Bo3b's School For Shaderhackers
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[quote="mrorange55"]Hello,[/quote] Hey, great to see you looking at the lessons! Welcome to the school :)
mrorange55 said:Hello,

Hey, great to see you looking at the lessons!

Welcome to the school :)

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 05/28/2015 02:42 AM   
Well, I give my best. I am actually a bloody noob in informatics, my profession has not a lot to do with this field ;). At least I learned already the non real fixing basics a bit and can solve so some config.ini problems. But it will take me quite some time to learn shaderhacking. I will try my best and there are some older games I would consider one day to take a look. You could also tell me then how to solve issues with the crosshair, most annoying in older games ;). As I understood correctly the Shader school is for the DX9 games!? But can the knowledge be equally applied to the fixes of newer games?
Well, I give my best. I am actually a bloody noob in informatics, my profession has not a lot to do with this field ;).

At least I learned already the non real fixing basics a bit and can solve so some config.ini problems. But it will take me quite some time to learn shaderhacking.

I will try my best and there are some older games I would consider one day to take a look. You could also tell me then how to solve issues with the crosshair, most annoying in older games ;).

As I understood correctly the Shader school is for the DX9 games!? But can the knowledge be equally applied to the fixes of newer games?

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Posted 05/28/2015 03:18 PM   
[quote="mrorange55"]Well, I give my best. I am actually a bloody noob in informatics, my profession has not a lot to do with this field ;). At least I learned already the non real fixing basics a bit and can solve so some config.ini problems. But it will take me quite some time to learn shaderhacking. I will try my best and there are some older games I would consider one day to take a look. You could also tell me then how to solve issues with the crosshair, most annoying in older games ;). As I understood correctly the Shader school is for the DX9 games!? But can the knowledge be equally applied to the fixes of newer games?[/quote] If you get stuck, please don't hesitate to ask. It helps everyone learn. Putting a crosshair to a specific deeper depth is pretty easy, like say 80% of max depth. Making it actually follow the depth of what it rests upon is quite difficult. Getting it to 90% depth is usually easily good enough. For example in Mordor, when aiming with bow, we set it 99% depth. Not right for up close stuff, but barely noticeable. The classes are currently oriented around HelixMod and DX9, but the exact same principles apply for fixing using 3Dmigoto and DX11. The only thing that changes is the actual syntax.
mrorange55 said:Well, I give my best. I am actually a bloody noob in informatics, my profession has not a lot to do with this field ;).

At least I learned already the non real fixing basics a bit and can solve so some config.ini problems. But it will take me quite some time to learn shaderhacking.

I will try my best and there are some older games I would consider one day to take a look. You could also tell me then how to solve issues with the crosshair, most annoying in older games ;).

As I understood correctly the Shader school is for the DX9 games!? But can the knowledge be equally applied to the fixes of newer games?

If you get stuck, please don't hesitate to ask. It helps everyone learn.

Putting a crosshair to a specific deeper depth is pretty easy, like say 80% of max depth. Making it actually follow the depth of what it rests upon is quite difficult. Getting it to 90% depth is usually easily good enough. For example in Mordor, when aiming with bow, we set it 99% depth. Not right for up close stuff, but barely noticeable.


The classes are currently oriented around HelixMod and DX9, but the exact same principles apply for fixing using 3Dmigoto and DX11. The only thing that changes is the actual syntax.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 05/29/2015 04:46 AM   
For the crosshair, I'd suggest starting by just aiming to move it to "a" more comfortable depth. Then, enhance it so you can cycle between several depths with a keybinding. I know you've seen the results of my auto crosshair depth code*, and while I believe it should be possible to make this work in other games as well it does need some non-trivial tweaking and experimentation to make work (getting the depth buffer into the crosshair shader, and working out the correct scaling for the game) - so consider that an advanced topic for later ;-) * If anyone else is curious to see what this looks like, it's currently implemented in my fixes for Miasmata, The Long Dark, Stranded Deep and Montague's Mount, and I'm working to add it to a few more fixes as well
For the crosshair, I'd suggest starting by just aiming to move it to "a" more comfortable depth.

Then, enhance it so you can cycle between several depths with a keybinding.


I know you've seen the results of my auto crosshair depth code*, and while I believe it should be possible to make this work in other games as well it does need some non-trivial tweaking and experimentation to make work (getting the depth buffer into the crosshair shader, and working out the correct scaling for the game) - so consider that an advanced topic for later ;-)


* If anyone else is curious to see what this looks like, it's currently implemented in my fixes for Miasmata, The Long Dark, Stranded Deep and Montague's Mount, and I'm working to add it to a few more fixes as well

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 05/29/2015 05:03 AM   
Hi guys, it's me...........again. Anyway, I'm kind of done with Rome II. I think I've restored most of Mike's original fix to working order (I posted a dl link on the Helixmod page). Anyway, I wanted to move on to the next (and more interesting IMHO) in the series: Attila: Total War. However, it doesn't support dx9, so I figured I probably need to try it with 3dMigoto. Installed as per instructions, but the game crashes at loading. A d3d11.log is being generated but seems aborted in mid flow. The last line reads: [code]ID3D11Device::CreateVertexShader called with BytecodeLength = 3764, handle = 0FCA4FA8, ClassLinkage = 00000000 bytecode hash = d7ba0ef2186cb134[/code] 3D does kick in, in a way. Emitter turns on and I'm advised compatibility mode is activated. The loading screen stays up, but the game stops working. Any suggestions?
Hi guys, it's me...........again.

Anyway, I'm kind of done with Rome II. I think I've restored most of Mike's original fix to working order (I posted a dl link on the Helixmod page).

Anyway, I wanted to move on to the next (and more interesting IMHO) in the series: Attila: Total War.

However, it doesn't support dx9, so I figured I probably need to try it with 3dMigoto.

Installed as per instructions, but the game crashes at loading. A d3d11.log is being generated but seems aborted in mid flow. The last line reads:

ID3D11Device::CreateVertexShader called with BytecodeLength = 3764, handle = 0FCA4FA8, ClassLinkage = 00000000
bytecode hash = d7ba0ef2186cb134



3D does kick in, in a way. Emitter turns on and I'm advised compatibility mode is activated. The loading screen stays up, but the game stops working.

Any suggestions?

Posted 06/02/2015 07:13 PM   
[quote=""]Hi guys, it's me...........again. Anyway, I'm kind of done with Rome II. I think I've restored most of Mike's original fix to working order (I posted a dl link on the Helixmod page). Anyway, I wanted to move on to the next (and more interesting IMHO) in the series: Attila: Total War. However, it doesn't support dx9, so I figured I probably need to try it with 3dMigoto. Installed as per instructions, but the game crashes at loading. A d3d11.log is being generated but seems aborted in mid flow. The last line reads: [code]ID3D11Device::CreateVertexShader called with BytecodeLength = 3764, handle = 0FCA4FA8, ClassLinkage = 00000000 bytecode hash = d7ba0ef2186cb134[/code] 3D does kick in, in a way. Emitter turns on and I'm advised compatibility mode is activated. The loading screen stays up, but the game stops working. Any suggestions? [/quote] Sounds good, I'll probably add your file to the main post so it's easier to find. Thanks for looking into that. If you have questions on the actual fixes, or applying them, contact Mike via PM. He doesn't have time to fix the game, but he's very good about giving tips. For this crash, first try the latest version of the wrapper- 1.1.14, lots of bug fixes, particularly around crashes. https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.14.zip If that crashes, also try the 1.0.1 version as the older, usually more compatible branch. https://github.com/bo3b/3Dmigoto/releases/download/1.0.1/3Dmigoto-1.0.1.zip If it's still crashing, I can take a look at the log. Set the debug=1, and unbuffered=1 in the d3dx.ini file, and that will create a better log. Also for doing games, make sure they are running correctly BEFORE you add a lot of variables like 3Dmigoto or HelixMod. In this case, make sure 3D is kicking in, make sure the resolution is set like you want, game settings basically right. Compatibility Mode Off. CM conflicts with regular fixes.
said:Hi guys, it's me...........again.

Anyway, I'm kind of done with Rome II. I think I've restored most of Mike's original fix to working order (I posted a dl link on the Helixmod page).

Anyway, I wanted to move on to the next (and more interesting IMHO) in the series: Attila: Total War.

However, it doesn't support dx9, so I figured I probably need to try it with 3dMigoto.

Installed as per instructions, but the game crashes at loading. A d3d11.log is being generated but seems aborted in mid flow. The last line reads:

ID3D11Device::CreateVertexShader called with BytecodeLength = 3764, handle = 0FCA4FA8, ClassLinkage = 00000000
bytecode hash = d7ba0ef2186cb134



3D does kick in, in a way. Emitter turns on and I'm advised compatibility mode is activated. The loading screen stays up, but the game stops working.

Any suggestions?

Sounds good, I'll probably add your file to the main post so it's easier to find. Thanks for looking into that. If you have questions on the actual fixes, or applying them, contact Mike via PM. He doesn't have time to fix the game, but he's very good about giving tips.

For this crash, first try the latest version of the wrapper- 1.1.14, lots of bug fixes, particularly around crashes. https://github.com/bo3b/3Dmigoto/releases/download/0.99.50-alpha/3Dmigoto-1.1.14.zip

If that crashes, also try the 1.0.1 version as the older, usually more compatible branch. https://github.com/bo3b/3Dmigoto/releases/download/1.0.1/3Dmigoto-1.0.1.zip


If it's still crashing, I can take a look at the log. Set the debug=1, and unbuffered=1 in the d3dx.ini file, and that will create a better log.

Also for doing games, make sure they are running correctly BEFORE you add a lot of variables like 3Dmigoto or HelixMod. In this case, make sure 3D is kicking in, make sure the resolution is set like you want, game settings basically right. Compatibility Mode Off. CM conflicts with regular fixes.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 06/02/2015 08:24 PM   
Game loads with 1.1.14 and shader hunting tools seem to be working too. Looking forward to doing some hunting and fixing over the weekend :)
Game loads with 1.1.14 and shader hunting tools seem to be working too. Looking forward to doing some hunting and fixing over the weekend :)

Posted 06/03/2015 08:37 PM   
And back! Umm, well I spent some time trying to fix something. Hunted shaders apparently now get dumped straight into the fixes folder. However, I'm quite certain those shaders aren't loading. Setting output to 0 or just typing in nonsense has no effect. Any idea what I'm doing wrong?
And back! Umm, well I spent some time trying to fix something. Hunted shaders apparently now get dumped straight into the fixes folder. However, I'm quite certain those shaders aren't loading. Setting output to 0 or just typing in nonsense has no effect. Any idea what I'm doing wrong?

Posted 06/07/2015 07:41 PM   
Guys. Just a theoretical question: Is it possible for a person that's not a programmer and doesn't learn that quick, to learn just the things required for fixing the games like The Crew or Trials:Evolution/Fusion? I slid through the ultra-simple basics in well... BASIC and Turbo Pascal. Far from really "programming", but u I have no problems with logic thinking. The problem is the memory though, that's where that "slow learning" shows up. And math. I'm not good at it (yeah, I know, stupid decission to allow yourself to be bad at math. I realized that a little too late, I'm afraid). I think it's most probably I won't be lucky enough to have those games fixed by somebody else, because lots of great games released recently and the best "fixers" are busy with them. I just though if there's an easy and quick path to start "fixing". I tried already, a little. Run WRC IV and went through all the shaders. I managed to disable the problematic shadows, but the result was bad (well.. no shadows :P ) and I couldn't nail everything dispite making a whole "lap" with the shaders. It was surely doable, because not much later, some good sould made a proper fix, so I know it must require some more knowledge than simple switching shaders and watching for a change. It's so taunting that games like The Crew/Trials are so close to be fully 3DV compatible, it would be enough to just sacrifice a few shadows. Not a huge downgrade. Still far better than compatibility 3D or 2D, even if that 2D has all the shadows. I wonder how much time would I need to learn all the things required for disabling all the problematic shaders + fixing the ones that turns the whole monitor into black when disabled ;)
Guys.
Just a theoretical question:

Is it possible for a person that's not a programmer and doesn't learn that quick, to learn just the things required for fixing the games like The Crew or Trials:Evolution/Fusion?
I slid through the ultra-simple basics in well... BASIC and Turbo Pascal. Far from really "programming", but u I have no problems with logic thinking. The problem is the memory though, that's where that "slow learning" shows up. And math. I'm not good at it (yeah, I know, stupid decission to allow yourself to be bad at math. I realized that a little too late, I'm afraid).

I think it's most probably I won't be lucky enough to have those games fixed by somebody else, because lots of great games released recently and the best "fixers" are busy with them.
I just though if there's an easy and quick path to start "fixing".
I tried already, a little. Run WRC IV and went through all the shaders. I managed to disable the problematic shadows, but the result was bad (well.. no shadows :P ) and I couldn't nail everything dispite making a whole "lap" with the shaders. It was surely doable, because not much later, some good sould made a proper fix, so I know it must require some more knowledge than simple switching shaders and watching for a change.

It's so taunting that games like The Crew/Trials are so close to be fully 3DV compatible, it would be enough to just sacrifice a few shadows. Not a huge downgrade. Still far better than compatibility 3D or 2D, even if that 2D has all the shadows.
I wonder how much time would I need to learn all the things required for disabling all the problematic shaders + fixing the ones that turns the whole monitor into black when disabled ;)

Posted 06/07/2015 09:16 PM   
[quote=""]And back! Umm, well I spent some time trying to fix something. Hunted shaders apparently now get dumped straight into the fixes folder. However, I'm quite certain those shaders aren't loading. Setting output to 0 or just typing in nonsense has no effect. Any idea what I'm doing wrong?[/quote] Yes, with 3Dmigoto, we put the marked shader directly in the ShaderFixes, and also ready it for reloading so you don't need to exit the game. You can edit the file, then hit F10 to try things out. If you aren't getting any changes though, look in the log file to see if the shader is being Decompiled properly and reloaded properly. If there are any errors it will log. Also listen for the beep sounds. If you get a high pitched beep, that means it did the CopyOnMark operation correctly and recompiled correctly. If you hear a low boop sound, that means there was an error. Setting output to zero won't always have an effect, depending upon the shader, so if it's all compiling and you get high beep sound, try experimenting with other parts of the shader. Also make sure you are hitting the right output, for VS in D3D11 it will usually be SV_POSITION0.
said:And back! Umm, well I spent some time trying to fix something. Hunted shaders apparently now get dumped straight into the fixes folder. However, I'm quite certain those shaders aren't loading. Setting output to 0 or just typing in nonsense has no effect. Any idea what I'm doing wrong?

Yes, with 3Dmigoto, we put the marked shader directly in the ShaderFixes, and also ready it for reloading so you don't need to exit the game. You can edit the file, then hit F10 to try things out.

If you aren't getting any changes though, look in the log file to see if the shader is being Decompiled properly and reloaded properly. If there are any errors it will log. Also listen for the beep sounds. If you get a high pitched beep, that means it did the CopyOnMark operation correctly and recompiled correctly. If you hear a low boop sound, that means there was an error.

Setting output to zero won't always have an effect, depending upon the shader, so if it's all compiling and you get high beep sound, try experimenting with other parts of the shader. Also make sure you are hitting the right output, for VS in D3D11 it will usually be SV_POSITION0.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 06/08/2015 01:44 AM   
[quote=""]Guys. Just a theoretical question: Is it possible for a person that's not a programmer and doesn't learn that quick, to learn just the things required for fixing the games like The Crew or Trials:Evolution/Fusion? I slid through the ultra-simple basics in well... BASIC and Turbo Pascal. Far from really "programming", but u I have no problems with logic thinking. The problem is the memory though, that's where that "slow learning" shows up. And math. I'm not good at it (yeah, I know, stupid decission to allow yourself to be bad at math. I realized that a little too late, I'm afraid). I think it's most probably I won't be lucky enough to have those games fixed by somebody else, because lots of great games released recently and the best "fixers" are busy with them. I just though if there's an easy and quick path to start "fixing". I tried already, a little. Run WRC IV and went through all the shaders. I managed to disable the problematic shadows, but the result was bad (well.. no shadows :P ) and I couldn't nail everything dispite making a whole "lap" with the shaders. It was surely doable, because not much later, some good sould made a proper fix, so I know it must require some more knowledge than simple switching shaders and watching for a change. It's so taunting that games like The Crew/Trials are so close to be fully 3DV compatible, it would be enough to just sacrifice a few shadows. Not a huge downgrade. Still far better than compatibility 3D or 2D, even if that 2D has all the shadows. I wonder how much time would I need to learn all the things required for disabling all the problematic shaders + fixing the ones that turns the whole monitor into black when disabled ;)[/quote] I definitely think you can do learn how to do basic fixes here. It's not really a question of programming ability or math ability, more a question of puzzle solving ability. The shaders are a black-box to us mostly, so programming skill doesn't carry very far here because there isn't enough to go on. The math part of it is similarly obfuscated by the code, and the normal matrix math you don't need to know super well, just enough to recognize patterns like the dot product. For disabling shaders, this is really quite straightforward, and I think that anyone can learn to do this with a little effort. It's not much more than learning the tool's quirks, finding the right output, and setting it to zero. For actually fixing effects, that gets into a grey area where it's not as clear. There are some common patterns we run across, but also a lot of variability. You can definitely learn things like moving the skybox, or moving the HUD. Maybe even fixing halos. Getting to fixing Shadows is very challenging, and not as likely that you'll be able to learn it without some concerted effort. I would definitely encourage you to take a look at the lessons. Run through the first few and see if it's making sense. I try to give you a solid background in how it all works so that it's not as much mystery, and if you finish the lessons you will definitely be able to disable effects without any trouble and take a game from unplayable to at least playable.
said:Guys.
Just a theoretical question:

Is it possible for a person that's not a programmer and doesn't learn that quick, to learn just the things required for fixing the games like The Crew or Trials:Evolution/Fusion?
I slid through the ultra-simple basics in well... BASIC and Turbo Pascal. Far from really "programming", but u I have no problems with logic thinking. The problem is the memory though, that's where that "slow learning" shows up. And math. I'm not good at it (yeah, I know, stupid decission to allow yourself to be bad at math. I realized that a little too late, I'm afraid).

I think it's most probably I won't be lucky enough to have those games fixed by somebody else, because lots of great games released recently and the best "fixers" are busy with them.
I just though if there's an easy and quick path to start "fixing".
I tried already, a little. Run WRC IV and went through all the shaders. I managed to disable the problematic shadows, but the result was bad (well.. no shadows :P ) and I couldn't nail everything dispite making a whole "lap" with the shaders. It was surely doable, because not much later, some good sould made a proper fix, so I know it must require some more knowledge than simple switching shaders and watching for a change.

It's so taunting that games like The Crew/Trials are so close to be fully 3DV compatible, it would be enough to just sacrifice a few shadows. Not a huge downgrade. Still far better than compatibility 3D or 2D, even if that 2D has all the shadows.
I wonder how much time would I need to learn all the things required for disabling all the problematic shaders + fixing the ones that turns the whole monitor into black when disabled ;)

I definitely think you can do learn how to do basic fixes here. It's not really a question of programming ability or math ability, more a question of puzzle solving ability.

The shaders are a black-box to us mostly, so programming skill doesn't carry very far here because there isn't enough to go on. The math part of it is similarly obfuscated by the code, and the normal matrix math you don't need to know super well, just enough to recognize patterns like the dot product.


For disabling shaders, this is really quite straightforward, and I think that anyone can learn to do this with a little effort. It's not much more than learning the tool's quirks, finding the right output, and setting it to zero.

For actually fixing effects, that gets into a grey area where it's not as clear. There are some common patterns we run across, but also a lot of variability. You can definitely learn things like moving the skybox, or moving the HUD. Maybe even fixing halos. Getting to fixing Shadows is very challenging, and not as likely that you'll be able to learn it without some concerted effort.


I would definitely encourage you to take a look at the lessons. Run through the first few and see if it's making sense. I try to give you a solid background in how it all works so that it's not as much mystery, and if you finish the lessons you will definitely be able to disable effects without any trouble and take a game from unplayable to at least playable.

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 06/08/2015 01:52 AM   
OK, thanx. That's good to hear (read ;)). I'll try.
OK, thanx. That's good to hear (read ;)).

I'll try.

Posted 06/08/2015 07:33 AM   
[quote=""]OK, thanx. That's good to hear (read ;)). I'll try. [/quote] I think the best way to start is to check out existing game fixes. That will help you to recognize the patterns bob mentioned. If there's one thing missing from his lessons, a review of the most common ones would probably be it (hint hint :P )
said:OK, thanx. That's good to hear (read ;)).

I'll try.


I think the best way to start is to check out existing game fixes. That will help you to recognize the patterns bob mentioned. If there's one thing missing from his lessons, a review of the most common ones would probably be it (hint hint :P )

Posted 06/13/2015 10:27 AM   
Hi Folks, I encountered a strange 3dvision problem with Il2 Battle of Stalingrad : planes are hidden by cloud when in 3d vision mode but not when in normal mode ! In fact clouds are not drawn at the right depth. This problem can be seen when in external view. I managed to make plane appears by pushing cloud a bit forward, but this fix has a too much of drawbacks. So I wonder, why going to 3dvision mode is making plane to be drawn after cloud ? As clouds are “cloudy” this should not be a problem to have plane drawn in front of clouds that are not at the right depth, but how to make that? Is there a magic option that should help to fix this problem? Or something obvious to do in the shader ? Here is a picture of the problem: in 2D mode plane is here [url]http://www.mediafire.com/view/78yj94c5d54jjyg/2015_6_13__11_45_31.jpg[/url] but not in 3d mode : [url]http://photos.3dvisionlive.com/lefuneste/image/557f3631e7e5642f7500006d/[/url] And the shader I modified to push the cloud are this one : [url]http://www.mediafire.com/view/vquvy7i65bxf3mn/VertexShader_73_CRC32_40729A4C.txt[/url] (This is the original one, which is making the plane disapearing behind cloud). The shader seem used to draw clouds, when disabled there is no more clouds...
Hi Folks,
I encountered a strange 3dvision problem with Il2 Battle of Stalingrad : planes are hidden by cloud when in 3d vision mode but not when in normal mode !
In fact clouds are not drawn at the right depth. This problem can be seen when in external view. I managed to make plane appears by pushing cloud a bit forward, but this fix has a too much of drawbacks.
So I wonder, why going to 3dvision mode is making plane to be drawn after cloud ? As clouds are “cloudy” this should not be a problem to have plane drawn in front of clouds that are not at the right depth, but how to make that?
Is there a magic option that should help to fix this problem? Or something obvious to do in the shader ?

Here is a picture of the problem: in 2D mode plane is here http://www.mediafire.com/view/78yj94c5d54jjyg/2015_6_13__11_45_31.jpg but not in 3d mode : http://photos.3dvisionlive.com/lefuneste/image/557f3631e7e5642f7500006d/

And the shader I modified to push the cloud are this one : http://www.mediafire.com/view/vquvy7i65bxf3mn/VertexShader_73_CRC32_40729A4C.txt (This is the original one, which is making the plane disapearing behind cloud). The shader seem used to draw clouds, when disabled there is no more clouds...

Posted 06/16/2015 05:34 PM   
I will be taking a look at bo3b's work too and see what I can make of it. Im not a developer any more (never really was, those days are long gone anyway :D) but I have an IT degree and used to do some development back in my days working for HP.
I will be taking a look at bo3b's work too and see what I can make of it. Im not a developer any more (never really was, those days are long gone anyway :D) but I have an IT degree and used to do some development back in my days working for HP.

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G-Pat on Helixmod

Posted 06/17/2015 10:37 AM   
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