Hey there.
So this was one of the most amazing looking games in 3D on release but overtime it seems the developer has abandoned it. Now A while back they updated the graphics and broke things, but released an update that fixed most of the issues (with shader on medium)
Now with the new update yesturday there is now a cross hair in a specific mode that's toggleable. The 3d cursor in this game is 3d sensitive, but of course in this new update the action cam cross hair is not. While digging deeper it seems they have gone the lazy route and just made it part of the UI HUD.
The current fix allows you to choose 3 presets to push the UI out, so the solution should be to push the HUD at maximum depth so the crosshair sits in front of the character, the problem with this is the UI then becomes unreadable/unusable in many screens.
So I fired up the Helixmod debugger in an attempt to at least try to disable it somehow. and I find it appears to be the very first Vertex shader, but when I disabled it also removes a bunch of other UI elements making this solution unable to be used as well.
Looking through B03b wiki notes I find this.
[quote]
Texture Hunting and Filtering
If you have altered a shader and find it is affecting things that you would rather leave alone, you need to find a way to distinguish between the different effects it is used for. This is quite common for UI shaders, where you may only want to adjust the depth for part of the UI (e.g. crosshair), or where you find the UI shader also affects other non-UI things in the scene. One common technique do achieve this is by filtering on the CRC of the texture used for the effects...
[/quote]
This sounds like what I am looking for? I figure the best solution here is too somehow manipulate the current shader in the fix. (2F6B0C83) which deals with the hud depth and push the cross hair to the maximum depth while leaving the rest of the hud at screen. There are current 3 options to push the entire UI into depth.
Yet when I run with the bCalcTexCRCatStart = true flag to hunt for the texture the game crashes =(
Can anyone in the know give me a hand with this to see if it's possible?
As it stands its really hampering me using this mode in 3d which I've been awaiting for for along time. Using the current fixes HUD depth settings just doesn't really work.
So this was one of the most amazing looking games in 3D on release but overtime it seems the developer has abandoned it. Now A while back they updated the graphics and broke things, but released an update that fixed most of the issues (with shader on medium)
Now with the new update yesturday there is now a cross hair in a specific mode that's toggleable. The 3d cursor in this game is 3d sensitive, but of course in this new update the action cam cross hair is not. While digging deeper it seems they have gone the lazy route and just made it part of the UI HUD.
The current fix allows you to choose 3 presets to push the UI out, so the solution should be to push the HUD at maximum depth so the crosshair sits in front of the character, the problem with this is the UI then becomes unreadable/unusable in many screens.
So I fired up the Helixmod debugger in an attempt to at least try to disable it somehow. and I find it appears to be the very first Vertex shader, but when I disabled it also removes a bunch of other UI elements making this solution unable to be used as well.
Looking through B03b wiki notes I find this.
Texture Hunting and Filtering
If you have altered a shader and find it is affecting things that you would rather leave alone, you need to find a way to distinguish between the different effects it is used for. This is quite common for UI shaders, where you may only want to adjust the depth for part of the UI (e.g. crosshair), or where you find the UI shader also affects other non-UI things in the scene. One common technique do achieve this is by filtering on the CRC of the texture used for the effects...
This sounds like what I am looking for? I figure the best solution here is too somehow manipulate the current shader in the fix. (2F6B0C83) which deals with the hud depth and push the cross hair to the maximum depth while leaving the rest of the hud at screen. There are current 3 options to push the entire UI into depth.
Yet when I run with the bCalcTexCRCatStart = true flag to hunt for the texture the game crashes =(
Can anyone in the know give me a hand with this to see if it's possible?
As it stands its really hampering me using this mode in 3d which I've been awaiting for for along time. Using the current fixes HUD depth settings just doesn't really work.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
An Update on this, I was able to use a older debug.dll to keep the game running long enough to find the right texture. (7715D5C8) and the vertex shader in particular that governs the UI elemets is 2F6B0C83
The game will still crash after a while though so it took a few attempts and was very painful process.
So immediately I am concerned. Does the bCalcTexCRCatStart = true need to be enabled for this to work or is it just for the hunting process? None of the dll's I used were stable with this game with this flag on.
My idea to fix this as I understand it I need to filter this texture in the default screen depth preset and push it into the background keeping the other elements as they are. But i'm a little stuck from here..
So something like the below needs to be added to the .ini
[code]
[VS2F6B0C83]
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8[/code]
and this is where I get a little stuck. I assume i need to put some code into the Shader file, but I'm confused by the example given at the wiki or how the whitelist/blacklist system works.
Apologies if this should all be in the shader hacking school, but I thought I new thread might be a good Idea for this game as its just been updated with a new expantion
An Update on this, I was able to use a older debug.dll to keep the game running long enough to find the right texture. (7715D5C8) and the vertex shader in particular that governs the UI elemets is 2F6B0C83
The game will still crash after a while though so it took a few attempts and was very painful process.
So immediately I am concerned. Does the bCalcTexCRCatStart = true need to be enabled for this to work or is it just for the hunting process? None of the dll's I used were stable with this game with this flag on.
My idea to fix this as I understand it I need to filter this texture in the default screen depth preset and push it into the background keeping the other elements as they are. But i'm a little stuck from here..
So something like the below needs to be added to the .ini
and this is where I get a little stuck. I assume i need to put some code into the Shader file, but I'm confused by the example given at the wiki or how the whitelist/blacklist system works.
Apologies if this should all be in the shader hacking school, but I thought I new thread might be a good Idea for this game as its just been updated with a new expantion
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Yeah, sometimes "bCalcTexCRCatStart = true" can cause issues. You can also search for textures by saving them to the textures log.
Paste this code in the Dx9Settings.ini file:
[code]
[VS2F6B0C83]
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8;
VBOffsetList = 0;
[VB2F6B0C83.0]
PointsList = 554
[/code]
When in-game, press F12 to save textures to the file TEXTURESLOG.txt, located in the game directory. Also can you also post vertex shader 2F6B0C83?
Thanks a lot for your help.
I have been running through Bo3b's lessons on the wiki, and am about 50% through but it always helps me to learn to tackle a related problem I am interested in.
The shader is just the one so far from the Guildwars 2 fix on the Helix blog. As attached.
I figure its better to update the current fix than start from scratch. Although as I understand the only thing the current fix really does is enable some depth presets for the entire UI. Now I am not sure if somethings been broken but in this game I find it pretty impossible to play with UI at depth mainly cause the mouse cursor in this game is dynamically rendered for stereoscopic 3D which I don't think I've seen done before. The map screen is also pretty messed up as the icons have popout.
Also I might be wrong but I believe the base game is now free to play.
[code]// Helix Mod Fix: "Guild Wars 2" by Eincrou
// Last Modified for Fix Version: 6 (June 6, 2013)
// Game Version: Gw2: 16,378
// http://helixmod.blogspot.com/
// VS#1: UI 1
vs_3_0
def c224, 0.3, 0, 0.0625, 0
dcl_2d s0
def c6, 0, 1, 0, 0
dcl_position v0
dcl_normal v3
dcl_texcoord v7
dcl_texcoord1 v8
dcl_texcoord2 v9
dcl_texcoord3 v10
dcl_texcoord o0
dcl_position o1
mov r0.xyz, c6.x
mov r0.xyz, c6.x
dp4 r8.x, v0, c0
dp4 r8.y, v0, c1
dp4 r8.z, v0, c2
dp4 r8.w, v0, c3
mov r1.xy, v7
mov r1.zw, c6.y
dp4 r2.x, r1, c4
dp4 r2.y, r1, c5
mov o0.xy, r2.xyxy
mov r11.x, c250.z // Depth value toggle, as defined in DX9Settings.ini
texldl r10, c224.z, s0
mul r10.x, r10.x, -r11.x
add r8.x, r8.x, -r10.x
mov o1, r8
// approximately 11 instruction slots used
[/code]
I have been running through Bo3b's lessons on the wiki, and am about 50% through but it always helps me to learn to tackle a related problem I am interested in.
The shader is just the one so far from the Guildwars 2 fix on the Helix blog. As attached.
I figure its better to update the current fix than start from scratch. Although as I understand the only thing the current fix really does is enable some depth presets for the entire UI. Now I am not sure if somethings been broken but in this game I find it pretty impossible to play with UI at depth mainly cause the mouse cursor in this game is dynamically rendered for stereoscopic 3D which I don't think I've seen done before. The map screen is also pretty messed up as the icons have popout.
Also I might be wrong but I believe the base game is now free to play.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote]Does the bCalcTexCRCatStart = true need to be enabled for this to work or is it just for the hunting process?[/quote]No, it's usually only needed for texture hunting (and as 4everAwake pointed out there is an alternate method to find texture CRCs if that crashes). There's a few exceptions where a game does something weird and might need this enabled to get consistent texture CRCs (and maybe CalcTexCRCAtUpdate), but mostly it's fine to have it disabled.
I'm assuming that you've already read through the tip on the wiki since you quoted part of it - you will want to do pretty much what it says, though you can use an else statement to keep the UI adjustment from the original fix for other UI elements:
NOTE - this is untested! I could have a typo or mistake somewhere here!
[code]
[VS2F6B0C83]
; 7715D5C8 - crosshair
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8;
; The next two lines are only to allow SaveTextureLogKey (F12) to work:
VBOffsetList = 0;
[VB2F6B0C83.0]
[/code]
[code]
vs_3_0
def c224, 0, 1, 0.0625, 0.6 // updated y to match ValForDefined, w is crosshair depth
dcl_2d s0
def c6, 0, 1, 0, 0
dcl_position v0
dcl_normal v3
dcl_texcoord v7
dcl_texcoord1 v8
dcl_texcoord2 v9
dcl_texcoord3 v10
dcl_texcoord o0
dcl_position o1
mov r0.xyz, c6.x
mov r0.xyz, c6.x
// The original output position register o1 has been replaced with a temporary
// register r8 so we can adjust it below:
dp4 r8.x, v0, c0
dp4 r8.y, v0, c1
dp4 r8.z, v0, c2
dp4 r8.w, v0, c3
mov r1.xy, v7
mov r1.zw, c6.y
dp4 r2.x, r1, c4
dp4 r2.y, r1, c5
mov o0.xy, r2.xyxy
// We can't use two constant registers in the same instruction, so copy
// TexCounterReg to a temporary register first:
mov r29.x, c251.x
// Test if the texture is the crosshair if TexCounterReg.x == ValForDefined
if_eq r29.x, c224.y
// Matched the crosshair - adjust to the crosshair depth c224.w
texldl r10, c224.z, s0
mul r10.x, r10.x, c224.w
add r8.x, r8.x, r10.x
else
// Did not match the crosshair, use the depth adjustment from the
// original fix instead (I've left this as the original, but the two
// negates in the mul and add instructions could be dropped as they
// cancel each other out):
mov r11.x, c250.z // Depth value toggle, as defined in DX9Settings.ini
texldl r10, c224.z, s0
mul r10.x, r10.x, -r11.x
add r8.x, r8.x, -r10.x
endif
// copy the temporary position register r8 to the output position register o1:
mov o1, r8
[/code]
Here I've just moved the crosshair to 0.6 (c224.w) and left other UI elements being adjusted from Const3. You could experiment with this and allow the crosshair to be adjusted from another constant (be careful - for some reason some of the cutscene shaders in the original fix have code that would disable their adjustment if you use Const2, even though that is not currently used in the DX9Settings.ini file).
[quote]Now with the new update yesturday there is now a cross hair in a specific mode that's toggleable. The 3d cursor in this game is 3d sensitive, but of course in this new update the action cam cross hair is not. While digging deeper it seems they have gone the lazy route and just made it part of the UI HUD.[/quote]
That's a shame that they didn't reuse that code for the crosshair, but it is possible to do that ourselves (like I have done in Miasmata, The Long Dark, Stranded Deep and Montague's Mount), but it is tricky at the best of times and not something I'd recommend you attempt until you have a pretty good handle things.
Does the bCalcTexCRCatStart = true need to be enabled for this to work or is it just for the hunting process?
No, it's usually only needed for texture hunting (and as 4everAwake pointed out there is an alternate method to find texture CRCs if that crashes). There's a few exceptions where a game does something weird and might need this enabled to get consistent texture CRCs (and maybe CalcTexCRCAtUpdate), but mostly it's fine to have it disabled.
I'm assuming that you've already read through the tip on the wiki since you quoted part of it - you will want to do pretty much what it says, though you can use an else statement to keep the UI adjustment from the original fix for other UI elements:
NOTE - this is untested! I could have a typo or mistake somewhere here!
[VS2F6B0C83]
; 7715D5C8 - crosshair
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8;
; The next two lines are only to allow SaveTextureLogKey (F12) to work:
VBOffsetList = 0;
[VB2F6B0C83.0]
vs_3_0
def c224, 0, 1, 0.0625, 0.6 // updated y to match ValForDefined, w is crosshair depth
dcl_2d s0
def c6, 0, 1, 0, 0
dcl_position v0
dcl_normal v3
dcl_texcoord v7
dcl_texcoord1 v8
dcl_texcoord2 v9
dcl_texcoord3 v10
dcl_texcoord o0
dcl_position o1
mov r0.xyz, c6.x
mov r0.xyz, c6.x
// The original output position register o1 has been replaced with a temporary
// register r8 so we can adjust it below:
dp4 r8.x, v0, c0
dp4 r8.y, v0, c1
dp4 r8.z, v0, c2
dp4 r8.w, v0, c3
else
// Did not match the crosshair, use the depth adjustment from the
// original fix instead (I've left this as the original, but the two
// negates in the mul and add instructions could be dropped as they
// cancel each other out):
mov r11.x, c250.z // Depth value toggle, as defined in DX9Settings.ini
texldl r10, c224.z, s0
mul r10.x, r10.x, -r11.x
add r8.x, r8.x, -r10.x
endif
// copy the temporary position register r8 to the output position register o1:
mov o1, r8
Here I've just moved the crosshair to 0.6 (c224.w) and left other UI elements being adjusted from Const3. You could experiment with this and allow the crosshair to be adjusted from another constant (be careful - for some reason some of the cutscene shaders in the original fix have code that would disable their adjustment if you use Const2, even though that is not currently used in the DX9Settings.ini file).
Now with the new update yesturday there is now a cross hair in a specific mode that's toggleable. The 3d cursor in this game is 3d sensitive, but of course in this new update the action cam cross hair is not. While digging deeper it seems they have gone the lazy route and just made it part of the UI HUD.
That's a shame that they didn't reuse that code for the crosshair, but it is possible to do that ourselves (like I have done in Miasmata, The Long Dark, Stranded Deep and Montague's Mount), but it is tricky at the best of times and not something I'd recommend you attempt until you have a pretty good handle things.
2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit
I assume the sections with ; in place of the // for a comment is one of those typos you spoke about. ;)
Thanks a lot for your help and time with this DarkStarSword. I really appreciate it, especially in regard to your comments in the shader file and such which helps me to get a clearer understanding about what's going on.
I'll have a play around with this tonight. For my own purposes I only want the rest of the UI elements at Screen depth because of how the standard mouse cursor works. Because I end up constantly just moving it back to screen depth atm due to my convergence/ depth settings when needing to access the UI , inventory and such. It would be fine if the cursor didn't dynamically try to snap back to screen depth regardless.
It seems The map problems with convergence where working and they broke them somehow with a patch. This appears tied to the Cursor so, I might look at this as I get more proficient, but it seems the original author or the fix seems to think this was unfeasible.
I assume the sections with ; in place of the // for a comment is one of those typos you spoke about. ;)
Thanks a lot for your help and time with this DarkStarSword. I really appreciate it, especially in regard to your comments in the shader file and such which helps me to get a clearer understanding about what's going on.
I'll have a play around with this tonight. For my own purposes I only want the rest of the UI elements at Screen depth because of how the standard mouse cursor works. Because I end up constantly just moving it back to screen depth atm due to my convergence/ depth settings when needing to access the UI , inventory and such. It would be fine if the cursor didn't dynamically try to snap back to screen depth regardless.
It seems The map problems with convergence where working and they broke them somehow with a patch. This appears tied to the Cursor so, I might look at this as I get more proficient, but it seems the original author or the fix seems to think this was unfeasible.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Just to update, this is working actually really well. There is just one problem. There appears to be 3 textures involved here. The one I have found is just for the cursor at its default state while targeting nothing but there is one with an enemy targeted and another targeted out of range. I did suspect this could be the case.
Because the game is only stable for a few seconds with the flag on, this is making finding the others probably impossible. (it was a miracle I go the first one.)
So I guess I will have to use the textureslog file to find the remaining two. So I took a look through but I am not certain how I actually go about knowing which they are since there is no visual queue.
Any ideas?
*EDIT*
Although I am still interested in the answer to this. I was able to hunt the shaders bar one I'm hunting for. in the traditional way Just need to find this last one and play to play with the depth settings of the Cursor. =)
As I get proficient maybe in future I'll try making it dynamic.
Thanks guys.
Just to update, this is working actually really well. There is just one problem. There appears to be 3 textures involved here. The one I have found is just for the cursor at its default state while targeting nothing but there is one with an enemy targeted and another targeted out of range. I did suspect this could be the case.
Because the game is only stable for a few seconds with the flag on, this is making finding the others probably impossible. (it was a miracle I go the first one.)
So I guess I will have to use the textureslog file to find the remaining two. So I took a look through but I am not certain how I actually go about knowing which they are since there is no visual queue.
Any ideas?
*EDIT*
Although I am still interested in the answer to this. I was able to hunt the shaders bar one I'm hunting for. in the traditional way Just need to find this last one and play to play with the depth settings of the Cursor. =)
As I get proficient maybe in future I'll try making it dynamic.
Thanks guys.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
Mate
I notice you have a second card. I found Elite was really unstable when shader hunting. I tried disabling the second card and it was way more stable.
Maybe try that whilst you shader hack?
I notice you have a second card. I found Elite was really unstable when shader hunting. I tried disabling the second card and it was way more stable.
Maybe try that whilst you shader hack?
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
Thanks for the tip.
It's not SLI, just dedicated to Physx
Its also only when searching for textures with the bCalcTexCRCatStart = true flag
But I'll see if it makes a difference.
I was eventually able to get catch it before a crash and update the texture filter. There ended up being 4 different textures for the cross-hair for different states. I also pushed it further into the scene.
The catch was I actually had to be out of range with a creature targeted for the right CRC to appear, which was tricky because in this game with the debug DLL you cannot turn the camera coupled with the crashes its a small miracle. =)
It's nothing fancy like the dynamic fix DSS mentions obviously, but it now sits in front of the character and can be used for aiming, and it notifies you if you are out of range or not.
I also adjusted the depth settings for the UI so the first Preset with depth is also now very playable with maximum Depth, and a healthy amount of convergence. The maps also now readable.
I've also implemented a fix for the ground target rings another user listed in the comments on the blog. That got broken a while back, it just disabled them but I don't think they are really necessary anymore anyway especially with this new action cam system
I'd say it's practically 3d ready again now.
Thanks guys for your help.
I'm not sure what the etiquette is for updated fixes by a previous user, but I'm happy to archive up my changes and post them, (with full credit to DSS, and the other contributors) if people want.
Thanks for the tip.
It's not SLI, just dedicated to Physx
Its also only when searching for textures with the bCalcTexCRCatStart = true flag
But I'll see if it makes a difference.
I was eventually able to get catch it before a crash and update the texture filter. There ended up being 4 different textures for the cross-hair for different states. I also pushed it further into the scene.
The catch was I actually had to be out of range with a creature targeted for the right CRC to appear, which was tricky because in this game with the debug DLL you cannot turn the camera coupled with the crashes its a small miracle. =)
It's nothing fancy like the dynamic fix DSS mentions obviously, but it now sits in front of the character and can be used for aiming, and it notifies you if you are out of range or not.
I also adjusted the depth settings for the UI so the first Preset with depth is also now very playable with maximum Depth, and a healthy amount of convergence. The maps also now readable.
I've also implemented a fix for the ground target rings another user listed in the comments on the blog. That got broken a while back, it just disabled them but I don't think they are really necessary anymore anyway especially with this new action cam system
I'd say it's practically 3d ready again now.
Thanks guys for your help.
I'm not sure what the etiquette is for updated fixes by a previous user, but I'm happy to archive up my changes and post them, (with full credit to DSS, and the other contributors) if people want.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
[quote="necropants"]I assume the sections with ; in place of the // for a comment is one of those typos you spoke about. ;)[/quote]Actually ; is the correct comment character in a .ini file (must be at the start of a line), while // is the comment character for a shader (can be anywhere in the line). It just so happens that it usually won't matter in the ini file as Helix Mod never looks up a key starting with "//", and a bunch of our fixes have this mistake.
[quote="necropants"]because in this game with the debug DLL you cannot turn the camera coupled with the crashes its a small miracle. =)[/quote]Yeah, the crashes in Helix Mod when hunting vertex shaders and turning the camera is annoying. Pressing numpad- before turning the camera can help as it resets the hunting.
[quote]I'd say it's practically 3d ready again now.[/quote]Great =)
[quote]I'm not sure what the etiquette is for updated fixes by a previous user, but I'm happy to archive up my changes and post them, (with full credit to DSS, and the other contributors) if people want.[/quote]
You could try asking Eincrou to update the link on the original post, but given that an expansion pack has just been released I'm sure no one would object to a new post for it as long as you credit Eincrou for the original fix. If you use the same title "Guild Wars 2" on the new post the game list will automatically pick it up as an update and group them together.
[quote="necropants"]So I guess I will have to use the textureslog file to find the remaining two. So I took a look through but I am not certain how I actually go about knowing which they are since there is no visual queue.[/quote]
To get the TEXTURESLOG.txt you will need the VBOffsetList=0; and a [VB2F6B0C83.0] section (can be empty like my above example) for the shader. When you get to a point in the game where the texture of interest is visible press F12 to create the TEXTURESLOG.txt file (if the game crashes instead it's likely a conflict with Steam's screenshot feature - try changing the key binding or killing the Steam overlay).
The log file might be very long, but if you look at the "Last texture CRC: 0xnnnnnnnn" line you will notice that most of the lines are duplicates. You want to get a list of all unique texture CRCs listed in the file (if any are shorter than 8 characters pad them with 0s like we do for shaders).
From this point there's two alternate approaches you can take to narrow down which CRC(s) you are interested in:
1. Binary search
In this method you would take the first half of the texture you found and add them to the DefinedTexturesVS list, e.g. if we had texture CRCs 11111111, 22222222, 33333333, 44444444, 55555555 and 66666666 you would do:
[code]
DefinedTexturesVS = 11111111;22222222;33333333;
[/code]
Then launch the game and see if the texture has been adjusted or not. If it has, you know it's one of the ones in the list, otherwise it's in the half you didn't add to that list. Then take whichever side it is in and remove half the remaining possibilities and try again. Repeat until you have narrowed it down to the specific texture you are interested in.
2. Index method
This variation has the advantage that it avoids the need to restart the game while narrowing down the texture, which can be a significant time saver.
In this variation you add all the textures to the DefinedTexturesVS list, but declare [TEX*] sections for each one to give them each a unique index, like:
[code]
[VS2F6B0C83]
; 7715D5C8 - crosshair
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8;11111111;22222222;33333333;44444444;55555555;66666666;
; The next two lines are only to allow SaveTextureLogKey (F12) to work:
VBOffsetList = 0;
[VB2F6B0C83.0]
[TEX11111111]
Index = 2
[TEX22222222]
Index = 3
[TEX33333333]
Index = 4
[TEX44444444]
Index = 5
[TEX55555555]
Index = 6
[TEX66666666]
Index = 7
[/code]
I always start the Index at 2, since 0 is for any texture that is not in the DefinedTexturesVS list (ValNotDefined), and 1 is for any texture that is in that list, but doesn't have it's own [TEX*] section (ValForDefined).
Then in the shader you can change the constant you are comparing against (c224.y in the above example) to each index in turn and reload the shader with F10 until you find the right one.
You don't need to keep the [TEX] sections once you have identified the right texture. There are times we use them in a final fix - e.g. if we had a shader that needed three or more different corrections depending on the texture.
necropants said:I assume the sections with ; in place of the // for a comment is one of those typos you spoke about. ;)
Actually ; is the correct comment character in a .ini file (must be at the start of a line), while // is the comment character for a shader (can be anywhere in the line). It just so happens that it usually won't matter in the ini file as Helix Mod never looks up a key starting with "//", and a bunch of our fixes have this mistake.
necropants said:because in this game with the debug DLL you cannot turn the camera coupled with the crashes its a small miracle. =)
Yeah, the crashes in Helix Mod when hunting vertex shaders and turning the camera is annoying. Pressing numpad- before turning the camera can help as it resets the hunting.
I'd say it's practically 3d ready again now.
Great =)
I'm not sure what the etiquette is for updated fixes by a previous user, but I'm happy to archive up my changes and post them, (with full credit to DSS, and the other contributors) if people want.
You could try asking Eincrou to update the link on the original post, but given that an expansion pack has just been released I'm sure no one would object to a new post for it as long as you credit Eincrou for the original fix. If you use the same title "Guild Wars 2" on the new post the game list will automatically pick it up as an update and group them together.
necropants said:So I guess I will have to use the textureslog file to find the remaining two. So I took a look through but I am not certain how I actually go about knowing which they are since there is no visual queue.
To get the TEXTURESLOG.txt you will need the VBOffsetList=0; and a [VB2F6B0C83.0] section (can be empty like my above example) for the shader. When you get to a point in the game where the texture of interest is visible press F12 to create the TEXTURESLOG.txt file (if the game crashes instead it's likely a conflict with Steam's screenshot feature - try changing the key binding or killing the Steam overlay).
The log file might be very long, but if you look at the "Last texture CRC: 0xnnnnnnnn" line you will notice that most of the lines are duplicates. You want to get a list of all unique texture CRCs listed in the file (if any are shorter than 8 characters pad them with 0s like we do for shaders).
From this point there's two alternate approaches you can take to narrow down which CRC(s) you are interested in:
1. Binary search
In this method you would take the first half of the texture you found and add them to the DefinedTexturesVS list, e.g. if we had texture CRCs 11111111, 22222222, 33333333, 44444444, 55555555 and 66666666 you would do:
DefinedTexturesVS = 11111111;22222222;33333333;
Then launch the game and see if the texture has been adjusted or not. If it has, you know it's one of the ones in the list, otherwise it's in the half you didn't add to that list. Then take whichever side it is in and remove half the remaining possibilities and try again. Repeat until you have narrowed it down to the specific texture you are interested in.
2. Index method
This variation has the advantage that it avoids the need to restart the game while narrowing down the texture, which can be a significant time saver.
In this variation you add all the textures to the DefinedTexturesVS list, but declare [TEX*] sections for each one to give them each a unique index, like:
[VS2F6B0C83]
; 7715D5C8 - crosshair
CheckTexCRC = true
ValForDefined = 1
ValNotDefined = 0
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 7715D5C8;11111111;22222222;33333333;44444444;55555555;66666666;
; The next two lines are only to allow SaveTextureLogKey (F12) to work:
VBOffsetList = 0;
[VB2F6B0C83.0]
[TEX11111111]
Index = 2
[TEX22222222]
Index = 3
[TEX33333333]
Index = 4
[TEX44444444]
Index = 5
[TEX55555555]
Index = 6
[TEX66666666]
Index = 7
I always start the Index at 2, since 0 is for any texture that is not in the DefinedTexturesVS list (ValNotDefined), and 1 is for any texture that is in that list, but doesn't have it's own [TEX*] section (ValForDefined).
Then in the shader you can change the constant you are comparing against (c224.y in the above example) to each index in turn and reload the shader with F10 until you find the right one.
You don't need to keep the [TEX] sections once you have identified the right texture. There are times we use them in a final fix - e.g. if we had a shader that needed three or more different corrections depending on the texture.
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[quote="DarkStarSword"][quote="necropants"]I assume the sections with ; in place of the // for a comment is one of those typos you spoke about. ;)[/quote]Actually ; is the correct comment character in a .ini file (must be at the start of a line), while // is the comment character for a shader (can be anywhere in the line). It just so happens that it usually won't matter in the ini file as Helix Mod never looks up a key starting with "//", and a bunch of our fixes have this mistake.[/quote]
Ahh thanks for this. Makes sense now. As well as all your other feedback. I'll review when I have a moment after work.
I think the original fixer might be MIA. So I'll think of putting a new expac based post up, and credit everyone involved, including yourself.
The original fix didn't really work anymore "out of the box" due to some configuration issues, reliance on Sweet Fx that had stopped working and that have changed and DDL placements now required in different folders and effects that had broken. Also Game needs to be played at Medium shaders now as It's broken since they put the new high preset in.
necropants said:I assume the sections with ; in place of the // for a comment is one of those typos you spoke about. ;)
Actually ; is the correct comment character in a .ini file (must be at the start of a line), while // is the comment character for a shader (can be anywhere in the line). It just so happens that it usually won't matter in the ini file as Helix Mod never looks up a key starting with "//", and a bunch of our fixes have this mistake.
Ahh thanks for this. Makes sense now. As well as all your other feedback. I'll review when I have a moment after work.
I think the original fixer might be MIA. So I'll think of putting a new expac based post up, and credit everyone involved, including yourself.
The original fix didn't really work anymore "out of the box" due to some configuration issues, reliance on Sweet Fx that had stopped working and that have changed and DDL placements now required in different folders and effects that had broken. Also Game needs to be played at Medium shaders now as It's broken since they put the new high preset in.
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I also think that making a new page is probably the way to go here, given the number of changes over time. As long as you give credit, I think that is all anyone would expect.
Eincrou is still around though, he just released his windows tool for changing the driver settings. It wouldn't hurt to ping him to double check.
I also think that making a new page is probably the way to go here, given the number of changes over time. As long as you give credit, I think that is all anyone would expect.
Eincrou is still around though, he just released his windows tool for changing the driver settings. It wouldn't hurt to ping him to double check.
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So I've been continuing to work on this a little bit because some newly introduced UI elements are also 2d, that I have found. A couple of annoying icons that have been introduced over the life bars, made doubly annoying since the rest of it is correct in stereo.
Also I have been crashing frequently, which I have a feeling may be to do with the fact I'm playing in 3d and surround.
Now they currently have a 64x beta client, which I was thinking of using to see if this resolved the crashing. Its an extra game exe you can download and place in the folder which creates a bin64 directory.
Unfortunately I can only find a couple of versions of the release 64x helix D3d9.dll
and although when swapping these ones in with the GW2 enables the fix to work. (at least the cross hair modifications) I can no longer turn the mouse.
Has anyone come across this before and know of a solution?
thanks.
So I've been continuing to work on this a little bit because some newly introduced UI elements are also 2d, that I have found. A couple of annoying icons that have been introduced over the life bars, made doubly annoying since the rest of it is correct in stereo.
Also I have been crashing frequently, which I have a feeling may be to do with the fact I'm playing in 3d and surround.
Now they currently have a 64x beta client, which I was thinking of using to see if this resolved the crashing. Its an extra game exe you can download and place in the folder which creates a bin64 directory.
Unfortunately I can only find a couple of versions of the release 64x helix D3d9.dll
and although when swapping these ones in with the GW2 enables the fix to work. (at least the cross hair modifications) I can no longer turn the mouse.
Has anyone come across this before and know of a solution?
thanks.
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[quote="necropants"]Unfortunately I can only find a couple of versions of the release 64x helix D3d9.dll
and although when swapping these ones in with the GW2 enables the fix to work. (at least the cross hair modifications) I can no longer turn the mouse.[/quote]
In the dx9settings.ini file, under [General], try adding:
InitMouse = false
necropants said:Unfortunately I can only find a couple of versions of the release 64x helix D3d9.dll
and although when swapping these ones in with the GW2 enables the fix to work. (at least the cross hair modifications) I can no longer turn the mouse.
In the dx9settings.ini file, under [General], try adding:
So this was one of the most amazing looking games in 3D on release but overtime it seems the developer has abandoned it. Now A while back they updated the graphics and broke things, but released an update that fixed most of the issues (with shader on medium)
Now with the new update yesturday there is now a cross hair in a specific mode that's toggleable. The 3d cursor in this game is 3d sensitive, but of course in this new update the action cam cross hair is not. While digging deeper it seems they have gone the lazy route and just made it part of the UI HUD.
The current fix allows you to choose 3 presets to push the UI out, so the solution should be to push the HUD at maximum depth so the crosshair sits in front of the character, the problem with this is the UI then becomes unreadable/unusable in many screens.
So I fired up the Helixmod debugger in an attempt to at least try to disable it somehow. and I find it appears to be the very first Vertex shader, but when I disabled it also removes a bunch of other UI elements making this solution unable to be used as well.
Looking through B03b wiki notes I find this.
This sounds like what I am looking for? I figure the best solution here is too somehow manipulate the current shader in the fix. (2F6B0C83) which deals with the hud depth and push the cross hair to the maximum depth while leaving the rest of the hud at screen. There are current 3 options to push the entire UI into depth.
Yet when I run with the bCalcTexCRCatStart = true flag to hunt for the texture the game crashes =(
Can anyone in the know give me a hand with this to see if it's possible?
As it stands its really hampering me using this mode in 3d which I've been awaiting for for along time. Using the current fixes HUD depth settings just doesn't really work.
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The game will still crash after a while though so it took a few attempts and was very painful process.
So immediately I am concerned. Does the bCalcTexCRCatStart = true need to be enabled for this to work or is it just for the hunting process? None of the dll's I used were stable with this game with this flag on.
My idea to fix this as I understand it I need to filter this texture in the default screen depth preset and push it into the background keeping the other elements as they are. But i'm a little stuck from here..
So something like the below needs to be added to the .ini
and this is where I get a little stuck. I assume i need to put some code into the Shader file, but I'm confused by the example given at the wiki or how the whitelist/blacklist system works.
Apologies if this should all be in the shader hacking school, but I thought I new thread might be a good Idea for this game as its just been updated with a new expantion
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Paste this code in the Dx9Settings.ini file:
When in-game, press F12 to save textures to the file TEXTURESLOG.txt, located in the game directory. Also can you also post vertex shader 2F6B0C83?
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I have been running through Bo3b's lessons on the wiki, and am about 50% through but it always helps me to learn to tackle a related problem I am interested in.
The shader is just the one so far from the Guildwars 2 fix on the Helix blog. As attached.
I figure its better to update the current fix than start from scratch. Although as I understand the only thing the current fix really does is enable some depth presets for the entire UI. Now I am not sure if somethings been broken but in this game I find it pretty impossible to play with UI at depth mainly cause the mouse cursor in this game is dynamically rendered for stereoscopic 3D which I don't think I've seen done before. The map screen is also pretty messed up as the icons have popout.
Also I might be wrong but I believe the base game is now free to play.
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I'm assuming that you've already read through the tip on the wiki since you quoted part of it - you will want to do pretty much what it says, though you can use an else statement to keep the UI adjustment from the original fix for other UI elements:
NOTE - this is untested! I could have a typo or mistake somewhere here!
Here I've just moved the crosshair to 0.6 (c224.w) and left other UI elements being adjusted from Const3. You could experiment with this and allow the crosshair to be adjusted from another constant (be careful - for some reason some of the cutscene shaders in the original fix have code that would disable their adjustment if you use Const2, even though that is not currently used in the DX9Settings.ini file).
That's a shame that they didn't reuse that code for the crosshair, but it is possible to do that ourselves (like I have done in Miasmata, The Long Dark, Stranded Deep and Montague's Mount), but it is tricky at the best of times and not something I'd recommend you attempt until you have a pretty good handle things.
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Thanks a lot for your help and time with this DarkStarSword. I really appreciate it, especially in regard to your comments in the shader file and such which helps me to get a clearer understanding about what's going on.
I'll have a play around with this tonight. For my own purposes I only want the rest of the UI elements at Screen depth because of how the standard mouse cursor works. Because I end up constantly just moving it back to screen depth atm due to my convergence/ depth settings when needing to access the UI , inventory and such. It would be fine if the cursor didn't dynamically try to snap back to screen depth regardless.
It seems The map problems with convergence where working and they broke them somehow with a patch. This appears tied to the Cursor so, I might look at this as I get more proficient, but it seems the original author or the fix seems to think this was unfeasible.
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Because the game is only stable for a few seconds with the flag on, this is making finding the others probably impossible. (it was a miracle I go the first one.)
So I guess I will have to use the textureslog file to find the remaining two. So I took a look through but I am not certain how I actually go about knowing which they are since there is no visual queue.
Any ideas?
*EDIT*
Although I am still interested in the answer to this. I was able to hunt the shaders bar one I'm hunting for. in the traditional way Just need to find this last one and play to play with the depth settings of the Cursor. =)
As I get proficient maybe in future I'll try making it dynamic.
Thanks guys.
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I notice you have a second card. I found Elite was really unstable when shader hunting. I tried disabling the second card and it was way more stable.
Maybe try that whilst you shader hack?
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Its also only when searching for textures with the bCalcTexCRCatStart = true flag
But I'll see if it makes a difference.
I was eventually able to get catch it before a crash and update the texture filter. There ended up being 4 different textures for the cross-hair for different states. I also pushed it further into the scene.
The catch was I actually had to be out of range with a creature targeted for the right CRC to appear, which was tricky because in this game with the debug DLL you cannot turn the camera coupled with the crashes its a small miracle. =)
It's nothing fancy like the dynamic fix DSS mentions obviously, but it now sits in front of the character and can be used for aiming, and it notifies you if you are out of range or not.
I also adjusted the depth settings for the UI so the first Preset with depth is also now very playable with maximum Depth, and a healthy amount of convergence. The maps also now readable.
I've also implemented a fix for the ground target rings another user listed in the comments on the blog. That got broken a while back, it just disabled them but I don't think they are really necessary anymore anyway especially with this new action cam system
I'd say it's practically 3d ready again now.
Thanks guys for your help.
I'm not sure what the etiquette is for updated fixes by a previous user, but I'm happy to archive up my changes and post them, (with full credit to DSS, and the other contributors) if people want.
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Yeah, the crashes in Helix Mod when hunting vertex shaders and turning the camera is annoying. Pressing numpad- before turning the camera can help as it resets the hunting.
Great =)
You could try asking Eincrou to update the link on the original post, but given that an expansion pack has just been released I'm sure no one would object to a new post for it as long as you credit Eincrou for the original fix. If you use the same title "Guild Wars 2" on the new post the game list will automatically pick it up as an update and group them together.
To get the TEXTURESLOG.txt you will need the VBOffsetList=0; and a [VB2F6B0C83.0] section (can be empty like my above example) for the shader. When you get to a point in the game where the texture of interest is visible press F12 to create the TEXTURESLOG.txt file (if the game crashes instead it's likely a conflict with Steam's screenshot feature - try changing the key binding or killing the Steam overlay).
The log file might be very long, but if you look at the "Last texture CRC: 0xnnnnnnnn" line you will notice that most of the lines are duplicates. You want to get a list of all unique texture CRCs listed in the file (if any are shorter than 8 characters pad them with 0s like we do for shaders).
From this point there's two alternate approaches you can take to narrow down which CRC(s) you are interested in:
1. Binary search
In this method you would take the first half of the texture you found and add them to the DefinedTexturesVS list, e.g. if we had texture CRCs 11111111, 22222222, 33333333, 44444444, 55555555 and 66666666 you would do:
Then launch the game and see if the texture has been adjusted or not. If it has, you know it's one of the ones in the list, otherwise it's in the half you didn't add to that list. Then take whichever side it is in and remove half the remaining possibilities and try again. Repeat until you have narrowed it down to the specific texture you are interested in.
2. Index method
This variation has the advantage that it avoids the need to restart the game while narrowing down the texture, which can be a significant time saver.
In this variation you add all the textures to the DefinedTexturesVS list, but declare [TEX*] sections for each one to give them each a unique index, like:
I always start the Index at 2, since 0 is for any texture that is not in the DefinedTexturesVS list (ValNotDefined), and 1 is for any texture that is in that list, but doesn't have it's own [TEX*] section (ValForDefined).
Then in the shader you can change the constant you are comparing against (c224.y in the above example) to each index in turn and reload the shader with F10 until you find the right one.
You don't need to keep the [TEX] sections once you have identified the right texture. There are times we use them in a final fix - e.g. if we had a shader that needed three or more different corrections depending on the texture.
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Ahh thanks for this. Makes sense now. As well as all your other feedback. I'll review when I have a moment after work.
I think the original fixer might be MIA. So I'll think of putting a new expac based post up, and credit everyone involved, including yourself.
The original fix didn't really work anymore "out of the box" due to some configuration issues, reliance on Sweet Fx that had stopped working and that have changed and DDL placements now required in different folders and effects that had broken. Also Game needs to be played at Medium shaders now as It's broken since they put the new high preset in.
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Eincrou is still around though, he just released his windows tool for changing the driver settings. It wouldn't hurt to ping him to double check.
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Also I have been crashing frequently, which I have a feeling may be to do with the fact I'm playing in 3d and surround.
Now they currently have a 64x beta client, which I was thinking of using to see if this resolved the crashing. Its an extra game exe you can download and place in the folder which creates a bin64 directory.
Unfortunately I can only find a couple of versions of the release 64x helix D3d9.dll
and although when swapping these ones in with the GW2 enables the fix to work. (at least the cross hair modifications) I can no longer turn the mouse.
Has anyone come across this before and know of a solution?
thanks.
i7-4790K CPU 4.8Ghz stable overclock.
16 GB RAM Corsair
EVGA 1080TI SLI
Samsung SSD 840Pro
ASUS Z97-WS
3D Surround ASUS Rog Swift PG278Q(R), 2x PG278Q (yes it works)
Obutto R3volution.
Windows 10 pro 64x (Windows 7 Dual boot)
In the dx9settings.ini file, under [General], try adding:
InitMouse = false
Dual boot Win 7 x64 & Win 10 (1809) | Geforce Drivers 417.35