How to fix/disable shaders in games(DLL,guide and fixes).
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Remove preshader information.(Everything above vs_3_0) It looks like a good game in 3d. Like Dear Esther though it was boring 3d helped make it rather enjoyable.
Remove preshader information.(Everything above vs_3_0)

It looks like a good game in 3d. Like Dear Esther though it was boring 3d helped make it rather enjoyable.

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Posted 12/02/2012 07:00 PM   
Thank You for Your advice! But it didn't work :( When I remove the preshader information it seems to disable the shader (sky get's black as if I would deactivate the shader). If I leave the preshader information the sky is visible but the depth remains the same whatever value I use to replace 8000 (tested several values from -800000 to 800000). The game looks good especially in S3D! It offers more "gameplay" than Dear Esther. I hope that there is a way to fix it...
Thank You for Your advice! But it didn't work :(
When I remove the preshader information it seems to disable the shader (sky get's black as if I would deactivate the shader). If I leave the preshader information the sky is visible but the depth remains the same whatever value I use to replace 8000 (tested several values from -800000 to 800000).
The game looks good especially in S3D! It offers more "gameplay" than Dear Esther. I hope that there is a way to fix it...

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 12/02/2012 07:40 PM   
I think you to.. Create a dx9settings.ini [general] overridemethod = 1
I think you to..

Create a dx9settings.ini

[general]
overridemethod = 1

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Posted 12/02/2012 08:08 PM   
Now removing the preshader information doesn't turn off the sky any more. When I choose values <0 the sky gets black. With values >0 the sky is visible but still at the same (wrong) depth no matter which value I use... Played a day/night cycle and had no issues with lights during the night (lighter). Only some lightshafts/godrays seem to be 2D but that doesn't hurt. The game is very immersive and provides a very good impression that You are not only a "flying camera" but really have a body with wight and inertia(changing direction when You run, walking uphill or downhill). This game is ment to be played in S3D :)
Now removing the preshader information doesn't turn off the sky any more. When I choose values <0 the sky gets black. With values >0 the sky is visible but still at the same (wrong) depth no matter which value I use...
Played a day/night cycle and had no issues with lights during the night (lighter). Only some lightshafts/godrays seem to be 2D but that doesn't hurt.
The game is very immersive and provides a very good impression that You are not only a "flying camera" but really have a body with wight and inertia(changing direction when You run, walking uphill or downhill). This game is ment to be played in S3D :)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 12/02/2012 09:01 PM   
rare, the previous code should work try this other: vs_3_0 def c220, 1, 0, 0.0625, 0 //new dcl_position v0 dcl_texcoord v1 dcl_2d s0 //new dcl_position o0 dcl_texcoord o1.xy dcl_texcoord1 o2.xyz dcl_texcoord2 o3.xyz dp4 r0.x, v0, c4 dp4 r0.y, v0, c5 dp4 r0.z, v0, c6 add r1.xyz, r0, c7 mov r1.w, c8.x dp4 r3.x, r1, c0 //r3 for o0 dp4 r3.y, r1, c1 //r3 for o0 dp4 r3.z, r1, c2 //r3 for o0 dp4 r3.w, r1, c3 //r3 for o0 dp3 r0.w, r0, r0 rsq r0.w, r0.w mul o2.xyz, r0.w, r0 dp3 r0.x, v0, v0 rsq r0.x, r0.x mul o3.xyz, r0.x, v0 mov o1.xy, v1 texldl r1, c220.z, s0 //new mul r1.x, r1.x, -c220.x //new add r3.x, r3.x, -r1.x //new mov o0, r3 //new
rare, the previous code should work

try this other:

vs_3_0
def c220, 1, 0, 0.0625, 0 //new
dcl_position v0
dcl_texcoord v1
dcl_2d s0 //new
dcl_position o0
dcl_texcoord o1.xy
dcl_texcoord1 o2.xyz
dcl_texcoord2 o3.xyz
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 r0.z, v0, c6
add r1.xyz, r0, c7
mov r1.w, c8.x
dp4 r3.x, r1, c0 //r3 for o0
dp4 r3.y, r1, c1 //r3 for o0
dp4 r3.z, r1, c2 //r3 for o0
dp4 r3.w, r1, c3 //r3 for o0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul o2.xyz, r0.w, r0
dp3 r0.x, v0, v0
rsq r0.x, r0.x
mul o3.xyz, r0.x, v0
mov o1.xy, v1
texldl r1, c220.z, s0 //new
mul r1.x, r1.x, -c220.x //new
add r3.x, r3.x, -r1.x //new
mov o0, r3 //new

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Posted 12/02/2012 09:06 PM   
Hi Folks, Trying to play Assassins Creed Brotherhood with Helix Mod but game crashes on start. Any help be appreciated. I have attached the log file as this forum won't let me upload the comment.[url]http://sh.digitalvault.bt.com/invite/login?c=6774726564783639&i=1b8a-13b51dd2dd6-gemini01&t=ca470b09de68968b&r=mg&lang=en[/url]
Hi Folks,

Trying to play Assassins Creed Brotherhood with Helix Mod but game crashes on start. Any help be appreciated.

I have attached the log file as this forum won't let me upload the comment.http://sh.digitalvault.bt.com/invite/login?c=6774726564783639&i=1b8a-13b51dd2dd6-gemini01&t=ca470b09de68968b&r=mg&lang=en

Image

Posted 12/02/2012 10:08 PM   
Look at comments.
Look at comments.

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Posted 12/02/2012 10:27 PM   
Sorry you lost me
Sorry you lost me

Image

Posted 12/02/2012 10:31 PM   
@DHR This solution works :) Similar to Scania Simulator the depth of the sky varies with the convergence settings. But this doesn't matter as You always use the same (1st person) perspective. def c220,[b] 1.5[/b], 0, 0.0625, 0 //new offers the best result. As mentioned above there are some godrays/ligthshafts that are at wrong depth (2D?). It doesn't bother too much... But this is the VS: vs_3_0 def c1, 3.14159203, -1.57079601, 0.0078125, 0 dcl_position v0 dcl_position o0 dcl_texcoord o1.xy dcl_texcoord1 o2 mul o1.xy, c1, v0 mov r0.zw, c1 mad o2, v0, c0, r0.zzww mov o0, v0 Is there a simple way to place it at correct (or at least more) depth? Another "issue" is the interaction HUD element (hand symbol, etc.) at screen depth. Not necessary but would be nice if it could have more depth. It's VS: vs_3_0 def c0, 0.5, 1, 0, 0 dcl_position v0 dcl_texcoord v1 dcl_position o0 dcl_texcoord o1.xy mov o0.xy, v0 mov o0.zw, c0.xyxy mov o1.xy, v1 I'm sorry, that I have to ask for help again :( Is there a simple instruction for a noobie like me like the explanation how to fix the effects in 007 legends (look for dcl_position, then for texcoord, insert..., etc.)?
@DHR This solution works :) Similar to Scania Simulator the depth of the sky varies with the convergence settings. But this doesn't matter as You always use the same (1st person) perspective.
def c220, 1.5, 0, 0.0625, 0 //new
offers the best result.

As mentioned above there are some godrays/ligthshafts that are at wrong depth (2D?). It doesn't bother too much... But this is the VS:
vs_3_0
def c1, 3.14159203, -1.57079601, 0.0078125, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
dcl_texcoord1 o2
mul o1.xy, c1, v0
mov r0.zw, c1
mad o2, v0, c0, r0.zzww
mov o0, v0

Is there a simple way to place it at correct (or at least more) depth?

Another "issue" is the interaction HUD element (hand symbol, etc.) at screen depth. Not necessary but would be nice if it could have more depth. It's VS:
vs_3_0
def c0, 0.5, 1, 0, 0
dcl_position v0
dcl_texcoord v1
dcl_position o0
dcl_texcoord o1.xy
mov o0.xy, v0
mov o0.zw, c0.xyxy
mov o1.xy, v1

I'm sorry, that I have to ask for help again :(
Is there a simple instruction for a noobie like me like the explanation how to fix the effects in 007 legends (look for dcl_position, then for texcoord, insert..., etc.)?

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 12/02/2012 10:42 PM   
God rays are Id either leave 2d or remove.(it depends how bad it is) but if you want to try max depth. vs_3_0 def c1, 3.14159203, -1.57079601, 0.0078125, 0 def c220, 10, 0, 0.0625, 0 dcl_position v0 dcl_2d s0 dcl_position o0 dcl_texcoord o1.xy dcl_texcoord1 o2 mul o1.xy, c1, v0 mov r0.zw, c1 mad o2, v0, c0, r0.zzww mov r3, v0 texldl r1, c220.z, s0 mul r1.x, r1.x, -c220.x add r3.x, r3.x, -r1.x mov o0, r3 The interaction/hud leave 2D imo. I had a similiar game and I experimented. 2D is probably best to go http://helixmod.blogspot.com/2012/06/quantum-conundrum.html Here is a little depth though if you want to try vs_3_0 def c0, 0.5, 1, 0, 0 def c220, .20, 0, 0.0625, 0 dcl_position v0 dcl_texcoord v1 dcl_2d s0 dcl_position o0 dcl_texcoord o1.xy mov r3.xy, v0 mov r3.zw, c0.xyxy texldl r1, c220.z, s0 mul r1.x, r1.x, -c220.x add r3.x, r3.x, -r1.x mov o0, r3 mov o1.xy, v1
God rays are Id either leave 2d or remove.(it depends how bad it is) but if you want to try max depth.
vs_3_0
def c1, 3.14159203, -1.57079601, 0.0078125, 0
def c220, 10, 0, 0.0625, 0
dcl_position v0
dcl_2d s0
dcl_position o0
dcl_texcoord o1.xy
dcl_texcoord1 o2
mul o1.xy, c1, v0
mov r0.zw, c1
mad o2, v0, c0, r0.zzww
mov r3, v0
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov o0, r3


The interaction/hud leave 2D imo. I had a similiar game and I experimented. 2D is probably best to go
http://helixmod.blogspot.com/2012/06/quantum-conundrum.html

Here is a little depth though if you want to try

vs_3_0
def c0, 0.5, 1, 0, 0
def c220, .20, 0, 0.0625, 0
dcl_position v0
dcl_texcoord v1
dcl_2d s0
dcl_position o0
dcl_texcoord o1.xy
mov r3.xy, v0
mov r3.zw, c0.xyxy
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
mov o0, r3
mov o1.xy, v1

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Posted 12/02/2012 11:12 PM   
Thank You, eqzitara! The god rays are messed up when pushed to (max) depth. So it is better to leave them 2D or optional turn them off. Pushing the interaction HUD to depth feels good as many parts (map, journal, etc.) are 3D objects that are placed at arm's lenght. I will play a little bit more to see if there are other issues before I will upload the shaderoverride and some screenshots.
Thank You, eqzitara! The god rays are messed up when pushed to (max) depth. So it is better to leave them 2D or optional turn them off. Pushing the interaction HUD to depth feels good as many parts (map, journal, etc.) are 3D objects that are placed at arm's lenght.
I will play a little bit more to see if there are other issues before I will upload the shaderoverride and some screenshots.

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 12/03/2012 01:15 AM   
@3d4dd, great that works.....you can try with this other code: the more you increase convergence more it pushes SKY in to depth, change (+/-) "1800" to get the optimal results.....let me know if work: vs_3_0 def c220, 0.00, 1800, 0.0625, 0 //new dcl_position v0 dcl_texcoord v1 dcl_2d s0 //new dcl_position o0 dcl_texcoord o1.xy dcl_texcoord1 o2.xyz dcl_texcoord2 o3.xyz dp4 r0.x, v0, c4 dp4 r0.y, v0, c5 dp4 r0.z, v0, c6 add r1.xyz, r0, c7 mov r1.w, c8.x dp4 r3.x, r1, c0 //r3 for o0 dp4 r3.y, r1, c1 //r3 for o0 dp4 r3.z, r1, c2 //r3 for o0 dp4 r3.w, r1, c3 //r3 for o0 dp3 r0.w, r0, r0 rsq r0.w, r0.w mul o2.xyz, r0.w, r0 dp3 r0.x, v0, v0 rsq r0.x, r0.x mul o3.xyz, r0.x, v0 mov o1.xy, v1 texldl r1, c220.z, s0 //new mul r1.x, r1.x, -c220.x //new add r3.x, r3.x, -r1.x //new mov r3.w, c220.y //new mul r3.xy, r3.xy, c220.y //new mov o0, r3 //new With godrays, try to decrease the "10" value from "def c220, 10, 0, 0.0625, 0" You can try 1.2, 0.8, 0.5 or 0.2.....or try the previous code (adapting), changing the value "1800".
@3d4dd, great that works.....you can try with this other code: the more you increase convergence more it pushes SKY in to depth, change (+/-) "1800" to get the optimal results.....let me know if work:

vs_3_0
def c220, 0.00, 1800, 0.0625, 0 //new
dcl_position v0
dcl_texcoord v1
dcl_2d s0 //new
dcl_position o0
dcl_texcoord o1.xy
dcl_texcoord1 o2.xyz
dcl_texcoord2 o3.xyz
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 r0.z, v0, c6
add r1.xyz, r0, c7
mov r1.w, c8.x
dp4 r3.x, r1, c0 //r3 for o0
dp4 r3.y, r1, c1 //r3 for o0
dp4 r3.z, r1, c2 //r3 for o0
dp4 r3.w, r1, c3 //r3 for o0
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul o2.xyz, r0.w, r0
dp3 r0.x, v0, v0
rsq r0.x, r0.x
mul o3.xyz, r0.x, v0
mov o1.xy, v1
texldl r1, c220.z, s0 //new
mul r1.x, r1.x, -c220.x //new
add r3.x, r3.x, -r1.x //new
mov r3.w, c220.y //new
mul r3.xy, r3.xy, c220.y //new
mov o0, r3 //new

With godrays, try to decrease the "10" value from "def c220, 10, 0, 0.0625, 0"
You can try 1.2, 0.8, 0.5 or 0.2.....or try the previous code (adapting), changing the value "1800".

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Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

Posted 12/03/2012 11:17 AM   
@DHR: Your last code for the sky has strange effects: The sun is about 10 times larger than before and increasing convergence seems to reduce the depth of the sky. Using the code You suggested before and a suitable convergence/depth preset offered better results. When I use the shader for godrays that was suggested by eqzitara the godrays seem so remain 2D and are cut off at the edges (see the attached picture). When I change the "10" value it only changes the amount the effect is cut off (picture: 0.2, with 10 there is only a small stripe of the effect remaining). I have found an alternative to removing the godrays completely. If I use the original shader and replace def c1, 3.14159203, -1.57079601, 0.0078125, 0 with def c1, 0, 0, 0, 0 the godrays loose their striped textures and turn into a unstructured layer of dust/fog. So You can't detect it's depth. This looks better than removing the godrays completely as the sight gets too clear then and the game looses it's mystic atmosphere. On the other hand in some situations the structured godrays look better. So the best solution (besides from making the godrays 3D) would be the possibility to switch between distinct godrays and diffuse dust by using a hotkey while the game is running. A restart after replacing the override shaders would be quite uncomfortable... I've learned to set a constant by using the hotkeys. But what code should I use when I want to replace "3.14159203, -1.57079601, 0.0078125, 0" by "0, 0, 0, 0" and vice versa with a hotkey?
@DHR: Your last code for the sky has strange effects: The sun is about 10 times larger than before and increasing convergence seems to reduce the depth of the sky. Using the code You suggested before and a suitable convergence/depth preset offered better results.

When I use the shader for godrays that was suggested by eqzitara the godrays seem so remain 2D and are cut off at the edges (see the attached picture). When I change the "10" value it only changes the amount the effect is cut off (picture: 0.2, with 10 there is only a small stripe of the effect remaining).

I have found an alternative to removing the godrays completely. If I use the original shader and replace
def c1, 3.14159203, -1.57079601, 0.0078125, 0
with
def c1, 0, 0, 0, 0
the godrays loose their striped textures and turn into a unstructured layer of dust/fog. So You can't detect it's depth. This looks better than removing the godrays completely as the sight gets too clear then and the game looses it's mystic atmosphere.
On the other hand in some situations the structured godrays look better. So the best solution (besides from making the godrays 3D) would be the possibility to switch between distinct godrays and diffuse dust by using a hotkey while the game is running. A restart after replacing the override shaders would be quite uncomfortable...
I've learned to set a constant by using the hotkeys. But what code should I use when I want to replace "3.14159203, -1.57079601, 0.0078125, 0" by "0, 0, 0, 0" and vice versa with a hotkey?

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 12/03/2012 04:31 PM   
I pretty much just steal code from my other games I did whenever I need to do If statement switches(saves time). This may be little complex to explain till you start doing IF statements. def c1, 3.14159203, -1.57079601, 0.0078125, 0 def c100, 0, 0, 0, 0 dcl_position v0 dcl_position o0 dcl_texcoord o1.xy dcl_texcoord1 o2 mov r10, c1 mov r14.x, c250.y if_eq r14.x, c100.x mov r10, c100 endif mul o1.xy, r10, v0 mov r0.zw, r10 mad o2, v0, c0, r0.zzww mov o0, v0 Create a dx9settings.ini . Key is O AND P to switch between modes... you can switch to whatever. [general] OverrideMethod = 0 Preset1Key = 79 Preset2Key = 80 [Preset1] Const2 = 0x3f800000 [Preset2] Const2 = 0x00000000
I pretty much just steal code from my other games I did whenever I need to do If statement switches(saves time). This may be little complex to explain till you start doing IF statements.

def c1, 3.14159203, -1.57079601, 0.0078125, 0
def c100, 0, 0, 0, 0
dcl_position v0
dcl_position o0
dcl_texcoord o1.xy
dcl_texcoord1 o2
mov r10, c1
mov r14.x, c250.y
if_eq r14.x, c100.x
mov r10, c100
endif
mul o1.xy, r10, v0
mov r0.zw, r10
mad o2, v0, c0, r0.zzww
mov o0, v0





Create a dx9settings.ini . Key is O AND P to switch between modes... you can switch to whatever.

[general]
OverrideMethod = 0
Preset1Key = 79
Preset2Key = 80


[Preset1]
Const2 = 0x3f800000

[Preset2]
Const2 = 0x00000000

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Posted 12/03/2012 10:43 PM   
@eqzitara: Thank You for the code! I used it and added "DefVSConst2 = 250" to dx9settings.ini and changed "c250.y" to "c250.x" in the override shader. Now switching between the two godray types works :)
@eqzitara: Thank You for the code! I used it and added "DefVSConst2 = 250" to dx9settings.ini and changed "c250.y" to "c250.x" in the override shader. Now switching between the two godray types works :)

My original display name is 3d4dd - for some reason Nvidia changed it..?!

Posted 12/04/2012 12:18 AM   
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