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Sildur's Enhanced WAR Shaders v6.0: DX11, DX12, OpenGL, Vulkan (January 31, 2023)

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Sildur
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Re: Sildur's Enhanced graphics

Post#251 » Wed Mar 16, 2016 3:49 am

Jaycub wrote:Did you ever figure out depth buffer access sildur? That thread on reddit still seems dead, and playing around with the ddl that got posted in his thread I couldn't really get it working either.
Nope couldn't get it to work, sadly.
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Telperien
Posts: 550

Re: Sildur's Enhanced graphics

Post#252 » Wed Mar 23, 2016 3:03 pm

I`ve found the way to turn on lightmaps without white npc glitch while still using shaders (in my case its Reshade 2.0).
It turns out that if you are able to change API used by SweetFX from d3d9.dll to opengl.32.dll it would work:)
Some samples of end effects:

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Slacking (checking out EvE)

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MrHoot
Posts: 22

Re: Sildur's Enhanced graphics

Post#253 » Wed Mar 23, 2016 3:21 pm

Holy **** crap these look amazing ! Gonna try it out asap

EDIT: Actually would you have a simple walkthrough for it ? I like the preset you got on reshade but there's a lot of options and i'm a bit lost
Last edited by MrHoot on Wed Mar 23, 2016 3:45 pm, edited 1 time in total.
Divico - Witch Hunter 35/38. Style points off the charts
Opheiel - Shadow Warrior 10/15. Likes naps
Skafork - IronBreaker 5/8. Talisman slave

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Sildur
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Re: Sildur's Enhanced graphics

Post#254 » Wed Mar 23, 2016 3:32 pm

Telperien wrote:I`ve found the way to turn on lightmaps without white npc glitch while still using shaders (in my case its Reshade 2.0).
It turns out that if you are able to change API used by SweetFX from d3d9.dll to opengl.32.dll it would work:)
Some samples of end effects:
Gonna check that and update the package accordingly. Weird that the game loads opengl files while using dx9 as a renderer.
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saupreusse
Former Staff
Posts: 2492

Re: Sildur's Enhanced graphics

Post#255 » Wed Mar 23, 2016 3:38 pm

Sildur wrote:
Telperien wrote:I`ve found the way to turn on lightmaps without white npc glitch while still using shaders (in my case its Reshade 2.0).
It turns out that if you are able to change API used by SweetFX from d3d9.dll to opengl.32.dll it would work:)
Some samples of end effects:
Gonna check that and update the package accordingly. Weird that the game loads opengl files while using dx9 as a renderer.
if you would update the instructions and show us how to use it, that would be awesome ;)
Saup - RR 8x WP
Son (gohan) - RR 8x AM

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Sildur
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Re: Sildur's Enhanced graphics

Post#256 » Wed Mar 23, 2016 4:59 pm

Not sure what he was doing. But as I thought. The game doesn't load the opengl32 file on it's own. Because it uses directx9 as it's renderer.

However I modded the game files to load my own .dll and it's working with lightmaps!
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Telperien
Posts: 550

Re: Sildur's Enhanced graphics

Post#257 » Wed Mar 23, 2016 5:23 pm

What i basically did was creating profile for War.exe in Reshade Assistant, and there was an option to choose API to be used for that file, among d3d8, d3d9, d3d11, dxgi and opengl i picked opengl and Reshade inserted opengl32.dll and ReShade.fx files in game directory. Before using any shaders I turned on lightmaps ingame and voila! - it worked in combo, lightmaps and Reshade. (there is no d3d9.dll or any other dll file in game directory).
I hope that will help.
Slacking (checking out EvE)

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Jaycub
Posts: 3130

Re: Sildur's Enhanced graphics

Post#258 » Wed Mar 23, 2016 5:54 pm

Tried using the newest reshade 2.0 assistant to do what you said, but reshade won't start with warhammer if I'm using opengl.
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Sildur
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Re: Sildur's Enhanced graphics

Post#259 » Wed Mar 23, 2016 5:57 pm

Telperien wrote:What i basically did was creating profile for War.exe in Reshade Assistant, and there was an option to choose API to be used for that file, among d3d8, d3d9, d3d11, dxgi and opengl i picked opengl and Reshade inserted opengl32.dll and ReShade.fx files in game directory. Before using any shaders I turned on lightmaps ingame and voila! - it worked in combo, lightmaps and Reshade. (there is no d3d9.dll or any other dll file in game directory).
I hope that will help.
Are you sure you restarted the game after selecting lightmaps? They only work after restarting the game. Guess the new reshade injector works better.

Anyways I got it working by modifying one of the game files to load my .dll from ReShade. It looks like this glitch only happens if the WAR.exe directly loads the .dll file.

Will release a new version based on ReShade, with working lightmaps soon.
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MrHoot
Posts: 22

Re: Sildur's Enhanced graphics

Post#260 » Wed Mar 23, 2016 6:20 pm

Telperien wrote:What i basically did was creating profile for War.exe in Reshade Assistant, and there was an option to choose API to be used for that file, among d3d8, d3d9, d3d11, dxgi and opengl i picked opengl and Reshade inserted opengl32.dll and ReShade.fx files in game directory. Before using any shaders I turned on lightmaps ingame and voila! - it worked in combo, lightmaps and Reshade. (there is no d3d9.dll or any other dll file in game directory).
I hope that will help.
I did that but changes do not seem to take effect in game (even tho I get no error as well)

In any case, Sildur's update should solve it.

Most of all, I really liked your presets and how you made the game look, so I was mostly curious about the settings you had ^^
Divico - Witch Hunter 35/38. Style points off the charts
Opheiel - Shadow Warrior 10/15. Likes naps
Skafork - IronBreaker 5/8. Talisman slave

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