Papo & Yo - Almost perfect 3d
  2 / 6    
I'm using world detail to highest. Before i put in helixmod's site i want to test more...i just met monster (the start). If you are further in game you can test :)
I'm using world detail to highest.
Before i put in helixmod's site i want to test more...i just met monster (the start). If you are further in game you can test :)

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#16
Posted 04/21/2013 06:58 PM   
I'm a fair bit further than that - I found if I set world detail to medium (as mentioned in my post), it disables most of the problematic shaders, leaving only water and dust. Happy to have the higher ones fixed too though :) The only other one I've noticed are the flames on Monster when he gets angry.
I'm a fair bit further than that - I found if I set world detail to medium (as mentioned in my post), it disables most of the problematic shaders, leaving only water and dust. Happy to have the higher ones fixed too though :)

The only other one I've noticed are the flames on Monster when he gets angry.

#17
Posted 04/21/2013 08:27 PM   
[quote="DHR"]I'm using world detail to highest. Before i put in helixmod's site i want to test more...i just met monster (the start). If you are further in game you can test :)[/quote] If you do dumpall. You dont need to dump each individual shader. Just grab notepad ++ and do a search for any vertex shader with fog in name and move to a seperate folder.[I do a replace word fog with fogz. Then go into folder and separate by date modified] Instead of doing this texldl r12, c200.z, s0 //new add r12.y, r0.w, -r12.y //new mul r12.x, r12.x, r12.y //new add r0.x, r0.x, r12.x //new Do this def c200, 0.0, 1.0, 0.0625, 1 ... texldl r12, c200.z, s0 //new If_ne r0.w, c200.w add r12.y, r0.w, -r12.y //new mul r12.x, r12.x, r12.y //new add r0.x, r0.x, r12.x //new endif Should cut down time and applies code to stuff that is wrong in case shader shares info with something that works fine.
DHR said:I'm using world detail to highest.
Before i put in helixmod's site i want to test more...i just met monster (the start). If you are further in game you can test :)


If you do dumpall. You dont need to dump each individual shader.
Just grab notepad ++ and do a search for any vertex shader with fog in name and move to a seperate folder.[I do a replace word fog with fogz. Then go into folder and separate by date modified]
Instead of doing this
texldl r12, c200.z, s0 //new
add r12.y, r0.w, -r12.y //new
mul r12.x, r12.x, r12.y //new
add r0.x, r0.x, r12.x //new


Do this

def c200, 0.0, 1.0, 0.0625, 1
...
texldl r12, c200.z, s0 //new
If_ne r0.w, c200.w
add r12.y, r0.w, -r12.y //new
mul r12.x, r12.x, r12.y //new
add r0.x, r0.x, r12.x //new
endif



Should cut down time and applies code to stuff that is wrong in case shader shares info with something that works fine.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#18
Posted 04/21/2013 08:38 PM   
Yes, i use dumpall...it's the only way to do a batch/massive fix. @Pirateguybrush, can you tell me if flames on monster are fixed...if it's a smoke or dust shader should be fixed....if not i will see, probably its one shader. Now i have monster....what do i have to do to get monster angry? looks like a nice guy :)
Yes, i use dumpall...it's the only way to do a batch/massive fix.


@Pirateguybrush, can you tell me if flames on monster are fixed...if it's a smoke or dust shader should be fixed....if not i will see, probably its one shader. Now i have monster....what do i have to do to get monster angry? looks like a nice guy :)

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#19
Posted 04/21/2013 09:03 PM   
It happens in the story, won't take long. I'll check it out tomorrow.
It happens in the story, won't take long. I'll check it out tomorrow.

#20
Posted 04/21/2013 11:22 PM   
Yesterday i play more and saw Monster angry, fire and smoke are OK, but there are some little red dot (like ashes) that appear and vanish in half a second that may render wrong. If this is one shader, its a hard one to catch. I play like 1 hour 30 min more after met Monster and dont found any other issue, so i think the fix its working fine....today i will play more. The music it's great, story could be better told (i'm still dont finish the game), but still it's a great game and fun to play....3D add its share to Quico's world.
Yesterday i play more and saw Monster angry, fire and smoke are OK, but there are some little red dot (like ashes) that appear and vanish in half a second that may render wrong. If this is one shader, its a hard one to catch.

I play like 1 hour 30 min more after met Monster and dont found any other issue, so i think the fix its working fine....today i will play more. The music it's great, story could be better told (i'm still dont finish the game), but still it's a great game and fun to play....3D add its share to Quico's world.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#21
Posted 04/22/2013 11:27 AM   
[quote="eqzitara"]If you do dumpall. You dont need to dump each individual shader. Just grab notepad ++ and do a search for any vertex shader with fog in name and move to a seperate folder.[I do a replace word fog with fogz. Then go into folder and separate by date modified] Instead of doing this texldl r12, c200.z, s0 //new add r12.y, r0.w, -r12.y //new mul r12.x, r12.x, r12.y //new add r0.x, r0.x, r12.x //new Do this def c200, 0.0, 1.0, 0.0625, 1 ... texldl r12, c200.z, s0 //new If_ne r0.w, c200.w add r12.y, r0.w, -r12.y //new mul r12.x, r12.x, r12.y //new add r0.x, r0.x, r12.x //new endif Should cut down time and applies code to stuff that is wrong in case shader shares info with something that works fine.[/quote] I really need to understand the process, from the sounds of it I could make scripts to automate a lot of it for you guys. For instance if something needs to be pasted into every txt file I could make a script to do that, or if something in the txt file needs to be replaced by something else it would be possible. Or batch renaming and moving, say into pixel/vertex folders, of txt files. If I knew the process, I'd have a better idea of what might be needed or possible to make sripts that'd make it easier.
eqzitara said:If you do dumpall. You dont need to dump each individual shader.
Just grab notepad ++ and do a search for any vertex shader with fog in name and move to a seperate folder.[I do a replace word fog with fogz. Then go into folder and separate by date modified]
Instead of doing this
texldl r12, c200.z, s0 //new
add r12.y, r0.w, -r12.y //new
mul r12.x, r12.x, r12.y //new
add r0.x, r0.x, r12.x //new


Do this

def c200, 0.0, 1.0, 0.0625, 1
...
texldl r12, c200.z, s0 //new
If_ne r0.w, c200.w
add r12.y, r0.w, -r12.y //new
mul r12.x, r12.x, r12.y //new
add r0.x, r0.x, r12.x //new
endif



Should cut down time and applies code to stuff that is wrong in case shader shares info with something that works fine.


I really need to understand the process, from the sounds of it I could make scripts to automate a lot of it for you guys.

For instance if something needs to be pasted into every txt file I could make a script to do that, or if something in the txt file needs to be replaced by something else it would be possible.

Or batch renaming and moving, say into pixel/vertex folders, of txt files.

If I knew the process, I'd have a better idea of what might be needed or possible to make sripts that'd make it easier.
#22
Posted 04/22/2013 04:38 PM   
Well helix kind of has a script already of UE3, its just pretty much impossible for anyone whose not a real amazing programmer to read/adapt.
Well helix kind of has a script already of UE3, its just pretty much impossible for anyone whose not a real amazing programmer to read/adapt.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#23
Posted 04/22/2013 05:05 PM   
Sorry to report, the fix makes the game much worse for me. It stretches a row of pixels on the right side of the screen in one eye (left I think), and depth is gone - stuff is rendered deeper into the screen, but it's all on almost the same plane. You have fixed the bad shaders, but sadly the other issues make it better unpatched, for me.
Sorry to report, the fix makes the game much worse for me. It stretches a row of pixels on the right side of the screen in one eye (left I think), and depth is gone - stuff is rendered deeper into the screen, but it's all on almost the same plane. You have fixed the bad shaders, but sadly the other issues make it better unpatched, for me.

#24
Posted 04/22/2013 06:22 PM   
Can you attach some screenshot?. I dont have any pixel stretches or depth issues, shaders fixes dont produce that. However ALT-TAB make the convergence of the game go to zero (probably a game bug), so no depth sense until i restart the game. I will attach some screenshots later (i'm not at home right now)...
Can you attach some screenshot?. I dont have any pixel stretches or depth issues, shaders fixes dont produce that. However ALT-TAB make the convergence of the game go to zero (probably a game bug), so no depth sense until i restart the game.

I will attach some screenshots later (i'm not at home right now)...

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#25
Posted 04/22/2013 06:36 PM   
It needs the if statement probably, I started writing all my game fixes with them now because of UE3 especially UDK sometimes shares shaders between working/non working effects. If an effect works W is 1. If an effect doesnt work which we try to fix W doesn't equal one. So it just seperates them. I realized it half way through quantum conundrum. It was reason I couldnt figure out how come I couldn't fix all the effects. If you look at the files.
It needs the if statement probably, I started writing all my game fixes with them now because of UE3 especially UDK sometimes shares shaders between working/non working effects. If an effect works W is 1. If an effect doesnt work which we try to fix W doesn't equal one. So it just seperates them.
I realized it half way through quantum conundrum. It was reason I couldnt figure out how come I couldn't fix all the effects. If you look at the files.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#26
Posted 04/22/2013 06:56 PM   
I expect issues in effects or effects not fixed, but not missing depth in the entire screen or a row of pixels in the screen, shaders dont work that way.....in this particular games that happens to me when i ALT-TAB. I playing this game with the fix and i don't have any issues (except the graffitis ones)....when i get home i will upload some screenshots.
I expect issues in effects or effects not fixed, but not missing depth in the entire screen or a row of pixels in the screen, shaders dont work that way.....in this particular games that happens to me when i ALT-TAB.

I playing this game with the fix and i don't have any issues (except the graffitis ones)....when i get home i will upload some screenshots.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#27
Posted 04/22/2013 07:26 PM   
If its what I think it is, its applying to a full screen shader when it shouldn't. Then convergence is increasing the effect. Either creating a distortion or inverting the image. Ill install later and check but ran into same issue with quantum conundrum.
If its what I think it is, its applying to a full screen shader when it shouldn't. Then convergence is increasing the effect. Either creating a distortion or inverting the image. Ill install later and check but ran into same issue with quantum conundrum.

Co-founder of helixmod.blog.com

If you like one of my helixmod patches and want to donate. Can send to me through paypal - eqzitara@yahoo.com

#28
Posted 04/22/2013 09:22 PM   
There is some screenshots, perfect 3D (with high convergence) I use 3DTV Play, always force to full screen, so i dont know what happens. In this game if i ALT+TAB sometimes the game go to zero convergence....maybe it's that.
There is some screenshots, perfect 3D (with high convergence)

I use 3DTV Play, always force to full screen, so i dont know what happens.
In this game if i ALT+TAB sometimes the game go to zero convergence....maybe it's that.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#29
Posted 04/22/2013 10:52 PM   
Yesterday i finish the game, it's about 4-5 hours of playing (very short game). The story it's good the final half of the game it's great and the ending very emotional...great game. Also music follow the story pretty well.....hope we can get more games like that. I add 3 more shaders to the fix, so batch works pretty good (The game have in total about 2000 VS and 5000 PS). Also i check the LOG.txt that generate debuger and dont found errors.
Yesterday i finish the game, it's about 4-5 hours of playing (very short game). The story it's good the final half of the game it's great and the ending very emotional...great game. Also music follow the story pretty well.....hope we can get more games like that.


I add 3 more shaders to the fix, so batch works pretty good (The game have in total about 2000 VS and 5000 PS). Also i check the LOG.txt that generate debuger and dont found errors.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

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

#30
Posted 04/23/2013 11:19 AM   
  2 / 6    
Scroll To Top