Assassin's Creed II filter removing problem
[b]I found pixelshader 712E8EC3 tryed completely disable it by clearing file except ps_3_0 line, but textures removes too. Please help.[/b] [url=https://imgur.com/a/fJW2owb]Pics[/url] [i]I use [DX9]HELIXMOD Debugger[/i] [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float3 g_PreLutOffset; // float3 g_PreLutScale; // sampler2D s0; // sampler3D s1; // // // Registers: // // Name Reg Size // -------------- ----- ---- // g_PreLutScale c0 1 // g_PreLutOffset c1 1 // s0 s0 1 // s1 s1 1 // ps_3_0 def c2, 0, 0, 0, 0 dcl_texcoord v0.xy dcl_2d s0 dcl_volume s1 texld r0, v0, s0 mov r1.xyz, c0 mad r0.xyz, r0, r1, c1 texld r0, r0, s1 mov oC0.xyz, r0 mov oC0.w, c2.x // approximately 6 instruction slots used (2 texture, 4 arithmetic)[/code]
I found pixelshader 712E8EC3 tryed completely disable it by clearing file except ps_3_0 line, but textures removes too. Please help. Pics

I use [DX9]HELIXMOD Debugger

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float3 g_PreLutOffset;
// float3 g_PreLutScale;
// sampler2D s0;
// sampler3D s1;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// g_PreLutScale c0 1
// g_PreLutOffset c1 1
// s0 s0 1
// s1 s1 1
//

ps_3_0
def c2, 0, 0, 0, 0
dcl_texcoord v0.xy
dcl_2d s0
dcl_volume s1
texld r0, v0, s0
mov r1.xyz, c0
mad r0.xyz, r0, r1, c1
texld r0, r0, s1
mov oC0.xyz, r0
mov oC0.w, c2.x

// approximately 6 instruction slots used (2 texture, 4 arithmetic)

#1
Posted 04/09/2019 08:18 PM   
I'm no expert, but I believe ps_3_0 is dx9 so the wrapper should work fine. If I remember correctly, if you run into PS2, then it will not work and needs to be converted to PS3. For example, this was done in "Risen", so remember this in case you run into PS2 shaders at any point in the future. Try this http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html That's a quick easy way for the helix wrapper, but it's not the recoomended way, because it can cause issues under certain circumstances. The better option is to make it "transparent" You can learn how to fairly easily do that by "going to bo3b's school" https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/1/
I'm no expert, but I believe ps_3_0 is dx9 so the wrapper should work fine. If I remember correctly, if you run into PS2, then it will not work and needs to be converted to PS3. For example, this was done in "Risen", so remember this in case you run into PS2 shaders at any point in the future.

Try this http://helixmod.blogspot.com/2012/04/how-to-guide-remove-effects-from-game.html

That's a quick easy way for the helix wrapper, but it's not the recoomended way, because it can cause issues under certain circumstances.

The better option is to make it "transparent"

You can learn how to fairly easily do that by "going to bo3b's school"

https://forums.geforce.com/default/topic/766890/3d-vision/bo3bs-school-for-shaderhackers/1/

#2
Posted 04/09/2019 08:32 PM   
Try using this style of disabling the effect, which just sets the output color to black. [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float3 g_PreLutOffset; // float3 g_PreLutScale; // sampler2D s0; // sampler3D s1; // // // Registers: // // Name Reg Size // -------------- ----- ---- // g_PreLutScale c0 1 // g_PreLutOffset c1 1 // s0 s0 1 // s1 s1 1 // ps_3_0 def c2, 0, 0, 0, 0 dcl_texcoord v0.xy dcl_2d s0 dcl_volume s1 texld r0, v0, s0 mov r1.xyz, c0 mad r0.xyz, r0, r1, c1 texld r0, r0, s1 // mov oC0.xyz, r0 // mov oC0.w, c2.x mov oC0, c2 // approximately 6 instruction slots used (2 texture, 4 arithmetic)[/code]
Try using this style of disabling the effect, which just sets the output color to black.

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float3 g_PreLutOffset;
// float3 g_PreLutScale;
// sampler2D s0;
// sampler3D s1;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// g_PreLutScale c0 1
// g_PreLutOffset c1 1
// s0 s0 1
// s1 s1 1
//

ps_3_0
def c2, 0, 0, 0, 0
dcl_texcoord v0.xy
dcl_2d s0
dcl_volume s1
texld r0, v0, s0
mov r1.xyz, c0
mad r0.xyz, r0, r1, c1
texld r0, r0, s1
// mov oC0.xyz, r0
// mov oC0.w, c2.x
mov oC0, c2

// approximately 6 instruction slots used (2 texture, 4 arithmetic)

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#3
Posted 04/10/2019 01:09 AM   
in that way textures is black too :) [quote="bo3b"]Try using this style of disabling the effect, which just sets the output color to black. [code]// // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float3 g_PreLutOffset; // float3 g_PreLutScale; // sampler2D s0; // sampler3D s1; // // // Registers: // // Name Reg Size // -------------- ----- ---- // g_PreLutScale c0 1 // g_PreLutOffset c1 1 // s0 s0 1 // s1 s1 1 // ps_3_0 def c2, 0, 0, 0, 0 dcl_texcoord v0.xy dcl_2d s0 dcl_volume s1 texld r0, v0, s0 mov r1.xyz, c0 mad r0.xyz, r0, r1, c1 texld r0, r0, s1 // mov oC0.xyz, r0 // mov oC0.w, c2.x mov oC0, c2 // approximately 6 instruction slots used (2 texture, 4 arithmetic)[/code][/quote]
in that way textures is black too :)
bo3b said:Try using this style of disabling the effect, which just sets the output color to black.

//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float3 g_PreLutOffset;
// float3 g_PreLutScale;
// sampler2D s0;
// sampler3D s1;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// g_PreLutScale c0 1
// g_PreLutOffset c1 1
// s0 s0 1
// s1 s1 1
//

ps_3_0
def c2, 0, 0, 0, 0
dcl_texcoord v0.xy
dcl_2d s0
dcl_volume s1
texld r0, v0, s0
mov r1.xyz, c0
mad r0.xyz, r0, r1, c1
texld r0, r0, s1
// mov oC0.xyz, r0
// mov oC0.w, c2.x
mov oC0, c2

// approximately 6 instruction slots used (2 texture, 4 arithmetic)

#4
Posted 04/10/2019 08:50 PM   
You can try the skip method as described above. What does the filter do? What's it for?
You can try the skip method as described above.

What does the filter do? What's it for?

#5
Posted 04/11/2019 01:08 AM   
[quote="Akuvil"]in that way textures is black too :)[/quote] That sounds like the same shader is used for both the textures and effect you are trying to remove. You'll need to do more the more complicated texture separation approach. That's fairly involved, your best bet is to study another fix for how someone else did it. There is a great set of discussions here on texture filtering that you'll want to study. [url]http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html[/url]
Akuvil said:in that way textures is black too :)

That sounds like the same shader is used for both the textures and effect you are trying to remove. You'll need to do more the more complicated texture separation approach.

That's fairly involved, your best bet is to study another fix for how someone else did it.

There is a great set of discussions here on texture filtering that you'll want to study.

http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html

Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

#6
Posted 04/11/2019 05:21 AM   
[quote="bo3b"] There is a great set of discussions here on texture filtering that you'll want to study. [url]http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html[/url][/quote] That's where that is :-) Thank you for the reminder bo3b!
bo3b said:

There is a great set of discussions here on texture filtering that you'll want to study.

http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html


That's where that is :-) Thank you for the reminder bo3b!

#7
Posted 04/11/2019 06:39 AM   
[quote="D-Man11"]You can try the skip method as described above. What does the filter do? What's it for?[/quote] This filter change contrast and colors, graphics much more better without it, and many other "old" games has this type of filtering aka HDR, autoexpositon, tonemapping. Everything just ruins "clarity" of the game. [quote="bo3b"][quote="Akuvil"]in that way textures is black too :)[/quote] That sounds like the same shader is used for both the textures and effect you are trying to remove. You'll need to do more the more complicated texture separation approach. That's fairly involved, your best bet is to study another fix for how someone else did it. There is a great set of discussions here on texture filtering that you'll want to study. [url]http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html[/url][/quote] helix wrapper removes similar filter from bayonetta very well, but thanks I will try another methods for ACII (brotherhood, revelations, ACIII, liberations)
D-Man11 said:You can try the skip method as described above.

What does the filter do? What's it for?

This filter change contrast and colors, graphics much more better without it, and many other "old" games has this type of filtering aka HDR, autoexpositon, tonemapping. Everything just ruins "clarity" of the game.

bo3b said:
Akuvil said:in that way textures is black too :)

That sounds like the same shader is used for both the textures and effect you are trying to remove. You'll need to do more the more complicated texture separation approach.

That's fairly involved, your best bet is to study another fix for how someone else did it.

There is a great set of discussions here on texture filtering that you'll want to study.

http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html


helix wrapper removes similar filter from bayonetta very well, but thanks I will try another methods for ACII (brotherhood, revelations, ACIII, liberations)

#8
Posted 04/11/2019 12:47 PM   
[quote="bo3b"]There is a great set of discussions here on texture filtering that you'll want to study. [url]http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html[/url][/quote] [quote="djbnew"]That's where that is :-) Thank you for the reminder bo3b![/quote] There's also the other link found on the [url=http://helixmod.blogspot.com/2010/12/how-to-guides.html]guide page[/url] as well http://helixmod.blogspot.com/2014/01/learning-how-to-fix-games.html
bo3b said:There is a great set of discussions here on texture filtering that you'll want to study.

http://helixmod.blogspot.com/2017/04/collection-of-bookmarked-posts-related.html


djbnew said:That's where that is :-) Thank you for the reminder bo3b!


There's also the other link found on the guide page as well


http://helixmod.blogspot.com/2014/01/learning-how-to-fix-games.html

#9
Posted 04/11/2019 06:10 PM   
@D-Man11, Thank you.
@D-Man11, Thank you.

#10
Posted 04/12/2019 07:37 AM   
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