[u]Fixes:[/u]
[list]
[*]All Menu/HUD elements ID'd and converted 2D to 3D
[*]Skybox is fixed and pushed to proper depth
[*]Too close buildings are fixed and pushed to proper depth
[/list]
[/quote]
Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
[quote name='chiz' date='26 February 2012 - 09:05 AM' timestamp='1330236347' post='1375230']
Darksiders WIP
Fixes:
All Menu/HUD elements ID'd and converted 2D to 3D
Skybox is fixed and pushed to proper depth
Too close buildings are fixed and pushed to proper depth
Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
@eqzitara:
Thank You for the information about the new dll versions. Tried the new debug dll with Alan Wake and it worked /smile.gif' class='bbc_emoticon' alt=':smile:' />
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
Thank You for the information about the new dll versions. Tried the new debug dll with Alan Wake and it worked /smile.gif' class='bbc_emoticon' alt=':smile:' />
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
@artox
I haven't tried it before but i think transform color is only a pixelshader register. I am also curious how it can done.
@zarzon
well I have a bootleg version so... yeah. I cant find my old steam account. Well I was gonna try one last thing. I am not certain this will get rid of the halos. This should get rid of the "shadow reflections" I saw in game. Where it changes based on convergence. If not *shrug* I give up. If it does nothing somethings up though. The shaders could not work at all but they def should change. I removed all values tied to registers from all types of reflections/worldtowater.
I haven't tried it before but i think transform color is only a pixelshader register. I am also curious how it can done.
@zarzon
well I have a bootleg version so... yeah. I cant find my old steam account. Well I was gonna try one last thing. I am not certain this will get rid of the halos. This should get rid of the "shadow reflections" I saw in game. Where it changes based on convergence. If not *shrug* I give up. If it does nothing somethings up though. The shaders could not work at all but they def should change. I removed all values tied to registers from all types of reflections/worldtowater.
[quote name='eqzitara' date='27 February 2012 - 06:09 AM' timestamp='1330312143' post='1375557']
Apparently you put the d3d9.dll into the bin folder. But it outputs shader dumps in the main .exe left for dead 2 folder(one level up). Really strange.
[/quote]
Some games change their work directory(Jericho for example).
The dll always should be in the same folder where .exe file located and ShaderOverride folder should be placed where debug dll create dumps/log.
[quote name='3d4dd' date='27 February 2012 - 06:54 PM' timestamp='1330358077' post='1375751']
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
[/quote]
Probably you're dumping already overrode shaders.
Originally shader compiled from HLSL contains some debug information include constant table, assembled shader doesn't have it and in this case you get difference crc's.
I do not like idea about donations, because people will start to send a money to get fix for the game they want(i.e. do orders for fix).
But I can't fix every game in short period of time because of my work and projects I'm working on.
And I almost shure some of them will start complain about it.
At this time I'm not bound with money or other things and I can work at this project when have some free time.
For now I'm planning to support/develop it without donations.
[b]eqzitara[/b], I really appreciate your help with wiki. I simple don't have enough time for this at this moment.
Thanks everyone who's creating fixes for games, this is best support you can give me at this moment.
[quote name='eqzitara' date='27 February 2012 - 06:09 AM' timestamp='1330312143' post='1375557']
Apparently you put the d3d9.dll into the bin folder. But it outputs shader dumps in the main .exe left for dead 2 folder(one level up). Really strange.
Some games change their work directory(Jericho for example).
The dll always should be in the same folder where .exe file located and ShaderOverride folder should be placed where debug dll create dumps/log.
[quote name='3d4dd' date='27 February 2012 - 06:54 PM' timestamp='1330358077' post='1375751']
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
Probably you're dumping already overrode shaders.
Originally shader compiled from HLSL contains some debug information include constant table, assembled shader doesn't have it and in this case you get difference crc's.
I do not like idea about donations, because people will start to send a money to get fix for the game they want(i.e. do orders for fix).
But I can't fix every game in short period of time because of my work and projects I'm working on.
And I almost shure some of them will start complain about it.
At this time I'm not bound with money or other things and I can work at this project when have some free time.
For now I'm planning to support/develop it without donations.
eqzitara, I really appreciate your help with wiki. I simple don't have enough time for this at this moment.
Thanks everyone who's creating fixes for games, this is best support you can give me at this moment.
[quote name='eqzitara' date='27 February 2012 - 08:18 PM' timestamp='1330363092' post='1375788']
@artox
I haven't tried it before but i think transform color is only a pixelshader register. I am also curious how it can
[/quote]
Yeah, sadly you're right :(
[quote name='Artox' date='27 February 2012 - 06:40 PM' timestamp='1330368005' post='1375812']
Yeah, sadly you're right :(
[/quote]
Nah I think its possible though, Flashlights, lights,fog(i believe), etc use transparency. Maybe mana84 can chip in.
Well I was playing around with Mirrors Edge and I found the effect I was looking for. When a decal is seen through a fog volume in 3D it doubles at a distance. Pretty sure I've seen the same problem though elsewhere in the game with regular decals like directions painted on walls, symbols on powerboxes, etc.
I disabled the decals altogether with the debugger, but they might be able to be depth fixed. I also found the shaders for the bloom effect when you look at a light source.
The other problem with this game is that it has a lot of very bright, annoying lights that only get worse in 3D. Typical U3 engine overbrightness effect. I found a shader that disabled the bloom lighting coming directly from the sun but when I loaded it back up the entire screen was gone. Strange.
I am attaching the two vertex shader files to this post so if anyone wants to take a look at them. You can see both the bright light sources and the doubling of the decals inside of fog volumes if you load the last chapter THE SHARD at Checkpoint A. The lights are scattered all over the level and the fog volume is down a set of stairs almost at the start of the level.
The trick might be disabling fog volumes altogether but you lose that cool physx effect.
Well I was playing around with Mirrors Edge and I found the effect I was looking for. When a decal is seen through a fog volume in 3D it doubles at a distance. Pretty sure I've seen the same problem though elsewhere in the game with regular decals like directions painted on walls, symbols on powerboxes, etc.
I disabled the decals altogether with the debugger, but they might be able to be depth fixed. I also found the shaders for the bloom effect when you look at a light source.
The other problem with this game is that it has a lot of very bright, annoying lights that only get worse in 3D. Typical U3 engine overbrightness effect. I found a shader that disabled the bloom lighting coming directly from the sun but when I loaded it back up the entire screen was gone. Strange.
I am attaching the two vertex shader files to this post so if anyone wants to take a look at them. You can see both the bright light sources and the doubling of the decals inside of fog volumes if you load the last chapter THE SHARD at Checkpoint A. The lights are scattered all over the level and the fog volume is down a set of stairs almost at the start of the level.
The trick might be disabling fog volumes altogether but you lose that cool physx effect.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
[quote name='oracletriplex' date='27 February 2012 - 07:21 PM' timestamp='1330370472' post='1375828']
Well I was playing around with Mirrors Edge and I found the effect I was looking for. When a decal is seen through a fog volume in 3D it doubles at a distance. Pretty sure I've seen the same problem though elsewhere in the game with regular decals like directions painted on walls, symbols on powerboxes, etc.
[/quote]
Mass effect 2. I had to disable fog. I had to kill some lighting. The fog cause double images. Then lighting caused "fog double image shadows" past a certain distance. Like if you didnt set your depth high enough you wouldnt notice it. I also dont see any files listed. Im dling it now maybe I can figure out what needs to be changed. If not its good idea to keep. I am dling all the unreal engine games, when helix is done with me3 it can probably be applied to numerous games using the engine.Like they all seem to have the same fog issues(me2/hunted/mirrors edge/..), water issues etc(me1/(not sure if 2 I dont remember any water)/hunted/...(Minus bulletstorm/alice).
Mirrors Edge
WOW. I didnt know this game looked so amazing in 3d. It is def. very cool. Things that need to be fixed. smudges render in a very wierd way, 2d . cross hair(dont know what happens when u get gun yet, can remove self shadows, fog can either be removed to fix the double images or needs to be fixed.
I always laugh when people play games with toyification convergence. This game totally works with it.
@oracle
I cant find the bloom shader you are talking about can u link me to it.
[quote name='oracletriplex' date='27 February 2012 - 07:21 PM' timestamp='1330370472' post='1375828']
Well I was playing around with Mirrors Edge and I found the effect I was looking for. When a decal is seen through a fog volume in 3D it doubles at a distance. Pretty sure I've seen the same problem though elsewhere in the game with regular decals like directions painted on walls, symbols on powerboxes, etc.
Mass effect 2. I had to disable fog. I had to kill some lighting. The fog cause double images. Then lighting caused "fog double image shadows" past a certain distance. Like if you didnt set your depth high enough you wouldnt notice it. I also dont see any files listed. Im dling it now maybe I can figure out what needs to be changed. If not its good idea to keep. I am dling all the unreal engine games, when helix is done with me3 it can probably be applied to numerous games using the engine.Like they all seem to have the same fog issues(me2/hunted/mirrors edge/..), water issues etc(me1/(not sure if 2 I dont remember any water)/hunted/...(Minus bulletstorm/alice).
Mirrors Edge
WOW. I didnt know this game looked so amazing in 3d. It is def. very cool. Things that need to be fixed. smudges render in a very wierd way, 2d . cross hair(dont know what happens when u get gun yet, can remove self shadows, fog can either be removed to fix the double images or needs to be fixed.
I always laugh when people play games with toyification convergence. This game totally works with it.
@oracle
I cant find the bloom shader you are talking about can u link me to it.
@Helix
How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
[quote name='eqzitara' date='27 February 2012 - 07:54 PM' timestamp='1330368856' post='1375817']
Nah I think its possible though, Flashlights, lights,fog(i believe), etc use transparency. Maybe mana84 can chip in.
[/quote]
Ok I'll see if I can figure it out the day after tomorrow! (tomorrow I'll not be at home)
I could release mass effect fix by the same day.. I've found a way to avoid hud cutting out of the screen for one eye with high separation, but I'm tweaking parameters a little. This way should also permit to assign a different depth to the sight from other hud's elements.. or eventually I could try to remove it for using nvidia's chrossair instead..
[quote name='eqzitara' date='27 February 2012 - 07:54 PM' timestamp='1330368856' post='1375817']
Nah I think its possible though, Flashlights, lights,fog(i believe), etc use transparency. Maybe mana84 can chip in.
Ok I'll see if I can figure it out the day after tomorrow! (tomorrow I'll not be at home)
I could release mass effect fix by the same day.. I've found a way to avoid hud cutting out of the screen for one eye with high separation, but I'm tweaking parameters a little. This way should also permit to assign a different depth to the sight from other hud's elements.. or eventually I could try to remove it for using nvidia's chrossair instead..
my cfg: i5 2500k, 8gb ram, GTX 570, Asus VG278H, Windows 8 Pro x64
Sorry I forgot to attach the file. I fixed it, it's in my post above. One is for the individual light source bloom and the other is for the decal doubling.
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
Sorry I forgot to attach the file. I fixed it, it's in my post above. One is for the individual light source bloom and the other is for the decal doubling.
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision
[quote name='Artox' date='27 February 2012 - 08:41 AM' timestamp='1330350079' post='1375710']
Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
[/quote]
It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
@HeliX - that makes sense on the donation thing, I'm sure more than anything for you the desire to fix games still has to be for games you actually want to fix for yourself instead of feeling obligated to fix a game for someone who donated.
@mana84 - that sounds great about being able to split up and change depths for different UI elements. Look forward to your results!
[quote name='Artox' date='27 February 2012 - 08:41 AM' timestamp='1330350079' post='1375710']
Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
@HeliX - that makes sense on the donation thing, I'm sure more than anything for you the desire to fix games still has to be for games you actually want to fix for yourself instead of feeling obligated to fix a game for someone who donated.
@mana84 - that sounds great about being able to split up and change depths for different UI elements. Look forward to your results!
@chiz
Oh I didnt even know you updated proto.Just do via pm(preferable) or post.
@eqzitara
I updated _______
Or I can give server access.I am not linking to file posts in case forum goes down/file server goes down/nvidia decides we are a hack and we lose everything. Anywho new vers. is up.
Oh I didnt even know you updated proto.Just do via pm(preferable) or post.
@eqzitara
I updated _______
Or I can give server access.I am not linking to file posts in case forum goes down/file server goes down/nvidia decides we are a hack and we lose everything. Anywho new vers. is up.
[quote name='oracletriplex' date='28 February 2012 - 02:18 AM' timestamp='1330395502' post='1375965']
Sorry I forgot to attach the file. I fixed it, it's in my post above. One is for the individual light source bloom and the other is for the decal doubling.
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
[/quote]
I found that. It must of been the area you were in where it looks good but its kills like 10% of detail when i do it. Like I cant see edges and tiles. Yeah if you are you gonna playthrough I will give you my override so you can go through. I wasnt sure if it was worth removing smoke. The effect isnt too bad. I removed the dirt effect cause no matter how I tried I couldnt fix it and character shadows.
[quote name='oracletriplex' date='28 February 2012 - 02:18 AM' timestamp='1330395502' post='1375965']
Sorry I forgot to attach the file. I fixed it, it's in my post above. One is for the individual light source bloom and the other is for the decal doubling.
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
I found that. It must of been the area you were in where it looks good but its kills like 10% of detail when i do it. Like I cant see edges and tiles. Yeah if you are you gonna playthrough I will give you my override so you can go through. I wasnt sure if it was worth removing smoke. The effect isnt too bad. I removed the dirt effect cause no matter how I tried I couldnt fix it and character shadows.
[u][b]Darksiders WIP[/b][/u]
[u]Fixes:[/u]
[list]
[*]All Menu/HUD elements ID'd and converted 2D to 3D
[*]Skybox is fixed and pushed to proper depth
[*]Too close buildings are fixed and pushed to proper depth
[/list]
[/quote]
Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
Darksiders WIP
Fixes:
Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
http://helixmod.blogspot.com/
Thank You for the information about the new dll versions. Tried the new debug dll with Alan Wake and it worked
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
Thank You for the information about the new dll versions. Tried the new debug dll with Alan Wake and it worked
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
My original display name is 3d4dd - for some reason Nvidia changed it..?!
I haven't tried it before but i think transform color is only a pixelshader register. I am also curious how it can done.
@zarzon
well I have a bootleg version so... yeah. I cant find my old steam account. Well I was gonna try one last thing. I am not certain this will get rid of the halos. This should get rid of the "shadow reflections" I saw in game. Where it changes based on convergence. If not *shrug* I give up. If it does nothing somethings up though. The shaders could not work at all but they def should change. I removed all values tied to registers from all types of reflections/worldtowater.
I haven't tried it before but i think transform color is only a pixelshader register. I am also curious how it can done.
@zarzon
well I have a bootleg version so... yeah. I cant find my old steam account. Well I was gonna try one last thing. I am not certain this will get rid of the halos. This should get rid of the "shadow reflections" I saw in game. Where it changes based on convergence. If not *shrug* I give up. If it does nothing somethings up though. The shaders could not work at all but they def should change. I removed all values tied to registers from all types of reflections/worldtowater.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918
Apparently you put the d3d9.dll into the bin folder. But it outputs shader dumps in the main .exe left for dead 2 folder(one level up). Really strange.
[/quote]
Some games change their work directory(Jericho for example).
The dll always should be in the same folder where .exe file located and ShaderOverride folder should be placed where debug dll create dumps/log.
[quote name='3d4dd' date='27 February 2012 - 06:54 PM' timestamp='1330358077' post='1375751']
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
[/quote]
Probably you're dumping already overrode shaders.
Originally shader compiled from HLSL contains some debug information include constant table, assembled shader doesn't have it and in this case you get difference crc's.
I do not like idea about donations, because people will start to send a money to get fix for the game they want(i.e. do orders for fix).
But I can't fix every game in short period of time because of my work and projects I'm working on.
And I almost shure some of them will start complain about it.
At this time I'm not bound with money or other things and I can work at this project when have some free time.
For now I'm planning to support/develop it without donations.
[b]eqzitara[/b], I really appreciate your help with wiki. I simple don't have enough time for this at this moment.
Thanks everyone who's creating fixes for games, this is best support you can give me at this moment.
Apparently you put the d3d9.dll into the bin folder. But it outputs shader dumps in the main .exe left for dead 2 folder(one level up). Really strange.
Some games change their work directory(Jericho for example).
The dll always should be in the same folder where .exe file located and ShaderOverride folder should be placed where debug dll create dumps/log.
[quote name='3d4dd' date='27 February 2012 - 06:54 PM' timestamp='1330358077' post='1375751']
@Helix:
When I use the debug dll AND shader overrides at the same time the file names of saved single shaders in the dump folder are not correct. Maybe this is a specific issue for my system? If not it should perhaps be mentioned in the instrucions that it is necessary to remove the ShaderOverride folder when You want to extract new shaders with the debug.dll - or that You should note down the CRC32 value displayed in the debug HUD to correct the wrong file names in the dump folder.
Probably you're dumping already overrode shaders.
Originally shader compiled from HLSL contains some debug information include constant table, assembled shader doesn't have it and in this case you get difference crc's.
I do not like idea about donations, because people will start to send a money to get fix for the game they want(i.e. do orders for fix).
But I can't fix every game in short period of time because of my work and projects I'm working on.
And I almost shure some of them will start complain about it.
At this time I'm not bound with money or other things and I can work at this project when have some free time.
For now I'm planning to support/develop it without donations.
eqzitara, I really appreciate your help with wiki. I simple don't have enough time for this at this moment.
Thanks everyone who's creating fixes for games, this is best support you can give me at this moment.
@artox
I haven't tried it before but i think transform color is only a pixelshader register. I am also curious how it can
[/quote]
Yeah, sadly you're right :(
@artox
I haven't tried it before but i think transform color is only a pixelshader register. I am also curious how it can
Yeah, sadly you're right :(
http://helixmod.blogspot.com/
Yeah, sadly you're right :(
[/quote]
Nah I think its possible though, Flashlights, lights,fog(i believe), etc use transparency. Maybe mana84 can chip in.
Yeah, sadly you're right :(
Nah I think its possible though, Flashlights, lights,fog(i believe), etc use transparency. Maybe mana84 can chip in.
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I disabled the decals altogether with the debugger, but they might be able to be depth fixed. I also found the shaders for the bloom effect when you look at a light source.
The other problem with this game is that it has a lot of very bright, annoying lights that only get worse in 3D. Typical U3 engine overbrightness effect. I found a shader that disabled the bloom lighting coming directly from the sun but when I loaded it back up the entire screen was gone. Strange.
I am attaching the two vertex shader files to this post so if anyone wants to take a look at them. You can see both the bright light sources and the doubling of the decals inside of fog volumes if you load the last chapter THE SHARD at Checkpoint A. The lights are scattered all over the level and the fog volume is down a set of stairs almost at the start of the level.
The trick might be disabling fog volumes altogether but you lose that cool physx effect.
I disabled the decals altogether with the debugger, but they might be able to be depth fixed. I also found the shaders for the bloom effect when you look at a light source.
The other problem with this game is that it has a lot of very bright, annoying lights that only get worse in 3D. Typical U3 engine overbrightness effect. I found a shader that disabled the bloom lighting coming directly from the sun but when I loaded it back up the entire screen was gone. Strange.
I am attaching the two vertex shader files to this post so if anyone wants to take a look at them. You can see both the bright light sources and the doubling of the decals inside of fog volumes if you load the last chapter THE SHARD at Checkpoint A. The lights are scattered all over the level and the fog volume is down a set of stairs almost at the start of the level.
The trick might be disabling fog volumes altogether but you lose that cool physx effect.
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Well I was playing around with Mirrors Edge and I found the effect I was looking for. When a decal is seen through a fog volume in 3D it doubles at a distance. Pretty sure I've seen the same problem though elsewhere in the game with regular decals like directions painted on walls, symbols on powerboxes, etc.
[/quote]
Mass effect 2. I had to disable fog. I had to kill some lighting. The fog cause double images. Then lighting caused "fog double image shadows" past a certain distance. Like if you didnt set your depth high enough you wouldnt notice it. I also dont see any files listed. Im dling it now maybe I can figure out what needs to be changed. If not its good idea to keep. I am dling all the unreal engine games, when helix is done with me3 it can probably be applied to numerous games using the engine.Like they all seem to have the same fog issues(me2/hunted/mirrors edge/..), water issues etc(me1/(not sure if 2 I dont remember any water)/hunted/...(Minus bulletstorm/alice).
Mirrors Edge
WOW. I didnt know this game looked so amazing in 3d. It is def. very cool. Things that need to be fixed. smudges render in a very wierd way, 2d . cross hair(dont know what happens when u get gun yet, can remove self shadows, fog can either be removed to fix the double images or needs to be fixed.
I always laugh when people play games with toyification convergence. This game totally works with it.
@oracle
I cant find the bloom shader you are talking about can u link me to it.
Well I was playing around with Mirrors Edge and I found the effect I was looking for. When a decal is seen through a fog volume in 3D it doubles at a distance. Pretty sure I've seen the same problem though elsewhere in the game with regular decals like directions painted on walls, symbols on powerboxes, etc.
Mass effect 2. I had to disable fog. I had to kill some lighting. The fog cause double images. Then lighting caused "fog double image shadows" past a certain distance. Like if you didnt set your depth high enough you wouldnt notice it. I also dont see any files listed. Im dling it now maybe I can figure out what needs to be changed. If not its good idea to keep. I am dling all the unreal engine games, when helix is done with me3 it can probably be applied to numerous games using the engine.Like they all seem to have the same fog issues(me2/hunted/mirrors edge/..), water issues etc(me1/(not sure if 2 I dont remember any water)/hunted/...(Minus bulletstorm/alice).
Mirrors Edge
WOW. I didnt know this game looked so amazing in 3d. It is def. very cool. Things that need to be fixed. smudges render in a very wierd way, 2d . cross hair(dont know what happens when u get gun yet, can remove self shadows, fog can either be removed to fix the double images or needs to be fixed.
I always laugh when people play games with toyification convergence. This game totally works with it.
@oracle
I cant find the bloom shader you are talking about can u link me to it.
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It didn't work. I was messing around with it too but no success either. Bah. Don't worry.
It didn't work. I was messing around with it too but no success either. Bah. Don't worry.
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How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
How did you remove the crosshair from darkness 2? I dont see it in your screenshot. I pushed the crosshair into depth when I did my quasi fix. Then when I went to compare code to look at yours its not there. Does this have something to do with your .ini(like is hud somehow disabled in their?)
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or
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Nah I think its possible though, Flashlights, lights,fog(i believe), etc use transparency. Maybe mana84 can chip in.
[/quote]
Ok I'll see if I can figure it out the day after tomorrow! (tomorrow I'll not be at home)
I could release mass effect fix by the same day.. I've found a way to avoid hud cutting out of the screen for one eye with high separation, but I'm tweaking parameters a little. This way should also permit to assign a different depth to the sight from other hud's elements.. or eventually I could try to remove it for using nvidia's chrossair instead..
Nah I think its possible though, Flashlights, lights,fog(i believe), etc use transparency. Maybe mana84 can chip in.
Ok I'll see if I can figure it out the day after tomorrow! (tomorrow I'll not be at home)
I could release mass effect fix by the same day.. I've found a way to avoid hud cutting out of the screen for one eye with high separation, but I'm tweaking parameters a little. This way should also permit to assign a different depth to the sight from other hud's elements.. or eventually I could try to remove it for using nvidia's chrossair instead..
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Helix mod 3d vision game fixes
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
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Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
[/quote]
It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
@HeliX - that makes sense on the donation thing, I'm sure more than anything for you the desire to fix games still has to be for games you actually want to fix for yourself instead of feeling obligated to fix a game for someone who donated.
@mana84 - that sounds great about being able to split up and change depths for different UI elements. Look forward to your results!
Is there a remote chance that you get make hud elements transparent (50% or more). I've tried looking into mana84's fix for Skydrift, but it seems Darksiders Hud doesn't have a transformcolor value. Forgive me, but my programming knowledge is close to non-existent, I've tried reading through the materials provided by Helix( both the CG language and nvidia 3dvision programming guide), but it doesn't seem that I am about get the way things work anytime soon.
It looks like you already caught onto this, but you most likely need to track down the pixel shader for the HUD elements to transform alpha channel. I did actually have success with Prototype HUD, not sure if you saw it: http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1375019
Darksiders has like 3000 pixel shaders though, if you flag the UI shaders down I'd be happy to take a look at them. If you're lucky they fall within the first +/-200 of PS 0, but its a pretty time consuming exercise cycling through that many pixel shaders.
@HeliX - that makes sense on the donation thing, I'm sure more than anything for you the desire to fix games still has to be for games you actually want to fix for yourself instead of feeling obligated to fix a game for someone who donated.
@mana84 - that sounds great about being able to split up and change depths for different UI elements. Look forward to your results!
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Oh I didnt even know you updated proto.Just do via pm(preferable) or post.
@eqzitara
I updated _______
Or I can give server access.I am not linking to file posts in case forum goes down/file server goes down/nvidia decides we are a hack and we lose everything. Anywho new vers. is up.
Oh I didnt even know you updated proto.Just do via pm(preferable) or post.
@eqzitara
I updated _______
Or I can give server access.I am not linking to file posts in case forum goes down/file server goes down/nvidia decides we are a hack and we lose everything. Anywho new vers. is up.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Sorry I forgot to attach the file. I fixed it, it's in my post above. One is for the individual light source bloom and the other is for the decal doubling.
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
[/quote]
I found that. It must of been the area you were in where it looks good but its kills like 10% of detail when i do it. Like I cant see edges and tiles. Yeah if you are you gonna playthrough I will give you my override so you can go through. I wasnt sure if it was worth removing smoke. The effect isnt too bad. I removed the dirt effect cause no matter how I tried I couldnt fix it and character shadows.
Sorry I forgot to attach the file. I fixed it, it's in my post above. One is for the individual light source bloom and the other is for the decal doubling.
I need to play this game through again in 3D and see if I can find any more anomalies.
The sky bloom anomaly is PixelShader_419_CRC32_2936910C, that's the big one that kills the suns dynamic light source. In my opinion it makes the game a lot more playable in 3D. But when you disable it the entire scene is gone. The game still runs because I can hear cars and traffic but its like it disables the renderer.
Note: It can be disabled with the active debugger just fine. But when put into the release folder it has problems.
I found that. It must of been the area you were in where it looks good but its kills like 10% of detail when i do it. Like I cant see edges and tiles. Yeah if you are you gonna playthrough I will give you my override so you can go through. I wasnt sure if it was worth removing smoke. The effect isnt too bad. I removed the dirt effect cause no matter how I tried I couldnt fix it and character shadows.
Co-founder/Web host of helixmod.blog.com
Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918