How to fix/disable shaders in games(DLL,guide and fixes).
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Does the new version of the debug dll dump all the shaders? My dumps folder is empty.
Does the new version of the debug dll dump all the shaders? My dumps folder is empty.

Thanks to everybody using my assembler it warms my heart.
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What more can you ask for?

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Posted 03/03/2012 12:16 PM   
I'm not sure who can fix it, but the link on the wikispot page for Gothic 3 is broken.
I'm not sure who can fix it, but the link on the wikispot page for Gothic 3 is broken.

Posted 03/03/2012 02:42 PM   
Hey, guys, just wanted to let you know that I' working on making the hud in Mafia 2 3d. Currently I've managed to make the map (both icon and M-button map), speed dial in 3d, as well as the text. I am running into some trouble with text when it comes to icon related text (like under the map "show legend" and other stuff). I've also managed to add transparency for anyone, who's interested. I'll keep you posted and provide a WIP or finished version as soon as possible.
Hey, guys, just wanted to let you know that I' working on making the hud in Mafia 2 3d. Currently I've managed to make the map (both icon and M-button map), speed dial in 3d, as well as the text. I am running into some trouble with text when it comes to icon related text (like under the map "show legend" and other stuff). I've also managed to add transparency for anyone, who's interested. I'll keep you posted and provide a WIP or finished version as soon as possible.
Posted 03/03/2012 03:46 PM   
@arioch
Yea if you ever see something like that just let me know. There is no gothic 3 atm on the site. I put it up then he wanted a blogspot account. Will be on when he sets up his blogspot account.http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1377900 for the dl. I will take it off the wiki till he adds it back.
@artox
I assume the problem with text is that its attached to a different function? Like its the map icons(or some other ui function) and text? Explain it and someone will help if they can. As long as the person is actually working on the fix, asking for help is no problem.

oo
got my first comment = ). If blogspot authors don't want it to notify you via email when you get a comment their is a setting. If you cant find it let me know and I will give directions.

@shader fixers/blogspot authors
I am not sure how I will go about doing this. What if someone wants to fix a game has someone has already done? Do two entries go up or should the two people involved decide what to do. Obviously if someone writes up a fix over a standard removal it should be replaced. Just not sure best course of action would be for the prior situation.
@arioch

Yea if you ever see something like that just let me know. There is no gothic 3 atm on the site. I put it up then he wanted a blogspot account. Will be on when he sets up his blogspot account.http://forums.nvidia.com/index.php?showtopic=222386&view=findpost&p=1377900 for the dl. I will take it off the wiki till he adds it back.

@artox

I assume the problem with text is that its attached to a different function? Like its the map icons(or some other ui function) and text? Explain it and someone will help if they can. As long as the person is actually working on the fix, asking for help is no problem.



oo

got my first comment = ). If blogspot authors don't want it to notify you via email when you get a comment their is a setting. If you cant find it let me know and I will give directions.



@shader fixers/blogspot authors

I am not sure how I will go about doing this. What if someone wants to fix a game has someone has already done? Do two entries go up or should the two people involved decide what to do. Obviously if someone writes up a fix over a standard removal it should be replaced. Just not sure best course of action would be for the prior situation.

Co-founder/Web host of helixmod.blog.com

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or
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Posted 03/03/2012 04:14 PM   
Quick question, I'm getting a bug where I get missing shaders transparency in the shader even when I run the normal unedited code. I can' seem to fix it no matter what I do, will a reinstall help?
Quick question, I'm getting a bug where I get missing shaders transparency in the shader even when I run the normal unedited code. I can' seem to fix it no matter what I do, will a reinstall help?
Posted 03/03/2012 04:22 PM   
Looks like you guys got a lot of fixes in the works, good to see! :)

@Flugan: I believe the latest version requires you to put a command line in dx9settings.ini, dumpall=true maybe? Its only a few pages back anyways. HeliX said he removed it from the later versions because for the most part, dumping all shaders isn't necessary, which I've found to be the case as well.

@Artox: If you comment out the entire shaderoverride directory do you still get the problem? It could be a case where the game has a shadercache file. You may need to delete and re-validate that file if it cached a bad shader. If its steam, I would just try file validation before complete reinstall.
Looks like you guys got a lot of fixes in the works, good to see! :)



@Flugan: I believe the latest version requires you to put a command line in dx9settings.ini, dumpall=true maybe? Its only a few pages back anyways. HeliX said he removed it from the later versions because for the most part, dumping all shaders isn't necessary, which I've found to be the case as well.



@Artox: If you comment out the entire shaderoverride directory do you still get the problem? It could be a case where the game has a shadercache file. You may need to delete and re-validate that file if it cached a bad shader. If its steam, I would just try file validation before complete reinstall.

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Posted 03/03/2012 04:47 PM   
[quote name='chiz' date='03 March 2012 - 07:47 PM' timestamp='1330793235' post='1378013']

@Artox: If you comment out the entire shaderoverride directory do you still get the problem? It could be a case where the game has a shadercache file. You may need to delete and re-validate that file if it cached a bad shader. If its steam, I would just try file validation before complete reinstall.
[/quote]
Thanks, I wasn't getting it when commenting, so I did a validation and things are running fine. Looks like this will need a lot more work than I thought, too many elements to be modified.
[quote name='chiz' date='03 March 2012 - 07:47 PM' timestamp='1330793235' post='1378013']



@Artox: If you comment out the entire shaderoverride directory do you still get the problem? It could be a case where the game has a shadercache file. You may need to delete and re-validate that file if it cached a bad shader. If its steam, I would just try file validation before complete reinstall.



Thanks, I wasn't getting it when commenting, so I did a validation and things are running fine. Looks like this will need a lot more work than I thought, too many elements to be modified.
Posted 03/03/2012 05:09 PM   
[quote name='Arioch' date='03 March 2012 - 09:42 AM' timestamp='1330785756' post='1377991']
I'm not sure who can fix it, but the link on the wikispot page for Gothic 3 is broken.
[/quote]

@Arioch
I will be adding that up later this evening since I just created the blog account. I am going to look into the skybox thing, this might be more than I can chew so to speak, but this will be great for learning more on fixing. Chiz had provided some great tips that I will be looking into. In the meantime, my earlier post does have the shaderoverride file that disable two vertex shaders, the haze and black smoke around anything with fire in the game. Very basic stuff. As you know, Gothic 3 has a ton of torches, campfires and burning buildings!
[quote name='Arioch' date='03 March 2012 - 09:42 AM' timestamp='1330785756' post='1377991']

I'm not sure who can fix it, but the link on the wikispot page for Gothic 3 is broken.





@Arioch

I will be adding that up later this evening since I just created the blog account. I am going to look into the skybox thing, this might be more than I can chew so to speak, but this will be great for learning more on fixing. Chiz had provided some great tips that I will be looking into. In the meantime, my earlier post does have the shaderoverride file that disable two vertex shaders, the haze and black smoke around anything with fire in the game. Very basic stuff. As you know, Gothic 3 has a ton of torches, campfires and burning buildings!

Posted 03/03/2012 05:28 PM   
[quote name='Stryker_66' date='03 March 2012 - 11:28 AM' timestamp='1330795699' post='1378031']
@Arioch
I will be adding that up later this evening since I just created the blog account. I am going to look into the skybox thing, this might be more than I can chew so to speak, but this will be great for learning more on fixing. Chiz had provided some great tips that I will be looking into. In the meantime, my earlier post does have the shaderoverride file that disable two vertex shaders, the haze and black smoke around anything with fire in the game. Very basic stuff. As you know, Gothic 3 has a ton of torches, campfires and burning buildings!
[/quote]

No worries, and I can sympathize with the learning curb for this. I isolated the skybox for Risen but it is has over 80 instructions in it and has to be converted to VS3.0 on top of it. I need to find myself some decent free time so I can try to tackle it again.

*EDIT*

Doh - I loaded up Gothic 3 and ran through the debug tool. It appears the skybox is the same long, complicated shader as in Risen - damn you Piranha Bytes!
[quote name='Stryker_66' date='03 March 2012 - 11:28 AM' timestamp='1330795699' post='1378031']

@Arioch

I will be adding that up later this evening since I just created the blog account. I am going to look into the skybox thing, this might be more than I can chew so to speak, but this will be great for learning more on fixing. Chiz had provided some great tips that I will be looking into. In the meantime, my earlier post does have the shaderoverride file that disable two vertex shaders, the haze and black smoke around anything with fire in the game. Very basic stuff. As you know, Gothic 3 has a ton of torches, campfires and burning buildings!





No worries, and I can sympathize with the learning curb for this. I isolated the skybox for Risen but it is has over 80 instructions in it and has to be converted to VS3.0 on top of it. I need to find myself some decent free time so I can try to tackle it again.



*EDIT*



Doh - I loaded up Gothic 3 and ran through the debug tool. It appears the skybox is the same long, complicated shader as in Risen - damn you Piranha Bytes!

Posted 03/03/2012 05:46 PM   
I'm trying to figure out shader code and thought I would look at the water refraction example on the wiki.

After going through all the changes it is clear that most were needed to convert from vs2 to vs3 and is probably a good example of how it's done.

Narrowing in on the interesting code we have:

def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0
// Lots of code here
// Right before the last line of code r0 is changed by
texldl r11, c200.z, s0
add r11.y, r0.w, -r11.y
mul r11.x, r11.x, r11.y
add r0.x, r0.x, r11.x

mov o5, r0

I hope I managed to capture all the changes made.
I think many would appreciate an explanation of this non-trivial fix.
I'm trying to figure out shader code and thought I would look at the water refraction example on the wiki.



After going through all the changes it is clear that most were needed to convert from vs2 to vs3 and is probably a good example of how it's done.



Narrowing in on the interesting code we have:



def c200, -1.0, 90.0, 0.0625, 0.5

dcl_2d s0

// Lots of code here

// Right before the last line of code r0 is changed by

texldl r11, c200.z, s0

add r11.y, r0.w, -r11.y

mul r11.x, r11.x, r11.y

add r0.x, r0.x, r11.x



mov o5, r0



I hope I managed to capture all the changes made.

I think many would appreciate an explanation of this non-trivial fix.

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 03/03/2012 08:15 PM   
@chiz In Borderlands sniper scopes were drawn at wrong depth if I remember correctly. Anything you've looked at?
@chiz In Borderlands sniper scopes were drawn at wrong depth if I remember correctly. Anything you've looked at?

Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?

donations: ulfjalmbrant@hotmail.com

Posted 03/03/2012 08:20 PM   
[quote name='mana84' date='02 March 2012 - 09:38 AM' timestamp='1330699128' post='1377604']
Ok you've right! It didn't work with release dll... only debug! :(
Now I've updated the file and it should work with release too.. make me know if it works now /wink.gif' class='bbc_emoticon' alt=';)' />
Meantime I'll try to fix shadow issues.
[/quote]

Alright, ME1 works with the new release version. My only issue is that sometimes my hud buttons are not clickable because of the distance between the cursor and them. It's hard to explain, the cursor appears to be floating directly above them but they are in fact about two pixels above the cursor.

Not sure what to do about that, it does this in the HUD and also the menu. I also had another crash like the first time with the same render error but the second time the game launched just fine. It appears to be working now.
[quote name='mana84' date='02 March 2012 - 09:38 AM' timestamp='1330699128' post='1377604']

Ok you've right! It didn't work with release dll... only debug! :(

Now I've updated the file and it should work with release too.. make me know if it works now /wink.gif' class='bbc_emoticon' alt=';)' />

Meantime I'll try to fix shadow issues.





Alright, ME1 works with the new release version. My only issue is that sometimes my hud buttons are not clickable because of the distance between the cursor and them. It's hard to explain, the cursor appears to be floating directly above them but they are in fact about two pixels above the cursor.



Not sure what to do about that, it does this in the HUD and also the menu. I also had another crash like the first time with the same render error but the second time the game launched just fine. It appears to be working now.

AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision

Posted 03/03/2012 08:56 PM   
Alright tested it again. It is in fact the clickable part of the hud being pushed to a different depth than the mouse cursor. Since the cursor is not 3D it always stays at screen depth, but the hud does not.

This results in the hud buttons being about two pixels above the mouse cursor, and it gets worse the deeper the convergence goes. Maybe the hud needs to stay at screen depth at all times.
Alright tested it again. It is in fact the clickable part of the hud being pushed to a different depth than the mouse cursor. Since the cursor is not 3D it always stays at screen depth, but the hud does not.



This results in the hud buttons being about two pixels above the mouse cursor, and it gets worse the deeper the convergence goes. Maybe the hud needs to stay at screen depth at all times.

AMD Phenom II X3 720 @ 2.8GHZ
8GB RAM
Mitsubishi Diamond Pro 2070sb @ 2048x1536 @ 85hz
Edimensional glasses and Nvidia 3D Vision

Posted 03/03/2012 09:07 PM   
Yea thats why I gave up on it. Not sure if their is a good solution with me1. The problem is everythings connected. Their are 3 shaders at least with hud/ui and if u change one it can screw up another. Does it make it unplayable/worse then it was before fix? I'd check but I removed it to clear space on my ssd for me3.
When I gave up on trying to repair the me1 hud I tried my modified version of jenson's keybinding utility.(i gave it to 3d vision blog if your interested). I enjoyed it but its not really relevant with helix mod so I took it off the helix mod site unless its combined with a shader fix.
Yea thats why I gave up on it. Not sure if their is a good solution with me1. The problem is everythings connected. Their are 3 shaders at least with hud/ui and if u change one it can screw up another. Does it make it unplayable/worse then it was before fix? I'd check but I removed it to clear space on my ssd for me3.

When I gave up on trying to repair the me1 hud I tried my modified version of jenson's keybinding utility.(i gave it to 3d vision blog if your interested). I enjoyed it but its not really relevant with helix mod so I took it off the helix mod site unless its combined with a shader fix.

Co-founder/Web host of helixmod.blog.com

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Posted 03/03/2012 09:53 PM   
@oracletriplex: Having a 3d cursor would be the only solution for this problem becouse mouse cursor is always at screen depth, while hud is entirely pushed at 30% further into the screen (so that you can increase depth a little more avoiding tiring caused by continuos refocusing between scene and hud). I can live with that problem, focusing on the orange selected buttons instead of mouse pointer...
If you'd like I can release different versions with different hud's depth (i.e: far, near, or screen depth).

@eqzitara: there are 4 vertex shaders for the hud's elements, to change their depth you have to put a constant depth for all the elements together.

That said, I'm founding a lot of difficulties with shadows issues :( ..the shader is that:

// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// ViewProjectionMatrix c0 4
//

vs_3_0
dcl_position v0
dcl_position o0
dcl_texcoord o1
mul r0, c1, v0.y
mad r0, c0, v0.x, r0
mad r0, c2, v0.z, r0
mad r0, c3, v0.w, r0
mov o0, r0
mov o1, r0

doing as following the shadows halo doubling around characters is gone, but now the self shadow is splitted with part of it rendered in left eye and the other part in right eye... I've tried a lot without success... please could someone give me a suggestion? Thanks in advance!

// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// ViewProjectionMatrix c0 4
//

vs_3_0
def c200, -1.0, 90.0, 0.0625, 0.5
dcl_2d s0
dcl_position v0
dcl_position o0
dcl_texcoord o1
mul r0, c1, v0.y
mad r0, c0, v0.x, r0
mad r0, c2, v0.z, r0
mad r0, c3, v0.w, r0
[b] mov r1, r0
texldl r11, c200.z, s0
add r11.y, r1.w, -r11.y
mul r11.x, r11.x, r11.y
add r1.x, r1.x, r11.x
mov o1, r1
mov o0, r0
[/b]
@oracletriplex: Having a 3d cursor would be the only solution for this problem becouse mouse cursor is always at screen depth, while hud is entirely pushed at 30% further into the screen (so that you can increase depth a little more avoiding tiring caused by continuos refocusing between scene and hud). I can live with that problem, focusing on the orange selected buttons instead of mouse pointer...

If you'd like I can release different versions with different hud's depth (i.e: far, near, or screen depth).



@eqzitara: there are 4 vertex shaders for the hud's elements, to change their depth you have to put a constant depth for all the elements together.



That said, I'm founding a lot of difficulties with shadows issues :( ..the shader is that:



// Registers:

//

// Name Reg Size

// -------------------- ----- ----

// ViewProjectionMatrix c0 4

//



vs_3_0

dcl_position v0

dcl_position o0

dcl_texcoord o1

mul r0, c1, v0.y

mad r0, c0, v0.x, r0

mad r0, c2, v0.z, r0

mad r0, c3, v0.w, r0

mov o0, r0

mov o1, r0



doing as following the shadows halo doubling around characters is gone, but now the self shadow is splitted with part of it rendered in left eye and the other part in right eye... I've tried a lot without success... please could someone give me a suggestion? Thanks in advance!



// Registers:

//

// Name Reg Size

// -------------------- ----- ----

// ViewProjectionMatrix c0 4

//



vs_3_0

def c200, -1.0, 90.0, 0.0625, 0.5

dcl_2d s0

dcl_position v0

dcl_position o0

dcl_texcoord o1

mul r0, c1, v0.y

mad r0, c0, v0.x, r0

mad r0, c2, v0.z, r0

mad r0, c3, v0.w, r0

mov r1, r0

texldl r11, c200.z, s0

add r11.y, r1.w, -r11.y

mul r11.x, r11.x, r11.y

add r1.x, r1.x, r11.x

mov o1, r1

mov o0, r0

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Helix mod 3d vision game fixes

Posted 03/04/2012 12:31 AM   
  36 / 167    
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