How to fix/disable shaders in games(DLL,guide and fixes).
  138 / 167    
Wait what? Helix has a DX11 wrapper all of his own?
Wait what? Helix has a DX11 wrapper all of his own?

Posted 07/31/2013 11:50 PM   
Bah...3D Photoshop.... ^_-
Bah...3D Photoshop.... ^_-

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 07/31/2013 11:58 PM   
[quote="eqzitara"]EDIT: Okay, I tweaked it as much I can with new banner. Its up to you if you want to use it but It doesnt overlap that much. Best I can do See [url]http://helixmod.blogspot.com/2012/12/miasmata.html[/url][/quote]Nice. A lot better. I looked at the default size of the Embed off of 3DVisionLive, and it's 500x300, and that's not even a correct ratio. The images are apparently 16:10, and that's 480x300 if done correctly. On their default setting, there is a black bar on the edges, which frustrates my programmer mind, because they only have to do this properly once on their end. And now that they've botched it, every single user of the feature has to jack with it. Sigh. Anyway, since I'm forced to jack with it anyway, the next time I make one up I'll use your table format with resized Embeds. Thanks for taking a look.
eqzitara said:EDIT:
Okay, I tweaked it as much I can with new banner. Its up to you if you want to use it but It doesnt overlap that much. Best I can do
See http://helixmod.blogspot.com/2012/12/miasmata.html
Nice. A lot better.

I looked at the default size of the Embed off of 3DVisionLive, and it's 500x300, and that's not even a correct ratio. The images are apparently 16:10, and that's 480x300 if done correctly. On their default setting, there is a black bar on the edges, which frustrates my programmer mind, because they only have to do this properly once on their end. And now that they've botched it, every single user of the feature has to jack with it. Sigh.

Anyway, since I'm forced to jack with it anyway, the next time I make one up I'll use your table format with resized Embeds. Thanks for taking a look.

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

Posted 08/01/2013 09:47 AM   
Some advice from anyone who is willing. Shadows in RE6 - I found a shader in the DEMO, and managed to fix the 2d dynamic shadows. Not all shadows, since I notice the self shadows on the monsters at the end of the second demo are incorrect, but still a promising start. I put a vid on Solutiongaming here: [url]http://www.3dsolutiongaming.com/2013/07/resident-evil-6/[/url]. Now, I have found an equivalent shader in the FULL game (disabling it disables all the 2d shadows) and it's contents are almost identical, but the same fix does not work properly. Shadows are perfect at some angles, but not at others. It seems to be related to local directional lights (having a kind of snapping in and out effect). Has anyone seen this before, where shadow rendering (which was 2d) becomes view dependent? Its driving me nuts. I even copied the code from the demo shader to the full game shader and get exactly the same view dependent shadows, that does not happen in the demo. This is leading me to blame some other lighting effect (like perhaps the light dome stuff in PayDay Heist). Any guesses as to where I should look for a solution would be welcome.
Some advice from anyone who is willing. Shadows in RE6 - I found a shader in the DEMO, and managed to fix the 2d dynamic shadows. Not all shadows, since I notice the self shadows on the monsters at the end of the second demo are incorrect, but still a promising start. I put a vid on Solutiongaming here: http://www.3dsolutiongaming.com/2013/07/resident-evil-6/.
Now, I have found an equivalent shader in the FULL game (disabling it disables all the 2d shadows) and it's contents are almost identical, but the same fix does not work properly. Shadows are perfect at some angles, but not at others. It seems to be related to local directional lights (having a kind of snapping in and out effect). Has anyone seen this before, where shadow rendering (which was 2d) becomes view dependent? Its driving me nuts. I even copied the code from the demo shader to the full game shader and get exactly the same view dependent shadows, that does not happen in the demo. This is leading me to blame some other lighting effect (like perhaps the light dome stuff in PayDay Heist). Any guesses as to where I should look for a solution would be welcome.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 08/02/2013 04:02 AM   
Its probably distance from object [bubble] Z is lt whatever value triggers it. I dont think it happens in demo because its not hitting the magic number where it pierces the "bubble". I opened RE6 and it looked identical to the 3 other games where I've seen it in lighting except with reflections. And it sounds like when you get it to that point shadows do same thing. I never looked into it but why does these domes exist in first place? When it was lighting I thought it was the range before the secondary lighting kicks [like shadows change from being hit from just main light source to secondary as well]. Reflections, I have no idea. Is it for enhanced resolution(?) the closer you are to it? Im curious if its possible to remove them as a source of light causing shadows. If your hoping helix knows, I dont think he ever ran into it. I showed him the video in Serious sam and he said he never saw it. Only other person who would might be capable enough to fix it if they ran into it would be mana84. I really don't think he did.
Its probably distance from object [bubble]
Z is lt whatever value triggers it. I dont think it happens in demo because its not hitting the magic number where it pierces the "bubble".

I opened RE6 and it looked identical to the 3 other games where I've seen it in lighting except with reflections. And it sounds like when you get it to that point shadows do same thing.

I never looked into it but why does these domes exist in first place? When it was lighting I thought it was the range before the secondary lighting kicks [like shadows change from being hit from just main light source to secondary as well]. Reflections, I have no idea. Is it for enhanced resolution(?) the closer you are to it? Im curious if its possible to remove them as a source of light causing shadows.

If your hoping helix knows, I dont think he ever ran into it. I showed him the video in Serious sam and he said he never saw it. Only other person who would might be capable enough to fix it if they ran into it would be mana84. I really don't think he did.

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 08/02/2013 04:56 AM   
I think eqzitara is onto something there. I've seen some code that uses a 1/r^2 technique for lighting, because the intensity of light drops off using that formula for radius. They are doing that as a way to make it more realistic, so as you get farther away, lights get dimmer. Until, you reach a point where it no longer has any noticeable effect. That might be what you are seeing here. When it crosses over to no effect, it might be going negative, instead of zero. Not sure if you can change the mode from wrapping to clamp. That spot could also be where another defective shader takes control of the lighting, since the first one went to zero, the next one can step in. If the 2nd were busted, it could make it jump like that. I think eqzitara's idea of it being a secondary light source kicking in after the first has gone to zero, has some potential.
I think eqzitara is onto something there. I've seen some code that uses a 1/r^2 technique for lighting, because the intensity of light drops off using that formula for radius. They are doing that as a way to make it more realistic, so as you get farther away, lights get dimmer.

Until, you reach a point where it no longer has any noticeable effect. That might be what you are seeing here. When it crosses over to no effect, it might be going negative, instead of zero. Not sure if you can change the mode from wrapping to clamp.

That spot could also be where another defective shader takes control of the lighting, since the first one went to zero, the next one can step in. If the 2nd were busted, it could make it jump like that.

I think eqzitara's idea of it being a secondary light source kicking in after the first has gone to zero, has some potential.

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

Posted 08/02/2013 07:05 AM   
I have no idea what I'm talking about, but I'm going to offer a thought anyway. Feel free to ignore it. It sounds like what you're describing is a form of LOD/view distance thing. Most every game will swap models for lower resolution versions as the player moves away from an object/enemy. I see no reason why they wouldn't swap better looking shaders that demand more power to execute for simpler ones as the player gets further away. Hence you have a dome of high detail, a dome of medium detail that's beyond that, then one of low detail even further out. So you could be looking for two or more separate shaders. You may also be able to tweak an ini somewhere to extend the cutoff for high detail lights/reflections/whatever.
I have no idea what I'm talking about, but I'm going to offer a thought anyway. Feel free to ignore it.

It sounds like what you're describing is a form of LOD/view distance thing. Most every game will swap models for lower resolution versions as the player moves away from an object/enemy. I see no reason why they wouldn't swap better looking shaders that demand more power to execute for simpler ones as the player gets further away. Hence you have a dome of high detail, a dome of medium detail that's beyond that, then one of low detail even further out. So you could be looking for two or more separate shaders.

You may also be able to tweak an ini somewhere to extend the cutoff for high detail lights/reflections/whatever.

Posted 08/02/2013 07:57 AM   
Thanks everyone. There are two separate problems I think. 1. A set of lighting and shadow effects that are distance related. These effects are not 2d screen issues, they just look wrong 2. Specific issues with 2d shadows that are 'angle' related. I can be as close or as far as I like and as long I am at the right angle to the light source they work. But even when I am very close if I turn so that my angle to the light direction is >90 deg they go wrong. I think the issue might be that the effect of a light is often determined by a vector overlap (dot product) with view vector. Not sure why this does not screw up 2d rendering though. Maybe I need to correct the view vector (though I think I might have tried this). I am on vacation from today so won't look at this for a while but if anyone else interested in giving it a shot please do :-)
Thanks everyone. There are two separate problems I think.
1. A set of lighting and shadow effects that are distance related. These effects are not 2d screen issues, they just look wrong
2. Specific issues with 2d shadows that are 'angle' related. I can be as close or as far as I like and as long I am at the right angle to the light source they work. But even when I am very close if I turn so that my angle to the light direction is >90 deg they go wrong. I think the issue might be that the effect of a light is often determined by a vector overlap (dot product) with view vector. Not sure why this does not screw up 2d rendering though. Maybe I need to correct the view vector (though I think I might have tried this).

I am on vacation from today so won't look at this for a while but if anyone else interested in giving it a shot please do :-)

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 08/02/2013 02:58 PM   
Did you try what I did in SS hd? In those games it worked because the game doesnt need a high convergence value. But might work better in RE6.
Did you try what I did in SS hd? In those games it worked because the game doesnt need a high convergence value. But might work better in RE6.

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 08/03/2013 12:41 AM   
Is it possible to bind a key to your pixel/vertexshader so you can enable and disable it ingame? I managed to remove the HUD in Red Faction Guerilla but it also disables a bunch of other text making it impossible to navigate menus and such. So being able to turn it on/off would be very useful.
Is it possible to bind a key to your pixel/vertexshader so you can enable and disable it ingame? I managed to remove the HUD in Red Faction Guerilla but it also disables a bunch of other text making it impossible to navigate menus and such. So being able to turn it on/off would be very useful.

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 08/17/2013 08:27 PM   
Paste vertex shader here.
Paste vertex shader here.

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
https://www.patreon.com/user?u=791918

Posted 08/17/2013 09:31 PM   
[quote="eqzitara"]Paste vertex shader here.[/quote] Actually it's three pixelshaders, one removes the crosshair and part of the minimap, the other removes the rest of the minimap background, and the third some random icons on the minimap. Here it is: [url]http://www.sendspace.com/file/70xu4b[/url] Edit: If you could bind all three to one key would be the best. Unless that doesn't work and you have to bind three keyes? :P
eqzitara said:Paste vertex shader here.


Actually it's three pixelshaders, one removes the crosshair and part of the minimap, the other removes the rest of the minimap background, and the third some random icons on the minimap.

Here it is:

http://www.sendspace.com/file/70xu4b

Edit: If you could bind all three to one key would be the best. Unless that doesn't work and you have to bind three keyes? :P

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 08/18/2013 10:14 AM   
[quote="Jan-Itor"][quote="eqzitara"]Paste vertex shader here.[/quote] Actually it's three pixelshaders, one removes the crosshair and part of the minimap, the other removes the rest of the minimap background, and the third some random icons on the minimap. Here it is: [url]http://www.sendspace.com/file/zwet06[/url] Edit: If you could bind all three to one key would be the best. Unless that doesn't work and you have to bind three keyes? :P[/quote]He needs the original shader code. Your code here is the modified/deleted/empty shader.
Jan-Itor said:
eqzitara said:Paste vertex shader here.


Actually it's three pixelshaders, one removes the crosshair and part of the minimap, the other removes the rest of the minimap background, and the third some random icons on the minimap.

Here it is:

http://www.sendspace.com/file/zwet06

Edit: If you could bind all three to one key would be the best. Unless that doesn't work and you have to bind three keyes? :P
He needs the original shader code.

Your code here is the modified/deleted/empty shader.

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

Posted 08/18/2013 11:01 AM   
[quote="bo3b"]He needs the original shader code. Your code here is the modified/deleted/empty shader.[/quote] So the files in the "Dumps" folder? Hold on, gotta find them again :P
bo3b said:He needs the original shader code.

Your code here is the modified/deleted/empty shader.


So the files in the "Dumps" folder? Hold on, gotta find them again :P

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 08/18/2013 11:20 AM   
Okay here are the unedited shader .txt files. I also repalced the link above with this one [url]http://www.sendspace.com/file/70xu4b[/url]
Okay here are the unedited shader .txt files. I also repalced the link above with this one

http://www.sendspace.com/file/70xu4b

1080 Ti - i7 5820k - 16Gb RAM - Win 10 version 1607 - ASUS VG236H (1920x1080@120Hz)

Posted 08/18/2013 11:28 AM   
  138 / 167    
Scroll To Top