25-01-14, 23:46 | #1 |
Member
Joined: Jan 2010
Posts: 123
|
Project: Creating a DX11-Compatible TexMod
So let me start out by being completely clear: I have 0 knowledge of C++, other than that I've compiled stuff before. But regardless, I am interested in having a DX11-compatible TexMod and I know a lot of other people are too, so I wonder if perhaps by putting our heads together we couldn't come up with something ourselves.
An updated version of TexMod called Umod entered development a few years ago, and has been out of development since August 2012. It features a new interface and some extra settings TexMod does not, but sadly remains confined to DX9. However, what makes Umod useful to us is that it is open source. Check it out here: http://code.google.com/p/texmod/ If you aren't familiar with SVN, you can download the source code the easy way by punching the URL "http://texmod.googlecode.com/svn/trunk/" into this utility. Right now what I'm wondering is if we couldn't just basically change all the DX9 references in the source code to DX11 and replace the inclusions from the DX9 SDK with the equivalent files from the Windows SDK (which includes the latest DX SDK). Doing this would make a DX11-only Umod, but I am perfectly alright with that. For example, this code: Code:
uMod_IDirect3D9::uMod_IDirect3D9( IDirect3D9 *pOriginal, uMod_TextureServer* server) { Message( PRE_MESSAGE "::" PRE_MESSAGE "( %lu, %lu): %lu\n", pOriginal, server, this); m_pIDirect3D9 = pOriginal; uMod_Server = server; } Code:
uMod_IDirect3D11::uMod_IDirect3D11( IDirect3D11 *pOriginal, uMod_TextureServer* server) { Message( PRE_MESSAGE "::" PRE_MESSAGE "( %lu, %lu): %lu\n", pOriginal, server, this); m_pIDirect3D11 = pOriginal; uMod_Server = server; } |
26-01-14, 01:44 | #2 |
Member
Joined: Dec 2012
Posts: 1,049
|
I think the functions are probably whole different in DX11, someone would have come up with this already if it was achievable this way...
|
29-01-14, 01:03 | #3 |
Member
Joined: Jan 2010
Posts: 123
|
Hmm, actually upon looking into the Windows SDK my initial idea shows promise. So far the differences between DX9 and DX11 functions (as far as TexMod/UMod are concerned) are minimal. I'm experimenting with the source code now; no idea how much progress I'll make tonight though. I don't have a ton of free time this week.
EDIT: To be more clear, I already have UMod working with the latest Windows SDK (haven't tested, but it should be fine), and I'm working on changing references from DX9 to their DX11 equivalents. EDIT 2: So far I've found two complications in the source code. 1) TexMod contains code for both D3D9 and D3D9Ex, whereas there is no equivalent from D3D9Ex to D3D11. Probably not a big problem, since I'm only targeting the one API, but D3D9Ex code might require cleaning out. 2) DX11 does away with some of the old image formatting of DX9. Possibly a total non-issue, or possibly very complicated, it depends on what all TexMod does with the DXGI format. In both cases, I'll know more as I dig deeper. Last edited by LukeRaider; 29-01-14 at 01:46. |
04-02-14, 01:35 | #4 |
Member
Joined: Jan 2010
Posts: 123
|
(is double posting allowed in this situation?)
Just a quick update: I've completed my first pass of converting DX9 instructions to DX11 instructions. Next I'll have to check the GUI source code for any necessary modifications and then I can work on compiling and testing. Do I expect it to work? No, and for a few reasons, but if I can look at exactly what errors are triggered it will help me correct the problems. At the same time, I've been learning bits and pieces about the differences between DX9 and DX11 and how to convert applications from the former to the latter. So I may be uneducated in this field, but don't count me out yet |
26-02-14, 23:31 | #5 |
Member
Joined: Feb 2014
Posts: 1
|
Hey dude keep working on this! I want to mod tomb raider, but i don't want to lose how visual the game is. If you can get this working, you'll be a god in my book.
Last edited by TheBengineer; 29-03-14 at 21:15. |
29-12-14, 16:30 | #6 | |
Member
Joined: Dec 2014
Posts: 1
|
Quote:
|
|
29-12-14, 21:15 | #7 | |
Member
Joined: Jul 2014
Posts: 471
|
Quote:
That method will work to wrap d3d8 to d3d9 perfectly though minus the shaders! |
|
14-01-15, 00:45 | #8 |
Member
Joined: Dec 2009
Posts: 1,428
|
It looks like this guy managed to mod Lara Croft and the Temple Of Osiris.
Look here: http://www.gamevixenzone.net/saucy-r...-texture-1883/ But I don't know how, since it's a DirectX11 game. I asked him but no answer yet. I really wonder how he managed to do it. |
07-04-15, 19:55 | #9 |
Member
Joined: Dec 2011
Posts: 310
|
Hi, is there any progress ?
I must say that I am really interested in creating some mods for DX11 games ..so sad that we don't have any useful tools |
29-07-15, 14:23 | #10 | |
Member
Joined: Jul 2015
Posts: 2
|
Tomb Raider Mod
Quote:
Thanks. |
|
Thread Tools | |
|
|