I use fire heavily in my current project. I have close to 1000 torches and hundreds of disguised nethrack stone braziers. Fire like in the video would make my project look incredible. So yeh... i want fire... eventually.
BUT.
If I'm perfectly honest... shadows will have the largest effect on the largest number of people. Not every one (mainly people who aren't me) builds with fire... especially when they are doing modern cities. However... shadows would be every where by default. Even in a forest, as mentioned above... or in those same cities... modern or medieval. So yeh. Shadows would be worth more to more people.
Welcome back and thanks for continuing this amazing mod!
My vote would defenitely go for Shadows since I don't use much fire in my world.
Although, I would like to have both in the end with a configuration file to turn them on/off.
I really admire your work, and really a big thanks for doing this for free.
When the 1.0 release gets pushed out I will defenitely donate some money if possible. :-)
One question though, is it possible to make things stick out a bit with this mod?
Or just letting things go inside, for example; when you have gold blocks, that those are seperate gold blocks and not blocks just pressed together in 1 big chunk?
Thanks in advance and I'm looking forward to see this mod in action!
- YCE
I'd love to see a short compilation on the fire (using your texture) from a torch inside a cave wile using an example of the shadows your intending on making via the light from the torch :smile.gif:
Which brings me to the next topic. I'd really like to kick off buffing the current lighting system by adding dynamic shadows for the celestial bodies. Let me explain how this would work. Every 4 frames or so, instead of rendering the current scene from your point of view, I would render it from the sun's point of view. Then, I would take the depth buffer of that rendering and pass it along to the shaders when the view is rendered from your point of view again (this depth buffer is the shadow map). Then, in the compositing shaders, for every fragment that's visible to the you, I would reference the shadow map and figure out whether or not the sun could also "see" that same fragment. If not, it's in the shade. Otherwise, it's sunny. This will have a pretty noticeable effect on your framerate. If the shadow map is calculated every 4 frames, your FPS will be about 75% of what it was before. What do you guys think? Would you be willing to give up 25-50% of your framerate for sweet looking shadows? This will be configurable of course.
Which would you guys want more (after I post the mod)? That particle fire I posted in the YouTube video earlier or shadows (which will really only be for people with graphics cards that don't suck.)?
I personally am all for dynamic shadows, but I would also like to have a version sooner, with, say, just specular mapping then waiting for dynamic shadows to finish and make a new version for that. It has been much to long since a GLSL shader mod has been released. Also, the particle fire sounds like a great idea.
So, I guess the mod is almost updated. That's great. I've been waiting a long time for this. Not trying to rush you, though. Work at your own pace. Just a little more wait won't be too bad.
One question though, is it possible to make things stick out a bit with this mod?
Or just letting things go inside, for example; when you have gold blocks, that those are seperate gold blocks and not blocks just pressed together in 1 big chunk?
There's a video in the first post back on the first page that shows exactly that. Second one down... the preview image shows exactly what you are talking about.
And I wanted to add something to what I said above. I'm not even a novice where 3d rendering and such is concerned... I'm a computer tech... I can talk to people about the results they can expect from turning features on and off but only have a rough understanding of how textures and other data comes together to make the finished image.
That said... what I would *really* like to see is shadows from other light sources. I know you mentioned a 25% frame rate loss from just one light source. But I'm assuming (more like hoping) that's a limitation in the *way* it's being implemented.
Guess what I'm saying is, eventually, when you have time and feel up to it and the wolf howls and the sun and moon and stars align... might we see dancing shadows from the torches on our castle walls? Or is that simply impossible within the constrains of Minecraft? Not today or tomorrow or next week or this year... but you know... eventually... hypothetically and all that...
EDIT: Oh and I also concur that if implementing ether of these features will take much time then I would rather have the one that's fastest to implement... or if both of them will take a while then a release with existing features now and new features later would be preferable...
not trying to rush you... just you know... I'm chomping at the bit to get my hands on this (its a compliment... really) and don't want to unknowing vote for an additional month of waiting :-P
That said... what I would *really* like to see is shadows from other light sources. I know you mentioned a 25% frame rate loss from just one light source. But I'm assuming (more like hoping) that's a limitation in the *way* it's being implemented.
Guess what I'm saying is, eventually, when you have time and feel up to it and the wolf howls and the sun and moon and stars align... might we see dancing shadows from the torches on our castle walls? Or is that simply impossible within the constrains of Minecraft? Not today or tomorrow or next week or this year... but you know... eventually... hypothetically and all that...
It's really just not practical. There are games that can generate shadows for one, maybe two light sources at a time, but anything more is out of the question right now. It's not a Minecraft thing or an implementation thing. Shadows are just really demanding. Maybe in 3-5 years.
Dear daxnitro
I was thinking since you were updating your modification, I wanted to contribute to your modification. To do so I have made up a concept that will allow you to choose between multiple shaders, this will all happen in the title screen. Select initiators will work exactly the same as texture packs you put the shooters in a zip file in the special shaders directory. And select and activate them via the shaders tab in the title screen. You can also enable GLSL Shading from within the video settings,
screenshots
it is just an idea so don"t judge it to hard , also i don't have any modding experience so i don't really know if this is possible at all, however consider it please
other give your opinion to please.
lolzorownedmy apologies shooters is actually shaders but it was compossed with speech recognition so apologies for the bad spelling
Now that I see it, I think it would maybe make more sense to choose a shader file as a whole rather than options one by one. In previous versions, I had different people's shaders for different effects. I would have loved the possibility to switch between entire shader files at the click of a button.
Even if you used just one shader file, you could save multiple copies, one for each setup. DoF+AA, Waving plants+water, sunshafts+bloom, etc.
No! Dont steal his time :tongue.gif:
Im waiting since version 1.7.3 for a new version of that and wont wait any longer, I barely played minecraft due to lack of that mod.
You are saying it like he owed you to make that mod... he doesn't owe you anything.
He is doing this amazing work for free and in his own time, you should thank him for continuing this mod rather then saying he needs to update it right now.
You are saying it like he owed you to make that mod... he doesn't owe you anything.
He is doing this amazing work for free and in his own time, you should thank him for continuing this mod rather then saying he needs to update it right now.
I could be wrong, but I believe you misunderstood him. He's basically saying the mod maker DOESN'T owe us silly things like worklogs. We don't need to babysit this mod maker. He is doing us all an unparalleled service with this upcoming mod, and owes us nothing at all. He should be free to work at his pace in his way, without us getting "worklogs". I'm sure when it comes out, we'll get a changelog, but he really doesn't owe us a thing.
That poster mentioned he wouldn't wait any longer, and that may mean he is being an idiot, but it might have been just a poor choice in words. I might be giving him too much credit.
I myself think it's inappropriate to request mod makers report on their labor. If they intend to, they can at their discretion.
I could be wrong, but I believe you misunderstood him. He's basically saying the mod maker DOESN'T owe us silly things like worklogs. We don't need to babysit this mod maker. He is doing us all an unparalleled service with this upcoming mod, and owes us nothing at all. He should be free to work at his pace in his way, without us getting "worklogs". I'm sure when it comes out, we'll get a changelog, but he really doesn't owe us a thing.
That poster mentioned he wouldn't wait any longer, and that may mean he is being an idiot, but it might have been just a poor choice in words. I might be giving him too much credit.
I myself think it's inappropriate to request mod makers report on their labor. If they intend to, they can at their discretion.
lol, and I think you are misunderstanding what he meant by I won't wait any longer. I think he meant he doesn't want to wait longer just because he would waste time making those changelogs/worklogs. I think what he meant by "won't" wait any longer is that he won't stand having other people slow the mod maker down (as implied by the large word "NO" at the beginning of his comment). Ah, the psychology of online posting. :smile.gif:
No, i did not mean to steal his time or anything. Just like he has posted before what he has to do, and what he did. It wouldn't really consume his time more than now, just editing the original post to tell what he had done.
And sorry my bad english.
Wait..... what? I understand this post less than anything before. :smile.gif: As for the edited original post, it feels like it's saying the complete opposite of what it used to say. So..... does this mean you where trying to be sarcastic in the original post?
Well I just spent the past hour trying to figure out why redstone torches weren't lighting up. Turns out it's not a bug at all. My development build was on the "moody" setting while my normal build was on "bright". Redstone torches apparently just hardly emit any light on moody. Regardless that's one more thing off my list.
As far as a work-log goes, I do my best to make sure the people that follow this topic are aware of exactly what's going on. I'm not gonna maintain anything more detailed than these posts or a change-log when the release is posted. Just follow the topic. I do really wish I could compile all of my posts in one place to make it easy though. This topic is pretty big and I know a lot of people don't want to look through all of it.
This is close to what I want but I don't think the posts can be sorted by date:
Yeah. This. I"m a linux user. I'm not sure how much of a difference it makes, but I'd love to help you get some insight into how it reacts with the necessary Linux tweaks. Minecraft ships to linux broken, and requires manual fixes each time (new lwjgl files and such) and even then doesn't function correction in windowed modes, and often crashes on closedown. I'm saying this all to say, if you think a linux user could help you make sure your mod is fully compatible with all releases of 1.0.0, I'd love to help.
BUT.
If I'm perfectly honest... shadows will have the largest effect on the largest number of people. Not every one (mainly people who aren't me) builds with fire... especially when they are doing modern cities. However... shadows would be every where by default. Even in a forest, as mentioned above... or in those same cities... modern or medieval. So yeh. Shadows would be worth more to more people.
I vote shadows.
My vote would defenitely go for Shadows since I don't use much fire in my world.
Although, I would like to have both in the end with a configuration file to turn them on/off.
I really admire your work, and really a big thanks for doing this for free.
When the 1.0 release gets pushed out I will defenitely donate some money if possible. :-)
One question though, is it possible to make things stick out a bit with this mod?
Or just letting things go inside, for example; when you have gold blocks, that those are seperate gold blocks and not blocks just pressed together in 1 big chunk?
Thanks in advance and I'm looking forward to see this mod in action!
- YCE
Founder // Manager mastercraft.sytes.net
I'd love to see a short compilation on the fire (using your texture) from a torch inside a cave wile using an example of the shadows your intending on making via the light from the torch :smile.gif:
That would look... just... amazing.
I personally am all for dynamic shadows, but I would also like to have a version sooner, with, say, just specular mapping then waiting for dynamic shadows to finish and make a new version for that. It has been much to long since a GLSL shader mod has been released. Also, the particle fire sounds like a great idea.
So you're almost done? SWEET!
There's a video in the first post back on the first page that shows exactly that. Second one down... the preview image shows exactly what you are talking about.
And I wanted to add something to what I said above. I'm not even a novice where 3d rendering and such is concerned... I'm a computer tech... I can talk to people about the results they can expect from turning features on and off but only have a rough understanding of how textures and other data comes together to make the finished image.
That said... what I would *really* like to see is shadows from other light sources. I know you mentioned a 25% frame rate loss from just one light source. But I'm assuming (more like hoping) that's a limitation in the *way* it's being implemented.
Guess what I'm saying is, eventually, when you have time and feel up to it and the wolf howls and the sun and moon and stars align... might we see dancing shadows from the torches on our castle walls? Or is that simply impossible within the constrains of Minecraft? Not today or tomorrow or next week or this year... but you know... eventually... hypothetically and all that...
EDIT: Oh and I also concur that if implementing ether of these features will take much time then I would rather have the one that's fastest to implement... or if both of them will take a while then a release with existing features now and new features later would be preferable...
not trying to rush you... just you know... I'm chomping at the bit to get my hands on this (its a compliment... really) and don't want to unknowing vote for an additional month of waiting :-P
It's really just not practical. There are games that can generate shadows for one, maybe two light sources at a time, but anything more is out of the question right now. It's not a Minecraft thing or an implementation thing. Shadows are just really demanding. Maybe in 3-5 years.
I was thinking since you were updating your modification, I wanted to contribute to your modification. To do so I have made up a concept that will allow you to choose between multiple shaders, this will all happen in the title screen. Select initiators will work exactly the same as texture packs you put the shooters in a zip file in the special shaders directory. And select and activate them via the shaders tab in the title screen. You can also enable GLSL Shading from within the video settings,
screenshots
it is just an idea so don"t judge it to hard , also i don't have any modding experience so i don't really know if this is possible at all, however consider it please
other give your opinion to please.
lolzorownedmy apologies shooters is actually shaders but it was compossed with speech recognition so apologies for the bad spelling
Interesting idea. The image you posted isn't clickable though, and I can't make out anything in the thumbnail.
Edit, found the full URL: http://img20.imageshack.us/img20/2064/shadersgui.jpg
Now that I see it, I think it would maybe make more sense to choose a shader file as a whole rather than options one by one. In previous versions, I had different people's shaders for different effects. I would have loved the possibility to switch between entire shader files at the click of a button.
Even if you used just one shader file, you could save multiple copies, one for each setup. DoF+AA, Waving plants+water, sunshafts+bloom, etc.
Just a thought.
You are saying it like he owed you to make that mod... he doesn't owe you anything.
He is doing this amazing work for free and in his own time, you should thank him for continuing this mod rather then saying he needs to update it right now.
Founder // Manager mastercraft.sytes.net
I could be wrong, but I believe you misunderstood him. He's basically saying the mod maker DOESN'T owe us silly things like worklogs. We don't need to babysit this mod maker. He is doing us all an unparalleled service with this upcoming mod, and owes us nothing at all. He should be free to work at his pace in his way, without us getting "worklogs". I'm sure when it comes out, we'll get a changelog, but he really doesn't owe us a thing.
That poster mentioned he wouldn't wait any longer, and that may mean he is being an idiot, but it might have been just a poor choice in words. I might be giving him too much credit.
I myself think it's inappropriate to request mod makers report on their labor. If they intend to, they can at their discretion.
lol, and I think you are misunderstanding what he meant by I won't wait any longer. I think he meant he doesn't want to wait longer just because he would waste time making those changelogs/worklogs. I think what he meant by "won't" wait any longer is that he won't stand having other people slow the mod maker down (as implied by the large word "NO" at the beginning of his comment). Ah, the psychology of online posting. :smile.gif:
Wait..... what? I understand this post less than anything before. :smile.gif: As for the edited original post, it feels like it's saying the complete opposite of what it used to say. So..... does this mean you where trying to be sarcastic in the original post?
Not decisively, no. Until the original poster speaks up, we have no clear answer. Innocent until proven otherwise.
As far as a work-log goes, I do my best to make sure the people that follow this topic are aware of exactly what's going on. I'm not gonna maintain anything more detailed than these posts or a change-log when the release is posted. Just follow the topic. I do really wish I could compile all of my posts in one place to make it easy though. This topic is pretty big and I know a lot of people don't want to look through all of it.
This is close to what I want but I don't think the posts can be sorted by date:
http://www.minecraftforum.net/index.php?app=core&module=search&do=user_activity&search_app=&mid=140892
:-/
Yeah. This. I"m a linux user. I'm not sure how much of a difference it makes, but I'd love to help you get some insight into how it reacts with the necessary Linux tweaks. Minecraft ships to linux broken, and requires manual fixes each time (new lwjgl files and such) and even then doesn't function correction in windowed modes, and often crashes on closedown. I'm saying this all to say, if you think a linux user could help you make sure your mod is fully compatible with all releases of 1.0.0, I'd love to help.