Thursday, May 31, 2012
Pro Evolution Soccer 2012
Fixes:
- Shadows
- Player Indicator now 3D
Instructions:
- Extract the content (dll, ini and folder) of the zip where the pes2012 is located
- Disable "Player names" in Edit Personal Data and Disable "COM controlled player names" in System Settings. Why? because every single player of the world as a different Texture for his name, so converting this to 3D is to much job.
Now the game is excellent in 3D..... sadly the # time match share the same texture of the player indicator (not that bad and you can disable from system settings)
In VertexShader Folder are 2 folders:
HIGH CONV: Replace the content for high convergence values and adjust convergence
NORMAL CONV: Replace the content for normal convergence values and adjust convergence
Default = normal
Pro Evolution Soccer 2012 Fix
Saturday, May 26, 2012
Dungeon Defenders
Dungeon Defenders
Fixed:
Shadows
Black outline
Lens Flares
Crosshair
Ghosting Effects
Ghosting Effects
Removed:
A DOF effect(ugly in 3d)
Issues Remaining:
Text/health bars are 2D
I said a loooong time ago I would come back to this game and so I have. Id rate it as excellent after fixes. The text/health bars issue is not obvious if you choose a melee class and go first person, which is so much more fun then other options especially in 3d. If you are interested please check out the videos below. If you are interested in any of my past game updates they are singularity, hunted, mirrors edge, videos are included. Check them out in game list section. Feedback and comments are always appreciated.
Install to: ..\steam\steamapps\common\dungeon defenders\Binaries\Win32
Thursday, May 24, 2012
HOW TO GUIDE - Map Right Mouse Click to Convergence Presets
This short HowTo shows how to use AutoHotkeys with the Helix preset capability to bind the Right Mouse Click to the keys for setting convergence (and separation) presets through the Helix DLL. This would be useful functionality in FPS games where pressing the right mouse key changes the view, perhaps a scope or sniper scope, and for which a different convergence setting might be required
Pre-Requisites
- Download and install AutoHotkey
Pre-Requisites
- Download and install AutoHotkey
- Download the short script for binding Right Mouse Clicks to key presets RightMouseBind.ahk
Edit the Script to Map to Your Key Presets
Open the script in Autohotkey
It looks like this:
RButton::
send "0"
return
RButton up::
send "9"
SendEvent {RButton up}
return
- Change the two numbers "0" and "9" to be the key bindings for your presets.
- The first number ("0" in the above example) is the setting you want to switch to when pressing Right Mouse
- The second number is the default setting you want to return to when releasing Right Mouse
- Save the script
Running the Script and Playing the Game
- Start the script in AutoHotkey
(NOTE - once this script is running, pressing the right mouse button will send key strokes to whatever the active window is! So start the game straight after running the script)
- Start the game
- It should work...
Example Video
A short video shows about 25s of footage in Dead Space:
- Default convergence is 'high'
- When right mouse is clicked down (and held), the "aim mode" is activated, and the convergence is switched instantly to a lower value
- When the right mouse is released, and aim mode turned off, the convergence is switched back to the default higher value.
Download the video here: DeadSpaceRightClickConvergenceSwitching.wmv
HOW TO GUIDE - Create Convergence and Separation Presets
The method uses the Helix dll, and it is entirely his work and creation so all credit goes to him.
Pre-Conditions
- Works only for DirectX9 games.
- If you are already using Helix fixes for games, put the settings values shown below (and in the attached settings file) in the existing DX9Setting.ini file.
Setup
- Download the attached dll and settings file:
Release DLL
DX9Settings.ini
- Put both of them in a game directory where the game executable is
- Run game and create presets
- Play game
Settings file
Open the DX9Settings.ini file and it will look like this:
[General]
//Add upto 9 presets...
Preset1Key = 57
Preset2Key = 48
DefPreset = 1
[Preset1]
UseSepSettings = true
[Preset2]
UseSepSettings = true
- The numbers used above are the keycodes for the hotkeys (in this case 57="9" and 48="0"). Change these to what you want.
- You can create up to 9 of them, but 3 usually enough.
- Save and close the file.
Start the Game and Create Presets
Start the game, and the view default will be as follows:
- depth XX%, where XX is the value you set in Nvidia control panel
- convergence : probably way off !
Then:
- press the first preset key ("9" in my example) then adjust convergence and depth until you like what you see, and press Ctrl-F7.
- press the second preset key ("0" in my example), change the game view to one which requires a different convergence setting, then I adjust convergence and depth until you like what you see, and press Ctrl-F7.
You should then be able to toggle between key "9" and key "0" to get the different presets!
On closing the game, looking in the DX9Settings.ini file shows that the separation and convergence have been saved to it for next time.
On re-starting the game, it this time defaults to the preset 1 (because of DefPreset=1).
Note
- Each time depth and convergence are changed and Ctrl-F7 is pressed, the Helix DLL remembers the 'current preset being used' and updates that, so you need to always press a preset key before making changes so you can keep track of which one gets updated.
Restrictions
- Only seems to work for keys "0-9", though it should technically work for character keys as well.
- Cannot have separation > 100% (as defined by Nvidia), so no "depth of 125%" and so on.
Example Video
The following short video clip from Dead Space records about 25s of footage showing how the different convergence presets instantly switch:
DeadSpaceConvergencePresetsVideo
Pre-Conditions
- Works only for DirectX9 games.
- If you are already using Helix fixes for games, put the settings values shown below (and in the attached settings file) in the existing DX9Setting.ini file.
Setup
- Download the attached dll and settings file:
Release DLL
DX9Settings.ini
- Put both of them in a game directory where the game executable is
- Run game and create presets
- Play game
Settings file
Open the DX9Settings.ini file and it will look like this:
[General]
//Add upto 9 presets...
Preset1Key = 57
Preset2Key = 48
DefPreset = 1
[Preset1]
UseSepSettings = true
[Preset2]
UseSepSettings = true
- The numbers used above are the keycodes for the hotkeys (in this case 57="9" and 48="0"). Change these to what you want.
- You can create up to 9 of them, but 3 usually enough.
- Save and close the file.
Start the Game and Create Presets
Start the game, and the view default will be as follows:
- depth XX%, where XX is the value you set in Nvidia control panel
- convergence : probably way off !
Then:
- press the first preset key ("9" in my example) then adjust convergence and depth until you like what you see, and press Ctrl-F7.
- press the second preset key ("0" in my example), change the game view to one which requires a different convergence setting, then I adjust convergence and depth until you like what you see, and press Ctrl-F7.
You should then be able to toggle between key "9" and key "0" to get the different presets!
On closing the game, looking in the DX9Settings.ini file shows that the separation and convergence have been saved to it for next time.
On re-starting the game, it this time defaults to the preset 1 (because of DefPreset=1).
Note
- Each time depth and convergence are changed and Ctrl-F7 is pressed, the Helix DLL remembers the 'current preset being used' and updates that, so you need to always press a preset key before making changes so you can keep track of which one gets updated.
Restrictions
- Only seems to work for keys "0-9", though it should technically work for character keys as well.
- Cannot have separation > 100% (as defined by Nvidia), so no "depth of 125%" and so on.
Example Video
The following short video clip from Dead Space records about 25s of footage showing how the different convergence presets instantly switch:
DeadSpaceConvergencePresetsVideo
Monday, May 21, 2012
Diablo III
Diablo III - by mana84
BEFORE | AFTER |
Description:
- shadows in caves and dungeons are fixed
- water reflections fixed (by eqzitara)
Please, before using this fix read this warning.
I suggest to play this game rising the convergence up untill the cursor aligns with characters.
How to install:
extract "DiabloIII_fix.zip" archive in the "./Diablo III" directory of the game, required d3d9.dll is already included in the archive.
Editor Note
As of the latest driver. The profile for Diablo 3 was made incorrect by Nvidia. Please follow these instructions.[Instructions by Helifax|File by Skaut]
1) Download/open Nvidia Inspector.
2) Load up the new profile. (overwriting the current one).
Download:
DiabloIII_fix.zip
Editor Note
As of the latest driver. The profile for Diablo 3 was made incorrect by Nvidia. Please follow these instructions.[Instructions by Helifax|File by Skaut]
1) Download/open Nvidia Inspector.
2) Load up the new profile. (overwriting the current one).
Download:
DiabloIII_fix.zip
Saturday, May 19, 2012
Thursday, May 17, 2012
Crash Time 4
Crash Time 4
By DHR/Sammaz
Fixed:
Headlights, taillights, reverse lights and smokes chimneys.
Monday, May 14, 2012
Saturday, May 12, 2012
Lara Croft and the Guardian of Light
Fix by Eincrou
BEFORE | AFTER |
nVidia neglected to rate this game's compatibility with their 3D Vision drivers, but I would estimate that they would rate it "Fair." The UI and nameplates are 2D, there are shadows that render in one eye, and circles on the ground showing bombs' detonation radius are 2D. Other than these problems, the game is absolutely fantastic to play in S3D.
Using the Helix Mod, I was able to increase the game's S3D performance to, in my opinion, Excellent. I removed the shadows that render in one eye, which seem to be shadows from specific light sources in the game world, such as torches and fires. The character shadows that are always visible render properly in 3D, and remain enabled. Interestingly, the mouse cursor that appears when playing with mouse and keyboard is part of the main UI's vertex shader, so the cursor now has depth.
I was unable to fix the 2D bomb radius and character circles. The character circle isn't really necessary, but is very annoying, so I removed it. The bomb radius is only visible if you have plated a bomb, so I left it in so you can still have an idea of where the bomb will do damage. I will continue trying to figure out why I can't get these to render in 3D, and if I figure it out an update will be released.
Fixes:
1) UI and mouse cursor given depth.
2) Pickup notifications given depth.
3) Bad shadows disabled, but good shadows were left alone.
4) Circle beneath characters removed.
Remaining Problems:
1) Circle beneath characters and bomb detonation radius need to be fixed to render in 3D.
2) Would like to see if the mouse cursor can be isolated from the main UI. I don't think the main UI needs to have depth, but it's linked to the cursor so there's no choice.
v1 05/12/12: Initial fix removes bad shadows and adds UI depth.
How to get it working:
• Follow the standard Helix Mod fix installation guide.
• To customize the UI depth:
1) Go to the ShaderOverride folder. Use a text editor to open 63EA60B8.txt and E85329BD.txt.
2) In the text file, look for the line: "def c220, 0.2, 0, 0.0625, 0"
3) Change the first value after c220 (highlighted above in red) to whatever percentage of the maximum scene separation you want for the element.
Download links:
Helix Mod Release
HM-LCGuardianOfLight_ShaderOverride_v1.zip
Tuesday, May 8, 2012
Game List
Castle of Illusion
Chivalry : Deadliest Warrior
Day One: Garry's Incident
Deadfall Adventures -=Helix/Eqzitara=-
FIFA 14
Lego Lord of the Rings
NARUTO SHIPPUDEN Ultimate Ninja STORM 3 Full Burst
Tomb Raider: Legend
Fix by Eincrou
BEFORE | AFTER |
Description:
This is yet another game that requires super-de-duper low convergence, lest the UI splits off the screen. The BEFORE screenshot shows how flat the game is at the default convergence of the nVidia profile. But, nVidia yet again rates a game with this major problem as "Excellent"!!
This fix:
1) Allows UI to be on screen when convergence has been increased.
2) Removes bad shadows that result from enabling Next Generation Content.
Problems not fixed:
• Many effects are on the same shader as the UI, and render with the wrong depth. This includes things like fireflies, mist from waterfalls, bullet casings, etc. They are annoying, but not as bad as playing a flat game!
v1 05/08/12 Initial fix for UI and removal of shadows.
How to get it working:
"Next Generation Content" MUST be enabled!
• Follow the standard Helix Mod fix installation guide.• To customize the UI to your convergence setting:
1) Go to the ShaderOverride folder. Use a text editor to open E32A6B30.txt.
2) In the text file, look for the line: "def c220, 760, 0, 0.0625, 0"
3) Change the first value after c220 (highlighted above in red) to the convergence setting you have chosen. You can find the exact number for convergence by using the debug dll.
Download Links:
Helix Mod Release
HM-TombRaiderLegend_ShaderOverride_v1.zip
Considerations:
Thanks to Mana84 for alerting me to the fact that enabling Next Generation Content allows the Helix Mod to find the UI shader. Thanks, bro!
Friday, May 4, 2012
Binary Domain
- More element of the HUD in 3D
- Some shadows removed
Update Fix (05/06):
- Name plates and energy bars of co/characters fix, now in 3D.
Fix/Remove:
- Crosshair and HUD fix, now 3D
- Main menu and game menu 2D
- Light problems remove
- characters and enemies are now not blurred (because ME3 profile)
Issues Remaining:
- Object Shadows by sun or high lights...impossible to fix and remove. Thanks mana84 for trying, the shadows of this game are a mess.
Intructions:
1. Rename the BinaryDomain.exe to MassEffect3.exe or prototype.exe
2. Copy the Shaders folder, DX9Settings.ini and DLL in the same folder where .exe is.
Download Fix
More Screenshot Here
Wednesday, May 2, 2012
Blur
Blur - by mana84
BEFORE | AFTER |
Description:
- most of the lights should be fixed
- reflections are fixed
- rear mirror inversed convergence is fixed and pushed a little further into the screen
- fixed menu parts and loading screens that were at wrong depth
- cars headlights are in 3d now and a lot better to watch (still not perfect)
- object shadows should be fixed
- cars shadows removed
Finally we can play this great game with high depth without messing up shaders (images are taken at 100% depth)... even though we should play the game with default convergence becouse some effects still need that.
I'll try to improve this fix with another release later... this game had a lot of issues that were difficult to find and to fix and there are minor things I've still to do (fix shadows and improve headlights). I should test the game a little more too so make me know how it goes if you test it!
- cars headlights are in 3d now and a lot better to watch (still not perfect)
- object shadows should be fixed
- cars shadows removed
Finally we can play this great game with high depth without messing up shaders (images are taken at 100% depth)... even though we should play the game with default convergence becouse some effects still need that.
I'll try to improve this fix with another release later... this game had a lot of issues that were difficult to find and to fix and there are minor things I've still to do (fix shadows and improve headlights). I should test the game a little more too so make me know how it goes if you test it!
How to install:
extract "blur_fix.zip" archive in the main directory of the game, required d3d9.dll is already included in the archive.
Download:
blur_fix.zip
Download:
blur_fix.zip
Tuesday, May 1, 2012
Toy Soldiers
Fix: Crosshair Fix
Copy the content (shaders folder, DX9Settings.ini and DLL) in the same folder where .exe is.