How to fix/disable shaders in games(DLL,guide and fixes).
  96 / 167    
@3d4dd, thank you for the help.... hope more people start to using the debugger. You have to use the 210KB release version (that's the last one)....use the dll of the 007 Legends release. According to Helix info you can define up to 9 presets, so you're OK. Yesteday i do a quick test "007: Blood Stone": it's [u]neccesary[/u] the use of another profile (the game have none profile, by chance -.exe name- use the profile for 2002 James Bond Nightfire...so game not even go in to 3D mode), i want to test some others profile and see what happens. Yesterday i only tested with protoype.exe (was to late), make the game go in to 3D mode but dont fix anything. I fixed the Crosshair btw......there still some problems with shadows and reflections.
@3d4dd, thank you for the help.... hope more people start to using the debugger.

You have to use the 210KB release version (that's the last one)....use the dll of the 007 Legends release. According to Helix info you can define up to 9 presets, so you're OK.


Yesteday i do a quick test "007: Blood Stone": it's neccesary the use of another profile (the game have none profile, by chance -.exe name- use the profile for 2002 James Bond Nightfire...so game not even go in to 3D mode), i want to test some others profile and see what happens. Yesterday i only tested with protoype.exe (was to late), make the game go in to 3D mode but dont fix anything. I fixed the Crosshair btw......there still some problems with shadows and reflections.

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Posted 11/06/2012 11:40 AM   
If shadows "split" with convergence a rename(different profile) could fix it.(This is how I noticed I could fix DMC in DX9) If shadows are 2D your stuck. No profile will fix.
If shadows "split" with convergence a rename(different profile) could fix it.(This is how I noticed I could fix DMC in DX9)
If shadows are 2D your stuck. No profile will fix.

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Posted 11/06/2012 05:29 PM   
Here is a screenshot of my problem. I tried to use the "CheckTexCRC = true" feature in dx9settings.ini for the VSshader which put the icon and some parts of the jauges in 3D (A24042E8). the idea was to keep only the object icon in 3D and let the jauges in 2D. When i launched "Rise of flight", the shader A24042E8 made no more thing in 3D but nevertheless, when I pressed F12 it created a TEXTURESLOG.txt which contain the ref. of the shader and 0x0 for the texture ref. Checkmate...
Here is a screenshot of my problem.
I tried to use the "CheckTexCRC = true" feature in dx9settings.ini for the VSshader which put the icon and some parts of the jauges in 3D (A24042E8). the idea was to keep only the object icon in 3D and let the jauges in 2D.
When i launched "Rise of flight", the shader A24042E8 made no more thing in 3D but nevertheless, when I pressed F12 it created a TEXTURESLOG.txt which contain the ref. of the shader and 0x0 for the texture ref. Checkmate...

Posted 11/06/2012 10:14 PM   
Change code to this vs_3_0 def c220, 0.50, 0, 0.0625, 0 dcl_position v0 dcl_texcoord v1 dcl_color v2 dcl_2d s0 dcl_position o0 dcl_texcoord o1.xy dcl_color o2 #line 10 "D:jeuxRise of Flightdatamemory" dp4 r3.x, v0, c0 // opos dp4 r3.y, v0, c1 // opos mov r3.zw, v0 // opos mov r14.x, c251.x if_eq r14.x, c220.w texldl r1, c220.z, s0 mul r1.x, r1.x, -c220.x add r3.x, r3.x, -r1.x endif mov o0, r3 mov o1.xy, v1 // otc0 mov o2, v2.zyxw // ocolor Make a dx9settings.ini and paste this [general] [VSA24042E8] CheckTexCRC = true ValForDefined = 0 ValNotDefined = 1 TexCounterReg = 251 UseDefinedOnly = false DefinedTexturesVS = Click F12 ingame and paste the textures in DefinedTexturesVS = Then F8 to refresh detailed directions are here http://helixmod.blogspot.com/2012/03/dlls-update.html
Change code to this


vs_3_0
def c220, 0.50, 0, 0.0625, 0
dcl_position v0
dcl_texcoord v1
dcl_color v2
dcl_2d s0
dcl_position o0
dcl_texcoord o1.xy
dcl_color o2

#line 10 "D:jeuxRise of Flightdatamemory"

dp4 r3.x, v0, c0 // opos
dp4 r3.y, v0, c1 // opos
mov r3.zw, v0 // opos
mov r14.x, c251.x
if_eq r14.x, c220.w
texldl r1, c220.z, s0
mul r1.x, r1.x, -c220.x
add r3.x, r3.x, -r1.x
endif
mov o0, r3
mov o1.xy, v1 // otc0
mov o2, v2.zyxw // ocolor







Make a dx9settings.ini and paste this
[general]

[VSA24042E8]
CheckTexCRC = true
ValForDefined = 0
ValNotDefined = 1
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS =





Click F12 ingame and paste the textures in DefinedTexturesVS =
Then F8 to refresh
detailed directions are here http://helixmod.blogspot.com/2012/03/dlls-update.html

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Posted 11/06/2012 11:10 PM   
I just thought about it some more. You may want to do it the other way around. [general] [VSA24042E8] CheckTexCRC = true ValForDefined = 1 ValNotDefined = 0 TexCounterReg = 251 UseDefinedOnly = false DefinedTexturesVS =
I just thought about it some more. You may want to do it the other way around.
[general]



[VSA24042E8]
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS =

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Posted 11/07/2012 08:35 PM   
Well, it doesn't work neither... It seems that putting the VS reference in the DX9settings.ini disable it. In TEXTURESLOG.txt: ... Shader CRC: 0xA24042E8 Last texture CRC: 0x0 Shader CRC: 0xA24042E8 Last texture CRC: 0x0 DX9Settings.ini: [general] [VSA24042E8] CheckTexCRC = true ValForDefined = 1 ValNotDefined = 0 TexCounterReg = 251 UseDefinedOnly = false DefinedTexturesVS = A24042E8.txt: vs_3_0 // icones changes from 2_0 def c220, 0.95, 0, 0.063771, 0 dcl_position v0 dcl_color v1 dcl_color1 v2 dcl_2d s0// declaration of stereo texture sampler dcl_position o0 //oPos dcl_texcoord o2.xy //oT0 dcl_color o3 //oD0 dcl_color1 o4 //oD1 dp4 r3.x, v0, c0 dp4 r3.y, v0, c1 dp4 o2.x, v0, c4 dp4 o2.y, v0, c5 mov r3.zw, v0 // opos<2,3> if_eq r14.x, c220.w texldl r1, c220.z, s0// retrieve values from stereo texture mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x add r3.x, r3.x, -r1.x// correct output vertex position endif mov o0, r3 // mov from temprary register to output mov o3, v1 // ocolor<0,1,2,3> mov o4, v2 // ofactor<0,1,2,3>
Well, it doesn't work neither...
It seems that putting the VS reference in the DX9settings.ini disable it.

In TEXTURESLOG.txt:
...
Shader CRC: 0xA24042E8 Last texture CRC: 0x0
Shader CRC: 0xA24042E8 Last texture CRC: 0x0

DX9Settings.ini:
[general]


[VSA24042E8]
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS =

A24042E8.txt:
vs_3_0 // icones changes from 2_0
def c220, 0.95, 0, 0.063771, 0
dcl_position v0
dcl_color v1
dcl_color1 v2
dcl_2d s0// declaration of stereo texture sampler
dcl_position o0 //oPos
dcl_texcoord o2.xy //oT0
dcl_color o3 //oD0
dcl_color1 o4 //oD1
dp4 r3.x, v0, c0
dp4 r3.y, v0, c1
dp4 o2.x, v0, c4
dp4 o2.y, v0, c5
mov r3.zw, v0 // opos<2,3>
if_eq r14.x, c220.w
texldl r1, c220.z, s0// retrieve values from stereo texture
mul r1.x, r1.x, -c220.x// multiplicity Separation * c220.x
add r3.x, r3.x, -r1.x// correct output vertex position
endif
mov o0, r3 // mov from temprary register to output
mov o3, v1 // ocolor<0,1,2,3>
mov o4, v2 // ofactor<0,1,2,3>

Posted 11/07/2012 09:10 PM   
What you gave me back is completely different then what I gave you.
What you gave me back is completely different then what I gave you.

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Posted 11/07/2012 10:22 PM   
I managed to find out what seems to be the problem with the hotkeys in the release.dll and the Scania Simulator: The hotkeys (1,2,3,...) work to change the convergence and depth settings. But in addition to the values for depth and convergence I had to define a constant (Const1) that is needed to correct the depth of the skybox for the different presets: In DX9Settings.ini: [General] ... DefVSConst1 = 250 ... [Preset1] UseSepSettings = true Convergence = 0x3f0294da Separation = 0x42c80000 Const1 = 0x3f000000 ... [Preset3] UseSepSettings = true Convergence = 0x40afb743 Separation = 0x42c80000 Const1 = 0x40b00000 ... within the shader: mul r1.x, r1.x, -c250.x //for texture Using the debug.dll Const1 changes it's value with the hotkey. Using the release.dll this doesn't seem to work any more. Which is quite strange as the same method (DefVSConst1 etc.) works with the release.dll in Skyrim. Any idea? Another game I would like to fix (or get fixed ;) ) is WRC3. This game already looks very good in S3D. It only has a few issues with the glow of the car's lights and some particle effects. I think this could be fixed or removed with Helixmod. Unfortunately the debug.dll doesn't seem to work with this game. On the other hand TexMod can handle this game so the game isn't a DirectX10 or DirectX11 game. Here is a demo of the game: [url]http://www.gamershell.com/download_94687.shtml[/url] Perhaps someone could test if the debug.dll works on his PC...? With the fix the game could be as good as Dirt3 in S3D.
I managed to find out what seems to be the problem with the hotkeys in the release.dll and the Scania Simulator:
The hotkeys (1,2,3,...) work to change the convergence and depth settings.
But in addition to the values for depth and convergence I had to define a constant (Const1) that is needed to correct the depth of the skybox for the different presets:
In DX9Settings.ini:
[General]
...
DefVSConst1 = 250
...
[Preset1]
UseSepSettings = true
Convergence = 0x3f0294da
Separation = 0x42c80000
Const1 = 0x3f000000
...
[Preset3]
UseSepSettings = true
Convergence = 0x40afb743
Separation = 0x42c80000
Const1 = 0x40b00000
...
within the shader:
mul r1.x, r1.x, -c250.x //for texture

Using the debug.dll Const1 changes it's value with the hotkey. Using the release.dll this doesn't seem to work any more. Which is quite strange as the same method (DefVSConst1 etc.) works with the release.dll in Skyrim.
Any idea?

Another game I would like to fix (or get fixed ;) ) is WRC3. This game already looks very good in S3D. It only has a few issues with the glow of the car's lights and some particle effects. I think this could be fixed or removed with Helixmod. Unfortunately the debug.dll doesn't seem to work with this game. On the other hand TexMod can handle this game so the game isn't a DirectX10 or DirectX11 game. Here is a demo of the game: http://www.gamershell.com/download_94687.shtml Perhaps someone could test if the debug.dll works on his PC...? With the fix the game could be as good as Dirt3 in S3D.

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

Posted 11/08/2012 07:52 PM   
[quote="eqzitara"]What you gave me back is completely different then what I gave you.[/quote] Yes because you sent me modifications for the 1D23F3D9 shader (used for the labels) that you translated for me. I put these modifications in the A24042E8 shader (used for labels) that I translated myself by studying what you have done in the 1D23F3D9. I should have explain that. Anyway, I found the problem. I used the d3d9.dll from [url]http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes[/url]. Replacing it from the library in the link you gave me ([url]http://helixmod.blogspot.com/2012/03/dlls-update.html[/url]) make the shader work with the DX9Settings.ini and I have now informations in TEXTURESLOG.txt: Shader CRC: 0xA24042E8 Last texture CRC: 0x0 Stage 0 Index 0xB4F48 Maybe it should be useful to update the link in the old Helix Spot (Google send you here when you search for "helix mod") ? Thanks for you for your patience
eqzitara said:What you gave me back is completely different then what I gave you.

Yes because you sent me modifications for the 1D23F3D9 shader (used for the labels) that you translated for me. I put these modifications in the A24042E8 shader (used for labels) that I translated myself by studying what you have done in the 1D23F3D9. I should have explain that.

Anyway, I found the problem. I used the d3d9.dll from http://helixmod.wikispot.org/How_To_Make_Your_Own_Fixes. Replacing it from the library in the link you gave me (http://helixmod.blogspot.com/2012/03/dlls-update.html) make the shader work with the DX9Settings.ini and I have now informations in TEXTURESLOG.txt:
Shader CRC: 0xA24042E8 Last texture CRC: 0x0 Stage 0 Index 0xB4F48

Maybe it should be useful to update the link in the old Helix Spot (Google send you here when you search for "helix mod") ?

Thanks for you for your patience

Posted 11/08/2012 09:50 PM   
Helix/Eqzitara, Do you guys plan on fixing Hitman:Absolution when it releases in a week? -M
Helix/Eqzitara,

Do you guys plan on fixing Hitman:Absolution when it releases in a week?

-M

Posted 11/09/2012 04:44 AM   
[quote="Shaderhacker"]Helix/Eqzitara, Do you guys plan on fixing Hitman:Absolution when it releases in a week? -M[/quote] Nope, it's DX10/11 game. My dx11 wrapper is not ready yet.
Shaderhacker said:Helix/Eqzitara,

Do you guys plan on fixing Hitman:Absolution when it releases in a week?

-M

Nope, it's DX10/11 game.
My dx11 wrapper is not ready yet.

Posted 11/09/2012 07:26 AM   
@Helix: Great to hear that You are working on support for DX11! Any idea why setting a constant works with the debug.dll but not with the release.dll as I described above?
@Helix:
Great to hear that You are working on support for DX11! Any idea why setting a constant works with the debug.dll but not with the release.dll as I described above?

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

Posted 11/09/2012 07:51 AM   
Hitman: Absolution is a Square/enix game. Its listed atm as unsupported but it wouldnt surprise me if it is at least partially compatible in 3d. It will be supporting amd3d but in the past they made sure those games worked well on 3d vision as well. Deus Ex/Sleeping dogs. Not saying to buy it or whatever but just keep an open eye I guess. Supporting AMDHD3D certainly doesnt pay the bills. @3d4dd What you said above is so confusing to me. Attach your dx9setting.ini and your shader. From what I understand skybox is at wrong depth and different convergence/depth presets keep changing it. So youd need to fix sky box by pushing it to max depth. You'd fix the shader through the code. Not through the dx9setting. Look at the code for Fallout/Fallout new vegas. There is in the top comments it will say SKYBOX. Use that code to fix it.
Hitman: Absolution is a Square/enix game. Its listed atm as unsupported but it wouldnt surprise me if it is at least partially compatible in 3d. It will be supporting amd3d but in the past they made sure those games worked well on 3d vision as well. Deus Ex/Sleeping dogs.

Not saying to buy it or whatever but just keep an open eye I guess. Supporting AMDHD3D certainly doesnt pay the bills.

@3d4dd
What you said above is so confusing to me. Attach your dx9setting.ini and your shader. From what I understand skybox is at wrong depth and different convergence/depth presets keep changing it. So youd need to fix sky box by pushing it to max depth. You'd fix the shader through the code. Not through the dx9setting. Look at the code for Fallout/Fallout new vegas. There is in the top comments it will say SKYBOX. Use that code to fix it.

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Posted 11/09/2012 04:23 PM   
Far Cry 3 is available for preorder on Steam. I am hopeful that the game will be 3D friendly like the first two were. Going back to a tropical setting should look great in 3D.
Far Cry 3 is available for preorder on Steam. I am hopeful that the game will be 3D friendly like the first two were. Going back to a tropical setting should look great in 3D.

1080 GTX 8GB SLI | I7-4770K@4.5GHz | 16GB RAM | Win10x64
Asus ROG Swift PG278Q | 3D Vision 2

Posted 11/09/2012 05:09 PM   
Prob. not. I wouldnt pre order it. DX11 and new engine, it looks like nvidia got a pre-finished build and rated it fair(which is equivalent of unplayable imo) and nvidia tends to over exaggerate.... Game is also not sponsored(not geforce page) so I doubt it will be supported. Game is also by UBISOFT. Ubisoft is by far the worst pc game developer/publisher. They kind of rush job pc releases unless they are sponsored by nvidia then they rush job add features and release it. EA might get a lot of crap cause of Origin but the games were always qualitity at least and non buggy. If a game is popular they will try to patch fix some of the issues, if not well your stuck. The last two tom clancy games are horror stories as far as pc users. (Splinter cell / ghost recon future soldier). I actually own splinter cell and have 2 680's...20 fps.
Prob. not. I wouldnt pre order it. DX11 and new engine, it looks like nvidia got a pre-finished build and rated it fair(which is equivalent of unplayable imo) and nvidia tends to over exaggerate.... Game is also not sponsored(not geforce page) so I doubt it will be supported.
Game is also by UBISOFT. Ubisoft is by far the worst pc game developer/publisher. They kind of rush job pc releases unless they are sponsored by nvidia then they rush job add features and release it. EA might get a lot of crap cause of Origin but the games were always qualitity at least and non buggy. If a game is popular they will try to patch fix some of the issues, if not well your stuck.

The last two tom clancy games are horror stories as far as pc users. (Splinter cell / ghost recon future soldier). I actually own splinter cell and have 2 680's...20 fps.

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Posted 11/09/2012 05:19 PM   
  96 / 167    
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