DCS World 3DMigoto fix help needed..
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Well I have the ini setup and calls=1.. I will look in different folders.. What makes you say I have wierd permission problems?? I should be on an admin account?? Should I share the folders or just set permissions?? I can not skip Win 10 as I bought a new PC and I can not use Win 7 anymore.. I can however try and get a older PC and use that but will take some time to do that so for now I am on Win 10..
Well I have the ini setup and calls=1.. I will look in different folders..

What makes you say I have wierd permission problems?? I should be on an admin account?? Should I share the folders or just set permissions??

I can not skip Win 10 as I bought a new PC and I can not use Win 7 anymore.. I can however try and get a older PC and use that but will take some time to do that so for now I am on Win 10..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#16
Posted 05/01/2017 01:14 AM   
[quote="The_Nephilim"]Well I have the ini setup and calls=1.. I will look in different folders.. What makes you say I have wierd permission problems?? I should be on an admin account?? Should I share the folders or just set permissions?? I can not skip Win 10 as I bought a new PC and I can not use Win 7 anymore.. I can however try and get a older PC and use that but will take some time to do that so for now I am on Win 10..[/quote]In a different thread, you spoke of being unable to run the uninstall.bat, even as admin. If you don't have write access to the game folder, no log will be created.
The_Nephilim said:Well I have the ini setup and calls=1.. I will look in different folders..

What makes you say I have wierd permission problems?? I should be on an admin account?? Should I share the folders or just set permissions??

I can not skip Win 10 as I bought a new PC and I can not use Win 7 anymore.. I can however try and get a older PC and use that but will take some time to do that so for now I am on Win 10..
In a different thread, you spoke of being unable to run the uninstall.bat, even as admin.

If you don't have write access to the game folder, no log will be created.

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#17
Posted 05/01/2017 02:22 AM   
Well on an unrelated issue I had to reinstall Windows 10.. so I am DL DCS World now and will check after I am done.. The issue with not being able to uninstall the fix has since been resolved but I will double check it again to be sure.. If this does not work I am not sure what to do..
Well on an unrelated issue I had to reinstall Windows 10.. so I am DL DCS World now and will check after I am done..

The issue with not being able to uninstall the fix has since been resolved but I will double check it again to be sure..

If this does not work I am not sure what to do..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#18
Posted 05/01/2017 03:40 AM   
Hey Bo3b I got it. I needed to run DCS.exe as an admin then I was able to save the file Yahoooo!! now on with the fix..
Hey Bo3b I got it. I needed to run DCS.exe as an admin then I was able to save the file Yahoooo!! now on with the fix..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#19
Posted 05/01/2017 06:43 AM   
Well it appears the two thing I was going to fix are the same shader and setting the one breaks the other. it looks as if this fix is good enough for now.. So basically all that for nothing but at least I know how to get a game that might not work in Win 10 to work with the run as admin trick..
Well it appears the two thing I was going to fix are the same shader and setting the one breaks the other. it looks as if this fix is good enough for now..

So basically all that for nothing but at least I know how to get a game that might not work in Win 10 to work with the run as admin trick..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#20
Posted 05/01/2017 09:06 AM   
OK I am back with this one I noticed the UI is not in 3D either so I tried to set that in 3D but when I do the chat box words are shifted to the left and the first word in the one eye is cur off.. I have a screenshot.. I am unsure if I could shift the text to the right in the box.. But I think it looks better in 3D the UI box and such even if just a little bit in stereo.. I think it looks better then being in 2D.. So basically is it possible to shift the text of the UI Message to the right so the first letters are not cut off?? [code] // UI chat box // ---- Created with 3Dmigoto v1.2.35 on Mon May 01 21:31:18 2017 cbuffer _Globals : register(b0) { float4x4 WVP : packoffset(c0); float guiShader : packoffset(c4); float stencil : packoffset(c4.y); float texturePresented : packoffset(c4.z); float textureArrayPresented : packoffset(c4.w); float4 fontBlurColor : packoffset(c5); float4 quadsBounds[100] : packoffset(c6); float4 quadsTexCoors[100] : packoffset(c106); float quadsTexIndices[100] : packoffset(c206); float2 position : packoffset(c305.y); float colorCount : packoffset(c305.w); float4 colors[9] : packoffset(c306); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t77); Texture2D<float4> StereoParams : register(t78); void main( float4 v0 : POSITION0, float4 v1 : COLOR0, float2 v2 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float4 o1 : COLOR0, out float3 o2 : TEXCOORD0) { float4 r0,r1; uint4 bitmask, uiDest; float4 fDest; r0.x = cmp(0 < guiShader); if (r0.x != 0) { r0.x = (uint)v0.z; r0.yz = v0.xy * quadsBounds[r0.x].zw + quadsBounds[r0.x].xy; r1.xy = position.xy + r0.yz; r0.yz = cmp(float2(0,0) < textureArrayPresented); if (r0.y != 0) { o2.z = quadsTexIndices[r0.x]; } r0.y = (int)r0.y | (int)r0.z; if (r0.y != 0) { r0.yz = cmp(float2(0,0) < v2.xy); o2.xy = r0.yz ? quadsTexCoors[r0.x].zw : quadsTexCoors[r0.x].xy; } else { o2.xy = float2(0,0); } r0.x = v0.z / colorCount; r0.y = cmp(r0.x >= -r0.x); r0.x = frac(abs(r0.x)); r0.x = r0.y ? r0.x : -r0.x; r0.x = colorCount * r0.x; r0.x = ceil(r0.x); r0.x = (int)r0.x; r1.z = v0.w; o0.x = dot(r1.xyz, WVP._m00_m10_m30); o0.y = dot(r1.xyz, WVP._m01_m11_m31); o0.z = dot(r1.xyz, WVP._m02_m12_m32); o0.w = dot(r1.xyz, WVP._m03_m13_m33); o1.xyzw = colors[r0.x].xyzw; } else { o0.x = dot(v0.xyzw, WVP._m00_m10_m20_m30); o0.y = dot(v0.xyzw, WVP._m01_m11_m21_m31); o0.z = dot(v0.xyzw, WVP._m02_m12_m22_m32); o0.w = dot(v0.xyzw, WVP._m03_m13_m23_m33); o1.xyzw = v1.xyzw; o2.xy = v2.xy; o2.z = 0; } float4 stereo = StereoParams.Load(0); float seperation = stereo.x; float convergence = stereo.y; o0.x += seperation * .15; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // using 3Dmigoto v1.2.35 on Mon May 01 21:31:18 2017 // // // Buffer Definitions: // // cbuffer $Globals // { // // float4x4 WVP; // Offset: 0 Size: 64 // float guiShader; // Offset: 64 Size: 4 // float stencil; // Offset: 68 Size: 4 [unused] // float texturePresented; // Offset: 72 Size: 4 // float textureArrayPresented; // Offset: 76 Size: 4 // float4 fontBlurColor; // Offset: 80 Size: 16 [unused] // float4 quadsBounds[100]; // Offset: 96 Size: 1600 // float4 quadsTexCoors[100]; // Offset: 1696 Size: 1600 // float quadsTexIndices[100]; // Offset: 3296 Size: 1588 // float2 position; // Offset: 4884 Size: 8 // float colorCount; // Offset: 4892 Size: 4 // float4 colors[9]; // Offset: 4896 Size: 144 // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // $Globals cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyzw 0 NONE float xyzw // COLOR 0 xyzw 1 NONE float xyzw // TEXCOORD 0 xy 2 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // COLOR 0 xyzw 1 NONE float xyzw // TEXCOORD 0 xyz 2 NONE float xyz // vs_4_0 dcl_constantbuffer cb0[315], dynamicIndexed dcl_input v0.xyzw dcl_input v1.xyzw dcl_input v2.xy dcl_output_siv o0.xyzw, position dcl_output o1.xyzw dcl_output o2.xyz dcl_temps 2 lt r0.x, l(0.000000), cb0[4].x if_nz r0.x ftou r0.x, v0.z mad r0.yz, v0.xxyx, cb0[r0.x + 6].zzwz, cb0[r0.x + 6].xxyx add r1.xy, r0.yzyy, cb0[305].yzyy lt r0.yz, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[4].wwzw if_nz r0.y mov o2.z, cb0[r0.x + 206].x endif or r0.y, r0.y, r0.z if_nz r0.y lt r0.yz, l(0.000000, 0.000000, 0.000000, 0.000000), v2.xxyx movc o2.xy, r0.yzyy, cb0[r0.x + 106].zwzz, cb0[r0.x + 106].xyxx else mov o2.xy, l(0,0,0,0) endif div r0.x, v0.z, cb0[305].w ge r0.y, r0.x, -r0.x frc r0.x, |r0.x| movc r0.x, r0.y, r0.x, -r0.x mul r0.x, r0.x, cb0[305].w round_pi r0.x, r0.x ftoi r0.x, r0.x mov r1.z, v0.w dp3 o0.x, r1.xyzx, cb0[0].xywx dp3 o0.y, r1.xyzx, cb0[1].xywx dp3 o0.z, r1.xyzx, cb0[2].xywx dp3 o0.w, r1.xyzx, cb0[3].xywx mov o1.xyzw, cb0[r0.x + 306].xyzw else dp4 o0.x, v0.xyzw, cb0[0].xyzw dp4 o0.y, v0.xyzw, cb0[1].xyzw dp4 o0.z, v0.xyzw, cb0[2].xyzw dp4 o0.w, v0.xyzw, cb0[3].xyzw mov o1.xyzw, v1.xyzw mov o2.xy, v2.xyxx mov o2.z, l(0) endif ret // Approximately 39 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code]
OK I am back with this one I noticed the UI is not in 3D either so I tried to set that in 3D but when I do the chat box words are shifted to the left and the first word in the one eye is cur off.. I have a screenshot..

I am unsure if I could shift the text to the right in the box.. But I think it looks better in 3D the UI box and such even if just a little bit in stereo.. I think it looks better then being in 2D..

So basically is it possible to shift the text of the UI Message to the right so the first letters are not cut off??

// UI chat box
// ---- Created with 3Dmigoto v1.2.35 on Mon May 01 21:31:18 2017

cbuffer _Globals : register(b0)
{
float4x4 WVP : packoffset(c0);
float guiShader : packoffset(c4);
float stencil : packoffset(c4.y);
float texturePresented : packoffset(c4.z);
float textureArrayPresented : packoffset(c4.w);
float4 fontBlurColor : packoffset(c5);
float4 quadsBounds[100] : packoffset(c6);
float4 quadsTexCoors[100] : packoffset(c106);
float quadsTexIndices[100] : packoffset(c206);
float2 position : packoffset(c305.y);
float colorCount : packoffset(c305.w);
float4 colors[9] : packoffset(c306);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t77);
Texture2D<float4> StereoParams : register(t78);


void main(
float4 v0 : POSITION0,
float4 v1 : COLOR0,
float2 v2 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float4 o1 : COLOR0,
out float3 o2 : TEXCOORD0)
{
float4 r0,r1;
uint4 bitmask, uiDest;
float4 fDest;

r0.x = cmp(0 < guiShader);
if (r0.x != 0) {
r0.x = (uint)v0.z;
r0.yz = v0.xy * quadsBounds[r0.x].zw + quadsBounds[r0.x].xy;
r1.xy = position.xy + r0.yz;
r0.yz = cmp(float2(0,0) < textureArrayPresented);
if (r0.y != 0) {
o2.z = quadsTexIndices[r0.x];
}
r0.y = (int)r0.y | (int)r0.z;
if (r0.y != 0) {
r0.yz = cmp(float2(0,0) < v2.xy);
o2.xy = r0.yz ? quadsTexCoors[r0.x].zw : quadsTexCoors[r0.x].xy;
} else {
o2.xy = float2(0,0);
}
r0.x = v0.z / colorCount;
r0.y = cmp(r0.x >= -r0.x);
r0.x = frac(abs(r0.x));
r0.x = r0.y ? r0.x : -r0.x;
r0.x = colorCount * r0.x;
r0.x = ceil(r0.x);
r0.x = (int)r0.x;
r1.z = v0.w;
o0.x = dot(r1.xyz, WVP._m00_m10_m30);
o0.y = dot(r1.xyz, WVP._m01_m11_m31);
o0.z = dot(r1.xyz, WVP._m02_m12_m32);
o0.w = dot(r1.xyz, WVP._m03_m13_m33);
o1.xyzw = colors[r0.x].xyzw;
} else {
o0.x = dot(v0.xyzw, WVP._m00_m10_m20_m30);
o0.y = dot(v0.xyzw, WVP._m01_m11_m21_m31);
o0.z = dot(v0.xyzw, WVP._m02_m12_m22_m32);
o0.w = dot(v0.xyzw, WVP._m03_m13_m23_m33);
o1.xyzw = v1.xyzw;
o2.xy = v2.xy;
o2.z = 0;
}

float4 stereo = StereoParams.Load(0);
float seperation = stereo.x;
float convergence = stereo.y;
o0.x += seperation * .15;


return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// using 3Dmigoto v1.2.35 on Mon May 01 21:31:18 2017
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4x4 WVP; // Offset: 0 Size: 64
// float guiShader; // Offset: 64 Size: 4
// float stencil; // Offset: 68 Size: 4 [unused]
// float texturePresented; // Offset: 72 Size: 4
// float textureArrayPresented; // Offset: 76 Size: 4
// float4 fontBlurColor; // Offset: 80 Size: 16 [unused]
// float4 quadsBounds[100]; // Offset: 96 Size: 1600
// float4 quadsTexCoors[100]; // Offset: 1696 Size: 1600
// float quadsTexIndices[100]; // Offset: 3296 Size: 1588
// float2 position; // Offset: 4884 Size: 8
// float colorCount; // Offset: 4892 Size: 4
// float4 colors[9]; // Offset: 4896 Size: 144
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xy 2 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// COLOR 0 xyzw 1 NONE float xyzw
// TEXCOORD 0 xyz 2 NONE float xyz
//
vs_4_0
dcl_constantbuffer cb0[315], dynamicIndexed
dcl_input v0.xyzw
dcl_input v1.xyzw
dcl_input v2.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyz
dcl_temps 2
lt r0.x, l(0.000000), cb0[4].x
if_nz r0.x
ftou r0.x, v0.z
mad r0.yz, v0.xxyx, cb0[r0.x + 6].zzwz, cb0[r0.x + 6].xxyx
add r1.xy, r0.yzyy, cb0[305].yzyy
lt r0.yz, l(0.000000, 0.000000, 0.000000, 0.000000), cb0[4].wwzw
if_nz r0.y
mov o2.z, cb0[r0.x + 206].x
endif
or r0.y, r0.y, r0.z
if_nz r0.y
lt r0.yz, l(0.000000, 0.000000, 0.000000, 0.000000), v2.xxyx
movc o2.xy, r0.yzyy, cb0[r0.x + 106].zwzz, cb0[r0.x + 106].xyxx
else
mov o2.xy, l(0,0,0,0)
endif
div r0.x, v0.z, cb0[305].w
ge r0.y, r0.x, -r0.x
frc r0.x, |r0.x|
movc r0.x, r0.y, r0.x, -r0.x
mul r0.x, r0.x, cb0[305].w
round_pi r0.x, r0.x
ftoi r0.x, r0.x
mov r1.z, v0.w
dp3 o0.x, r1.xyzx, cb0[0].xywx
dp3 o0.y, r1.xyzx, cb0[1].xywx
dp3 o0.z, r1.xyzx, cb0[2].xywx
dp3 o0.w, r1.xyzx, cb0[3].xywx
mov o1.xyzw, cb0[r0.x + 306].xyzw
else
dp4 o0.x, v0.xyzw, cb0[0].xyzw
dp4 o0.y, v0.xyzw, cb0[1].xyzw
dp4 o0.z, v0.xyzw, cb0[2].xyzw
dp4 o0.w, v0.xyzw, cb0[3].xyzw
mov o1.xyzw, v1.xyzw
mov o2.xy, v2.xyxx
mov o2.z, l(0)
endif
ret
// Approximately 39 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#21
Posted 05/02/2017 02:06 AM   
o0.x = o0.x * 1.09; //stretch skybox I did note in another fix 4everawake used this to push the skybox down a bit.. Now I think this could be something but would it shift the entire box or just the text like I need it too.. I tried a few variations of this code but it made the screen blank?? Will continue testing with the above code..
o0.x = o0.x * 1.09; //stretch skybox

I did note in another fix 4everawake used this to push the skybox down a bit..

Now I think this could be something but would it shift the entire box or just the text like I need it too..

I tried a few variations of this code but it made the screen blank??

Will continue testing with the above code..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#22
Posted 05/02/2017 02:20 AM   
Well I did try a few more variations this time with the stereo code.. I did move the text but the wrong way. I tried negative numbers it still didn't move them properly.. I also noticed that the main menu backround image is black when I have this shader in the shaderfixes folder that is wierd so I guess this is not gonna work well.. I did however get the other markers that put a mark arounf the objects in the cockpit that you need to press.. So at least that is fixed now. I also found the proper number to fix the Skybox that had an adjustment on it too kill the awfull darker blue in the sky on the hroizon.. So far not much added to the original fix as that still works real good.. I may just use the mod for myself as not much was added to it.. But If I can figure out the UI to get that fixed I miught do an update..
Well I did try a few more variations this time with the stereo code.. I did move the text but the wrong way. I tried negative numbers it still didn't move them properly..

I also noticed that the main menu backround image is black when I have this shader in the shaderfixes folder that is wierd so I guess this is not gonna work well..

I did however get the other markers that put a mark arounf the objects in the cockpit that you need to press..

So at least that is fixed now. I also found the proper number to fix the Skybox that had an adjustment on it too kill the awfull darker blue in the sky on the hroizon..

So far not much added to the original fix as that still works real good.. I may just use the mod for myself as not much was added to it..

But If I can figure out the UI to get that fixed I miught do an update..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#23
Posted 05/02/2017 03:59 AM   
Well I finally got it too be set where it is acceptable.. the Shift text was tough but this is as good as I can get it.. At least the text is in 3D now.. I will double check to see if the main menu screen is working right but I think it was.. Here is the code I settled on: [code] o0.x = o0.x * 1.01; //stretch chatbox Text float4 stereo = StereoParams.Load(0); float seperation = stereo.x; float convergence = stereo.y; o0.x += seperation * .15; [/code] So I also have the label markers that go around like a button to be pushed in the cockpit. It is aligned a bit better but may need to be set by the user.. These are onlt in Training missions but having them in 3D is much better.. So as long as the main menu is still shoung the picture I mat do a re-release of this mod that Lufenste did and he really did a good job on it.. I will also try and explain the modifications you can make to differnt aspects of the game with what he set ..
Well I finally got it too be set where it is acceptable.. the Shift text was tough but this is as good as I can get it.. At least the text is in 3D now.. I will double check to see if the main menu screen is working right but I think it was..

Here is the code I settled on:


o0.x = o0.x * 1.01; //stretch chatbox Text
float4 stereo = StereoParams.Load(0);
float seperation = stereo.x;
float convergence = stereo.y;
o0.x += seperation * .15;


So I also have the label markers that go around like a button to be pushed in the cockpit. It is aligned a bit better but may need to be set by the user.. These are onlt in Training missions but having them in 3D is much better..

So as long as the main menu is still shoung the picture I mat do a re-release of this mod that Lufenste did and he really did a good job on it.. I will also try and explain the modifications you can make to differnt aspects of the game with what he set ..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#24
Posted 05/04/2017 11:14 PM   
OK I had a stroke of luck. When I went into the game the main menu picture and a few of the UI was not there. I remmed out a line in that shader and the main menu came back and it made the entire UI main menu and all in 3D.. Small victroy for me.. I do have 1 final thing there are alot of Constants in this game and I am not too familiar with what other constant I can use.. here is what is being used now: [code] ; ------------------------------------------------------------------------------------------------------ ; Default constants to pass directly to shaders as IniParams ; ------------------------------------------------------------------------------------------------------ [Constants] x = 1.0 ;flag for labels depth, not to be modified y = 1.0 ;flag for increasing of hud + MFD depth, not to be modified z = 1.0 ;flag for texture id, not to be modified w = 0.0 ;flag for texture filtering on/off, not to be modified y2 = -0.64 ;variable for depth filtering, not to be modified x3 = 0.0 ;used for Xsize of screen, not to be modified, y3 = 0.0 ;used for Ysize of screen, not to be modified, [/code] I would like to add 2 more Constants so I can put them on a cycle to have a few options to cycle the depth in the UI and Markers.. I tried adding some random constants but it did not work.. I was wondering what are the constants available to us to use currently in migoto??
OK I had a stroke of luck. When I went into the game the main menu picture and a few of the UI was not there. I remmed out a line in that shader and the main menu came back and it made the entire UI main menu and all in 3D.. Small victroy for me..

I do have 1 final thing there are alot of Constants in this game and I am not too familiar with what other constant I can use.. here is what is being used now:


; ------------------------------------------------------------------------------------------------------
; Default constants to pass directly to shaders as IniParams
; ------------------------------------------------------------------------------------------------------
[Constants]
x = 1.0 ;flag for labels depth, not to be modified
y = 1.0 ;flag for increasing of hud + MFD depth, not to be modified
z = 1.0 ;flag for texture id, not to be modified
w = 0.0 ;flag for texture filtering on/off, not to be modified
y2 = -0.64 ;variable for depth filtering, not to be modified
x3 = 0.0 ;used for Xsize of screen, not to be modified,
y3 = 0.0 ;used for Ysize of screen, not to be modified,


I would like to add 2 more Constants so I can put them on a cycle to have a few options to cycle the depth in the UI and Markers..

I tried adding some random constants but it did not work.. I was wondering what are the constants available to us to use currently in migoto??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#25
Posted 05/04/2017 11:27 PM   
here are a few more I think he used: [code] [Constants] x = 1.0 ;flag for labels depth, not to be modified y = 1.0 ;flag for increasing of hud + MFD depth, not to be modified z = 1.0 ;flag for texture id, not to be modified w = 0.0 ;flag for texture filtering on/off, not to be modified y2 = -0.64 ;variable for depth filtering, not to be modified x3 = 0.0 ;used for Xsize of screen, not to be modified, y3 = 0.0 ;used for Ysize of screen, not to be modified, ;value for sep = 90 and conv = 0.15 ;modify here the value to add for HUD separation x1 = 0.15 ;modify here the value for label separation y1 = 1.1 ;modify here the value to add for SUN/HDR separation z1 = 0 ;modify here the value to move SUN vs HDR (mul factor, higher number will increase sun separation) z2 = 0 ;modify here the shift down on sky texture on horizon to remove the dark blue line. The higher number, the higher shifting down. x4 = .05 ;modify here the scale factor for the HUD of the gazelle z3 = 0.300 ; value for sep = 50 and [/code]
here are a few more I think he used:


[Constants]
x = 1.0 ;flag for labels depth, not to be modified
y = 1.0 ;flag for increasing of hud + MFD depth, not to be modified
z = 1.0 ;flag for texture id, not to be modified
w = 0.0 ;flag for texture filtering on/off, not to be modified
y2 = -0.64 ;variable for depth filtering, not to be modified
x3 = 0.0 ;used for Xsize of screen, not to be modified,
y3 = 0.0 ;used for Ysize of screen, not to be modified,

;value for sep = 90 and conv = 0.15
;modify here the value to add for HUD separation
x1 = 0.15
;modify here the value for label separation
y1 = 1.1
;modify here the value to add for SUN/HDR separation
z1 = 0
;modify here the value to move SUN vs HDR (mul factor, higher number will increase sun separation)
z2 = 0
;modify here the shift down on sky texture on horizon to remove the dark blue line. The higher number, the higher shifting down.
x4 = .05
;modify here the scale factor for the HUD of the gazelle
z3 = 0.300
; value for sep = 50 and

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#26
Posted 05/04/2017 11:28 PM   
Well I think I found out what was wrong and how many constants there are.. I looked up and I think there are quite a few.. I was just setting it to the wron param vairable I beleive.. Either way I dont think I am going to go that route and just have the user define it.. so far this is going good and may have an update to DCS World..
Well I think I found out what was wrong and how many constants there are..

I looked up and I think there are quite a few.. I was just setting it to the wron param vairable I beleive..

Either way I dont think I am going to go that route and just have the user define it.. so far this is going good and may have an update to DCS World..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#27
Posted 05/05/2017 12:38 AM   
OK I added the modded version to HelixMod site.. I only slight ly added to the Awesome Fix by Lefuneste so hopefully this adds to the already great mod.. Thank you Lefuneste..
OK I added the modded version to HelixMod site..

I only slight ly added to the Awesome Fix by Lefuneste so hopefully this adds to the already great mod..

Thank you Lefuneste..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#28
Posted 05/06/2017 01:53 AM   
Well if you are still out there Lefuneste we need you to fix 2.0 as your current fix is not working with 2.0.. I am currently trying to patch somethning together this is a real challengs.. Know I am finding out why you did what you did with the constants and all the keypresses to control the Shkval and Huds..
Well if you are still out there Lefuneste we need you to fix 2.0 as your current fix is not working with 2.0..

I am currently trying to patch somethning together this is a real challengs..

Know I am finding out why you did what you did with the constants and all the keypresses to control the Shkval and Huds..

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#29
Posted 05/06/2017 07:06 AM   
Well today I spent about 2 hours trying to get the HUD and Shkval TV Image working.. I managed to get the HUD to work but when I try to get the Shkval TV Screen working the right eye has no image.. But when I zoom into look at it it is fine.. I have a screenshot the Shkval is the little TV to the right of the HUD with all the green Text on it.. here is the code for it. It also moves when moving my head around with the trackir.. [code] //Shkval TV Images.. // ---- Created with 3Dmigoto v1.2.57 on Wed May 10 18:34:02 2017 cbuffer _Globals : register(b0) { float4x4 matWorldViewProj : packoffset(c0); float4x4 matWorld : packoffset(c4); float4x4 matFog : packoffset(c8); float4x4 matView : packoffset(c12); float4x4 matProj : packoffset(c16); float4x4 uLightMat : packoffset(c20); float4 uSunDir : packoffset(c24); float4 uSunDiffuse : packoffset(c25); float4 uSunAmbient : packoffset(c26); float4 uSunSpec : packoffset(c27); float3 uLightPos : packoffset(c28); float3 uLightAmbient : packoffset(c29); float3 uLightDiffuse : packoffset(c30); float3 uLightATT : packoffset(c31); float2 uLightAngles : packoffset(c32); float3 uLightDir : packoffset(c33); float4 uCameraPos : packoffset(c34); float4 vFogConst : packoffset(c35); bool TwoSided : packoffset(c36); float uOpacity : packoffset(c36.y); float uGloss : packoffset(c36.z); float uLighted : packoffset(c36.w); float4 uMatSpecular : packoffset(c37); float4 uMatEmissive : packoffset(c38); float4 uMatDiffuse : packoffset(c39); float4 uMatAmbient : packoffset(c40); float3 pc0 : packoffset(c41); float4 pc1 : packoffset(c42); float b : packoffset(c43); float c : packoffset(c43.y); } // 3Dmigoto declarations #define cmp - Texture1D<float4> IniParams : register(t120); Texture2D<float4> StereoParams : register(t125); void main( float3 v0 : POSITION0, float2 v1 : TEXCOORD0, out float4 o0 : SV_POSITION0, out float2 o1 : TEXCOORD0) { float4 r0; uint4 bitmask, uiDest; float4 fDest; r0.xyz = v0.xyz; r0.w = 1; o0.x = dot(r0.xyzw, matWorldViewProj._m00_m10_m20_m30); o0.y = dot(r0.xyzw, matWorldViewProj._m01_m11_m21_m31); o0.z = dot(r0.xyzw, matWorldViewProj._m02_m12_m22_m32); o0.w = dot(r0.xyzw, matWorldViewProj._m03_m13_m23_m33);\ float4 params = IniParams.Load(0); float4 stereo = StereoParams.Load(0); o0.x+=stereo.x*params.y; o1.xy = v1.xy; return; } /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384 // // using 3Dmigoto v1.2.57 on Wed May 10 18:34:02 2017 // // // Buffer Definitions: // // cbuffer $Globals // { // // float4x4 matWorldViewProj; // Offset: 0 Size: 64 // float4x4 matWorld; // Offset: 64 Size: 64 [unused] // float4x4 matFog; // Offset: 128 Size: 64 [unused] // float4x4 matView; // Offset: 192 Size: 64 [unused] // float4x4 matProj; // Offset: 256 Size: 64 [unused] // float4x4 uLightMat; // Offset: 320 Size: 64 [unused] // float4 uSunDir; // Offset: 384 Size: 16 [unused] // float4 uSunDiffuse; // Offset: 400 Size: 16 [unused] // float4 uSunAmbient; // Offset: 416 Size: 16 [unused] // float4 uSunSpec; // Offset: 432 Size: 16 [unused] // float3 uLightPos; // Offset: 448 Size: 12 [unused] // float3 uLightAmbient; // Offset: 464 Size: 12 [unused] // float3 uLightDiffuse; // Offset: 480 Size: 12 [unused] // float3 uLightATT; // Offset: 496 Size: 12 [unused] // float2 uLightAngles; // Offset: 512 Size: 8 [unused] // float3 uLightDir; // Offset: 528 Size: 12 [unused] // float4 uCameraPos; // Offset: 544 Size: 16 [unused] // float4 vFogConst; // Offset: 560 Size: 16 [unused] // bool TwoSided; // Offset: 576 Size: 4 [unused] // float uOpacity; // Offset: 580 Size: 4 [unused] // float uGloss; // Offset: 584 Size: 4 [unused] // float uLighted; // Offset: 588 Size: 4 [unused] // float4 uMatSpecular; // Offset: 592 Size: 16 [unused] // float4 uMatEmissive; // Offset: 608 Size: 16 [unused] // float4 uMatDiffuse; // Offset: 624 Size: 16 [unused] // float4 uMatAmbient; // Offset: 640 Size: 16 [unused] // float3 pc0; // Offset: 656 Size: 12 [unused] // float4 pc1; // Offset: 672 Size: 16 [unused] // float b; // Offset: 688 Size: 4 [unused] // float c; // Offset: 692 Size: 4 [unused] // // } // // // Resource Bindings: // // Name Type Format Dim Slot Elements // ------------------------------ ---------- ------- ----------- ---- -------- // $Globals cbuffer NA NA 0 1 // // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_POSITION 0 xyzw 0 POS float xyzw // TEXCOORD 0 xy 1 NONE float xy // vs_4_0 dcl_constantbuffer cb0[4], immediateIndexed dcl_input v0.xyz dcl_input v1.xy dcl_output_siv o0.xyzw, position dcl_output o1.xy dcl_temps 1 mov r0.xyz, v0.xyzx mov r0.w, l(1.000000) dp4 o0.x, r0.xyzw, cb0[0].xyzw dp4 o0.y, r0.xyzw, cb0[1].xyzw dp4 o0.z, r0.xyzw, cb0[2].xyzw dp4 o0.w, r0.xyzw, cb0[3].xyzw mov o1.xy, v1.xyxx ret // Approximately 8 instruction slots used ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ [/code] The screenshot just shows in one position but If I move my head around the image blanks out and comes into view, it is really wierd.. Now If I dont stereoise the image the Text on the Shkval looks funky as they are 2 different shaders and both need to be stereoized.. What can I do to have the image not blank out like this??
Well today I spent about 2 hours trying to get the HUD and Shkval TV Image working.. I managed to get the HUD to work but when I try to get the Shkval TV Screen working the right eye has no image..
But when I zoom into look at it it is fine..

I have a screenshot the Shkval is the little TV to the right of the HUD with all the green Text on it.. here is the code for it. It also moves when moving my head around with the trackir..


//Shkval TV Images..
// ---- Created with 3Dmigoto v1.2.57 on Wed May 10 18:34:02 2017

cbuffer _Globals : register(b0)
{
float4x4 matWorldViewProj : packoffset(c0);
float4x4 matWorld : packoffset(c4);
float4x4 matFog : packoffset(c8);
float4x4 matView : packoffset(c12);
float4x4 matProj : packoffset(c16);
float4x4 uLightMat : packoffset(c20);
float4 uSunDir : packoffset(c24);
float4 uSunDiffuse : packoffset(c25);
float4 uSunAmbient : packoffset(c26);
float4 uSunSpec : packoffset(c27);
float3 uLightPos : packoffset(c28);
float3 uLightAmbient : packoffset(c29);
float3 uLightDiffuse : packoffset(c30);
float3 uLightATT : packoffset(c31);
float2 uLightAngles : packoffset(c32);
float3 uLightDir : packoffset(c33);
float4 uCameraPos : packoffset(c34);
float4 vFogConst : packoffset(c35);
bool TwoSided : packoffset(c36);
float uOpacity : packoffset(c36.y);
float uGloss : packoffset(c36.z);
float uLighted : packoffset(c36.w);
float4 uMatSpecular : packoffset(c37);
float4 uMatEmissive : packoffset(c38);
float4 uMatDiffuse : packoffset(c39);
float4 uMatAmbient : packoffset(c40);
float3 pc0 : packoffset(c41);
float4 pc1 : packoffset(c42);
float b : packoffset(c43);
float c : packoffset(c43.y);
}



// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
float3 v0 : POSITION0,
float2 v1 : TEXCOORD0,
out float4 o0 : SV_POSITION0,
out float2 o1 : TEXCOORD0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;

r0.xyz = v0.xyz;
r0.w = 1;






o0.x = dot(r0.xyzw, matWorldViewProj._m00_m10_m20_m30);
o0.y = dot(r0.xyzw, matWorldViewProj._m01_m11_m21_m31);
o0.z = dot(r0.xyzw, matWorldViewProj._m02_m12_m22_m32);
o0.w = dot(r0.xyzw, matWorldViewProj._m03_m13_m23_m33);\

float4 params = IniParams.Load(0);
float4 stereo = StereoParams.Load(0);
o0.x+=stereo.x*params.y;


o1.xy = v1.xy;
return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
//
// using 3Dmigoto v1.2.57 on Wed May 10 18:34:02 2017
//
//
// Buffer Definitions:
//
// cbuffer $Globals
// {
//
// float4x4 matWorldViewProj; // Offset: 0 Size: 64
// float4x4 matWorld; // Offset: 64 Size: 64 [unused]
// float4x4 matFog; // Offset: 128 Size: 64 [unused]
// float4x4 matView; // Offset: 192 Size: 64 [unused]
// float4x4 matProj; // Offset: 256 Size: 64 [unused]
// float4x4 uLightMat; // Offset: 320 Size: 64 [unused]
// float4 uSunDir; // Offset: 384 Size: 16 [unused]
// float4 uSunDiffuse; // Offset: 400 Size: 16 [unused]
// float4 uSunAmbient; // Offset: 416 Size: 16 [unused]
// float4 uSunSpec; // Offset: 432 Size: 16 [unused]
// float3 uLightPos; // Offset: 448 Size: 12 [unused]
// float3 uLightAmbient; // Offset: 464 Size: 12 [unused]
// float3 uLightDiffuse; // Offset: 480 Size: 12 [unused]
// float3 uLightATT; // Offset: 496 Size: 12 [unused]
// float2 uLightAngles; // Offset: 512 Size: 8 [unused]
// float3 uLightDir; // Offset: 528 Size: 12 [unused]
// float4 uCameraPos; // Offset: 544 Size: 16 [unused]
// float4 vFogConst; // Offset: 560 Size: 16 [unused]
// bool TwoSided; // Offset: 576 Size: 4 [unused]
// float uOpacity; // Offset: 580 Size: 4 [unused]
// float uGloss; // Offset: 584 Size: 4 [unused]
// float uLighted; // Offset: 588 Size: 4 [unused]
// float4 uMatSpecular; // Offset: 592 Size: 16 [unused]
// float4 uMatEmissive; // Offset: 608 Size: 16 [unused]
// float4 uMatDiffuse; // Offset: 624 Size: 16 [unused]
// float4 uMatAmbient; // Offset: 640 Size: 16 [unused]
// float3 pc0; // Offset: 656 Size: 12 [unused]
// float4 pc1; // Offset: 672 Size: 16 [unused]
// float b; // Offset: 688 Size: 4 [unused]
// float c; // Offset: 692 Size: 4 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// $Globals cbuffer NA NA 0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyz 0 NONE float xyz
// TEXCOORD 0 xy 1 NONE float xy
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float xyzw
// TEXCOORD 0 xy 1 NONE float xy
//
vs_4_0
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output_siv o0.xyzw, position
dcl_output o1.xy
dcl_temps 1
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 o0.x, r0.xyzw, cb0[0].xyzw
dp4 o0.y, r0.xyzw, cb0[1].xyzw
dp4 o0.z, r0.xyzw, cb0[2].xyzw
dp4 o0.w, r0.xyzw, cb0[3].xyzw
mov o1.xy, v1.xyxx
ret
// Approximately 8 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/





The screenshot just shows in one position but If I move my head around the image blanks out and comes into view, it is really wierd..

Now If I dont stereoise the image the Text on the Shkval looks funky as they are 2 different shaders and both need to be stereoized..

What can I do to have the image not blank out like this??

Intel i5 7600K @ 4.8ghz / MSI Z270 SLI / Asus 1080GTX - 416.16 / Optoma HD142x Projector / 1 4'x10' Curved Screen PVC / TrackIR / HOTAS Cougar / Cougar MFD's / Track IR / NVidia 3D Vision / Win 10 64bit

#30
Posted 05/10/2017 11:12 PM   
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