OKAMI HD / 大神 絶景版

OKAMI HD / 大神 絶景版

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Kaldaien Dec 13, 2017 @ 4:07am
Special K - v 0.9.0-alpha4 [Compat Update] - (1/31/18)
I have released a custom version of Special K with shader modding functions for this game. This allows you to easily toggle many of the game's visual effects (and the HUD).


Installation

    Download either of the two available versions, and extract them to the game's install path (default = C:\ProgramFiles (x86)\Steam\SteamAppscommon\Okami).
    Latest Release

    Compatibility Release
      v 0.8.54.3[github.com]
      Use if the testing version does not work


Uninstallation
  • Delete dxgi.dll, ReShade64.dll, SpecialK64.pdb, ReShade64_SpecialK64.pdb
  • Delete dxgi.ini, default_dxgi.ini, d3d11_shaders.ini, d3d11_shaders-nohud.ini
  • Delete the logs, CEGUI and ReShade directories


Configuration

  • To Activate in-game Configuration Menu

        Ctrl
        +
        Shift
        +
        Backspace

  • To Modify Shader Toggle Macros

        Manually edit dxgi.ini

    Extra Features
      To make the game go back into Fullscreen mode after Alt+Tab:
        Open the Display menu, select Fullscreen Mode and then check Force Override


Default Shader Keybinds


    Refer to dxgi.ini for details on these macros, you may assign multiple commands to the same keybind (as seen in Bloom/Blur Toggle).


Extending Shader Mod Functionality

    Use the Live Shader View on the D3D11 Render Mod Tools window to find other effects, I have included macros that demonstrate Vertex and Pixel toggles.



Troubleshooting

    If something goes wrong, particularly if the game crashes (you will hear a Metal Gear Solid alert sound), logs are stored in logs\....

      Any time the game crashes, logs will be moved to logs\crash\<timestamp>\... for permanent keeping.

    Please paste

    • logs/crash/.../dxgi.log
    • logs/crash/.../modules.log
    • logs/crash/.../crash.log

    to pastebin.com and paste a link in this thread if you need help with crashes.
Last edited by Kaldaien; Jan 30 @ 5:01pm
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Showing 1-15 of 312 comments
Musk Dec 13, 2017 @ 4:07am 
Wow, amazing work, thank You a lot!
Last edited by Musk; Dec 13, 2017 @ 4:08am
RedOni Dec 13, 2017 @ 4:07am 
Well, that didn't take long at all. Impressive work!
.gif Dec 13, 2017 @ 4:09am 
Thanks! I'll check it out even mostly for the possibility of hiding the HUD, otherwise the game felt perfect to me. :)
Iz Dec 13, 2017 @ 4:11am 
Nice thanks. Any word on fixing the resolution issues? I now have faith you or someone else will fix it seeing this mod...
Kaldaien Dec 13, 2017 @ 4:17am 
Originally posted by .gif:
Thanks! I'll check it out even mostly for the possibility of hiding the HUD, otherwise the game felt perfect to me. :)
That feature is going to take a bit of work to perfect. They kind of combined a few render passes into one that have nothing to do with the HUD :)

Right now it will get rid of some bloom and wind effects as well as the HUD.
Kaldaien Dec 13, 2017 @ 4:19am 
Originally posted by Iz:
Nice thanks. Any word on fixing the resolution issues? I now have faith you or someone else will fix it seeing this mod...
You mean the one where you cannot select a resolution higher than your desktop? I believe the min/max reported resolution and resolution overrides already in Special K can take care of that problem.

    [Render.DXGI] MaxRes=0x0 MinRes=0x0 [Window.System] OverrideRes=0x0

Replace 0x0 with the custom resolution you want. This should force the game into using it whether it wants to or not. I don't know what effect this will have on the HUD.
.gif Dec 13, 2017 @ 4:28am 
Originally posted by Kaldaien:
Originally posted by .gif:
Thanks! I'll check it out even mostly for the possibility of hiding the HUD, otherwise the game felt perfect to me. :)
That feature is going to take a bit of work to perfect. They kind of combined a few render passes into one that have nothing to do with the HUD :)

Right now it will get rid of some bloom and wind effects as well as the HUD.
So it's like an entire "layer" full of different stuff? Huh, weird.

I'd use only for screenshots though, I believe many beautiful areas shouldn't be affected, specially during nighttime.
Kaldaien Dec 13, 2017 @ 4:30am 
Yeah, isolating just the HUD using my shader tracking system would actually require me to track which textures the shader is using. This is very unusual, most of the time a game will have a completely separate set of vertex and pixel shaders for just the HUD and won't combine those with environmental effects.
Marcuzes Dec 13, 2017 @ 4:32am 
Any idea why those ctrl+alt+shift+key things do nothing?
Iz Dec 13, 2017 @ 4:36am 
Originally posted by Kaldaien:
Originally posted by Iz:
Nice thanks. Any word on fixing the resolution issues? I now have faith you or someone else will fix it seeing this mod...
You mean the one where you cannot select a resolution higher than your desktop? I believe the min/max reported resolution and resolution overrides already in Special K can take care of that problem.

    [Render.DXGI] MaxRes=0x0 MinRes=0x0 [Window.System] OverrideRes=0x0

Replace 0x0 with the custom resolution you want. This should force the game into using it whether it wants to or not. I don't know what effect this will have on the HUD.
That worked for 4k when my desktop's resolution is at its native, thanks! Sucks it's locked but I'm comfortable playing like this for now.

These toggles are neat but the graininess one doesn't seem to do anything where I am in the game. At least it's not related to the heavy/light/normal filter.
Iz Dec 13, 2017 @ 4:38am 
Originally posted by Kaldaien:
Yeah, isolating just the HUD using my shader tracking system would actually require me to track which textures the shader is using. This is very unusual, most of the time a game will have a completely separate set of vertex and pixel shaders for just the HUD and won't combine those with environmental effects.
I remember reading that DeadEndThrills guy talk about having a lot of trouble getting rid of the HUD in his Okami running on Dolphin images. Like keeping Ammy's shadow + removing the hud, just didn't work(as is the case with your mod right now). Also the objective arrow.

Last edited by Iz; Dec 13, 2017 @ 4:39am
Kaldaien Dec 13, 2017 @ 4:39am 
Originally posted by Iz:
These toggles are neat but the graininess one doesn't seem to do anything where I am in the game. At least it's not related to the heavy/light/normal filter.

Yeah... that's because I made a typo :)

The hash should be 37bda3e5 not 37bda3ef

Edit dxgi.ini and change the command line for Macro.GrainToggle, I will make adjustments and re-upload.
Last edited by Kaldaien; Dec 13, 2017 @ 4:40am
Can some kind person do comparisons on how the game looks, first with the filtering options in the game, and then with this mod? I'd really appreciate it.
Iz Dec 13, 2017 @ 4:45am 
Originally posted by Davion Alexander Blackwing:
Can some kind person do comparisons on how the game looks, first with the filtering options in the game, and then with this mod? I'd really appreciate it.
None of them really improve what it looks like, they're just neat toggles. I'll make some once I see about breaking SpecialK with Reshade :^).
Saikyo Dec 13, 2017 @ 4:46am 
Installed it and the macros doesnt work but ctrl+shift+backspace worked, tried to change in the .ini the macros to just use alt+shift or ctrl+shift and nope.

Still thanks for your great work Kaldaien.
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