[quote="badhomaks1"]Is 3dmigoto completely different from the helix wrapper? Cause I'd like to fix games that will be coming out later and dx11 games are becoming more and more prevalent. [/quote]
3Dmigoto currently only works with dx11.
Helix wrapper only works with dx9.
Flugan is working on a wrapper that will eventually work with dx9, dx10 and dx11.
Also, Helifax has a wrapper that makes OpenGL games compatible with 3D Vision.
badhomaks1 said:Is 3dmigoto completely different from the helix wrapper? Cause I'd like to fix games that will be coming out later and dx11 games are becoming more and more prevalent.
3Dmigoto currently only works with dx11.
Helix wrapper only works with dx9.
Flugan is working on a wrapper that will eventually work with dx9, dx10 and dx11.
Also, Helifax has a wrapper that makes OpenGL games compatible with 3D Vision.
[quote="badhomaks1"]Hey bo3b, I found the shader in resident evil 4 that I wanted to fix but when I save with 6 it doesn't show anything. I tried different shaders, and even just mashing buttons on my keypad but not a single shader saved. Could it be that I'm on windows 8.1? Using the debug shaders not release ones.[/quote]Also of note, we don't think that either HelixMod or 3Dmigoto have any trouble on Win8.1. Earlier, 3Dmigoto would not work properly on Win8.1, but I've since fixed that problem. I would still recommend Win7 for this sort of stuff, because it's already hard enough as it is, and Win8.1 will throw in new unknowns, and we don't have much experience there, so you'll likely have some extra things to debug or try.
badhomaks1 said:Hey bo3b, I found the shader in resident evil 4 that I wanted to fix but when I save with 6 it doesn't show anything. I tried different shaders, and even just mashing buttons on my keypad but not a single shader saved. Could it be that I'm on windows 8.1? Using the debug shaders not release ones.
Also of note, we don't think that either HelixMod or 3Dmigoto have any trouble on Win8.1. Earlier, 3Dmigoto would not work properly on Win8.1, but I've since fixed that problem. I would still recommend Win7 for this sort of stuff, because it's already hard enough as it is, and Win8.1 will throw in new unknowns, and we don't have much experience there, so you'll likely have some extra things to debug or try.
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
[quote="badhomaks1"]Is 3dmigoto completely different from the helix wrapper? Cause I'd like to fix games that will be coming out later and dx11 games are becoming more and more prevalent. [/quote]
In terms of shader fixing, I believe similar principles apply, based on what bo3b has said.
badhomaks1 said:Is 3dmigoto completely different from the helix wrapper? Cause I'd like to fix games that will be coming out later and dx11 games are becoming more and more prevalent.
In terms of shader fixing, I believe similar principles apply, based on what bo3b has said.
This is fantastic!
What a wonderful incentive. :)
I'll happily join the 3d vision modding bandwagon. I have no actual coding experience of any kind, but I'm more than eager to learn, and I can also be a quick learner when the subject fascinates me.
I'm looking forward to working with you all! ;)
I'll happily join the 3d vision modding bandwagon. I have no actual coding experience of any kind, but I'm more than eager to learn, and I can also be a quick learner when the subject fascinates me.
I'm looking forward to working with you all! ;)
CAB : Lian Li Tyr X-2000B | PSU : Cooler Master V1200 (1200W) | MB : Asus Rampage IV Extreme ROG | CPU : INTELi7 3930K @ 4,5GHz | FAN : Noctua NH-D14 SE | GPU(s) : (Tri-SLI) EVGA Geforce GTX 980Ti SC+ ACX 2.0 | MEM : Corsair Vengeance DDR3 1600MHz (16GB) | SSD : OCZ Vertex 2 (120GB) | SSD(s) : Samsung EVO 850 Pro (2x500GB RAID0 | SSD : Kingston HyperX 3K (2x240GB RAID0, 1x120GB) | SSD : Samsung EVO 840 (1TB) | SCR : Eizo Flexscan SX2461WK (IPS/Editing) | SCR : Eizo Flexscan EV2736W (IPS/1440p/Gaming/Editing) | SCR : Wacom Cintiq Companion Hybrid (Photo Editing/Illustration/Drawing) | SCR : Asus ROG Swift PG278Q (1440p/144Hz/G-Sync/3DV 2/Gaming) | SCR : Asus PB287Q (4K Gaming/DAW) | SCR/TV : Philips 55" PUS9109/12 UHD (4K Gaming) | NAS : QNAP TS-419PII /w Lian Li EX-503B Drive Bay | HID : (Keyboard) Corsair K95 RGB Brown Cherry (Mouse) Corsair M95 Performance & Generic Logitech HID Devices | NIC : Asus RT-AC66U (with Asus repeaters| NIC : Jensen Scandinavia 8-port Gigabit switch | SYS : NVIDIA SHIELD Portable | SYS : NVIDIA SHIELD Tablet (16 GB version/non-LTE) | Oculus Rift DK2
Hey b03b,
Do you plan to cover the syntax of these files? I kind of gave up on the existing tutorials, because they seem to take for granted you know all that.
Mzr
[quote="Muizer"]Hey b03b,
Do you plan to cover the syntax of these files? I kind of gave up on the existing tutorials, because they seem to take for granted you know all that.
Mzr[/quote]
If you want a head start, look here:
VS 3.0 Registers: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb172963(v=vs.85).aspx[/url]
VS 3.0 instructions: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb172938(v=vs.85).aspx[/url]
PS 3.0 Registers: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb172920(v=vs.85).aspx[/url]
PS 3.0 Instructions: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb219854(v=vs.85).aspx[/url]
The langauage is "asm" - you can Google for examples on how to do simple things. If you learn "add", "mul", "mad", "rcp" and "dp4" you are 90% of the way there, everything else being somewhat similar in structure.
The langauage is "asm" - you can Google for examples on how to do simple things. If you learn "add", "mul", "mad", "rcp" and "dp4" you are 90% of the way there, everything else being somewhat similar in structure.
[quote="mike_ar69"][quote="Muizer"]Hey b03b,
Do you plan to cover the syntax of these files? I kind of gave up on the existing tutorials, because they seem to take for granted you know all that.
Mzr[/quote]
If you want a head start, look here:
VS 3.0 Registers: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb172963(v=vs.85).aspx[/url]
VS 3.0 instructions: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb172938(v=vs.85).aspx[/url]
PS 3.0 Registers: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb172920(v=vs.85).aspx[/url]
PS 3.0 Instructions: [url]http://msdn.microsoft.com/en-us/library/windows/desktop/bb219854(v=vs.85).aspx[/url]
The langauage is "asm" - you can Google for examples on how to do simple things. If you learn "add", "mul", "mad", "rcp" and "dp4" you are 90% of the way there, everything else being somewhat similar in structure.[/quote]
Is asm of any use with 3dmigoto? Cause from what I can see from the extracted vertex shaders from watch dogs, they have a lot of floats then a bunch of lines starting with r.x then the add,mov,mad functions (or registers not sure what to call them [perhaps instructions?]).
The langauage is "asm" - you can Google for examples on how to do simple things. If you learn "add", "mul", "mad", "rcp" and "dp4" you are 90% of the way there, everything else being somewhat similar in structure.
Is asm of any use with 3dmigoto? Cause from what I can see from the extracted vertex shaders from watch dogs, they have a lot of floats then a bunch of lines starting with r.x then the add,mov,mad functions (or registers not sure what to call them [perhaps instructions?]).
[quote="Manwe"]I suggest for starters let us know how to setup the environment, e.g. do we need Visual Studio installed, any extra tools or what? I'm assuming this will mainly be Cg programming?
Then, I think a good step would be to give us a working fix or something that's already done and have us run it and observe how it affects whatever it fixed. Finally, have us change one small thing or two, recompile/rerun and see the effect.[/quote]We won't need any particularly special tools, outside of the HelixMod. I think as a class we will use Notepad++ because a lot of people already do, and it's free. You can use any text editor.
To start, essentially Class 0, I will show you and document how to set all the tools up, and where to find them. I hope to get this up in the next day or two. The first class assignment will be to demonstrate that you have everything set up right.
It will sort of be Cg programming, but at least to start, it might as well be Klingon because we aren't going to even try to understand what the actual code is doing. We are going to be looking for patterns, and experimenting with them.
[quote="Muizer"]Do you plan to cover the syntax of these files? I kind of gave up on the existing tutorials, because they seem to take for granted you know all that. [/quote]We will definitely cover the actual [i]structure[/i] of the files, but to start, not the syntax exactly. As I note above, the syntax and the actual code can remain a mystery, but we can still fix things. This will be like learning some phrases like "nuqDaq 'oH puchpa''e'" (Klingon for "where is the bathroom") You don't necessarily have to know Klingon grammar or syntax to be able to recognize that phrase.
Manwe said:I suggest for starters let us know how to setup the environment, e.g. do we need Visual Studio installed, any extra tools or what? I'm assuming this will mainly be Cg programming?
Then, I think a good step would be to give us a working fix or something that's already done and have us run it and observe how it affects whatever it fixed. Finally, have us change one small thing or two, recompile/rerun and see the effect.
We won't need any particularly special tools, outside of the HelixMod. I think as a class we will use Notepad++ because a lot of people already do, and it's free. You can use any text editor.
To start, essentially Class 0, I will show you and document how to set all the tools up, and where to find them. I hope to get this up in the next day or two. The first class assignment will be to demonstrate that you have everything set up right.
It will sort of be Cg programming, but at least to start, it might as well be Klingon because we aren't going to even try to understand what the actual code is doing. We are going to be looking for patterns, and experimenting with them.
Muizer said:Do you plan to cover the syntax of these files? I kind of gave up on the existing tutorials, because they seem to take for granted you know all that.
We will definitely cover the actual structure of the files, but to start, not the syntax exactly. As I note above, the syntax and the actual code can remain a mystery, but we can still fix things. This will be like learning some phrases like "nuqDaq 'oH puchpa''e'" (Klingon for "where is the bathroom") You don't necessarily have to know Klingon grammar or syntax to be able to recognize that phrase.
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
Question on how to structure things.
I'm looking into how to present the information, and it seems like we will need some way to show and share 3D images. I expect people to share their own images as well as ones that I present.
The usual way this is done on HelixMod blog is use embedded images from 3dvision-live.com.
And here in the forum, we use a fair amount of side-by-side JPS/JPG files.
Does the 3DVision-Live seem like a must have for sharing images, or are JPS images OK?
I'm looking into how to present the information, and it seems like we will need some way to show and share 3D images. I expect people to share their own images as well as ones that I present.
The usual way this is done on HelixMod blog is use embedded images from 3dvision-live.com.
And here in the forum, we use a fair amount of side-by-side JPS/JPG files.
Does the 3DVision-Live seem like a must have for sharing images, or are JPS images OK?
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
bo3b, thank you for doing this! A great idea, and very generous of you to volunteer for this task.
If the discussion re video vs text is still open, I think that, firstly and obviously, both would be ideal. The question becomes how much to devote to one over the other.
My thoughts are, video is great to give a beginner an overview, and make them feel comfortable about having a shot. When you see something being done by someone who is comfortable doing it, it makes it much less daunting than trawling though web pages reading words you barely understand. Then as you start getting your hands dirty you will find the easy-referencing of text more helpful.
It seems that one of the main aims here is to draw as many people into having a shot at this as possible; The more people who have a shot, the more people end up discovering they have an aptitude and partiality for it, as well as the time and resources, and the more awesome games get awesome 3D fixes.
So for this reason I am suggesting putting a good amount of the focus on getting video content together.
To further support this argument, I would like to mention that currently doing a web search for 'helix mod tutorial' videos results in exactly ZERO relevant hits, whereas good text-based guides already exist, and have been linked to in this thread. As have voiced their opinions in this thread, there are plenty of folks who simply much prefer to learn from video, and currently for those people there is not much encouragement out there.
I am not well-versed in making fixes, in fact I have never given it a go myself. But I do have a teaching background, and am a 3DVision fan who has considered making fixes but never actually dipped my toes in, not least because of the deterrents I have alluded to here.
Oh, and if we are still suggesting/requesting games, I would love to see The Amazing Spider-man patched up. Though I have heard it's a horrible mess in there...
Cheers and much respect :)
bo3b, thank you for doing this! A great idea, and very generous of you to volunteer for this task.
If the discussion re video vs text is still open, I think that, firstly and obviously, both would be ideal. The question becomes how much to devote to one over the other.
My thoughts are, video is great to give a beginner an overview, and make them feel comfortable about having a shot. When you see something being done by someone who is comfortable doing it, it makes it much less daunting than trawling though web pages reading words you barely understand. Then as you start getting your hands dirty you will find the easy-referencing of text more helpful.
It seems that one of the main aims here is to draw as many people into having a shot at this as possible; The more people who have a shot, the more people end up discovering they have an aptitude and partiality for it, as well as the time and resources, and the more awesome games get awesome 3D fixes.
So for this reason I am suggesting putting a good amount of the focus on getting video content together.
To further support this argument, I would like to mention that currently doing a web search for 'helix mod tutorial' videos results in exactly ZERO relevant hits, whereas good text-based guides already exist, and have been linked to in this thread. As have voiced their opinions in this thread, there are plenty of folks who simply much prefer to learn from video, and currently for those people there is not much encouragement out there.
I am not well-versed in making fixes, in fact I have never given it a go myself. But I do have a teaching background, and am a 3DVision fan who has considered making fixes but never actually dipped my toes in, not least because of the deterrents I have alluded to here.
Oh, and if we are still suggesting/requesting games, I would love to see The Amazing Spider-man patched up. Though I have heard it's a horrible mess in there...
[quote="callmelucky"]My thoughts are, video is great to give a beginner an overview, and make them feel comfortable about having a shot. When you see something being done by someone who is comfortable doing it, [b]it makes it much less daunting than trawling though web pages reading words you [u][i]barely understand[/i][/u][/b]. Then as you start getting your hands dirty you will find the easy-referencing of text more helpful.[/quote]
I completely agree with the video moving on to text sequence mentioned above for the reason highlighted.
I have found many students like to learn this way: first shown, through teacher demonstrated exposition, until the topic is sufficiently understood to begin independent learning. (At this point text based media typically becomes the most convenient source of information.)
callmelucky said:My thoughts are, video is great to give a beginner an overview, and make them feel comfortable about having a shot. When you see something being done by someone who is comfortable doing it, it makes it much less daunting than trawling though web pages reading words you barely understand. Then as you start getting your hands dirty you will find the easy-referencing of text more helpful.
I completely agree with the video moving on to text sequence mentioned above for the reason highlighted.
I have found many students like to learn this way: first shown, through teacher demonstrated exposition, until the topic is sufficiently understood to begin independent learning. (At this point text based media typically becomes the most convenient source of information.)
A video at the start of each lesson would be good, but I'd suggest keeping individual videos as short as reasonably possible, and breaking them up into sections. I don't know how others feel, but I can look at page one of a decent length text guide and just start, without being too intimidated. But if I know I have to watch a 90 minute video before doing anything, I'm more likely to decide I don't have the time.
As for images, embedded 3d vision images often break while scrolling in Firefox (for me at least), which would make reloading the page for each image kind of a pain. I don't know if others experience this issue. So I'd prefer JPS or side by side.
A video at the start of each lesson would be good, but I'd suggest keeping individual videos as short as reasonably possible, and breaking them up into sections. I don't know how others feel, but I can look at page one of a decent length text guide and just start, without being too intimidated. But if I know I have to watch a 90 minute video before doing anything, I'm more likely to decide I don't have the time.
As for images, embedded 3d vision images often break while scrolling in Firefox (for me at least), which would make reloading the page for each image kind of a pain. I don't know if others experience this issue. So I'd prefer JPS or side by side.
I want HD 3D stop-motion video tutorials in the vein of Tim Burton, shot in stereoscopic 3D none of this 2D to 3D conversion carp bo3b! Lol. ;)
Seriously though, I have to agree with Pirate if videos are necessary to show or explain something short and concise works but I really think the first few lessons should be as simple as possible for you to actually come up with, video, screenshots, complicate the process but if you feel they're necessary to convey the point by all means. As far as screenshots go, personally I'd lean towards SBS(XE) if in a post, so it could be viewed on a 2D PC also, or JPS if zipped up with the lesson.
I say start as simple as possible and see how it goes if people are falling behind then take it from there.
I want HD 3D stop-motion video tutorials in the vein of Tim Burton, shot in stereoscopic 3D none of this 2D to 3D conversion carp bo3b! Lol. ;)
Seriously though, I have to agree with Pirate if videos are necessary to show or explain something short and concise works but I really think the first few lessons should be as simple as possible for you to actually come up with, video, screenshots, complicate the process but if you feel they're necessary to convey the point by all means. As far as screenshots go, personally I'd lean towards SBS(XE) if in a post, so it could be viewed on a 2D PC also, or JPS if zipped up with the lesson.
I say start as simple as possible and see how it goes if people are falling behind then take it from there.
OK, good, thanks for the suggestions.
I'll go ahead and make videos for the first 3 or 4 lessons, as when you are just starting out it can be pretty confusing with all the terminology and new techniques. So I think video showing the steps can be useful. For later more complicated stuff, I think video is a net negative because it's hard to follow really complex stuff in video, especially looking at code.
The videos I have in mind for this early stuff are about 5 minutes long I think, and will just show the step by step that is written.
For the screen shots, that sounds good, we'll go with side-by-side JPS.
I have the basic structure worked out and the tools I think, so I hope to put up the first lessons this weekend.
As a general approach I want to try to get something up on a Friday night so people have the weekend to work on it, as well as the rest of the week.
I'll go ahead and make videos for the first 3 or 4 lessons, as when you are just starting out it can be pretty confusing with all the terminology and new techniques. So I think video showing the steps can be useful. For later more complicated stuff, I think video is a net negative because it's hard to follow really complex stuff in video, especially looking at code.
The videos I have in mind for this early stuff are about 5 minutes long I think, and will just show the step by step that is written.
For the screen shots, that sounds good, we'll go with side-by-side JPS.
I have the basic structure worked out and the tools I think, so I hope to put up the first lessons this weekend.
As a general approach I want to try to get something up on a Friday night so people have the weekend to work on it, as well as the rest of the week.
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
[quote="bo3b"]I'll go ahead and make videos for the first 3 or 4 lessons
The videos I have in mind for this early stuff are about 5 minutes long I think[/quote]
I think that will be perfect. I'm a little excited!
3Dmigoto currently only works with dx11.
Helix wrapper only works with dx9.
Flugan is working on a wrapper that will eventually work with dx9, dx10 and dx11.
Also, Helifax has a wrapper that makes OpenGL games compatible with 3D Vision.
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35
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
In terms of shader fixing, I believe similar principles apply, based on what bo3b has said.
What a wonderful incentive. :)
I'll happily join the 3d vision modding bandwagon. I have no actual coding experience of any kind, but I'm more than eager to learn, and I can also be a quick learner when the subject fascinates me.
I'm looking forward to working with you all! ;)
CAB : Lian Li Tyr X-2000B | PSU : Cooler Master V1200 (1200W) | MB : Asus Rampage IV Extreme ROG | CPU : INTELi7 3930K @ 4,5GHz | FAN : Noctua NH-D14 SE | GPU(s) : (Tri-SLI) EVGA Geforce GTX 980Ti SC+ ACX 2.0 | MEM : Corsair Vengeance DDR3 1600MHz (16GB) | SSD : OCZ Vertex 2 (120GB) | SSD(s) : Samsung EVO 850 Pro (2x500GB RAID0 | SSD : Kingston HyperX 3K (2x240GB RAID0, 1x120GB) | SSD : Samsung EVO 840 (1TB) | SCR : Eizo Flexscan SX2461WK (IPS/Editing) | SCR : Eizo Flexscan EV2736W (IPS/1440p/Gaming/Editing) | SCR : Wacom Cintiq Companion Hybrid (Photo Editing/Illustration/Drawing) | SCR : Asus ROG Swift PG278Q (1440p/144Hz/G-Sync/3DV 2/Gaming) | SCR : Asus PB287Q (4K Gaming/DAW) | SCR/TV : Philips 55" PUS9109/12 UHD (4K Gaming) | NAS : QNAP TS-419PII /w Lian Li EX-503B Drive Bay | HID : (Keyboard) Corsair K95 RGB Brown Cherry (Mouse) Corsair M95 Performance & Generic Logitech HID Devices | NIC : Asus RT-AC66U (with Asus repeaters| NIC : Jensen Scandinavia 8-port Gigabit switch | SYS : NVIDIA SHIELD Portable | SYS : NVIDIA SHIELD Tablet (16 GB version/non-LTE) | Oculus Rift DK2
Do you plan to cover the syntax of these files? I kind of gave up on the existing tutorials, because they seem to take for granted you know all that.
Mzr
If you want a head start, look here:
VS 3.0 Registers: http://msdn.microsoft.com/en-us/library/windows/desktop/bb172963(v=vs.85).aspx
VS 3.0 instructions: http://msdn.microsoft.com/en-us/library/windows/desktop/bb172938(v=vs.85).aspx
PS 3.0 Registers: http://msdn.microsoft.com/en-us/library/windows/desktop/bb172920(v=vs.85).aspx
PS 3.0 Instructions: http://msdn.microsoft.com/en-us/library/windows/desktop/bb219854(v=vs.85).aspx
The langauage is "asm" - you can Google for examples on how to do simple things. If you learn "add", "mul", "mad", "rcp" and "dp4" you are 90% of the way there, everything else being somewhat similar in structure.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Is asm of any use with 3dmigoto? Cause from what I can see from the extracted vertex shaders from watch dogs, they have a lot of floats then a bunch of lines starting with r.x then the add,mov,mad functions (or registers not sure what to call them [perhaps instructions?]).
To start, essentially Class 0, I will show you and document how to set all the tools up, and where to find them. I hope to get this up in the next day or two. The first class assignment will be to demonstrate that you have everything set up right.
It will sort of be Cg programming, but at least to start, it might as well be Klingon because we aren't going to even try to understand what the actual code is doing. We are going to be looking for patterns, and experimenting with them.
We will definitely cover the actual structure of the files, but to start, not the syntax exactly. As I note above, the syntax and the actual code can remain a mystery, but we can still fix things. This will be like learning some phrases like "nuqDaq 'oH puchpa''e'" (Klingon for "where is the bathroom") You don't necessarily have to know Klingon grammar or syntax to be able to recognize that phrase.
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
I'm looking into how to present the information, and it seems like we will need some way to show and share 3D images. I expect people to share their own images as well as ones that I present.
The usual way this is done on HelixMod blog is use embedded images from 3dvision-live.com.
And here in the forum, we use a fair amount of side-by-side JPS/JPG files.
Does the 3DVision-Live seem like a must have for sharing images, or are JPS images OK?
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
If the discussion re video vs text is still open, I think that, firstly and obviously, both would be ideal. The question becomes how much to devote to one over the other.
My thoughts are, video is great to give a beginner an overview, and make them feel comfortable about having a shot. When you see something being done by someone who is comfortable doing it, it makes it much less daunting than trawling though web pages reading words you barely understand. Then as you start getting your hands dirty you will find the easy-referencing of text more helpful.
It seems that one of the main aims here is to draw as many people into having a shot at this as possible; The more people who have a shot, the more people end up discovering they have an aptitude and partiality for it, as well as the time and resources, and the more awesome games get awesome 3D fixes.
So for this reason I am suggesting putting a good amount of the focus on getting video content together.
To further support this argument, I would like to mention that currently doing a web search for 'helix mod tutorial' videos results in exactly ZERO relevant hits, whereas good text-based guides already exist, and have been linked to in this thread. As have voiced their opinions in this thread, there are plenty of folks who simply much prefer to learn from video, and currently for those people there is not much encouragement out there.
I am not well-versed in making fixes, in fact I have never given it a go myself. But I do have a teaching background, and am a 3DVision fan who has considered making fixes but never actually dipped my toes in, not least because of the deterrents I have alluded to here.
Oh, and if we are still suggesting/requesting games, I would love to see The Amazing Spider-man patched up. Though I have heard it's a horrible mess in there...
Cheers and much respect :)
I completely agree with the video moving on to text sequence mentioned above for the reason highlighted.
I have found many students like to learn this way: first shown, through teacher demonstrated exposition, until the topic is sufficiently understood to begin independent learning. (At this point text based media typically becomes the most convenient source of information.)
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Handy Driver DiscussionHelix Mod - community fixes Bo3b's Shaderhacker School - How to fix 3D in games3dsolutionsgaming.com - videos, reviews and 3D fixes
As for images, embedded 3d vision images often break while scrolling in Firefox (for me at least), which would make reloading the page for each image kind of a pain. I don't know if others experience this issue. So I'd prefer JPS or side by side.
Seriously though, I have to agree with Pirate if videos are necessary to show or explain something short and concise works but I really think the first few lessons should be as simple as possible for you to actually come up with, video, screenshots, complicate the process but if you feel they're necessary to convey the point by all means. As far as screenshots go, personally I'd lean towards SBS(XE) if in a post, so it could be viewed on a 2D PC also, or JPS if zipped up with the lesson.
I say start as simple as possible and see how it goes if people are falling behind then take it from there.
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I'll go ahead and make videos for the first 3 or 4 lessons, as when you are just starting out it can be pretty confusing with all the terminology and new techniques. So I think video showing the steps can be useful. For later more complicated stuff, I think video is a net negative because it's hard to follow really complex stuff in video, especially looking at code.
The videos I have in mind for this early stuff are about 5 minutes long I think, and will just show the step by step that is written.
For the screen shots, that sounds good, we'll go with side-by-side JPS.
I have the basic structure worked out and the tools I think, so I hope to put up the first lessons this weekend.
As a general approach I want to try to get something up on a Friday night so people have the weekend to work on it, as well as the rest of the week.
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I think that will be perfect. I'm a little excited!