How to fix/disable shaders in games(DLL,guide and fixes).
147 / 167
I went ahead in a moment of madness and bought Rome 2. The above shadow fix has fixed most shadows already (not all), so I plan on tackling this over the coming week. There are a few issues with Rome 2 I've already noticed, in particular the floaty ground. Not sure what to do about that yet, but I'll give it a good go. It might be a showstopper for playing the game though, it looks really bad. In one low angle view I could see that the ground seems to be about 6' lower than the things 'standing' on it, but it is angle dependent and is not so bad from a 'top down' view. There are also lots of ground textures that render at screen depth, fog/smoke haloing, stupid water drops on the screen when it rains etc.
I went ahead in a moment of madness and bought Rome 2. The above shadow fix has fixed most shadows already (not all), so I plan on tackling this over the coming week. There are a few issues with Rome 2 I've already noticed, in particular the floaty ground. Not sure what to do about that yet, but I'll give it a good go. It might be a showstopper for playing the game though, it looks really bad. In one low angle view I could see that the ground seems to be about 6' lower than the things 'standing' on it, but it is angle dependent and is not so bad from a 'top down' view. There are also lots of ground textures that render at screen depth, fog/smoke haloing, stupid water drops on the screen when it rains etc.
WOW mike!!!,
the shogun it is incredible now. I was searching as to upload them, the shaders in steam version have diferent crc's, but i have applied your method to shaders similars and now it is 90% perfect. only some minor effects flikering in the explosions and the screen blood (similar to rain drops in rome), or de name of the city of the hud, but it is fixable i think.
In map campaing , the river, road, lines ... are all fixes after ps fix,
before i applied a shift in the vs for this, but now it is not necesary
for I have only left vs for the fire/smoke/clouds and the blood
vs BFD3251D.txt fire, smoke, clouds
(...)
// dp4 o0.x, r4, c0
// dp4 o0.y, r4, c1
// dp4 o0.z, r4, c2
// dp4 o0.w, r4, c3
dp4 r12.x, r4, c0
dp4 r12.y, r4, c1
dp4 r12.z, r4, c2
dp4 r12.w, r4, c3
texldl r24, c220.z, s1
add r24.y, r12.w, -r24.y
mul r24.x, r24.x, r24.y
add r12.x, r12.x, r24.x
mov o0, r12
(...)
vs C18FB7BE.txt blood effect
(...)
dp4 r4.x, r3, c4
dp4 r4.y, r3, c5
dp4 r4.z, r3, c6
dp4 r4.w, r3, c7
texldl r24, c220.z, s1
add r24.y, r4.w, -r24.y
mul r24.x, r24.x, r24.y
add r4.x, r4.x, r24.x
(...)
vs main hud 2817feec
ps with your method, i continue testing but until now, in low, med.. ultra are almost all shadows are fixes, only softshadows no work yet
1ECD1E15
2F87C8DA
3E66D762
4D40D55A
94ACCF92
AE1DF375
D5F540AE
E04282D4
WOW mike!!!,
the shogun it is incredible now. I was searching as to upload them, the shaders in steam version have diferent crc's, but i have applied your method to shaders similars and now it is 90% perfect. only some minor effects flikering in the explosions and the screen blood (similar to rain drops in rome), or de name of the city of the hud, but it is fixable i think.
In map campaing , the river, road, lines ... are all fixes after ps fix,
before i applied a shift in the vs for this, but now it is not necesary
for I have only left vs for the fire/smoke/clouds and the blood
ps with your method, i continue testing but until now, in low, med.. ultra are almost all shadows are fixes, only softshadows no work yet
1ECD1E15
2F87C8DA
3E66D762
4D40D55A
94ACCF92
AE1DF375
D5F540AE
E04282D4
[quote="kankgeforce99"]WOW mike!!!,
the shogun it is incredible now. I was searching as to upload them, the shaders in steam version have diferent crc's, but i have applied your method to shaders similars and now it is 90% perfect. only some minor effects flikering in the explosions and the screen blood (similar to rain drops in rome), or de name of the city of the hud, but it is fixable i think.
In map campaing , the river, road, lines ... are all fixes after ps fix,
before i applied a shift in the vs for this, but now it is not necesary
for I have only left vs for the fire/smoke/clouds and the blood
vs BFD3251D.txt fire, smoke, clouds
(...)
// dp4 o0.x, r4, c0
// dp4 o0.y, r4, c1
// dp4 o0.z, r4, c2
// dp4 o0.w, r4, c3
dp4 r12.x, r4, c0
dp4 r12.y, r4, c1
dp4 r12.z, r4, c2
dp4 r12.w, r4, c3
texldl r24, c220.z, s1
add r24.y, r12.w, -r24.y
mul r24.x, r24.x, r24.y
add r12.x, r12.x, r24.x
mov o0, r12
(...)
vs C18FB7BE.txt blood effect
(...)
dp4 r4.x, r3, c4
dp4 r4.y, r3, c5
dp4 r4.z, r3, c6
dp4 r4.w, r3, c7
texldl r24, c220.z, s1
add r24.y, r4.w, -r24.y
mul r24.x, r24.x, r24.y
add r4.x, r4.x, r24.x
(...)
vs main hud 2817feec
ps with your method, i continue testing but until now, in low, med.. ultra are almost all shadows are fixes, only softshadows no work yet
1ECD1E15
2F87C8DA
3E66D762
4D40D55A
94ACCF92
AE1DF375
D5F540AE
E04282D4
[/quote]
Awesome! I have not looked at the other effects, just the clouds, because I have basically not actually played the game yet lol. Sounds like you have made good progress on all the other stuff. One thing I noticed is that different 'quality' levels do have different shaders, but you have the formula to sort it out now.
Actually I forgot, I did have a look at the Tutorial level, and I fixed a couple of things like the red selection marker, the pink floaty lights, and so on, because they were easy. The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?
Regarding markers, usually you just put these at a fixed depth, have you done that before? Its just:
...
def c220, 0.8, 0, 0.0625, 0
...
texldl r24, c220.z, s0
mul r24.x, r24.x, c220.x
add r0.x, r0.x, r24.x
...
and you change r24.x to be something 'sensible' (0.5-0.9 usually works), or have a toggle key with two settings.
When you are happy with the fix, PM eqzitara to get an account to upload it to the helixmod.blogspot site.
If you need any more help, just pop in and ask :-)
kankgeforce99 said:WOW mike!!!,
the shogun it is incredible now. I was searching as to upload them, the shaders in steam version have diferent crc's, but i have applied your method to shaders similars and now it is 90% perfect. only some minor effects flikering in the explosions and the screen blood (similar to rain drops in rome), or de name of the city of the hud, but it is fixable i think.
In map campaing , the river, road, lines ... are all fixes after ps fix,
before i applied a shift in the vs for this, but now it is not necesary
for I have only left vs for the fire/smoke/clouds and the blood
ps with your method, i continue testing but until now, in low, med.. ultra are almost all shadows are fixes, only softshadows no work yet
1ECD1E15
2F87C8DA
3E66D762
4D40D55A
94ACCF92
AE1DF375
D5F540AE
E04282D4
Awesome! I have not looked at the other effects, just the clouds, because I have basically not actually played the game yet lol. Sounds like you have made good progress on all the other stuff. One thing I noticed is that different 'quality' levels do have different shaders, but you have the formula to sort it out now.
Actually I forgot, I did have a look at the Tutorial level, and I fixed a couple of things like the red selection marker, the pink floaty lights, and so on, because they were easy. The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?
Regarding markers, usually you just put these at a fixed depth, have you done that before? Its just:
...
def c220, 0.8, 0, 0.0625, 0
...
texldl r24, c220.z, s0
mul r24.x, r24.x, c220.x
add r0.x, r0.x, r24.x
...
and you change r24.x to be something 'sensible' (0.5-0.9 usually works), or have a toggle key with two settings.
When you are happy with the fix, PM eqzitara to get an account to upload it to the helixmod.blogspot site.
If you need any more help, just pop in and ask :-)
in rome2 the floaty shadow it is terrible, do the game unplayable in 3d, only, when there are a lot grass it is less visible, i found a ps shader that remove the terrain and then as in sg2 all shadows are perfect when proyected over the sea.
" it looks really bad. In one low angle view I could see that the ground seems to be about 6' lower than the things 'standing' on it "
Experimenting with shogun i shift too a vs, over all the terrain that put it all in stereo, and the effect was similar as company of herores2, i dont know if you know it, the terrain was under . but in rome i think that is is only a shadow because it is in stereo if you zoom in and adjust convergente the shadow it is correct.
The effects fire... in sg2 are almost all fixes with the vs BFD3251D.txt, although there are a lot ps that affect too, in rome i found differents vs similiar, but is more difficult because i can not see the red letters in battle and only can save them single or a dump.
for the water drops i think i read there was a mod to remove them
a lot thanks mike, i have been hours and hours trying and reading, and sg2 and about all rome2 it is a dream :)
in rome2 the floaty shadow it is terrible, do the game unplayable in 3d, only, when there are a lot grass it is less visible, i found a ps shader that remove the terrain and then as in sg2 all shadows are perfect when proyected over the sea.
" it looks really bad. In one low angle view I could see that the ground seems to be about 6' lower than the things 'standing' on it "
Experimenting with shogun i shift too a vs, over all the terrain that put it all in stereo, and the effect was similar as company of herores2, i dont know if you know it, the terrain was under . but in rome i think that is is only a shadow because it is in stereo if you zoom in and adjust convergente the shadow it is correct.
The effects fire... in sg2 are almost all fixes with the vs BFD3251D.txt, although there are a lot ps that affect too, in rome i found differents vs similiar, but is more difficult because i can not see the red letters in battle and only can save them single or a dump.
for the water drops i think i read there was a mod to remove them
a lot thanks mike, i have been hours and hours trying and reading, and sg2 and about all rome2 it is a dream :)
...
def c220, 0.8, 0, 0.0625, 0
...
texldl r24, c220.z, s0
mul r24.x, r24.x, c220.x
add r0.x, r0.x, r24.x
...
yes i do it for the main hud in vs, for the different levels of depth and keys, vs2 -> vs3, i was looking the examples about all of eqzitara and i was experimenting in the battlestation midway too, ( although there are another problems lol about as separate the hud with different textures but i ask after )...
"The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?"
After to apply your ps fix, it is not necesary, map campaign now it is almost perfect, before i was using vs 0e67bbe7, 0f2a490b, 0b43afa2, 7b383b35 for put river, roads, line, city in stereo
i pm with anotther question
yes i do it for the main hud in vs, for the different levels of depth and keys, vs2 -> vs3, i was looking the examples about all of eqzitara and i was experimenting in the battlestation midway too, ( although there are another problems lol about as separate the hud with different textures but i ask after )...
"The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?"
After to apply your ps fix, it is not necesary, map campaign now it is almost perfect, before i was using vs 0e67bbe7, 0f2a490b, 0b43afa2, 7b383b35 for put river, roads, line, city in stereo
[quote="kankgeforce99"]...
"The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?"
After to apply your ps fix, it is not necesary, map campaign now it is almost perfect, before i was using vs 0e67bbe7, 0f2a490b, 0b43afa2, 7b383b35 for put river, roads, line, city in stereo
[/quote]
OK that's great. I asked because on my demo version they did not get fixed with shaders I modified, only the shadows. Of course I only fixed a handful, so it's good to know the technique sorted them out as well.
Question - did you say you fixed the water streams in battle mode (or whatever its called)? I noticed that water rendering is a bit wrong but have not looked into it further.
This game is going to look great at the end of this :-)
Final question - what is the date/timestamp of the DLL you used for Rome 2? I am having to use a 2012 version same as Shogun 2, which is a shame as the newer DLLs have more features. Also the red text does not appear during gameplay, which inconvenient, though the DLL still dumps shaders and loads corrected shaders (I've tried both "UseEndScene" settings).
kankgeforce99 said:...
"The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?"
After to apply your ps fix, it is not necesary, map campaign now it is almost perfect, before i was using vs 0e67bbe7, 0f2a490b, 0b43afa2, 7b383b35 for put river, roads, line, city in stereo
OK that's great. I asked because on my demo version they did not get fixed with shaders I modified, only the shadows. Of course I only fixed a handful, so it's good to know the technique sorted them out as well.
Question - did you say you fixed the water streams in battle mode (or whatever its called)? I noticed that water rendering is a bit wrong but have not looked into it further.
This game is going to look great at the end of this :-)
Final question - what is the date/timestamp of the DLL you used for Rome 2? I am having to use a 2012 version same as Shogun 2, which is a shame as the newer DLLs have more features. Also the red text does not appear during gameplay, which inconvenient, though the DLL still dumps shaders and loads corrected shaders (I've tried both "UseEndScene" settings).
"did you say you fixed the water streams in battle mode (or whatever its called)? I noticed that water rendering is a bit wrong but have not looked into it further."
not, i only fix the river in the campaign map, but with the ps fix now it is fixed automatically.
in battle i continue testing but the water it is good
for rome i have tried a lot, but only old versions work, without red text :) i tried useendscene too but pjjjjj
domingo, 01 de abril de 2012, 15:18:33 225Kb
the game now it is almost similar to napoleon :)))
"did you say you fixed the water streams in battle mode (or whatever its called)? I noticed that water rendering is a bit wrong but have not looked into it further."
not, i only fix the river in the campaign map, but with the ps fix now it is fixed automatically.
in battle i continue testing but the water it is good
for rome i have tried a lot, but only old versions work, without red text :) i tried useendscene too but pjjjjj
domingo, 01 de abril de 2012, 15:18:33 225Kb
the game now it is almost similar to napoleon :)))
[quote="kankgeforce99"]
for rome i have tried a lot, but only old versions work, without red text :) i tried useendscene too but pjjjjj
domingo, 01 de abril de 2012, 15:18:33 225Kb
the game now it is almost similar to napoleon :))) [/quote]
Hi - I have made good progress with Rome 2. 90% done and looking good. It's far easier to work with than the Shogun 2 demo, I can run it in a window so I don't have to close the game down and can easily alt-tab etc. I've fixed pretty much all shadows an lights, fog, smoke, fire, just some small individual things to chip away at, hud markers etc. The main outstanding thing is the crappy 2D screen depth textures for the ground. There are no shaders that can be identified by manually stepping through, so I need to brute force go through shaders to isolate them (and I hope they can be). I did notice that it seems to be related to a quality reduction in the ground textures i.e. after a certain distance from you they go blurry and at that point turn 2d.
kankgeforce99 said:
for rome i have tried a lot, but only old versions work, without red text :) i tried useendscene too but pjjjjj
domingo, 01 de abril de 2012, 15:18:33 225Kb
the game now it is almost similar to napoleon :)))
Hi - I have made good progress with Rome 2. 90% done and looking good. It's far easier to work with than the Shogun 2 demo, I can run it in a window so I don't have to close the game down and can easily alt-tab etc. I've fixed pretty much all shadows an lights, fog, smoke, fire, just some small individual things to chip away at, hud markers etc. The main outstanding thing is the crappy 2D screen depth textures for the ground. There are no shaders that can be identified by manually stepping through, so I need to brute force go through shaders to isolate them (and I hope they can be). I did notice that it seems to be related to a quality reduction in the ground textures i.e. after a certain distance from you they go blurry and at that point turn 2d.
@mike_ar69: Just a suggestion for finding those ground shaders- don't use the Helix cycling technique, it's slow and tedious. Use Tsaebeht's Binary Search Engine. You can find the proper shader in something like 15 y/n tries. It uses the Helix Dump folder, just in a clever way.
Might be especially valuable to you, because of the number of fixes you've looked at.
@mike_ar69: Just a suggestion for finding those ground shaders- don't use the Helix cycling technique, it's slow and tedious. Use Tsaebeht's Binary Search Engine. You can find the proper shader in something like 15 y/n tries. It uses the Helix Dump folder, just in a clever way.
Might be especially valuable to you, because of the number of fixes you've looked at.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
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Hi Bo3b - yeah, I've been using that technique for a long time now. I will give Tsaebeht's utility a go, I've not used it yet (I have my own Excel workbook with lots of little scripts and macros in, but no automated binary search, I've still been doing that manually).
Hi Bo3b - yeah, I've been using that technique for a long time now. I will give Tsaebeht's utility a go, I've not used it yet (I have my own Excel workbook with lots of little scripts and macros in, but no automated binary search, I've still been doing that manually).
[quote="lefuneste"][quote="BazzaLB"]@lefuneste,
Did you do anything special to be able to dump shaders in Rise of Flight or Battle of Stalingrad? [/quote]
I copy the dump structure to directory [b]Rise of Flight\bin_game\release\[/b] The dumped shaders should be there after (same problem for RoF and BoS)[/quote]
I made an error : It is in Rise of Flight\data that you must copy the dump structure !
mike i am crazy searching for the shaders for rome2, i have not been seaching for the other effects and shadows, i have two that do things with the floating shader althought i have artifacts ( horizontals lines, perhaps only remove it parcially ) but the different it is apreciable, i send you for if can be useful. i am playing with the different r parameter. i send you the crc for if you can see any more. and the lines with that ones i have changed and i am playing, tell me when you see ( modr def... etc )
ps: 410ACD10
(...)
mad r0.z, r0.z, -r0.w, v2.y
max r6.x, r0.z, c38.y
mul_sat r0.z, r6.x, c28.w
mov r10, r0
dp4 r11.x, r10, c0
dp4 r11.y, r10, c1
dp4 r11.z, r10, c2
dp4 r11.w, r10, c3
texldl r24, c220.z, s13
add r24.y, r11.w, -r24.y
mul r24.x, r24.x, r24.y
add r11.x, r11.x, -r24.x
dp4 r10.x, r11, c4
dp4 r10.y, r11, c5
dp4 r10.z, r11, c6
dp4 r10.w, r11, c7
mov r0, r10
mul r7, r2.w, r2.xzzz
mul r7, r0.z, r7
mad r7, r7, c30.w, r0.xyyy
(...)
ps: 187437AE
(...)
dp4 r4.x, r0, c4
dp4 r4.y, r0, c5
dp4 r4.z, r0, c6
mov r10, r0
//mov r10.w, c220.w
dp4 r11.x, r10, c0
dp4 r11.y, r10, c1
dp4 r11.z, r10, c2
dp4 r11.w, r10, c3
texldl r24, c220.z, s13
add r24.y, r11.w, -r24.y
mul r24.x, r24.x, r24.y
add r11.x, r11.x, -r24.x
dp4 r10.x, r11, c4
dp4 r10.y, r11, c5
dp4 r10.z, r11, c6
dp4 r10.w, r11, c7
mov r0, r10
dp4 r0.x, r0, c7
(...)
with only ps 187437AE the game hang i donw know why yet, i am only trying
mike i am crazy searching for the shaders for rome2, i have not been seaching for the other effects and shadows, i have two that do things with the floating shader althought i have artifacts ( horizontals lines, perhaps only remove it parcially ) but the different it is apreciable, i send you for if can be useful. i am playing with the different r parameter. i send you the crc for if you can see any more. and the lines with that ones i have changed and i am playing, tell me when you see ( modr def... etc )
Hi, thanks for helping out with this. Your code for 410ACD10 won't work because c0-c3 is "inv_projection", not "view_projection". I also looked at 187437AE briefly (I can remember the CRC lol) so will go back an have another look. I am actually working today because I have a customer deadline due by midnight tonight, so am under some pressure, so won't get round to Rome 2 until tomorrow I don't think. I do however keep popping into this forum for some distraction...
Hi, thanks for helping out with this. Your code for 410ACD10 won't work because c0-c3 is "inv_projection", not "view_projection". I also looked at 187437AE briefly (I can remember the CRC lol) so will go back an have another look. I am actually working today because I have a customer deadline due by midnight tonight, so am under some pressure, so won't get round to Rome 2 until tomorrow I don't think. I do however keep popping into this forum for some distraction...
OK so I could not help myself, apparently I secretly wish to lose my job... I have fixed all the floaty terrain stuff. in Rome 2. It was more complicated than fixing other shaders.
@kankgeforce99 The shader 187437AE.txt was one of the ones that needed fixing, but there were several others, and there were 3 different types of fix necessary - 1. fixing 187437AE was OK, 2. then there were some with only the 'inv_view_proj' in so I had to use the DLL function to get the inverse matrix, 3. then there were some shaders were the "forward transformed" variable under the 'view_proj' matrix had to be corrected even though the shader also had an 'inv_view_proj' in it. There was also a range of different things that had to be done in each shader to properly normalize the transform variable.
Unusually, every single fix in this game has been in a Pixel Shader - not a single Vertex Shader fix, not even for fog, smoke and fire. The only things that remain though are to push the HUD in depth a bit - there are a couple of 2D things like the tactical map and some markers, and also displaying the "encyclopeadia". I'll get it up on the Blog shortly.
OK so I could not help myself, apparently I secretly wish to lose my job... I have fixed all the floaty terrain stuff. in Rome 2. It was more complicated than fixing other shaders.
@kankgeforce99 The shader 187437AE.txt was one of the ones that needed fixing, but there were several others, and there were 3 different types of fix necessary - 1. fixing 187437AE was OK, 2. then there were some with only the 'inv_view_proj' in so I had to use the DLL function to get the inverse matrix, 3. then there were some shaders were the "forward transformed" variable under the 'view_proj' matrix had to be corrected even though the shader also had an 'inv_view_proj' in it. There was also a range of different things that had to be done in each shader to properly normalize the transform variable.
Unusually, every single fix in this game has been in a Pixel Shader - not a single Vertex Shader fix, not even for fog, smoke and fire. The only things that remain though are to push the HUD in depth a bit - there are a couple of 2D things like the tactical map and some markers, and also displaying the "encyclopeadia". I'll get it up on the Blog shortly.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
the shogun it is incredible now. I was searching as to upload them, the shaders in steam version have diferent crc's, but i have applied your method to shaders similars and now it is 90% perfect. only some minor effects flikering in the explosions and the screen blood (similar to rain drops in rome), or de name of the city of the hud, but it is fixable i think.
In map campaing , the river, road, lines ... are all fixes after ps fix,
before i applied a shift in the vs for this, but now it is not necesary
for I have only left vs for the fire/smoke/clouds and the blood
vs BFD3251D.txt fire, smoke, clouds
(...)
// dp4 o0.x, r4, c0
// dp4 o0.y, r4, c1
// dp4 o0.z, r4, c2
// dp4 o0.w, r4, c3
dp4 r12.x, r4, c0
dp4 r12.y, r4, c1
dp4 r12.z, r4, c2
dp4 r12.w, r4, c3
texldl r24, c220.z, s1
add r24.y, r12.w, -r24.y
mul r24.x, r24.x, r24.y
add r12.x, r12.x, r24.x
mov o0, r12
(...)
vs C18FB7BE.txt blood effect
(...)
dp4 r4.x, r3, c4
dp4 r4.y, r3, c5
dp4 r4.z, r3, c6
dp4 r4.w, r3, c7
texldl r24, c220.z, s1
add r24.y, r4.w, -r24.y
mul r24.x, r24.x, r24.y
add r4.x, r4.x, r24.x
(...)
vs main hud 2817feec
ps with your method, i continue testing but until now, in low, med.. ultra are almost all shadows are fixes, only softshadows no work yet
1ECD1E15
2F87C8DA
3E66D762
4D40D55A
94ACCF92
AE1DF375
D5F540AE
E04282D4
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
Awesome! I have not looked at the other effects, just the clouds, because I have basically not actually played the game yet lol. Sounds like you have made good progress on all the other stuff. One thing I noticed is that different 'quality' levels do have different shaders, but you have the formula to sort it out now.
Actually I forgot, I did have a look at the Tutorial level, and I fixed a couple of things like the red selection marker, the pink floaty lights, and so on, because they were easy. The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?
Regarding markers, usually you just put these at a fixed depth, have you done that before? Its just:
...
def c220, 0.8, 0, 0.0625, 0
...
texldl r24, c220.z, s0
mul r24.x, r24.x, c220.x
add r0.x, r0.x, r24.x
...
and you change r24.x to be something 'sensible' (0.5-0.9 usually works), or have a toggle key with two settings.
When you are happy with the fix, PM eqzitara to get an account to upload it to the helixmod.blogspot site.
If you need any more help, just pop in and ask :-)
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
" it looks really bad. In one low angle view I could see that the ground seems to be about 6' lower than the things 'standing' on it "
Experimenting with shogun i shift too a vs, over all the terrain that put it all in stereo, and the effect was similar as company of herores2, i dont know if you know it, the terrain was under . but in rome i think that is is only a shadow because it is in stereo if you zoom in and adjust convergente the shadow it is correct.
The effects fire... in sg2 are almost all fixes with the vs BFD3251D.txt, although there are a lot ps that affect too, in rome i found differents vs similiar, but is more difficult because i can not see the red letters in battle and only can save them single or a dump.
for the water drops i think i read there was a mod to remove them
a lot thanks mike, i have been hours and hours trying and reading, and sg2 and about all rome2 it is a dream :)
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
def c220, 0.8, 0, 0.0625, 0
...
texldl r24, c220.z, s0
mul r24.x, r24.x, c220.x
add r0.x, r0.x, r24.x
...
yes i do it for the main hud in vs, for the different levels of depth and keys, vs2 -> vs3, i was looking the examples about all of eqzitara and i was experimenting in the battlestation midway too, ( although there are another problems lol about as separate the hud with different textures but i ask after )...
"The roads and rivers are all 2D and I did not make much effort to fix them - just changing the vertex shader did not work. It sounds like you fixed this stuff? What PS was it that fixes this?"
After to apply your ps fix, it is not necesary, map campaign now it is almost perfect, before i was using vs 0e67bbe7, 0f2a490b, 0b43afa2, 7b383b35 for put river, roads, line, city in stereo
i pm with anotther question
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
OK that's great. I asked because on my demo version they did not get fixed with shaders I modified, only the shadows. Of course I only fixed a handful, so it's good to know the technique sorted them out as well.
Question - did you say you fixed the water streams in battle mode (or whatever its called)? I noticed that water rendering is a bit wrong but have not looked into it further.
This game is going to look great at the end of this :-)
Final question - what is the date/timestamp of the DLL you used for Rome 2? I am having to use a 2012 version same as Shogun 2, which is a shame as the newer DLLs have more features. Also the red text does not appear during gameplay, which inconvenient, though the DLL still dumps shaders and loads corrected shaders (I've tried both "UseEndScene" settings).
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
not, i only fix the river in the campaign map, but with the ps fix now it is fixed automatically.
in battle i continue testing but the water it is good
for rome i have tried a lot, but only old versions work, without red text :) i tried useendscene too but pjjjjj
domingo, 01 de abril de 2012, 15:18:33 225Kb
the game now it is almost similar to napoleon :)))
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
Hi - I have made good progress with Rome 2. 90% done and looking good. It's far easier to work with than the Shogun 2 demo, I can run it in a window so I don't have to close the game down and can easily alt-tab etc. I've fixed pretty much all shadows an lights, fog, smoke, fire, just some small individual things to chip away at, hud markers etc. The main outstanding thing is the crappy 2D screen depth textures for the ground. There are no shaders that can be identified by manually stepping through, so I need to brute force go through shaders to isolate them (and I hope they can be). I did notice that it seems to be related to a quality reduction in the ground textures i.e. after a certain distance from you they go blurry and at that point turn 2d.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Might be especially valuable to you, because of the number of fixes you've looked at.
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
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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
I made an error : It is in Rise of Flight\data that you must copy the dump structure !
ps: 410ACD10
(...)
mad r0.z, r0.z, -r0.w, v2.y
max r6.x, r0.z, c38.y
mul_sat r0.z, r6.x, c28.w
mov r10, r0
dp4 r11.x, r10, c0
dp4 r11.y, r10, c1
dp4 r11.z, r10, c2
dp4 r11.w, r10, c3
texldl r24, c220.z, s13
add r24.y, r11.w, -r24.y
mul r24.x, r24.x, r24.y
add r11.x, r11.x, -r24.x
dp4 r10.x, r11, c4
dp4 r10.y, r11, c5
dp4 r10.z, r11, c6
dp4 r10.w, r11, c7
mov r0, r10
mul r7, r2.w, r2.xzzz
mul r7, r0.z, r7
mad r7, r7, c30.w, r0.xyyy
(...)
ps: 187437AE
(...)
dp4 r4.x, r0, c4
dp4 r4.y, r0, c5
dp4 r4.z, r0, c6
mov r10, r0
//mov r10.w, c220.w
dp4 r11.x, r10, c0
dp4 r11.y, r10, c1
dp4 r11.z, r10, c2
dp4 r11.w, r10, c3
texldl r24, c220.z, s13
add r24.y, r11.w, -r24.y
mul r24.x, r24.x, r24.y
add r11.x, r11.x, -r24.x
dp4 r10.x, r11, c4
dp4 r10.y, r11, c5
dp4 r10.z, r11, c6
dp4 r10.w, r11, c7
mov r0, r10
dp4 r0.x, r0, c7
(...)
with only ps 187437AE the game hang i donw know why yet, i am only trying
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
@kankgeforce99 The shader 187437AE.txt was one of the ones that needed fixing, but there were several others, and there were 3 different types of fix necessary - 1. fixing 187437AE was OK, 2. then there were some with only the 'inv_view_proj' in so I had to use the DLL function to get the inverse matrix, 3. then there were some shaders were the "forward transformed" variable under the 'view_proj' matrix had to be corrected even though the shader also had an 'inv_view_proj' in it. There was also a range of different things that had to be done in each shader to properly normalize the transform variable.
Unusually, every single fix in this game has been in a Pixel Shader - not a single Vertex Shader fix, not even for fog, smoke and fire. The only things that remain though are to push the HUD in depth a bit - there are a couple of 2D things like the tactical map and some markers, and also displaying the "encyclopeadia". I'll get it up on the Blog shortly.
Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278
Windows 7 64bit, i7, GTX680, 16GB, Benq 120hz