Reply 500 of 894, by malcev
Thank You for advices.
Just tried to implent it, but application hangs.
Can You see please in attachment.
Just run inject.ahk and target application GFXTest32.exe hangs.
Thank You for advices.
Just tried to implent it, but application hangs.
Can You see please in attachment.
Just run inject.ahk and target application GFXTest32.exe hangs.
I'm trying to use this with resident evil 2 but I keep getting failed to initialize directx(R). I even installed the 2010 directx from reading this thread and checked my dependencies. It's all there and I'm starting to give up. I'm using classic rebirth exe for sourcenext.
wrote:I'm trying to use this with resident evil 2 but I keep getting failed to initialize directx(R). I even installed the 2010 directx from reading this thread and checked my dependencies. It's all there and I'm starting to give up. I'm using classic rebirth exe for sourcenext.
Use one, or the other
wrote:Thank You for advices. Just tried to implent it, but application hangs. Can You see please in attachment. Just run inject.ahk an […]
Thank You for advices.
Just tried to implent it, but application hangs.
Can You see please in attachment.
Just run inject.ahk and target application GFXTest32.exe hangs.
Ok, but give me a few days, very busy now
wrote:Use one, or the other […]
wrote:I'm trying to use this with resident evil 2 but I keep getting failed to initialize directx(R). I even installed the 2010 directx from reading this thread and checked my dependencies. It's all there and I'm starting to give up. I'm using classic rebirth exe for sourcenext.
Use one, or the other
wrote:Thank You for advices. Just tried to implent it, but application hangs. Can You see please in attachment. Just run inject.ahk an […]
Thank You for advices.
Just tried to implent it, but application hangs.
Can You see please in attachment.
Just run inject.ahk and target application GFXTest32.exe hangs.Ok, but give me a few days, very busy now
Using the 0.5 translation patch you linked in helper doesn't work all my files are in gibberish. Why can't this work with the 1.1 bio2 exe? It's far far better translated.
Could I save the textures in subfolders inside "Dumps" and "Replacements?
There are beginning to be many files...
wrote:wrote:Use one, or the other […]
wrote:I'm trying to use this with resident evil 2 but I keep getting failed to initialize directx(R). I even installed the 2010 directx from reading this thread and checked my dependencies. It's all there and I'm starting to give up. I'm using classic rebirth exe for sourcenext.
Use one, or the other
wrote:Thank You for advices. Just tried to implent it, but application hangs. Can You see please in attachment. Just run inject.ahk an […]
Thank You for advices.
Just tried to implent it, but application hangs.
Can You see please in attachment.
Just run inject.ahk and target application GFXTest32.exe hangs.Ok, but give me a few days, very busy now
Using the 0.5 translation patch you linked in helper doesn't work all my files are in gibberish. Why can't this work with the 1.1 bio2 exe? It's far far better translated.
It WORKS with the bio2 1.1 exe. It doesn't work work with the classic rebirth dll because it's forcing the game to run in a maximized window. The old translation also works just fine with the 1.0 exe. Anyway remove the lines:
HD=1
32=1
script=Scripts\Resident Evil 2.ahk
from Resident Evil 2 - Sourcenext.ini and it should work. The classic rebirth dll already gives you high resolution
wrote:Could I save the textures in subfolders inside "Dumps" and "Replacements?
There are beginning to be many files...
No, i will consider this in the future
Hello. Whenever I launch any Tomb Raider game with Pexioto program the audio starts stuttering making the game very unplayable 😒 Example: https://streamable.com/cnrfo
however, there are no audio issues if I don't launch the game with Pexioto program. Is there a way to fix this?
wrote:Hello. Whenever I launch any Tomb Raider game with Pexioto program the audio starts stuttering making the game very unplayable 😒 Example: https://streamable.com/cnrfo
however, there are no audio issues if I don't launch the game with Pexioto program. Is there a way to fix this?
Run setup and select your sound hardware instead of just selecting "primary sound driver"
, or try to remove the line:
singlecore=1
from Tomb Raider 2.ini
It worked thanks! : )
Whole game upresed with using Ai gigapixel, not perfect, but i think it looks pretty good. Here is download link to all textures: https://drive.google.com/file/d/1HnYDY-2GwCaK … iew?usp=sharing be free to download and try it. I noticed issues with textures failed to load sometimes into peixoto tool, not sure why maybe textures are too big for peixoto tool to load them all.
In this video you can see some custom textures are failed to load, not sure why it happens, is it due to graphics driver or maybe peixoto patch fails to load them because of size of textures (they are all 4k)? You can see in video that if i press windows button and go back to desktop, and after that go back into game textures appear or disappear it is very random. Same happens if i load/save game, pretty annoying, can you please look into that when you have time? Thanks!
Here is patch log:
824
65536 2147418111
65536 2147418111
824
Peixotos's patch remote settings:
#args: setup
32bit: 1
;compatlayer: WinXPSp2
AF: 1
D3D: 2
D3D_Driver: C:\WINDOWS\System32\DriverStore\FileRepository\nvaki.inf_amd64_f115921a141fe008\nvldumd.dll
dshow: 1
EDMFix: 1
error_log: C:\Users\Mile\Desktop\Peixoto patch\Peixoto\error.log
FMV: 1
GPad: A=1;B=2;X=3;Y=4;LEFT_SHOULDER=5;RIGHT_SHOULDER=6;bLeftTrigger=7;bRightTrigger=8;Start=9;Back=10;LEFT_THUMB=11;RIGHT_THUMB=12;deadzone=0.150000;
injector_dir: C:\Users\Mile\Desktop\Peixoto patch\Peixoto
max_4x3_res: 1600x1200
modspath: C:\Users\Mile\Documents\Games\TombRaider3\mods
Mydocs: C:\Users\Mile\Documents
os_version: 10.000000
resolutions_list: 1920x1080 640x480 720x480 720x576 800x600 1024x768 1152x864 1280x720 1280x768 1280x800 1280x960 1280x1024 1360x768 1366x768 1600x900 1600x1024 1600x1200 1680x1050 1440x480 1440x900
script: scripts\Tomb2.ahk
script_hwnd: 0x41de6
singlecore: 1
target: C:\Program Files (x86)\Steam\steamapps\common\TombRaider (III)\tomb3.exe
target_dir: C:\Program Files (x86)\Steam\steamapps\common\TombRaider (III)
target_name: tomb3.exe
Textswap: path=C:\Program Files (x86)\Steam\steamapps\common\TombRaider (III);samples=16;thumbnail=256;Next=];Prev=[;dump=p;Switch=i;color_switch=o;mips=1;Quick=;
CreateProcessA Hook: 0
CreateProcessW Hook: 0
Desktop 1920x1080
Direct3D user mode driver implemented in C:\WINDOWS\System32\DriverStore\FileRepository\nvaki.inf_amd64_f115921a141fe008\nvldumd.dll
OpenAdapter Hook 0
DDraw.dll : C:\WINDOWS\SYSTEM32\DDRAW.dll
DirectDrawCreate Hook: 0
IDirectDraw2: 0:DDERR_OK
IDirectDraw4: 0:DDERR_OK
CoopLevel: 0:DDERR_OK
Surface4: 0:DDERR_OK
Surface3: 0:DDERR_OK
Surface2: 0:DDERR_OK
Surface: 0:DDERR_OK
Succeeded to create DirectDraw
Direct3D: 0:DDERR_OK
ViewPort: 0:DDERR_OK
Texture: 0:DDERR_OK
Direct3D2: 0:DDERR_OK
ViewPort2: 0:D3DERR_OK
Texture2: 0:DDERR_OK
Direct3D3: 0:DDERR_OK
ViewPort3: 0:D3DERR_OK
VertexBuffer: 0:D3DERR_OK
Device3: 0:DDERR_OK
IDirect3DDevice2: 0:DDERR_OK
Device: 0:DDERR_OK
Exec Buffer: 0:D3DERR_OK
Succeeded to create Direct3D
Succeeded to hook IDirectDraw2::CreateSurface
Succeeded to hook IDirectDraw::CreateSurface
Succeeded to hook IDirectDrawSurface::restore
Succeeded to hook IDirect3DDevice2::EndScene
Succeeded to hook IDirect3D2::CreateDevice
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Succeeded to hook IDirectDrawSurface::Blt
Succeeded to hook IDirectDrawSurface::Lock
Succeeded to hook IDirectDrawSurface::UnLock
Succeeded to hook IDirect3DTexture2::GetHandle
Succeeded to hook IDirect3DTexture2::Release
Succeeded to hook IDirect3DTexture2::Load
Succeeded to hook IDirect3DDevice2::SetRenderState
Succeeded to hook IDirectDraw::SetDisplayMode
Succeeded to hook IDirectDraw2::SetDisplayMode
Succeeded to hook IDirectDrawSurface::flip
Succeeded to hook IDirectDraw::GetDisplayMode
Succeeded to hook IDirectDrawSurface::QueryInterface
Succeeded to hook IDirectDrawSurface::GetPixelFormat
Succeeded to hook IDirectDrawSurface::GetSurfaceDesc
Succeeded to hook IDirectDrawSurface::GetDC
Succeeded to hook IDirectDrawSurface::ReleaseDC
Succeeded to hook IDirectDrawSurface::SetPalette
Succeeded to hook IDirectDrawPalette::SetEntries
Succeeded to hook IDirectDrawPalette::GetEntries
Succeeded to unhook IDirectDrawSurface::Lock
Succeeded to unhook IDirectDrawSurface::UnLock
Succeeded to hook IDirectDrawSurface::Lock
Succeeded to hook IDirectDrawSurface::UnLock
Succeeded to hook IDirectDrawSurface::Bltfast
Succeeded to hook IDirectDraw::SetCooperativeLevel
Succeeded to hook IDirectDraw2::SetCooperativeLevel
FileHooks 0
CreateFileA_Hook Hook : 0 <- 0 means no error
OpenFile: 0
Succeeded to hook IDirect3DDevice2::DrawPrimitive
IDirectDrawSurface::QueryInterface is already hooked
Method BeginScene is not hooked yet
Succeeded to hook IDirect3DDevice2::BeginScene
Hres1440
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arrays 0x5 0x5
arrays 0xF4 0xF4
arrays 0x6A 0x6A
arrays 0x5A 0x5A
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244:244:160
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0:0:0
arrays 0xA1 0xA1
arrays 0xF4 0xF4
arrays 0x6A 0x6A
arrays 0x5A 0x5A
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Hres1440
arrays 0xDB 0xDB
arrays 0x5 0x5
arrays 0xF4 0xF4
arrays 0x6A 0x6A
arrays 0x5A 0x5A
arrays 0x0 0x0
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0:0:0
arrays 0xA1 0xA1
arrays 0xF4 0xF4
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arrays 0x0 0x0
wrote:
The download failed twice for me.
Try re-uploading with DXT1 or DXT5 format. Compressed formats take longer to load right now because mipmaps take forever to be generated on these formats, but on the next release they will be loaded from file
EDIT: Its fixed, but i got to put somethings in order before releasing an update
EDIT2: Some textures are still failing to load in my system because i'm running out of video memory. I have 1 Gb. You will need more then that or compressed textures
wrote:The download failed twice for me. […]
wrote:The download failed twice for me.
Try re-uploading with DXT1 or DXT5 format. Compressed formats take longer to load right now because mipmaps take forever to be generated on these formats, but on the next release they will be loaded from file
EDIT: Its fixed, but i got to put somethings in order before releasing an update
EDIT2: Some textures are still failing to load in my system because i'm running out of video memory. I have 1 Gb. You will need more then that or compressed textures
Do I have to convert dump files as well? or I can leave dump as .dds, and just covert replacement folder to DXT1 or DXT5. Thanks!
wrote:wrote:The download failed twice for me. […]
wrote:The download failed twice for me.
Try re-uploading with DXT1 or DXT5 format. Compressed formats take longer to load right now because mipmaps take forever to be generated on these formats, but on the next release they will be loaded from file
EDIT: Its fixed, but i got to put somethings in order before releasing an update
EDIT2: Some textures are still failing to load in my system because i'm running out of video memory. I have 1 Gb. You will need more then that or compressed textures
Do I have to convert dump files as well? or I can leave dump as .dds, and just covert replacement folder to DXT1 or DXT5. Thanks!
No, just the replacements, but you can compile the dumps (look in tools folder), it ill create a tiny file that you can redistribute instead of the dumps themselves
wrote:wrote:wrote:The download failed twice for me. […]
The download failed twice for me.
Try re-uploading with DXT1 or DXT5 format. Compressed formats take longer to load right now because mipmaps take forever to be generated on these formats, but on the next release they will be loaded from file
EDIT: Its fixed, but i got to put somethings in order before releasing an update
EDIT2: Some textures are still failing to load in my system because i'm running out of video memory. I have 1 Gb. You will need more then that or compressed textures
Do I have to convert dump files as well? or I can leave dump as .dds, and just covert replacement folder to DXT1 or DXT5. Thanks!
No, just the replacements, but you can compile the dumps (look in tools folder), it ill create a tiny file that you can redistribute instead of the dumps themselves
Ok so I managed to convert all textures to DXT5, that conversion format is definitely loosy, so i noticed especially on sky textures lots of color banding. I decided to compromise, for menus and skyboxes i kept original replacement files, where for most of the environment textures I replaced with DXT5 compressed textures, and works great now, no missing textures anymore when I go ingame. For creating one DDS file for all dumped textures I didn have much success. I tried to use your tool to compile dumps but I just didn know how to use it. Here is screenshot of where I got stuck on:
wrote:wrote:wrote:Do I have to convert dump files as well? or I can leave dump as .dds, and just covert replacement folder to DXT1 or DXT5. Thanks!
No, just the replacements, but you can compile the dumps (look in tools folder), it ill create a tiny file that you can redistribute instead of the dumps themselves
Ok so I managed to convert all textures to DXT5, that conversion format is definitely loosy, so i noticed especially on sky textures lots of color banding. I decided to compromise, for menus and skyboxes i kept original replacement files, where for most of the environment textures I replaced with DXT5 compressed textures, and works great now, no missing textures anymore when I go ingame. For creating one DDS file for all dumped textures I didn have much success. I tried to use your tool to compile dumps but I just didn know how to use it. Here is screenshot of where I got stuck on:
Ok never mind i think I figure it out 🤣. Sorry about that.
Here is the link to new compressed texture pack be free to test it out:
https://drive.google.com/file/d/1-IjuQW-M-IZK … iew?usp=sharing
Peixoto, Hi!
Did You have a chance to look at my case?
Thank You!
Sorry if this came up before, but I couldn't find anything about this after quite a while of searching.
I'm playing TR3 at the moment. Works fine, but right now in Nevada level the barbed wire is inivisible, just some texture of something that looks like little rocks just hanging in the air defying gravity.
I'm on a new NVIDIA card. It's the same when I start the game without the patch. Is there something that can be done about this, maybe in NVIDIA profile inspector?
EDIT: I just figured out I can make them visible by turning off bilinear filtering. But then I don't have bilinear filtering, 🤣. Is there a better way to get around this?
By now I discovered that the NVIDIA card problems I described are pretty commonly discussed on several forums, so sorry for that repetetiveness.
I found out the barbed wire isn't the only texture that gets corrupted, the mansion gates at Lara Croft's manor don't display correctly either and there is some other stuff.
I found a workaround by combining a patch by a guy called Arsunt which has been posted at the TR-Forums. By itself the patch doesn't change anything, it also misses some of the features of the Peixoto patch and re-introduces old problems like the graphical glitch in the menu etc. But it is dgvoodoo compatible and the latest dgvoodoo version actually gets rid of the texture problems, the menu glitch and everything else. Unfortunately now the fmv movies don't get displayed by default (non-fmv cutscenes work, though.)
A cool feature for Peixoto's patch for NVIDIA users would be dgvoodoo compatibility of T3 (and a checkbox for using its renderer) and still adding all the other features like coloured menu, Xinput and proper FMV display that are missing in Arsunt's patch at the moment.
wrote:Sorry if this came up before, but I couldn't find anything about this after quite a while of searching. […]
Sorry if this came up before, but I couldn't find anything about this after quite a while of searching.
I'm playing TR3 at the moment. Works fine, but right now in Nevada level the barbed wire is inivisible, just some texture of something that looks like little rocks just hanging in the air defying gravity.
I'm on a new NVIDIA card. It's the same when I start the game without the patch. Is there something that can be done about this, maybe in NVIDIA profile inspector?
EDIT: I just figured out I can make them visible by turning off bilinear filtering. But then I don't have bilinear filtering, 🤣. Is there a better way to get around this?
Patience you must have, young padawan.
wrote:By now I discovered that the NVIDIA card problems I described are pretty commonly discussed on several forums, so sorry for that […]
By now I discovered that the NVIDIA card problems I described are pretty commonly discussed on several forums, so sorry for that repetetiveness.
I found out the barbed wire isn't the only texture that gets corrupted, the mansion gates at Lara Croft's manor don't display correctly either and there is some other stuff.
I found a workaround by combining a patch by a guy called Arsunt which has been posted at the TR-Forums. By itself the patch doesn't change anything, it also misses some of the features of the Peixoto patch and re-introduces old problems like the graphical glitch in the menu etc. But it is dgvoodoo compatible and the latest dgvoodoo version actually gets rid of the texture problems, the menu glitch and everything else. Unfortunately now the fmv movies don't get displayed by default (non-fmv cutscenes work, though.)
A cool feature for Peixoto's patch for NVIDIA users would be dgvoodoo compatibility of T3 (and a checkbox for using its renderer) and still adding all the other features like coloured menu, Xinput and proper FMV display that are missing in Arsunt's patch at the moment.
People have brought this up a couple times on the Tomb Raider forums already, i believe its related to how the latest nvidia drivers\cards handle alpha testing. it can be fixed without much complication on Direct3D 2 (TR 2 and 3) but not on Direct3D 3 (TR 4 and 5), but its not a priority