Friday, March 30, 2012

DOTA 2 BETA FINAL VERSION

DOTA 2 BETA
FINAL BETA VERSION

BEFORE
AFTER

Fixed:
Scaling based on convergence: Name Plates/health bars
Scaling based on convergence: Hud

Removed:
All shadows(Set shadows to low in-game settings. Then it will disable from there)
All bad glowing effects(Disable all the effects in settings. Then click vysnc off then click apply)

Issues aware of:
 Blood is still 2d.
Hud breaks at higher convergence settings.

Before you try this please read this WARNING. No ones been banned for playing a game online using a fix but it MAY happen. Thanks goes to FudgePack for the account. Game looks either great or good depending on preferences. Can easily play at max depth and you can move convergence up till the point where health/mana bars are off or your own preference. Character names will remain attached to character models regardless of depth/convergence setting.

 Install the shaderoverride folder here ..\Steam\steamapps\common\dota 2 beta\
Install your Release(d3d9.dll) here: ..\Steam\steamapps\common\dota 2 beta\bin

Shaderoverride
  Release

Sega Rally Revo 3D Fix


BEFORE
AFTER

This fix corrects depth of the in-game HUD as well as the rear-view mirror.

ShaderOverride

Release

To install, unpack both Zips where SEGA Rally.exe is located.

Note: There is a disabled pixel shader, which is the RPM digital meter. It is purely cosmetic, it does not affect in any way the ability to know your RPM as there is also an analog needle meter. Once I know how to add depth to a pixel shader I will re-activate it. In any case, the game now plays like a 3D Vision Ready title.

Another note: I have set up the shader depth so that it matches the 3d depth driver settings I use (and recommend) which is 80%. You can adjust the following value in brackets: def c220, [0.80], 0, 0.0625, 0 in shader B503E533 to match your desired depth setting for best results. Also, I have set the rear-view mirror so that it appears closer than the rest of the hud, in my opinion it looks better this way. You can adjust it's depth in the same manner in shader A5AB3BA0.

One final note: Press your Cycle Frustrum Adjustment key once then save your 3D settings in order to be able to use high depth.

I may try to further adjust this fix (with texture separation) at a later date but no guarantee on that.

By Anisotonic

Thursday, March 29, 2012

Call Of Duty 4: Modern Warfare fix


BEFORE
AFTER

This fix adds depth to the HUD.


Editor note(Eqzitara): If this fix doesnt work please try instructions in first comment.

ShaderOverride

Release

To install, unpack both ZIPs where iw3sp.exe is located.

Known issues: subtitles in cut-scenes between missions appear out of focus; sniper zoom overlay does not fit the screen.

Note: the 3D Vision profile says to turn off Glow, however I have not noticed any Glow-related anomalies. There are problems with static light effects but they are unrelated.

This is version 1 of the fix, I'm looking at the possibility of applying fix to HUD textures only, in order to leave the main menu, subtitles and sniper overlay as they are.

It works for both multi-player and single-player. All 2d HUD elements are pushed back including objective markers and player names. Note that some MP servers use Punkbuster and that using a wrapper might get you kicked.

By Anisotonic

Dark Messiah of Might and Magic

Dark Messiah of Might and Magic - by mana84

BEFORE
AFTER

Description:
- now you can increase depth and convergence without messing up hud and menus
- moved hud a little further into the screen
- bow's crosshair is eliminated (by it's texture crc)
- blur shader fixed (i.e. burning hands don't double anymore)
- projection shader fixed (i.e screen don't split up anymore in open areas)
- transition screens fixed (full screen effects such as i.e. darkening transitions don't split up anymore)
- some minor doubling flares/glowing lights are removed

I strongly recommend to increase the convergence (otherwise the game appears to be almost flat) watching in 3d without glasses until the sword images are almost aligned. Press ctrl+F7 to save it when you've found the best value.

notice that this fix doesn't remove crosshair completely because its texture is shared with hud, but I think it's not so bad because the crosshair is pushed a little further and although is almost invisible by default.

How to install:
extract "Shaderoverride.zip" archive in the main directory you installed the game. Notice that if you have steam version of the game the path is: steam/steamapps/yournickname/dark messiah might and magic single player

Download:

Wednesday, March 28, 2012

All Zombies Must Die!

Fix by Eincrou

BEFORE
AFTER

Description:
• You can now change the UI depth. Character shadows render improperly, and have been disabled.
Unfortunately, a shader for the icons above characters and enemies' heads could not be found. They remain in 2D.
• The original shadow shader is included for if you want to make shadows render properly. If you can fix it, I will update this fix and give you full credit.

How to get it working:
• Follow the standard installation guide.
• To customize the depth/pop-out to your liking:
1) Go to the ShaderOverride folder. Use a text editor to open C2EEF785.txt, 65F01D17.txt, and 7CA24CCE.txt.
2) In all three of these text files, look for the lines: "def c220, -0.10, 0, 0.0625, 0"
3) Change the first value after c220 (highlighted above in red) to control the depth. Do this for all three files.

Download links:
Helix Mod Release .dll
AZMD! Fix ShaderOverride

Tuesday, March 27, 2012

Vampire: The Masquerade - Bloodlines

Fix by Eincrou and Mana84

BEFORE 1: Default Convergence

BEFORE 2: Convergence Increased
AFTER


Description:

This fix addresses the fact that the UI, including HUD and menus, render in S3D. The convergence must be kept at 1 to align the UI, but the game world looks very flat. You can see this in the "BEFORE 1" screenshot.
"BEFORE 2" shows how the UI is destroyed after setting the convergence to a reasonable value so that the world doesn't appear all the same depth."AFTER" shows how we were able to use the Helix Mod to align the UI. This screenshot has the same exact convergence value I had in "BEFORE 2."

Problems Not Fixed:

  1. This fix will ruin the skybox and some distant buildings.  I have not a clue why.  I haven't seen anything like this in any other game.  I didn't find problem this worse than having to keep the convergence super low.  I'd rather have a weird sky than a flat game world.

Change Log:

v2: (03/29/12) Fixed remaining UI elements.
v1: (03/27/12) There are still UI art elements that render improperly in S3D.

How to get it working:

Install the d3d9.dll release and ShaderOverride fix to the same location as vampire.exe, just the same as any other fix. When you're done with that, don't get excited yet, because you're not finished!

1) Get the debug version of d3d9.dll. Temporarily rename the release d3d9.dll to something else, for example: "d3d9x.dll." Put the debug version in the same location as vampire.exe.

2) Launch the game, and get into the regular game world. Use the hotkeys (default Ctrl+F5 and Ctrl+F6) to set your convergence however you like. The nVidia profile sets the convergence extremely low, so you'll have to hold Ctrl+F6 for a while before you see a change in the game world. Ignore the splitting UI, we'll fix that in a minute.

3) When your convergence is set how you want it, look at the red debug text at the top and make a note of the "mConvergence" value. In the AFTER screenshot, you can see that my convergence is about 25. Press Ctrl+F7 to save your convergence settings.

4)
Go find the two fixed shaders at ".\ShaderOverride\VertexShaders\[xxxxxxxx].txt" and open them in a text editor.

5)
Locate the lines: "def c220, 0, 25, 0.0625, 1" and change "25" to the convergence value you saw in "mConvergence." Save the files.

6)
Now, you can delete the debug version of d3d9.dll, or you can rename it so it's still there in case you want to change your convergence again. Make the release version have the name "d3d9.dll" again.
When you boot up your game again, the main menu should already be aligned perfectly if you saved your convergence in step 3. If not, just increase your convergence with the hotkeys until it lines up. If you want it to pop out or have depth inside the screen, you're welcome to leave it slightly un-aligned.

Download Links:

Release .dll
Debug .dll
VTMB Fix Shaderoverride

Credits:

Eincrou located the UI shader and did all of the testing, but this fix is thanks to Mana84. He discovered this method of changing the convergence value at which the shader renders at screen depth. This will allow for fixes to many games that have to be played at super-low convergence values. Thanks to eqzitara for helping convert the shader.

Sonic Generations

Sonic Generations 
Found By: Anisotonic Fixed By: Mana84
BEFORE
AFTER
Good day folks. While I get better at this, here's a fix for Sonic Generations. It fixes character shadows. For some reason, while these shadows render at proper depth, they are duplicated and split apart as you increase 3D depth, as you can see in the screenshots.

Shaderoverride
Release

Saturday, March 24, 2012

Sonic & Sega All Stars

SONIC & SEGA ALLSTARS

BEFORE
AFTER


Fixed:
Pushed in-game hud into depth
Pushed menu into depth

If you want hud+ menu further or closer in depth adjust the value 0.25 in "def c220, 0.25, 0, 0.0625, 0". Go to shaderoverride/vertexshaders and open the documents and change value accordingly. To double the depth value change to .50. To cut in half .13

SHADEROVERRIDE
RELEASE
 
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