So, I tried the first one and it works now! Analyzing the LOG, I see the above shader is still modified the same way. So there must have been a PS or VS shader that I missed. I'll have to study it further to see what happened. Anyways, I'm going to clean up the HUD / UI a bit. And if there are no other issues, I'll have this on the blog sometime tonight or tomorrow morning.

Thank you so much DHR!

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

#8
Posted 01/26/2016 06:00 PM   
Man, I just tried it and short of surround res's available but not working I have not seen a single issue in 3D. I HAD TO TURN THE CONVERGENCE up but all options on/maxed except for motion blur, default/no profile on the Win8.1 x64 359.06 driver set, and yeah no issues, unless some appear later in the game haven't gone very far. `Nutz
Man, I just tried it and short of surround res's available but not working I have not seen a single issue in 3D.

I HAD TO TURN THE CONVERGENCE up but all options on/maxed except for motion blur, default/no profile on the Win8.1 x64 359.06 driver set, and yeah no issues, unless some appear later in the game haven't gone very far.

`Nutz

---- Core System Components ----

(MBD) EVGA® Classified™ (x58) E760
(CPU) Intel® i7™ '980x' (OC'd) @ 4.8Ghz
(CPU) Corsair® (CPU) Cooling™ (H50)
(MEM) Corsair® (MEM) Dominator(GT)™ 12GB @ 2000Mhz
(PSU) PC)P&C™ (PSU)'T12W' @ 1200w
(CSE) Cooler Master® Stacker™ (830)

---- (3D) Graphics Sub'Sys ----

(2x) EVGA® GTX'970 (SC) - Nvidia® SLi™
(1x) EVGA® GTX'660 (Ti) - Nvidia® PhysX™

(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™
(1x) ASUS® (VG) 248(QE) - Nvidia® 3DVision™
(1x) ACER® (GN) 246(HL) - Nvidia® 3DVision™

---- Audio & System Control ----

(1x) ASUS® - Xonar™ (HDAV1.3)
(1x) VL'Sys® - MPlay202+ 'GUI' & (RF) Remote

---- Storage (HDD's) & Media (ODD's) PB & REC ----

(1x) (SSD) Samsung® - 850(PRO) '3D'Vertical™
(1x) (2TB) Seagate® - Hybrid Series™
(4x) (2TB) W.Digital® - 'Blacks'™
(2x) (ODD) LG® BluRay™ - 'Play'n'Burn'

---- Nvidia® (WHQL) Drivers (x64) In Use ----

(NV®)DR - v347.88 (WHQL) - Primary (GTA V)
(NV®)DR - v350.12 (WHQL) - Testing (Stable)
(NV®)DR - v353.06 (WHQL) - All Other Titles

#9
Posted 01/26/2016 06:08 PM   
@4everAwake Great that work!!! If you found another scene with that blur issue, you have to repeat the steps. Also due the lua script is an "on the fly" fix....you may found (and you will found for sure) some models or effect with issues that lua script apply the pattern by mistake (normaly you will see some white or color stuff on it).....search the PS related and copy-paste untouch in the folder, doing this you skip that shader from the on the fly fix. Those lua script fix any UE3 game so far....you have to pick the right one :) Helix is a genious doing those scripts, really amazing. Cheers!!!
@4everAwake

Great that work!!!

If you found another scene with that blur issue, you have to repeat the steps.

Also due the lua script is an "on the fly" fix....you may found (and you will found for sure) some models or effect with issues that lua script apply the pattern by mistake (normaly you will see some white or color stuff on it).....search the PS related and copy-paste untouch in the folder, doing this you skip that shader from the on the fly fix.

Those lua script fix any UE3 game so far....you have to pick the right one :)
Helix is a genious doing those scripts, really amazing.

Cheers!!!

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#10
Posted 01/26/2016 06:16 PM   
Go to your dx9settings.ini And add UseRenderedShaders = true So you don't have to go through a 1000 shaders to find the one causing the screen distortion. Though it might cause crashes once scene changes. I *think* if you alt tab afterwards back and forth after cycling it might not crash.
Go to your dx9settings.ini
And add UseRenderedShaders = true

So you don't have to go through a 1000 shaders to find the one causing the screen distortion. Though it might cause crashes once scene changes. I *think* if you alt tab afterwards back and forth after cycling it might not crash.

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#11
Posted 01/27/2016 12:37 AM   
[quote="4everAwake"]I see vPos is already being used. Though I'm not sure if that has any relevance.[/quote] The only other UE3 game where I've seen that was Life Is Strange: If 3D Vision was *disabled* in the UE3 ini file most halos would be fixed, but some people could not get 3D to engage at all, and it would not work after alt+tab If 3D Vision was *enabled* in the UE3 ini file (which it was by default) most halos would be broken, but 3D worked for everyone and alt+tab did not kill it. The problem there was that the ini setting enabled the built in UE3 corrections, but they were unnecessary in shaders that used vPos and only served to break them again. To address this in LIS I added a --disable-redundant-unreal-correction option to disable the UE3 stereo correction (by overriding NvStereoEnabled) on shaders that used vPos. And of course shadertool has options to fix UE3 lights, shadows, light shafts and reflections used in Life Is Strange. It doesn't have a multi-pass fog fix, but that's a rarer effect. It's main downside is that it doesn't fix things on demand like the lua script, so you have to go through enough loading screens to dump all the shaders (and in LIS there were still new shaders dumped right to the end of the game). I've got a work in progress of an extraction script to get all the shaders from the game files, but currently it only dumps the shader names and only works on Batman.
4everAwake said:I see vPos is already being used. Though I'm not sure if that has any relevance.

The only other UE3 game where I've seen that was Life Is Strange:

If 3D Vision was *disabled* in the UE3 ini file most halos would be fixed, but some people could not get 3D to engage at all, and it would not work after alt+tab

If 3D Vision was *enabled* in the UE3 ini file (which it was by default) most halos would be broken, but 3D worked for everyone and alt+tab did not kill it.

The problem there was that the ini setting enabled the built in UE3 corrections, but they were unnecessary in shaders that used vPos and only served to break them again.

To address this in LIS I added a --disable-redundant-unreal-correction option to disable the UE3 stereo correction (by overriding NvStereoEnabled) on shaders that used vPos.

And of course shadertool has options to fix UE3 lights, shadows, light shafts and reflections used in Life Is Strange. It doesn't have a multi-pass fog fix, but that's a rarer effect. It's main downside is that it doesn't fix things on demand like the lua script, so you have to go through enough loading screens to dump all the shaders (and in LIS there were still new shaders dumped right to the end of the game). I've got a work in progress of an extraction script to get all the shaders from the game files, but currently it only dumps the shader names and only works on Batman.

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#12
Posted 01/27/2016 01:35 AM   
A big big tanks for the fix :D. I can by the game now :p
A big big tanks for the fix :D. I can by the game now :p

#13
Posted 01/28/2016 02:44 PM   
And a HUGE thanks from me, I love Ace Team games. The fix is flawless !
And a HUGE thanks from me, I love Ace Team games.

The fix is flawless !

Win7 64bit Pro
CPU: 4790K 4.8 GHZ
GPU: Aurus 1080 TI 2.08 GHZ - 100% Watercooled !
Monitor: Asus PG278QR
And lots of ram and HD's ;)

#14
Posted 01/28/2016 05:23 PM   
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