Showing posts with label disabled. Show all posts
Showing posts with label disabled. Show all posts

Saturday, July 7, 2018

Red Faction: Guerrilla + Re-Mars-tered

Fix by Stryker_66

Re-Mars-stered by Bo3b

In recent months, Steam has been working with some publishers/developers to patch out GFWL (Games for Windows Live) from their games which has caused me to revisit some of my older titles. I had a look at Red Faction Guerrilla and like many games, it has issues in 3DVision. I used the Helixmod debugger to remove some offending shaders.

Install

Note: For Steam version of the game, turn off the shadows in game settings and at launch run the game in DX9 mode. I've also disabled motion blur and depth of field in game since I don't like those features in any game. You can enable them if you prefer.

1.) Use NVidia Inspector to remove the Red Faction Guerrilla profile

2.) Add the "rfg.exe" executable to the Prototype 2 profile

If you are unfamiliar with NVidia Inspector, I would highly recommend downloading it and learning how to use it. It is invaluable for 3D Vision gaming. There is a great guide on how to use NVidia Inspector here.

http://helixmod.blogspot.ca/2013/03/how-to-change-3d-vision-profile-and.html

3.) Unzip contents of Red_Faction_Guerrilla_3D_Shaders_Removed.zip file to where the "rfg.exe" file is. (i.e. \Red Faction Guerrilla) In my case it is

S:\My Steam\SteamApps\common\Red Faction Guerrilla\

The fix: Red_Faction_Guerrilla_3D_Shaders_Removed.zip

You can switch/change two convergence settings with keys "0" & "9". Simply select key and adjust your convergence and then Ctrl + F7 to save as you would normally with NVidia convergence save feature. You can then switch back and forth while in game. I included this because I prefer to have a convergence setting when I am on foot and another for when in a vehicle.

You can learn more about multiple convergence settings here and you can customise key changes in the DX9Settings.ini file.

http://helixmod.blogspot.ca/2013/04/guide-how-to-bind-custom_28.html

4.) There are also optional FOV files that can be found here.

http://steamcommunity.com/app/20500/discussions/0/846961716495621555/

The FOV I am using is set to 90 and I personally like it because I can see my main character in full. The author for the FOV settings has a few different files from the above link that you can try for alternate FOV settings. The setting of FOV 90 works great for the toyification effect. This is my preferred setting when in a 3rd person perspective.

And lastly, if any shader whiz kids want to fix or have a look at the shaders, I included the shader dumps here. These are the offending shaders I found and disabled. There may be others since I have not played through the entire game. Please feel free to fix since a fix is more desirable than removing them.

Original Vertex Shaders

I don't know how fix yet, but decided to start dabbling to see where I can go from here.

Thanks to this great community, 3DVision lives on…


Update 7-7-18 
There is the new Re-MARS-tered version, which is DX11.  Although not visually any different, it's easier to work with 3Dmigoto, so here is a mostly complete fix for the Re-MARS-tered version.

This fixes the sky by moving clouds to depth, and removing the broken sun.  HUD is improved by being depth selectable (with \ key) and having the crosshair depth selectable (with ' key).  HUD can be hidden with Backspace.

Re-MARS-tered.zip


Monday, July 25, 2016

The Technomancer


========================
UPDATED: 25th of July 2016


25th of July 2016 - Initial release of the fix


============
Issues Fixed: 
============
- Ambient illumination halos
- Bloom Halos
- Light Halos
- Some God Days
- UI pushed to depth


======
Presets: 
======
- " F2" key toggle between UI pushed at IniParams.x fixed depth or Stereo Depth (Usable to allign the enemy nameplates in combat)
- "F3" toggle between 2 convergence presets: 4.0 and 60.0. (See below for more information)


============
Known Issues: 
============
- Main Menu is not fixed.
- All the shaders have the headers stripped. 
- The Shadows (and various other effects) render perfect at a convergence lower than 4.0 (pushed to infinity)
- Shadows are disabled if convergence is higher than 4.0. Use F3 to toggle to a convergence values to obtain "toyification".
- Currently there is no way to fix the shadows without having access or knowing what the matrices are.

See image ONE for stereo pushed at infinity (with shadows).
See image TWO for stereo with a good convergence (shadows are disabled).


===============
TB and SBS Mode: 
===============
- The game support SBS/TB Mode using 3Dmigoto. Remove the ";" in the  ;run = CustomShader3DVision2SBS in the [Present] section of the d3dx.ini. Default TB Mode. F11 to cycle.


============
Download Fix: 
============
The Technomancer - 3D Vision Fix (or alternate download)


==========
Installation: 
==========
- Extract the .zip where  EXE is located


=================================
Technical Discussions, Feedback & Help: 
=================================
Please visit 3D Vision Forums for any discussions related to this fix.
If you feel like you want to donate: tavyhome@gmail.com

Sunday, January 17, 2016

FINAL FANTASY XIII LIGHTNING RETURNS

fix by: 3d4dd

                    HUD pushed to character's depth                                                       shadows and ambiant occlusion fixed
Shadows and character's ambiant occlusion fixed

Features:
- shadows and ambiant occlusion fixed by DarkstarSword
- halos caused by fog and other effects fixed
- sun fixed
- convergence presets for gameplay and cut sceens
Shadows and character's ambiant occlusion fixed
- toggle depth of HUD

Known Issues:
- some distortion and chaos effects look strange (similar to motion blur, etc.)
- sporadic HUD elements are still 2D as fixing them would cause other issues

Installation:
  • Download this zip file and extract it to the folder where LRFF13.exe is located ( e.g. C:\Program Files (x86)\Steam\SteamApps\common\LIGHTNING RETURNS FINAL FANTASY XIII).
  • If 3DVision doesn't activate for the game as it doesn't use real fullscreen mode: add LRFF13.exe to the profile for 3DHubplayer using Nvidia inspector. Run the game in "fullscreen mode" or otherwise Helixmod will not work. The fix was made with graphic settings on the highest level.
  • Additional issues I had with the game:
    The game starts and is displayed in the task bar but not on screen -> move the mouse to the top left corner of the screen and click left.
    Animations and sound during dialogs are not synchronous and so the last word often is cut off -> use the speedhack function from Cheatengine to run the game with 0.95 speed.
Hotkeys:
Hotkey associations can be changed by editing DX9Settings.ini and the key codes from http://www.asciitable.com/
  • '0' convergence preset for gameplay
  • '9' convergence preset for cut sceens
    You can change the convergence and depth preset by pressing the hotkey of the fix and then the hotkey for saving Your 3D settings (Ctrl+F7).
  • '8' toggle HUD depth (2D/pushed to character's depth)
  • '7'/'6' enables/disables a PS-VS-pair that is connected to 2D fullscreen effects for chaos and dirt screen and to some distortion effects (e.g. on the computer console in the Arc). Is is enabled by default as not every effect connected to this shaders is broken. Disable it only when You see an issue and reenable it afterwards. The PS-VS-pair must be disabled in the temple of Etro when Lightning gets a chaos wound that will just look like a hole without this fix.
 Additional Notes:
I have pushed the HUD to the charater's depth so that interaction elements and speech bubbles feel more comfortable. Unfortunately they are not at the same depth as the objects they mark.
If You want to change the HUD depth edit the value 0.5 in
def c200, 0, 1, 0.0625, 0.5// 0.0625 prime directive reference value 
for 2C87E466.txt.ps, 2DB107DF.txt.ps, 4E1D976F.txt.ps, 72B4CF56.txt.ps, 1D4D4B4E.txt.ps, D767BC1F.txt.ps in the folder ShaderOverride\VertexShaders\
 
Many thanks to bo3b's school for shaderhackers and especially DarkStarSword!

Saturday, January 2, 2016

Infinifactory




Description:
If you like SpaceChem, you will like Infinifactory in 3D.  The 3D really helps to set up your factory.
The puzzles are hard, but fair. The story is a bonus.

What this mod does:
- Fixes haloing on bloom effects
- Removes the screen depth cursor
- Shadows are disabled, toggle with back-tick

Installation:
1)  Download this ZIP file and extract the contents into the game's directory.
2)  Profile should automatically use the fxdplayer profile, which makes it work in windowed mode.
3)  If you find the square cursor is not enough, the NVidia laser sight works with Ctrl-F12.

Known problems:
1)  Shadows are not fully correct.  
2)  Unity seems to glitch on loading periodically, so if bloom is off, do alt-return until it corrects.


This is a puzzle style game so the missing shadows are not very serious.  I'm still looking at them though.  For whatever reason they don't seem to follow DarkStarSword's cool Unity template. 




Update 2016-01-05: DSS improved version here

Friday, March 27, 2015

Woolfe The Red Hood Diaries

fix by: 3d4dd

 
Fixed:
- halos caused by some water surfaces, fog and magic view
- god rays
- dynamic shadows

Disabled:
- some reflections and special dynamic shadows I couldn't fix
 
Installation:
  • 32bit-system: Download this ZIP file  and extract the contents into the binaries folder of the game (e.g. ...\Steam\SteamApps\common\WoolfeTRHD\Binaries\Win64\)
  • 64bit-system: Download this ZIP file and extract the contents into the binaries folder of the game (e.g. ...\Steam\SteamApps\common\WoolfeTRHD\Binaries\Win32\)
  • edit WoolfeEngine.ini in ...\Users\...\Documents\My Games\WoolfeTRHD\WoolfeGame\Config
  • change AllowNvidiaStereo3d=False to AllowNvidiaStereo3d=True
  • for 64bit-system: delete GameOverlayRenderer.dll and GameOverlayRenderer64.dll in the main folder of steam (steam overlay won't work any more!). Otherwise the game will crash with Helixmod.
Additional Notes:
- toggle depth and convergence presets for gameplay and cut scenes per hotkey "v":
You can customize the settings by pressing the hotkey, adjust convergence/depth and save it with Ctrl+F7.
 
Many thanks to bo3b's school for shaderhackers and especially DarkStarSword!
 

Monday, November 3, 2014

Lords of the Fallen

This fix has been superseded by a more complete fix found here.

Fix by Helifax

This fix has been superseded by a more complete fix found here.

  More Screenshots at: Lords Of the Fallen - 3DVisionLive Gallery [Update] - Pushed Hud+UI into depth. Can be controlled from d3dx.ini file under [Constants]. Fixes: - Removed Static shadows exterior/interior - Removed Dynamic shadows exterior/interior - Removed volumetric fog/smoke that was rendering in one eye only - Removed some lens-flares that are rendering in one eye only - Removed some weird reflections in some places. - Removed Blood Pools that were at wrong depth. - For some reason I cannot push the hud into depth. instead of rendering each eye with the offset is rendering in both eyes the same offset.... - Exterior: looks good. - Interior: You will get weird reflections that pop into place when you get next to them. (Like in Dark Souls 2) If I disable the shader for this the whole scene turns black/unlit. So far I wasn't able to fix it... (between the crashes, Stereo rendering not working properly and so on...) Known issue (most likely on non-SLI setups): - When starting the game 3D Vision kicks in. - You load a game but there is no 3D, instead a flat image in both eyes. This is a driver/game problem ?! The workaround I found is to: - Leave 3D Enabled (don't press CTRL+T) or the game will crash - Hit ALT+ENTER to go to window mode - Hit ALT+ENTER again to get back to fullscreen. Now the game should render correctly in 3D. ARCHIVE - Install: Place the content of the archive in "Lords Of The Fallen\bin" folder. - Profile: Use default "Lords of the Fallen" profile using nvidia Inspector. - In-game: Set shadows to either "LOW" or "HIGH". Medium setting is not working properly...

Sunday, October 12, 2014

Dark Souls 2

Fix by Helifax

Fixed:
- Made some shadows which previously were rendering 2D now render 3D. (Like in Majula)
- Fixed some shadows on walls. Previously in one eye they were black.
- Removed some other minor shadows here and there.
- Pushed the whole UI in depth.
- Added 2 convergence presets on F1: Higher convergence / low convergence (almost like the default one). You can increase them and save them with F7.
- Removed some annoying reflections on the character's armor
- Removed some shadows that were introduced in the DLCs.
- Reflections:
- Fixed the reflections to some degree. => If the reflections are fixed the dynamic shadows (from torches) render at a very high depth.
Therefor you have 2 options:
a. Disable shadows altogether. => Not really recommended.
b. Added a Reflection preset swap on F2. => If you go to a location (like Dranglic Castle) and you see lighting issues on walls or floor (like main hall) press F2 to align them. If you are using the torch in some places and the dynamic shadows bother you to much you can press F2 again to align the shadows but will break the reflections/ lighting in that place. - You can change the HUD depth from the Ini file if you want to.

- The shadows/reflections are an approximation since they do some weird stuff in the shaders and I wasn't able to figure it out exactly how it works. (too many defined constant magical numbers in there)

- Tested on Single & Surround and works the same.
- If you are playing with a gamepad (Which I highly recommend) you can use XPADDER to bind F1/F2 to some gamepad keys as well.

KEEP IN MIND THIS IS NOT A PERFECT FIX, just an improvement over the default game that should make 3D Vision Rendering BETTER !s

Put the content from the archive next to the game exe.
Dark Souls 2 Fix

Friday, October 3, 2014

Crysis [DX9]

3D Vision fix by bo3b



Simple disabled effects fix, taking it from unplayable to acceptable.
No shaders are fixed here, and in fact, only config file settings are changed here, as described in Lesson 0.5 - quick fix.

Part of the motivation for creating this fix is to demonstrate the value of the quick-fix as a good starting point, and simple disabled effects.
The game is still really good.

Before            After



Description:

Crysis is very well known, but never played well in 3D.  Water, sky, and shadows made for a bad experience, not worth playing in 3D.
The NVidia profile suggestion is marginal, and still makes for a poor experience.

This fix is a WIP, and is starting with the technique of tweaking the config files to disable most of the broken effects.  As such, it's a less than optimal fix, because the effects are presently disabled, not fixed.  Still- this takes it from completely broken to playable.

Skies and clouds are removed.  Shadows are disabled.
Motionblur is disabled. Water reflections are disabled.
Shader quality is lowered one step from High to Medium for General, Terrain, & Vegetation, to fix shadowing glitches.
The green flickering water is fixed by enabling the fft water.
Performance is good, 90 fps average in 3D with 760 SLI.

How to install:

1) Use the standard Crysis profile.

2) Create a launcher so that it will start in DX9, not DX10.
   Add -dx9 to Steam game properties,
   or use Game Explorer and right click for DX9,
   or create a shortcut with -dx9 as an input parameter.
   This fix also includes the most valuable image improvements found in the DX10 version.

3) Go to Settings and set all game settings to High. It's 2014, your computer can run Crysis. :-)

4) Set the in game cursor to the blank one.  Use laser attachments on guns or use iron sights.  NVidia laser-sight will also work but breaks the immersion.

5) Copy this system.cfg file into your game directory.
   Like: T:\SteamLibrary\SteamApps\common\Crysis\
   It will automatically be run at game launch.


Steam version was used, but this should work on the demo, as well as the retail and Origin versions.

I plan to improve this fix as we go through other Lessons.

Screenshot Gallery


Special thanks to tweakguides.com for an awesome writeup on Crysis configurations.


Friday, July 26, 2013

Microsoft Flight Simulator X (FSX)

Fix by Bo3b

Fixed:

Removed the screen depth lights on runways, towers, beacons.

BEFORE: 


AFTER:


Description:

FSX is one of the top flight simulators, and works fairly well in 3D.   Convergence and depth work well.

The lighting effects have always been a problem, and dramatically detract from the experience in 3D, because all lights are at screen depth.

This fix is marginal, because it only deletes the light effects and aircraft labels.  That means that day flying is now pretty good, but night flying loses all the runway lights.  Maybe pretend that it's an airport power failure.

How to install (this is not a Helix mod):

0) This only works for the SP2 version of FSX.

1) Use the standard FSX profile.  Other profiles were tested, but don't solve the problem.

2) Rename "..\Texture\halo.bmp" to "original halo.bmp" to disable runway lights.

3) Rename "..\Effects\texture\fx_2.bmp" to "original fx_2.bmp" to disable beacons.

4) Go to Settings->Customize->Traffic and uncheck "Show aircraft labels" to disable red text over other airplanes.

---------------------------

I'm still looking into a fix, instead of just deleting the effect, but it's not promising.

Microsoft coded all graphic effects in a 2D library 'g2d.dll'.  The effects appear to be hard coded and are done after the 3D pipeline has completed.  There are no vertex shaders associated with the effects, and the items in the 3D models that are used for placement are not visible.

The effects for sun, moon, fireworks, and smoke also have the same problem.  I did not delete them, because of their rarity.  It should be possible to delete other graphic files if that seems worthwhile.

Sunday, June 30, 2013

Total War: Shogun 2

Total War: Shogun 2
By Andysonofbob
>

Required settings: DX9 mode, Shadows off.

This is definately a game of two halfs: the battle phases as well as the campaign map.

The battle phases

Both land and sea have had all the dodgy effects removed. So much so I would call it 3D Ready if it weren't for the 2D mouse. Personally 2D mouses concern me less in RTS where they would be a game breaker in an FPS or 3rd person game. I guess this is because you can move them and you can still accurately aim between the 'two' cursers...

You do loose flaming buildings and ships but the be building do look like they are smouldering; the ships just have a heat wave effect around them now though. Flaming arrows are fine.


The campaign map

For this I have removed: roads, rivers, province borders, province zones and unit range zones have been removed. This isn't as bad as it sounds. Roads and rivers are cosmetic (I didn't realise they had gone and the bridges remain as visual clues), the minimap still shows the province zones and borders and holding right mouse button previews the selected path of the unit including range and turns required!

The only issue remaining on the campaign map are the town names which are 2D. This would do my head in during battles but I don't mind them on the campaign map for some reason...


For those who want the campaign map left alone and are happy to toggle 2D for these sections

Inside both pixel and vertex shader folders is a folder called Basic. Remove and replace all the shaders with the ones in the folders. (I have simply removed the shaders relating to the campaign map.)

FILE HERE

Friday, April 19, 2013

Kerbal Space Program

By AndySonOfBob

The shadows are removed but the space background is still too shallow. The normal sky is OK though.


Wednesday, October 17, 2012

Viking:Battle for Asgard

RATING: Excellent
REMOVED: 2D sky box

GAME IS CAPPED AT 30 FPS! This is a bit of a deal breaker for many but is only $15.00 and looks amazing in 3d and graphics are pretty good. Its so unfortunate because everything in game renders perfectly in 3d. Shadows/hud/etc. Only issue was skybox but I couldnt seem to get it to work so I just removed it(didnt try too hard to be honest but it wont be missed).

Leave a comment if anyone finds out if/how 30 FPS lock is bypassed.

install to ../Viking Battle for Asgard/
SHADEROVERRIDE

Thursday, August 23, 2012

Fable 3


RATING: Great
Removed: 2D Reflections(INI),Motion Blur(INI), Depth of field
Issues remaining: In snowy climates snow swirl is 2d effect, Menu Screen.

HOW TO FIX WATER
Start Game up till you gain control of character... ALT TAB.(No joke)

INI TWEAKS(reflections/motion blur)
Go to .. Fable 3/VideoOptionsConfig.xml
Change the following
 <RadialBlurMinimumEffectsDetail>99</RadialBlurMinimumEffectsDetail>
<MotionBlurMinimumEffectsDetail>99</MotionBlurMinimumEffectsDetail>
<ReflectionTextureResolution>0,0,0,0,0</ReflectionTextureResolution>


This is more of ini tweaks then actual fix since I ran into a lot of odd trouble anywho... Game looks good in 3D and I knew of a few ini tweaks. People bash this game more then they should. Fable 1 is still way better but I dont regret playing through this game once however..... being evil makes no sense story wise(DONT DO IT).

Install to.. Fable 3/
SHADEROVERRIDE
 
PS am I the only one that finds it odd that there is unused 3d vision code in the game?

Friday, August 10, 2012

CRUSADER KINGS 2

CRUSADER KINGS 2 

BY: ANDYSONOFBOB



Removed:
Dodgy Map Textures

Additional Information:
Unless you don't mind the 5 dodgy chancellors, you will need the Sword of Islam mod to replace the Western chancellor models with their Eastern counterparts.  Do this by editing the avatar file in notepad++.  Found:
C:\Steam\steamapps\common\crusader kings ii\interface\avatars.gfx

Find the various chancellor actorfiles, they all have job in their title e.g. westerngfx_job_spymaster

Look for the Muslim equivent and replace the Western .xac file for the Muslim one.  Leave the idle one.

It should look like this:

    EMFXActorType = {
        name = "westerngfx_job_spiritual"
        actorfile = "gfx\models\Mapindicators\Muslim_Mullah.xac"
       
        idle   = "gfx\models\Mapindicators\Western_lord_spiritual_idle.xsm"
        scale = 1.0f
    }


Installation:
..\Steam\steamapps\common\crusader kings ii
SHADEROVERRIDE

I have included a ready made avatars file but the load paths might not be the same...

You will need to tweak your prefered zoom height to your convergence taste but I that is no biggy at all in this game.  It is rare you need to change the zoom.
AVATARS


Monday, July 9, 2012

Nail'd

BEFORE
AFTER


Issue - Shadows Rendered incorrectly making the game unplayable.

-Fix : Removed Shadows

Issues Remaining

-None :)

Suggested in-game settings :
Shadows = Low
Shadow Map size : 512
(Everything else on High)

NAIL'D
NAIL'D FIX (Extract and place in your .exe folder)


MAD RIDERS v2
Here is an updated fix for "Mad Riders". It is also a ChromeEngine 4 game so it was easy to grab the few remaining shadow issues also.
EDIT : Mad Rider v3 is almost finished. As I unlocked all of the maps I am able to pick out the flickers in each level. These will both be 3D Vision Ready soon... :)

MAD RIDERS v2 FIX (Extract and place in your .exe folder)

Sunday, June 17, 2012

Mad Riders

By 3D4DD
BEFORE
AFTER

Mad Riders is a game very similar to Nail'd. It also uses the chrome engine so You have to make the usual changes to the file Video.scr in the folder ...\Users\[Your login name]\Documents\madriders\Out\Settings : ShadowMapSize(1) MaxRefresh(120) There still remain some disturbing light effects. They can removed by using the attached override with Helixmod (see http://helixmod.wiki.../How_To_Install ) Attention: don`t use the override when You want to play an arena racing as the waypoints will be removed by the override! With these modifications the game offers good S3D (without shadows...).

 INSTALLATION:
Disable 3D Vision Prior to launching game. When game is launched and on main menu then re-enable.
SHADEROVERRIDE

Prince of Persia The Two Thrones

BY 3D4DD
BEFORE
AFTER

Helixmod now allows to prevent disturbing blur and glow effects in this game without the need to turn off other effects by reducing the special effects setting. Use the attached override with Helixmod (see http://helixmod.wiki.../How_To_Install ) and You can maximize all the graphic settings in the in game options. You only have to turn off water effects and the game offers excellent S3D.

  SHADEROVERRIDE

Tuesday, May 8, 2012

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
ConvergenceKey non-NextGen

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!


5-10-18: Added "ConvergenceKey non-NextGen" Simple setting as described by Rómeó in comments. This has a setup in dx9settings.ini for NextGen graphics being disabled.  Use the Tab key to toggle Convergence=0, to 300. Change convergence how you like, and press F7 to save to ini file.

Friday, May 4, 2012

Binary Domain



Update Fix (05/13):
- 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

** Do you like the fix? **
If you like the fix, you can donate to this PAYPAL account: dhr.donation@gmail.com
Thanks!

Wednesday, April 18, 2012

Colin McRae's DiRT


BEFORE
AFTER

This is a shader removal fix for Dirt 1. Shadows, dust clouds and crowds have been taken out.

ShaderOverride
Release

Simply put the .dll and the shaderoverride folder where DiRT.exe is located. Also included are the raw shaders (with description) in case someone wants to try fixing them. Sorry for not having the same camera in the screenshots.

By Anisotonic.