How to fix/disable shaders in games(DLL,guide and fixes).
  105 / 167    
I wonder if using the new Unreal 3 helix fix can help with Chivalry Medieval Warfare. I have not tested it because the fear of being banned from Steam.
I wonder if using the new Unreal 3 helix fix can help with Chivalry Medieval Warfare. I have not tested it because the fear of being banned from Steam.

- Windows 7 64bits (SSD OCZ-Vertez2 128Gb)
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- "Gigabyte RTX 2080 Gaming OC"
- "Intel Xeon X5670" @4000MHz CPU (20.0[12-25]x200MHz)
- RAM 16 Gb DDR3 1600
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Posted 01/06/2013 02:02 PM   
Well, got back from Sovngard and having some time to try my first fix. Hopefully this will be my first little contribution to this cool community (at least). The Sovngard sky vortex needs to be pushed away because it actualy displays at the screen depth (same glich as Skyrim High cloud I think). I think I got the shader code but don't know anything about it. I tried some quick fix by immitating (with no anderstanding) what was done for the sky high clouds shader but unfortunaly this havn't worked yet. I definily need some help from you guys. Any detailled information greatly appreciated: I have to learn from you! here is the original code: [code] // // Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022 // // Parameters: // // float4 Bones[180]; // float4 FogFarColor; // float4 FogNearColor; // float4 FogParam; // float3 PosAdjust; // float4 TexcoordOffset; // row_major float4x4 WorldViewProj; // // // Registers: // // Name Reg Size // -------------- ----- ---- // Bones c0 180 // WorldViewProj c180 4 // PosAdjust c184 1 // TexcoordOffset c185 1 // FogParam c186 1 // FogNearColor c187 1 // FogFarColor c188 1 // vs_3_0 def c189, 765.01001, 1, 0, 0.180141002 def c190, 0.0208350997, -0.0851330012, -0.330299497, 0.999866009 def c191, -2, 1.57079637, -3.14159274, 0.318309128 dcl_position v0 dcl_normal v1 dcl_blendweight v2 dcl_blendindices v3 dcl_position o0 dcl_texcoord o1 dcl_color1 o2 dcl_texcoord1 o3.xyz dcl_texcoord4 o4 dcl_texcoord5 o5.x mul r0, c189.x, v3.zyxw frc r0, r0 mad r0, v3.zyxw, c189.x, -r0 mova a0, r0 mul r0, v2.y, c0[a0.y] mad r0, v2.x, c0[a0.x], r0 mad r0, v2.z, c0[a0.z], r0 mad r0, v2.w, c0[a0.w], r0 dp3 r1.x, v1, r0 mul r2, v2.y, c1[a0.y] mad r2, v2.x, c1[a0.x], r2 mad r2, v2.z, c1[a0.z], r2 mad r2, v2.w, c1[a0.w], r2 dp3 r1.y, v1, r2 mul r3, v2.y, c2[a0.y] mad r3, v2.x, c2[a0.x], r3 mad r3, v2.z, c2[a0.z], r3 mad r3, v2.w, c2[a0.w], r3 dp3 r1.z, v1, r3 dp3 r1.w, r1, r1 rsq r1.w, r1.w mul o3.xyz, r1.w, r1 mad r1, v0.xyzx, c189.yyyz, c189.zzzy dp4 r3.z, r1, r3 dp4 r3.x, r1, r0 dp4 r3.y, r1, r2 mov r3.w, c189.y dp4 o0.w, c183, r3 dp3 r0.x, -r3, -r3 rsq r0.x, r0.x mul o4.xyz, r0.x, -r3 add r0.x, r3.z, c184.z add r0.x, r0.x, -c184.x rcp r0.y, c184.y mul o1.y, r0.y, r0.x max r0.x, r3_abs.y, r3_abs.x rcp r0.x, r0.x min r0.y, r3_abs.y, r3_abs.x mul r0.x, r0.x, r0.y mul r0.y, r0.x, r0.x mad r0.z, r0.y, c190.x, c190.y mad r0.z, r0.y, r0.z, c189.w mad r0.z, r0.y, r0.z, c190.z mad r0.y, r0.y, r0.z, c190.w mul r0.x, r0.y, r0.x mad r0.y, r0.x, c191.x, c191.y slt r0.z, r3_abs.y, r3_abs.x mad r0.x, r0.y, r0.z, r0.x slt r0.y, r3.y, -r3.y mad r0.x, r0.y, c191.z, r0.x add r0.y, r0.x, r0.x min r0.z, r3.y, r3.x slt r0.z, r0.z, -r0.z max r0.w, r3.y, r3.x sge r0.w, r0.w, -r0.w mul r0.z, r0.w, r0.z mad r0.x, r0.z, -r0.y, r0.x mul r0.x, r0.x, c191.w mad o1.x, r0_abs.x, c185.w, c185.y dp4 r0.x, c180, r3 dp4 r0.y, c181, r3 dp4 r0.z, c182, r3 dp3 r0.w, r0, r0 mov o0.xyz, r0 rsq r0.x, r0.w rcp r0.x, r0.x mad_sat r0.x, r0.x, c186.y, -c186.x pow r1.x, r0.x, c186.z min r0.x, r1.x, c186.w mov r1.xyz, c187 add r0.yzw, -r1.xxyz, c188.xxyz mad o2.xyz, r0.x, r0.yzww, c187 mov o2.w, r0.x mov o1.zw, c189.xyyz mov o4.w, c189.y mov o5.x, c187.w // approximately 78 instruction slots used [/code]
Well, got back from Sovngard and having some time to try my first fix. Hopefully this will be my first little contribution to this cool community (at least). The Sovngard sky vortex needs to be pushed away because it actualy displays at the screen depth (same glich as Skyrim High cloud I think). I think I got the shader code but don't know anything about it. I tried some quick fix by immitating (with no anderstanding) what was done for the sky high clouds shader but unfortunaly this havn't worked yet. I definily need some help from you guys. Any detailled information greatly appreciated: I have to learn from you!
here is the original code:
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// float4 Bones[180];
// float4 FogFarColor;
// float4 FogNearColor;
// float4 FogParam;
// float3 PosAdjust;
// float4 TexcoordOffset;
// row_major float4x4 WorldViewProj;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// Bones c0 180
// WorldViewProj c180 4
// PosAdjust c184 1
// TexcoordOffset c185 1
// FogParam c186 1
// FogNearColor c187 1
// FogFarColor c188 1
//

vs_3_0
def c189, 765.01001, 1, 0, 0.180141002
def c190, 0.0208350997, -0.0851330012, -0.330299497, 0.999866009
def c191, -2, 1.57079637, -3.14159274, 0.318309128
dcl_position v0
dcl_normal v1
dcl_blendweight v2
dcl_blendindices v3
dcl_position o0
dcl_texcoord o1
dcl_color1 o2
dcl_texcoord1 o3.xyz
dcl_texcoord4 o4
dcl_texcoord5 o5.x
mul r0, c189.x, v3.zyxw
frc r0, r0
mad r0, v3.zyxw, c189.x, -r0
mova a0, r0
mul r0, v2.y, c0[a0.y]
mad r0, v2.x, c0[a0.x], r0
mad r0, v2.z, c0[a0.z], r0
mad r0, v2.w, c0[a0.w], r0
dp3 r1.x, v1, r0
mul r2, v2.y, c1[a0.y]
mad r2, v2.x, c1[a0.x], r2
mad r2, v2.z, c1[a0.z], r2
mad r2, v2.w, c1[a0.w], r2
dp3 r1.y, v1, r2
mul r3, v2.y, c2[a0.y]
mad r3, v2.x, c2[a0.x], r3
mad r3, v2.z, c2[a0.z], r3
mad r3, v2.w, c2[a0.w], r3
dp3 r1.z, v1, r3
dp3 r1.w, r1, r1
rsq r1.w, r1.w
mul o3.xyz, r1.w, r1
mad r1, v0.xyzx, c189.yyyz, c189.zzzy
dp4 r3.z, r1, r3
dp4 r3.x, r1, r0
dp4 r3.y, r1, r2
mov r3.w, c189.y
dp4 o0.w, c183, r3
dp3 r0.x, -r3, -r3
rsq r0.x, r0.x
mul o4.xyz, r0.x, -r3
add r0.x, r3.z, c184.z
add r0.x, r0.x, -c184.x
rcp r0.y, c184.y
mul o1.y, r0.y, r0.x
max r0.x, r3_abs.y, r3_abs.x
rcp r0.x, r0.x
min r0.y, r3_abs.y, r3_abs.x
mul r0.x, r0.x, r0.y
mul r0.y, r0.x, r0.x
mad r0.z, r0.y, c190.x, c190.y
mad r0.z, r0.y, r0.z, c189.w
mad r0.z, r0.y, r0.z, c190.z
mad r0.y, r0.y, r0.z, c190.w
mul r0.x, r0.y, r0.x
mad r0.y, r0.x, c191.x, c191.y
slt r0.z, r3_abs.y, r3_abs.x
mad r0.x, r0.y, r0.z, r0.x
slt r0.y, r3.y, -r3.y
mad r0.x, r0.y, c191.z, r0.x
add r0.y, r0.x, r0.x
min r0.z, r3.y, r3.x
slt r0.z, r0.z, -r0.z
max r0.w, r3.y, r3.x
sge r0.w, r0.w, -r0.w
mul r0.z, r0.w, r0.z
mad r0.x, r0.z, -r0.y, r0.x
mul r0.x, r0.x, c191.w
mad o1.x, r0_abs.x, c185.w, c185.y
dp4 r0.x, c180, r3
dp4 r0.y, c181, r3
dp4 r0.z, c182, r3
dp3 r0.w, r0, r0
mov o0.xyz, r0
rsq r0.x, r0.w
rcp r0.x, r0.x
mad_sat r0.x, r0.x, c186.y, -c186.x
pow r1.x, r0.x, c186.z
min r0.x, r1.x, c186.w
mov r1.xyz, c187
add r0.yzw, -r1.xxyz, c188.xxyz
mad o2.xyz, r0.x, r0.yzww, c187
mov o2.w, r0.x
mov o1.zw, c189.xyyz
mov o4.w, c189.y
mov o5.x, c187.w

// approximately 78 instruction slots used

Helixmod fixes for 3Dvision / 3Dtvplay
My 3D stereo screenshots
Skyrim Natural Realizm - The 3Dvision Immersive ENB Hub page on Nexus
Skyrim Natural Realizm - The 3Dvision Immersive ENB Gallery
CPU: i7 @ 3.40
GhzRAM: 8Go DDR3
GPU(s): GTX980ti
Display(s): HTC Vive and OptomaHD33 projector with 3D-RF system (3DTVplay)
Result: Gorgious 3D gaming and VR experiences! :D

Posted 01/07/2013 02:43 PM   
Let me thank you for the great fix of Far Cry 3. It is a stunning improvement for the game. I'm not sure if I missed something, but there is a small glitch - not really bad for the gameplay - maybe it's not fixable ?!? The water-reflections far away are at wrong depth (screen depth). [img]http://www.abload.de/img/farcry302_99_jpsxpozi.jpg[/img]
Let me thank you for the great fix of Far Cry 3. It is a stunning improvement for the game.

I'm not sure if I missed something, but there is a small glitch - not really bad for the gameplay - maybe it's not fixable ?!?
The water-reflections far away are at wrong depth (screen depth).
Image

Desktop-PC

i7 870 @ 4.0GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision

Posted 01/07/2013 07:42 PM   
@flint Caused by 1.04 patch. Set water to medium.
@flint
Caused by 1.04 patch. Set water to medium.

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
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Posted 01/07/2013 09:57 PM   
[quote="eqzitara"]@flint Caused by 1.04 patch. Set water to medium.[/quote] That works pretty good. Thank you. :)
eqzitara said:@flint
Caused by 1.04 patch. Set water to medium.

That works pretty good. Thank you. :)

Desktop-PC

i7 870 @ 4.0GHz + MSI GTX1070 Gaming X + 16GB RAM + Win10 64Bit Home + AW2310+3D-Vision

Posted 01/08/2013 06:23 PM   
np. @ghanth heres my best guess. [code] vs_3_0 def c189, 765.01001, 1, 0, 0.180141002 def c190, 0.0208350997, -0.0851330012, -0.330299497, 0.999866009 def c191, -2, 1.57079637, -3.14159274, 0.318309128 def c200, 750.0, 0, -100, 0 dcl_position v0 dcl_normal v1 dcl_blendweight v2 dcl_blendindices v3 dcl_2d s0 dcl_position o0 dcl_texcoord o1 dcl_color1 o2 dcl_texcoord1 o3.xyz dcl_texcoord4 o4 dcl_texcoord5 o5.x mul r0, c189.x, v3.zyxw frc r0, r0 mad r0, v3.zyxw, c189.x, -r0 mova a0, r0 mul r0, v2.y, c0[a0.y] mad r0, v2.x, c0[a0.x], r0 mad r0, v2.z, c0[a0.z], r0 mad r0, v2.w, c0[a0.w], r0 dp3 r1.x, v1, r0 mul r2, v2.y, c1[a0.y] mad r2, v2.x, c1[a0.x], r2 mad r2, v2.z, c1[a0.z], r2 mad r2, v2.w, c1[a0.w], r2 dp3 r1.y, v1, r2 mul r3, v2.y, c2[a0.y] mad r3, v2.x, c2[a0.x], r3 mad r3, v2.z, c2[a0.z], r3 mad r3, v2.w, c2[a0.w], r3 dp3 r1.z, v1, r3 dp3 r1.w, r1, r1 rsq r1.w, r1.w mul o3.xyz, r1.w, r1 mad r1, v0.xyzx, c189.yyyz, c189.zzzy dp4 r3.z, r1, r3 dp4 r3.x, r1, r0 dp4 r3.y, r1, r2 mov r3.w, c189.y dp4 r10.w, c183, r3 dp3 r0.x, -r3, -r3 rsq r0.x, r0.x mul o4.xyz, r0.x, -r3 add r0.x, r3.z, c184.z add r0.x, r0.x, -c184.x rcp r0.y, c184.y mul o1.y, r0.y, r0.x max r0.x, r3_abs.y, r3_abs.x rcp r0.x, r0.x min r0.y, r3_abs.y, r3_abs.x mul r0.x, r0.x, r0.y mul r0.y, r0.x, r0.x mad r0.z, r0.y, c190.x, c190.y mad r0.z, r0.y, r0.z, c189.w mad r0.z, r0.y, r0.z, c190.z mad r0.y, r0.y, r0.z, c190.w mul r0.x, r0.y, r0.x mad r0.y, r0.x, c191.x, c191.y slt r0.z, r3_abs.y, r3_abs.x mad r0.x, r0.y, r0.z, r0.x slt r0.y, r3.y, -r3.y mad r0.x, r0.y, c191.z, r0.x add r0.y, r0.x, r0.x min r0.z, r3.y, r3.x slt r0.z, r0.z, -r0.z max r0.w, r3.y, r3.x sge r0.w, r0.w, -r0.w mul r0.z, r0.w, r0.z mad r0.x, r0.z, -r0.y, r0.x mul r0.x, r0.x, c191.w mad o1.x, r0_abs.x, c185.w, c185.y dp4 r0.x, c180, r3 dp4 r0.y, c181, r3 dp4 r0.z, c182, r3 dp3 r0.w, r0, r0 mov r10.xyz, r0 mul r10.xyzw, r10, c200.x mov o0, r10 rsq r0.x, r0.w rcp r0.x, r0.x mad_sat r0.x, r0.x, c186.y, -c186.x pow r1.x, r0.x, c186.z min r0.x, r1.x, c186.w mov r1.xyz, c187 add r0.yzw, -r1.xxyz, c188.xxyz mad o2.xyz, r0.x, r0.yzww, c187 mov o2.w, r0.x mov o1.zw, c189.xyyz mov o4.w, c189.y mov o5.x, c187.w[/code]
np.

@ghanth
heres my best guess.
vs_3_0
def c189, 765.01001, 1, 0, 0.180141002
def c190, 0.0208350997, -0.0851330012, -0.330299497, 0.999866009
def c191, -2, 1.57079637, -3.14159274, 0.318309128
def c200, 750.0, 0, -100, 0
dcl_position v0
dcl_normal v1
dcl_blendweight v2
dcl_blendindices v3
dcl_2d s0
dcl_position o0
dcl_texcoord o1
dcl_color1 o2
dcl_texcoord1 o3.xyz
dcl_texcoord4 o4
dcl_texcoord5 o5.x
mul r0, c189.x, v3.zyxw
frc r0, r0
mad r0, v3.zyxw, c189.x, -r0
mova a0, r0
mul r0, v2.y, c0[a0.y]
mad r0, v2.x, c0[a0.x], r0
mad r0, v2.z, c0[a0.z], r0
mad r0, v2.w, c0[a0.w], r0
dp3 r1.x, v1, r0
mul r2, v2.y, c1[a0.y]
mad r2, v2.x, c1[a0.x], r2
mad r2, v2.z, c1[a0.z], r2
mad r2, v2.w, c1[a0.w], r2
dp3 r1.y, v1, r2
mul r3, v2.y, c2[a0.y]
mad r3, v2.x, c2[a0.x], r3
mad r3, v2.z, c2[a0.z], r3
mad r3, v2.w, c2[a0.w], r3
dp3 r1.z, v1, r3
dp3 r1.w, r1, r1
rsq r1.w, r1.w
mul o3.xyz, r1.w, r1
mad r1, v0.xyzx, c189.yyyz, c189.zzzy
dp4 r3.z, r1, r3
dp4 r3.x, r1, r0
dp4 r3.y, r1, r2
mov r3.w, c189.y
dp4 r10.w, c183, r3
dp3 r0.x, -r3, -r3
rsq r0.x, r0.x
mul o4.xyz, r0.x, -r3
add r0.x, r3.z, c184.z
add r0.x, r0.x, -c184.x
rcp r0.y, c184.y
mul o1.y, r0.y, r0.x
max r0.x, r3_abs.y, r3_abs.x
rcp r0.x, r0.x
min r0.y, r3_abs.y, r3_abs.x
mul r0.x, r0.x, r0.y
mul r0.y, r0.x, r0.x
mad r0.z, r0.y, c190.x, c190.y
mad r0.z, r0.y, r0.z, c189.w
mad r0.z, r0.y, r0.z, c190.z
mad r0.y, r0.y, r0.z, c190.w
mul r0.x, r0.y, r0.x
mad r0.y, r0.x, c191.x, c191.y
slt r0.z, r3_abs.y, r3_abs.x
mad r0.x, r0.y, r0.z, r0.x
slt r0.y, r3.y, -r3.y
mad r0.x, r0.y, c191.z, r0.x
add r0.y, r0.x, r0.x
min r0.z, r3.y, r3.x
slt r0.z, r0.z, -r0.z
max r0.w, r3.y, r3.x
sge r0.w, r0.w, -r0.w
mul r0.z, r0.w, r0.z
mad r0.x, r0.z, -r0.y, r0.x
mul r0.x, r0.x, c191.w
mad o1.x, r0_abs.x, c185.w, c185.y
dp4 r0.x, c180, r3
dp4 r0.y, c181, r3
dp4 r0.z, c182, r3
dp3 r0.w, r0, r0
mov r10.xyz, r0
mul r10.xyzw, r10, c200.x
mov o0, r10
rsq r0.x, r0.w
rcp r0.x, r0.x
mad_sat r0.x, r0.x, c186.y, -c186.x
pow r1.x, r0.x, c186.z
min r0.x, r1.x, c186.w
mov r1.xyz, c187
add r0.yzw, -r1.xxyz, c188.xxyz
mad o2.xyz, r0.x, r0.yzww, c187
mov o2.w, r0.x
mov o1.zw, c189.xyyz
mov o4.w, c189.y
mov o5.x, c187.w

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Posted 01/09/2013 12:14 AM   
Hey guys, love what you guys have done here. I have a special request here. My personal all time loves are the Mass Effect universe and the Elder Scrolls universe. I've gotten all 3 mass effects to work perfect with 3d vision thanks you great folks. The bastard child seems to be Oblivion, for the life of me I can't seem to get a good sky/water fix to actually work with this. There is a lot of old data floating around the net but nothing works. Extra elements such as pushing the UI at depth are a pure luxury imo. Anything you guys could do would be awesome. Thanks
Hey guys, love what you guys have done here. I have a special request here. My personal all time loves are the Mass Effect universe and the Elder Scrolls universe. I've gotten all 3 mass effects to work perfect with 3d vision thanks you great folks. The bastard child seems to be Oblivion, for the life of me I can't seem to get a good sky/water fix to actually work with this. There is a lot of old data floating around the net but nothing works. Extra elements such as pushing the UI at depth are a pure luxury imo. Anything you guys could do would be awesome. Thanks

Posted 01/09/2013 08:24 AM   
I couldnt get oblivion to load with the wrapper, I tried quite a bit too. I know you did research but just making sure you went to same site. It has good stuff about fixing games not related to helixmod and I know the oblivion fix does work. http://www.3dsolutiongaming.com/az_articles_v4/oblivion/oblivion.html#skyfix Basically from what I remember you download sky fix and you manually disable reflections.
I couldnt get oblivion to load with the wrapper, I tried quite a bit too.

I know you did research but just making sure you went to same site. It has good stuff about fixing games not related to helixmod and I know the oblivion fix does work.
http://www.3dsolutiongaming.com/az_articles_v4/oblivion/oblivion.html#skyfix

Basically from what I remember you download sky fix and you manually disable reflections.

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 01/09/2013 08:33 AM   
[quote="eqzitara"]I couldnt get oblivion to load with the wrapper, I tried quite a bit too. I know you did research but just making sure you went to same site. It has good stuff about fixing games not related to helixmod and I know the oblivion fix does work. http://www.3dsolutiongaming.com/az_articles_v4/oblivion/oblivion.html#skyfix Basically from what I remember you download sky fix and you manually disable reflections.[/quote]
eqzitara said:I couldnt get oblivion to load with the wrapper, I tried quite a bit too.

I know you did research but just making sure you went to same site. It has good stuff about fixing games not related to helixmod and I know the oblivion fix does work.
http://www.3dsolutiongaming.com/az_articles_v4/oblivion/oblivion.html#skyfix

Basically from what I remember you download sky fix and you manually disable reflections.

Posted 01/09/2013 08:44 AM   
Nice! Thanks eqzitara. Just make bUseWaterReflections=1 and change to 0
Nice! Thanks eqzitara. Just make bUseWaterReflections=1 and change to 0

Posted 01/09/2013 08:46 AM   
Hi eqzitara/helix, I would like to be able to fix games my self (bioshock 1/2 (DX9) e.g.), But so far i failed. I do know how to disable problametic shaders, but I can't fix shaders myself. I think having a tutorial "fixing games for dummies" would help me (and others) a great deal. With examples like: "In this game I found a problematic shadows shader. The shader looks likes this. I changed this value into this (and a explnation what this value does) and that caused the shadows to render right in 3D because now....etc). I realise making such a tutorial would take quite some time, but the benefit would be that more people could join in and that the list of fixed games would grow faster. I would be SO happy if someone could fix bioshock 1/2 (DX9), but since nobody did it so far , I really would like to do it myself, or other fix other games. Anyways, just a suggestion, nothing more than that!
Hi eqzitara/helix,

I would like to be able to fix games my self (bioshock 1/2 (DX9) e.g.), But so far i failed. I do know how to disable problametic shaders, but I can't fix shaders myself.

I think having a tutorial "fixing games for dummies" would help me (and others) a great deal. With examples like:

"In this game I found a problematic shadows shader. The shader looks likes this. I changed this value into this (and a explnation what this value does) and that caused the shadows to render right in 3D because now....etc).

I realise making such a tutorial would take quite some time, but the benefit would be that more people could join in and that the list of fixed games would grow faster.

I would be SO happy if someone could fix bioshock 1/2 (DX9), but since nobody did it so far , I really would like to do it myself, or other fix other games.

Anyways, just a suggestion, nothing more than that!

Posted 01/09/2013 09:29 PM   
Noone's touched bioshock because helix planned to do it at one point though I am not certain if that is still true.
Noone's touched bioshock because helix planned to do it at one point though I am not certain if that is still true.

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

Donations for web hosting @ paypal -eqzitara@yahoo.com
or
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Posted 01/09/2013 09:42 PM   
[quote="eqzitara"]Noone's touched bioshock because helix planned to do it at one point though I am not certain if that is still true. [/quote] Yes, I remember Helix mentioned it somewhere that it would be his first project for a DX10 wrapper I think.
eqzitara said:Noone's touched bioshock because helix planned to do it at one point though I am not certain if that is still true.


Yes, I remember Helix mentioned it somewhere that it would be his first project for a DX10 wrapper I think.

Posted 01/10/2013 06:49 PM   
DIVINITY 2 Shadows need to be disabled in this game. This is a shame, there are lots of them and they look good. So I thought I would see about fixing them. I looked at other peoples code but aside from managing to completely remove them, or make the whole screen flash, I can't get anything to work. Can someone provide a few pointers with the shader below (this is a little one, so I thought I might stand a chance)? // // Generated by Microsoft (R) D3DX9 Shader Compiler // // Parameters: // // float4x4 kLightViewProj; // float4x4 kWorld; // // // Registers: // // Name Reg Size // -------------- ----- ---- // kWorld c0 4 // kLightViewProj c4 4 // // // Default values: // // kWorld // c0 = { 0, 0, 0, 0 }; // c1 = { 0, 0, 0, 0 }; // c2 = { 0, 0, 0, 0 }; // c3 = { 0, 0, 0, 0 }; // // kLightViewProj // c4 = { 0, 0, 0, 0 }; // c5 = { 0, 0, 0, 0 }; // c6 = { 0, 0, 0, 0 }; // c7 = { 0, 0, 0, 0 }; // vs_1_1 def c8, 0, 0, 0, 0 dcl_position v0 dp4 r0.x, v0, c0 dp4 r0.y, v0, c1 dp4 r0.z, v0, c2 dp4 r0.w, v0, c3 dp4 oPos.x, r0, c4 dp4 oPos.y, r0, c5 dp4 r1.x, r0, c6 dp4 r0.y, r0, c7 slt r0.z, r1.x, c8.x mad r0.x, r0.z, -r1.x, r1.x mov oPos.zw, r0.xyxy mov oT0.xy, r0 // approximately 12 instruction slots used Which output variables am I supposed to update? Any ideas what oPos and oT0 are, and which one do I try and alter? Which other fixed games are worth looking at to get some ideas? Does anyone else like Divinity 2 and know how to do this ;-) I guess I need to read a book but this game does not have that many shaders for shadows (
DIVINITY 2

Shadows need to be disabled in this game. This is a shame, there are lots of them and they look good. So I thought I would see about fixing them. I looked at other peoples code but aside from managing to completely remove them, or make the whole screen flash, I can't get anything to work. Can someone provide a few pointers with the shader below (this is a little one, so I thought I might stand a chance)?

//
// Generated by Microsoft (R) D3DX9 Shader Compiler
//
// Parameters:
//
// float4x4 kLightViewProj;
// float4x4 kWorld;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// kWorld c0 4
// kLightViewProj c4 4
//
//
// Default values:
//
// kWorld
// c0 = { 0, 0, 0, 0 };
// c1 = { 0, 0, 0, 0 };
// c2 = { 0, 0, 0, 0 };
// c3 = { 0, 0, 0, 0 };
//
// kLightViewProj
// c4 = { 0, 0, 0, 0 };
// c5 = { 0, 0, 0, 0 };
// c6 = { 0, 0, 0, 0 };
// c7 = { 0, 0, 0, 0 };
//

vs_1_1
def c8, 0, 0, 0, 0
dcl_position v0
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
dp4 r0.z, v0, c2
dp4 r0.w, v0, c3
dp4 oPos.x, r0, c4
dp4 oPos.y, r0, c5
dp4 r1.x, r0, c6
dp4 r0.y, r0, c7
slt r0.z, r1.x, c8.x
mad r0.x, r0.z, -r1.x, r1.x
mov oPos.zw, r0.xyxy
mov oT0.xy, r0

// approximately 12 instruction slots used

Which output variables am I supposed to update? Any ideas what oPos and oT0 are, and which one do I try and alter? Which other fixed games are worth looking at to get some ideas? Does anyone else like Divinity 2 and know how to do this ;-) I guess I need to read a book but this game does not have that many shaders for shadows (

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

Posted 01/10/2013 09:01 PM   
Opos is position, oT0 is texcoord Fixing 2D shadows is next to impossible unless a programmer and you need to fix it through pixelshader rather then vertex.
Opos is position, oT0 is texcoord

Fixing 2D shadows is next to impossible unless a programmer and you need to fix it through pixelshader rather then vertex.

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 01/10/2013 09:57 PM   
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