Monday, October 23, 2017

Oceanhorn: Monster of Uncharted Seas

3Dmigoto 3D Vision DX10 Fix
Last Updated:  October 27, 2017

What this mod does:
- Fixes an issue where character models appear extremely distorted
- Fixes water reflections & skybox
- Pushes the HUD into depth
- Adds a very low convergence preset on the tilde "~" key. Use this for some cutscenes or when sailing around
- Adds a low convergence preset on the "Tab" key
- Adds a high convergence preset on the "Caps" key. Use this for normal gaming.

Installation:
  1. Download this ZIP file and extract the contents into the game directory.
  2. If you have the Steam version of this game, ensure that you are logged into Steam.
  3. Run the game using the included shortcut "Oceanhorn- 3Dmigoto.bat"
  4. When in the main title screen, press the 'F10' key to enable the fix (you should hear a high beep sound). 
 Additional Notes:
- It's recommended to play this game with a controller since mouse cursor is screen depth.
- HUD depth, convergence preset values & associated key bindings can be changed in the d3dx.ini file.

10 comments:

  1. Huge thank you 4everAwake :)

    This game is a nice little Zelda clone, and it looks wonderfull with your fix !

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    Replies
    1. Thanks. I just updated the fix. I originally had the convergence presets on the 1-3 keys. But I didn't realize they were already assigned to items in the game. So I changed them to Tilde, Tab & Caps Lock.

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  2. My thanks as well. I started playing it a while back and just dealt with the issues present when playing in S3D, but went away from the game. Now you've given me the only reason I need to dive back in! BTW - there is a sequel in the works using UE4 and it looks really good.

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  3. Thanks for the fix!
    I'm curious how you managed the fix as this is a DX10 title. I tried to use one of Flugan's wrappers to dump shaders but couldn't make much progress there. The game interestingly has shader code in plain text that can be modified - I was able to disable but not fix the water reflections. The best solution before now was SuperDepth3D, but I suspect this will be much better!

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    Replies
    1. Hi OneUp03. There's a Dx10 build of 3Dmigoto that was created a while back:
      https://github.com/bo3b/3Dmigoto/releases/tag/0.1.1-alpha

      The water reflections were a simple halo fix. For the character distortions, there was a line that needed to be disabled in the shader.

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  4. I see that you needed to do the same thing as I did for Devil May Cry 4 Special Edition (rewriting shaders and having to reload them with hunting mode enabled). But instead of writing a "//" at the end of each shader, you replace them from another folder (twice: once out and once in). I didn't know that moving and replacing them would change the dates and/or make them reload correctly. Your code is simpler as a result :).

    In case you didn't see my DMC4SE fix (you probably did, because I think no one else did a DX10 fix other than us), I made a script there to force an F10 press after a certain amount of time.

    Also, thanks for the fix. I'll play this game eventually. I was turned off about it being DX10 long before doing the DMC4SE fix, and then I forgot about the game.

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  5. Awesome work! Do you know if you can get SBS mode working on this older version that supports DX10? I've been using 3D Vision with my Oculus Rift with a lot of other games, but I couldn't get this one to work in SBS mode. Thanks for any help!

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    Replies
    1. No, sorry. No way to get SBS in a DX10 game, SBS requires a lot of 3Dmigoto infrastructure that does not exist in our prototype DX10 code, and it's too much work to get all that working for the small handful of DX10 games.

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  6. I was having trouble with the 15sec timeout not being long enough(20sec worked) on my older/Win10 rig so I was poking around and found that for whatever reason commenting out the ShaderCache location eliminates the need to run the script(move files, wait, etc) entirely. You still have to press F10 at the title screen to load the Shaders but that's it...

    ; Automatically patched shaders will be written here if caching is enabled.
    ; cache_directory=ShaderCache

    ReplyDelete