Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Total Graphics Conversion: PBR Shader for Gate of Hell
25 Comments
FNSOIDATHQ  [author] Aug 20 @ 2:44pm 
M@nOW@r1664,
resource/gamlogic.pak/shader
use winrar or something open that pak and delete shader folder in it.
M@nOW@r1664 Aug 20 @ 2:28pm 
FNSOIDATHQ.
Ok, thanks for clearing that up. What is the name of the wrong file? I'm no expert on the location/folder etc. of these files. This is the first graphical effects mod I've used tbh.
FNSOIDATHQ  [author] Aug 20 @ 12:45pm 
M@nOW@r1664,
I see, check the "Warning" section in mod description: Cold War Alter 1971 causes this bug. The author of that mod incorrectly copied the old version of goh's shader files to mod.
Since I am not author of Alter 1971, you have to delete wrong file manually.
M@nOW@r1664 Aug 20 @ 12:40pm 
Deleting cache fixed the problem, so thanks for that. I was using sms launcher to use shader mod. Mods activated at the time were Zodex, Alter 71 Cold War maps, Hotmod 68 and West 81.So how do I use the Shader mod and not get black grass? Is it incompatible with the above mods i had activated then?
FNSOIDATHQ  [author] Aug 20 @ 12:23pm 
M@nOW@r1664,
Can you provided the mod list you activated when bug occurs?
And are you using sms launcher to use shader mod? If so please try manually delete shader cache from "utilities" panel: this will remove wrong shader cache which causes black grass.
M@nOW@r1664 Aug 20 @ 12:20pm 
Ok so I installed your mod but its made all the grass in maps black? Uninstalled the mod but the issue still persists? Its affecting all maps I have installed.
FNSOIDATHQ  [author] Aug 19 @ 10:34pm 
Pamiat' Merkuria,
ur welcome:steammocking:
Pamiat' Merkuria Aug 19 @ 8:11am 
A new way to turn my computer into a F-1 grenade box. Thank you!
FNSOIDATHQ  [author] Aug 18 @ 10:11pm 
Robertyu,
Thank you! I will check and try to figure out what's wrong later
RobertYu Aug 18 @ 9:56pm 
I intercepted a seemingly relevant passage, hoping it would be helpful.


[01:24:54] Pixel Shader [PS] from [ps] compile error:
[01:24:54] ***light.inc(82,3-47): warning X3206: 'phong2pbr': implicit truncation of vector type
F:\SteamLibrary\steamapps\common\Call to Arms - Gates of Hell\binaries\x64\ps(98,24-30): error X3004: undeclared identifier 'tFactor'

[01:24:54] Pixel Shader [PS] from [ps] compile error:
[01:24:54] ***material.inc(324,9-53): warning X3206: implicit truncation of vector type
light.inc(77,3-47): warning X3206: 'phong2pbr': implicit truncation of vector type
F:\SteamLibrary\steamapps\common\Call to Arms - Gates of Hell\binaries\x64\ps(98,24-30): error X3004: undeclared identifier 'tFactor'
RobertYu Aug 18 @ 9:46pm 
The number of words exceeds the limit
FNSOIDATHQ  [author] Aug 18 @ 9:34pm 
Robertyu,
You will find it in game profile/log folder.
FNSOIDATHQ  [author] Aug 18 @ 9:33pm 
RobertYu,
Please sent full game.log to me.
RobertYu Aug 18 @ 9:25pm 
Got a bug report.

[00:32:10] Pixel Shader [PS] from [ps] compile error:
[00:32:10] ***\material.inc (324-9-5): warning X3206: implicit truncation of vector type
FNSOIDATHQ  [author] Aug 17 @ 4:22pm 
boxmonkey99,
I am plnning to included a dynamic before/after picture comparison section in official website, but it will not be fast.
boxmonkey99 Aug 17 @ 3:21pm 
Amazing work. I might give this a try. Would it be possible to include some better before/after pics for the tanks in-game? There's only a single picture and it's against a black background.
FNSOIDATHQ  [author] Aug 17 @ 4:16am 
Dead Baron,
Not Physically Based Rendering… but Pabst Based Rendering 😎
Dead Baron Aug 16 @ 10:07am 
Pabst Blue Ribbon can do this? amazing
FNSOIDATHQ  [author] Aug 14 @ 7:32pm 
Like and subscribe if you love the GGX Shading Algorithm! :steammocking:
Glockodile Aug 14 @ 7:24pm 
Like and subscribe if you love the Blinn-Phong Shading Algorithm!
holo Aug 14 @ 7:16pm 
恩,按您的思路来吧,希望能早日实现,我关闭游戏与启动器后,MOD的配置文件被篡改,MOD全给我关了,这让我很恼火,只能一次次的用备份掩盖回来,在此之前,我的处理方式是把MOD的配置文件改成只读模式,但用了您的着色器MOD,它要求读取配置文件,所以这个方法也就失效了
FNSOIDATHQ  [author] Aug 14 @ 6:14pm 
holo,
我这样解释:如果要实现任意时间锁定,我需要将激活mod的列表缓存到配置文件里——如果有多版本,意味着每个版本都会有一个对应的列表。
如果我在现在实现了单版本的机制,未来更新到3.0这些代码都需要删除重写。
所以暂时地,我只把列表缓存在内存里,这样实现功能会简单得多,代价就是它只在启动器运行时生效。
我认为这就足够了,因为它会在游戏崩溃后检测到mod列表变化并复原缓存的mod排序。
holo Aug 14 @ 6:10pm 
应该可以解决,我想,导致排序错乱可能就是游戏崩溃的一瞬间产生的,通过启动器锁定排序,也许能阻止排序文件被打乱。您的着色器的质感表现和立体表现真的很棒,我通过您的着色器搭配Reshade的效果,把画质提升到了新阶段,谢谢您:steamhappy:
FNSOIDATHQ  [author] Aug 14 @ 5:54pm 
holo,
关于锁定mod排序:这会很简单,但是考虑到你的另一个需求:短期内的实现将只在启动器仍在运行的时候锁定mod排序(包括游玩期间,但是一旦关闭启动器锁定就会失效)

关于多游戏版本:目前启动器假设你的电脑上只存在一个地狱之门游戏。支持多版本是可能的,但是不会很快实现。我会把它加入启动器3.0的更新计划里
holo Aug 14 @ 4:30pm 
效果可太棒了,很有质感,不过我遇到了两个问题,大佬能给管理器的MOD管理加一个锁定MOD排序的功能嘛,有时候因为游戏崩溃,导致排好的MOD顺序错乱,很糟心。
第二个就是,能不强制引导管理器锁定steam启动嘛,我弄了两个本体,一个是我玩儿的整合包,另一个是steam安装的beta版最新的游戏版本,前者用来防止更新后的MOD失效问题,但用管理器手动锁定我玩儿的版本会报错,只能从steam安装的路径启动,这点很难受,我只是随便说说,做不做随您心情,做的真的很棒,加油大佬!!!:steamthumbsup: