You won't have any luck. The folks in this thread think that everything works hunky-dory on AMD cards, when the truth is that it does not.
Oh not this again. I have run Karyonix's version of this mod in every known version in both 1.6.2 and 1.6.4 on my Radeon 7870, never had a single problem installing it or running it (asides from some minor shaderpack issues which were later fixed by S.Ether/Sildur/Chocapic).
Although I'm not super-happy with the performance I get (gotta drop to medium render to get a stable 60fps with most packs)... IT WORKS.
On the other hand, I was using an NVIDIA card with the 1.5.2 version/s of the shaders mod and could NEVER get it to work, despite no one else complaining about the same issue/s. The point...? Sometimes things just won't work for you, move on. Every setup is different and it only takes one tiny little incompatibility issue to screw it all up for you. If you've tried all the tips to get it running with no success, it's best just to wait for the next version and hope it works for you then.
Moving on to something else: Anyone else see Notch's tweet about "GLSL shaders"? I think he was talking about this other project of his, but it would be awesome if he prompted Jeb/Dinnerbone to code some proper GLSL support into Minecraft. I hope this shift to a better version of OpenGL happens soon as well. Wait, weren't a couple of you guys discussing something about coding this yourselves?
Rollback Post to RevisionRollBack
Everfree Server - A small & friendly survival build server for older 'Crafters.
I'm having an issue where I get about 5 copies of my screen, all different sizes, and is only a lightened RGB color. When I load it says:
[Shaders] Error: Invalid program gbuffers_textures_lit
[Shaders] Error: Invalid program composite
[Shaders] Error: Invalid program composite1
[Shaders] Error: Invalid program final
[Shaders] Error: Invalid program shadow
You also have a lot of errors loading Extrabiomes, Biomes'O'Plenty, and Better Grass and Leaves. Also a lot of errors with your resource pack (maybe not having textures that the mods want).
InfiniTubes / immibis.core -- interface exists
Biomes'O'Plenty -- items misused by another mod or wrongly registered
Biomes'O'Plenty -- no such field colourizedLeavesID
Biomes'O'Plenty -- error loading <items>
BuildCraft-Addtnl-Obj -- invocationtargetexception, no such field, tabbuildcraft
Thaumcraft/Powersuits -- config file is missing
invalid OreDictionary Names
improper OreDictionary Registration
too late OreDictionary Registration
I might recommend trying to update some of the mods to see if it fixes some of the compatibility/registration issues.
I think MC would run (and it does) without GLSL. That is related to your video card itself I think.. SEUS v10RC7 and up use more buffers on your video card, and more OpenGL instructions than previous versions of SEUS -- I believe it also uses more than Chocapic's/Sildur's/Mr.Meep's as well.
Oh not this again. I have run Karyonix's version of this mod in every known version in both 1.6.2 and 1.6.4 on my Radeon 7870, never had a single problem installing it or running it (asides from some minor shaderpack issues which were later fixed by S.Ether/Sildur/Chocapic).
Although I'm not super-happy with the performance I get (gotta drop to medium render to get a stable 60fps with most packs)... IT WORKS.
On the other hand, I was using an NVIDIA card with the 1.5.2 version/s of the shaders mod and could NEVER get it to work, despite no one else complaining about the same issue/s. The point...? Sometimes things just won't work for you, move on. Every setup is different and it only takes one tiny little incompatibility issue to screw it all up for you. If you've tried all the tips to get it running with no success, it's best just to wait for the next version and hope it works for you then.
Moving on to something else: Anyone else see Notch's tweet about "GLSL shaders"? I think he was talking about this other project of his, but it would be awesome if he prompted Jeb/Dinnerbone to code some proper GLSL support into Minecraft. I hope this shift to a better version of OpenGL happens soon as well. Wait, weren't a couple of you guys discussing something about coding this yourselves?
Well said!
Yeah, I was talking with someone in here about forcing MC to use the OpenGL 3.2 base, which would open up OGL 3.2-4.1 (whichever it wanted/needed, because they all use the same base, and are extensions really).
He built a custom jnilib, one of the libraries used by LWJGL in Minecraft, which is per-installation. So it would only apply to MC, and not affect the rest of the system.
The problem is MC downloads the libraries every time you launch MC, and deletes them afterwards. So, we started talking about building an 'offline launcher', you copy the libraries, and then manually launch the MC JAR with the appropriate linked libraries/jars/commands. The only problem is that it would be offline only, it wouldn't able to verify & hash your session to the MC Servers for online play.
The only other way, which neither of us has tested yet, is to modify NSOpenGL (which jnilib calls on to initiate OGL) at the system level. Unfortunately, this means that everything that uses OpenGL is forced to use 3.2 or higher. This might not be a bad thing, but we don't know how it will affect the OS or games or internet browsing.
It would be much easier if the devs of MC would just change the initial call to LWJGL (jnilib) to pass along the arguments, which then LWJGL would pass along to NSOpenGL, and bobs your uncle! OpenGL 3.2-4.1!
I'm having an issue where I get about 5 copies of my screen, all different sizes, and is only a lightened RGB color. When I load it says:
[Shaders] Error: Invalid program gbuffers_textures_lit
[Shaders] Error: Invalid program composite
[Shaders] Error: Invalid program composite1
[Shaders] Error: Invalid program final
[Shaders] Error: Invalid program shadow
I am in Minecraft 1.6.4 on Mac (sorry) 10.8
Yeah, this is a huge bug in Mac OS X because NSOpenGL only pulls OpenGL 2.0 instead of 3.2-4.1.
It just won't work.
Some people with modified nVidia drivers can get it to work, but 90% of people can't.
It's funny how on Rudoplay's website, he has 1.7 download links for shaders which don't work. He uses ad.foc links for forge and shadersmod, and I've never seen Karyonix use Ad.Foc, and I assume the same for forge.
Now, since it seems like he's making money off it when he shouldn't be, I decided to say that here.
Here's the website with the fraud 1.7 shader downloads and the ad.foc links.
It's funny how on Rudoplay's website, he has 1.7 download links for shaders which don't work. He uses ad.foc links for forge and shadersmod, and I've never seen Karyonix use Ad.Foc, and I assume the same for forge.
Now, since it seems like he's making money off it when he shouldn't be, I decided to say that here.
Here's the website with the fraud 1.7 shader downloads and the ad.foc links.
You also have a lot of errors loading Extrabiomes, Biomes'O'Plenty, and Better Grass and Leaves. Also a lot of errors with your resource pack (maybe not having textures that the mods want).
InfiniTubes / immibis.core -- interface exists
Biomes'O'Plenty -- items misused by another mod or wrongly registered
Biomes'O'Plenty -- no such field colourizedLeavesID
Biomes'O'Plenty -- error loading <items>
BuildCraft-Addtnl-Obj -- invocationtargetexception, no such field, tabbuildcraft
Thaumcraft/Powersuits -- config file is missing
invalid OreDictionary Names
improper OreDictionary Registration
too late OreDictionary Registration
I might recommend trying to update some of the mods to see if it fixes some of the compatibility/registration issues.
I think MC would run (and it does) without GLSL. That is related to your video card itself I think.. SEUS v10RC7 and up use more buffers on your video card, and more OpenGL instructions than previous versions of SEUS -- I believe it also uses more than Chocapic's/Sildur's/Mr.Meep's as well.
Well said!
Yeah, I was talking with someone in here about forcing MC to use the OpenGL 3.2 base, which would open up OGL 3.2-4.1 (whichever it wanted/needed, because they all use the same base, and are extensions really).
He built a custom jnilib, one of the libraries used by LWJGL in Minecraft, which is per-installation. So it would only apply to MC, and not affect the rest of the system.
The problem is MC downloads the libraries every time you launch MC, and deletes them afterwards. So, we started talking about building an 'offline launcher', you copy the libraries, and then manually launch the MC JAR with the appropriate linked libraries/jars/commands. The only problem is that it would be offline only, it wouldn't able to verify & hash your session to the MC Servers for online play.
The only other way, which neither of us has tested yet, is to modify NSOpenGL (which jnilib calls on to initiate OGL) at the system level. Unfortunately, this means that everything that uses OpenGL is forced to use 3.2 or higher. This might not be a bad thing, but we don't know how it will affect the OS or games or internet browsing.
It would be much easier if the devs of MC would just change the initial call to LWJGL (jnilib) to pass along the arguments, which then LWJGL would pass along to NSOpenGL, and bobs your uncle! OpenGL 3.2-4.1!
Phew, hopefully I explained that well enough !
Yeah, this is a huge bug in Mac OS X because NSOpenGL only pulls OpenGL 2.0 instead of 3.2-4.1.
It just won't work.
Some people with modified nVidia drivers can get it to work, but 90% of people can't.
I don't mind you guys making the offline launcher. I would use it myself if it meant OpenGL 3.2-4.1. TO HELL WITH 2.0!!!
Yes! That totally didn't whoosh right over my head! Hehe, I get the basic idea though, it's theoretically possible but means either sacrificing online mode or requiring some pretty intense modding. Whilst I would LOVE the performance boost, I don't think I could sacrifice SMP for it. Just a guess, but is the reason that MC supports such an old OGL version to make it compatible with more (older) PC's? And will the eventual shift to OGL 2.1 make much of a difference?
It would be great if you could publicize this idea and form some kinda team (maybe with Optifine / Magic Launcher guy?), it sounds like it would be a game-changer for shader modding.
Rollback Post to RevisionRollBack
Everfree Server - A small & friendly survival build server for older 'Crafters.
You also have a lot of errors loading Extrabiomes, Biomes'O'Plenty, and Better Grass and Leaves. Also a lot of errors with your resource pack (maybe not having textures that the mods want).
InfiniTubes / immibis.core -- interface exists
Biomes'O'Plenty -- items misused by another mod or wrongly registered
Biomes'O'Plenty -- no such field colourizedLeavesID
Biomes'O'Plenty -- error loading <items>
BuildCraft-Addtnl-Obj -- invocationtargetexception, no such field, tabbuildcraft
Thaumcraft/Powersuits -- config file is missing
invalid OreDictionary Names
improper OreDictionary Registration
too late OreDictionary Registration
I might recommend trying to update some of the mods to see if it fixes some of the compatibility/registration issues.
I think MC would run (and it does) without GLSL. That is related to your video card itself I think.. SEUS v10RC7 and up use more buffers on your video card, and more OpenGL instructions than previous versions of SEUS -- I believe it also uses more than Chocapic's/Sildur's/Mr.Meep's as well.
Well said!
Yeah, I was talking with someone in here about forcing MC to use the OpenGL 3.2 base, which would open up OGL 3.2-4.1 (whichever it wanted/needed, because they all use the same base, and are extensions really).
He built a custom jnilib, one of the libraries used by LWJGL in Minecraft, which is per-installation. So it would only apply to MC, and not affect the rest of the system.
The problem is MC downloads the libraries every time you launch MC, and deletes them afterwards. So, we started talking about building an 'offline launcher', you copy the libraries, and then manually launch the MC JAR with the appropriate linked libraries/jars/commands. The only problem is that it would be offline only, it wouldn't able to verify & hash your session to the MC Servers for online play.
The only other way, which neither of us has tested yet, is to modify NSOpenGL (which jnilib calls on to initiate OGL) at the system level. Unfortunately, this means that everything that uses OpenGL is forced to use 3.2 or higher. This might not be a bad thing, but we don't know how it will affect the OS or games or internet browsing.
It would be much easier if the devs of MC would just change the initial call to LWJGL (jnilib) to pass along the arguments, which then LWJGL would pass along to NSOpenGL, and bobs your uncle! OpenGL 3.2-4.1!
Phew, hopefully I explained that well enough !
Yeah, this is a huge bug in Mac OS X because NSOpenGL only pulls OpenGL 2.0 instead of 3.2-4.1.
It just won't work.
Some people with modified nVidia drivers can get it to work, but 90% of people can't.
OS X 10.9 supports OpenGL 4. It seems that minecraft or java or LWJGL on Mac only use OpenGL capability profile not the core one.
Capability profile = OpenGL 2.0 capability mode.
Minecraft needs fixed function pipeline which are removed from OpenGL 3.1 and OpenGL 3.2 core profile.
OpenGL 3.2 compatibility profile has the old fixed function APIs.
Switching to OpenGL 3.2 core profile is a big change. Don't expect it to be that easy.
But even though obsoleted function are removed from OpenGL 3.2 core profile standard, drivers may still have the obsoleted interface available and may work (but this is non-standard).
To use OpenGL 3.2 core profile standard you need shader in all drawing calls. That's a lot of work.
You also have a lot of errors loading Extrabiomes, Biomes'O'Plenty, and Better Grass and Leaves. Also a lot of errors with your resource pack (maybe not having textures that the mods want).
InfiniTubes / immibis.core -- interface exists
Biomes'O'Plenty -- items misused by another mod or wrongly registered
Biomes'O'Plenty -- no such field colourizedLeavesID
Biomes'O'Plenty -- error loading <items>
BuildCraft-Addtnl-Obj -- invocationtargetexception, no such field, tabbuildcraft
Thaumcraft/Powersuits -- config file is missing
invalid OreDictionary Names
improper OreDictionary Registration
too late OreDictionary Registration
I might recommend trying to update some of the mods to see if it fixes some of the compatibility/registration issues.
I think MC would run (and it does) without GLSL. That is related to your video card itself I think.. SEUS v10RC7 and up use more buffers on your video card, and more OpenGL instructions than previous versions of SEUS -- I believe it also uses more than Chocapic's/Sildur's/Mr.Meep's as well.
Well said!
Yeah, I was talking with someone in here about forcing MC to use the OpenGL 3.2 base, which would open up OGL 3.2-4.1 (whichever it wanted/needed, because they all use the same base, and are extensions really).
He built a custom jnilib, one of the libraries used by LWJGL in Minecraft, which is per-installation. So it would only apply to MC, and not affect the rest of the system.
The problem is MC downloads the libraries every time you launch MC, and deletes them afterwards. So, we started talking about building an 'offline launcher', you copy the libraries, and then manually launch the MC JAR with the appropriate linked libraries/jars/commands. The only problem is that it would be offline only, it wouldn't able to verify & hash your session to the MC Servers for online play.
The only other way, which neither of us has tested yet, is to modify NSOpenGL (which jnilib calls on to initiate OGL) at the system level. Unfortunately, this means that everything that uses OpenGL is forced to use 3.2 or higher. This might not be a bad thing, but we don't know how it will affect the OS or games or internet browsing.
It would be much easier if the devs of MC would just change the initial call to LWJGL (jnilib) to pass along the arguments, which then LWJGL would pass along to NSOpenGL, and bobs your uncle! OpenGL 3.2-4.1!
Phew, hopefully I explained that well enough !
Yeah, this is a huge bug in Mac OS X because NSOpenGL only pulls OpenGL 2.0 instead of 3.2-4.1.
It just won't work.
Some people with modified nVidia drivers can get it to work, but 90% of people can't.
using a XFX Radeon HD 6770 1GB GDDR5 graphics card, been using it since my last graphics card kicked the bucket which was a nvidia card. And before anyone tells me to I need to update to a better graphics card, can't don't have the money for it otherwise I would have done so already.
As for texture/resource pack I'm using the basic minecraft resource pack.
edit: update on what's going on. The previous issue resolved itself when I installed and switched to a shader pack but I have a new issue now. It was working fine before but when I went to switch the minecraft graphics quality from FAST to FANCY the game froze so I had to close out and when I restarted the client this is what I see. What did I do wrong and how do I fix the damn thing O_o
I've tried different shader packs, Slidus basic shaders v1.0 is the one I'm using for that, I've also tried Sonic Ethers v10.0 standard (god that makes my FPS drop from 50-100 down to 5-6 ain't using that one no more) both gave me the same issue with the textures you see in the screen shot. I also did try Slidurs vibrant shaders prev7.1 but that made my graphics card crap itself and give me the recovering from graphics crash.
using a XFX Radeon HD 6770 1GB GDDR5 graphics card, been using it since my last graphics card kicked the bucket which was a nvidia card. And before anyone tells me to I need to update to a better graphics card, can't don't have the money for it otherwise I would have done so already.
As for texture/resource pack I'm using the basic minecraft resource pack.
edit: update on what's going on. The previous issue resolved itself when I installed and switched to a shader pack but I have a new issue now. It was working fine before but when I went to switch the minecraft graphics quality from FAST to FANCY the game froze so I had to close out and when I restarted the client this is what I see. What did I do wrong and how do I fix the damn thing O_o
I've tried different shader packs, Slidus basic shaders v1.0 is the one I'm using for that, I've also tried Sonic Ethers v10.0 standard (god that makes my FPS drop from 50-100 down to 5-6 ain't using that one no more) both gave me the same issue with the textures you see in the screen shot. I also did try Slidurs vibrant shaders prev7.1 but that made my graphics card crap itself and give me the recovering from graphics crash.
It looks like you have either Anisotropic Filtering or Antialiasing on. If so, go to Options->Video Settings->Quality and make sure they are both off. Restart Minecraft.
how can i copy the content of optifinefml.7z to the optifine.jar
Open archive with 7zip or winrar or any other program that opens zip folders, for both optifinefml.7z and the optifine.jar. highlight everything in the optifinefml.7z or in my case .rar and drag it into the optifine.jar archive that is opened with either program. Now rename that optifine.jar to [0000]_optifine.jar or something with zeros in front of it so it's the first mod that loads otherwise the patch won't have any affect.
to:aeraesoria i'm using optifine c7 ultra and the patch file seems to be a text i highlighted it all but i can't extract the contents to optifine.jar
DO NOT EXTRACT!
open both the optifinefml.rar or optifinefml.7z with winrar or 7zip. highlight/drag a box around the files in that window. Open you're optifine jar file using the same method. Now go back over to the optifinefml.rar or 7z and DRAG the highlighted files from that window over to the window that has the optifine jar open. when it prompts you to overwrite or copy said files into archive you need to say yes.
Sorry for quoting myself but I need some help. And does anyone happen to have Chocapic13's Shaders? (No , not his WIP, I mean the one from his thread begore he got it deleted. )
Oh not this again. I have run Karyonix's version of this mod in every known version in both 1.6.2 and 1.6.4 on my Radeon 7870, never had a single problem installing it or running it (asides from some minor shaderpack issues which were later fixed by S.Ether/Sildur/Chocapic).
Although I'm not super-happy with the performance I get (gotta drop to medium render to get a stable 60fps with most packs)... IT WORKS.
On the other hand, I was using an NVIDIA card with the 1.5.2 version/s of the shaders mod and could NEVER get it to work, despite no one else complaining about the same issue/s. The point...? Sometimes things just won't work for you, move on. Every setup is different and it only takes one tiny little incompatibility issue to screw it all up for you. If you've tried all the tips to get it running with no success, it's best just to wait for the next version and hope it works for you then.
Moving on to something else: Anyone else see Notch's tweet about "GLSL shaders"? I think he was talking about this other project of his, but it would be awesome if he prompted Jeb/Dinnerbone to code some proper GLSL support into Minecraft. I hope this shift to a better version of OpenGL happens soon as well. Wait, weren't a couple of you guys discussing something about coding this yourselves?
Everfree Server - A small & friendly survival build server for older 'Crafters.
[Shaders] Error: Invalid program gbuffers_textures_lit
[Shaders] Error: Invalid program composite
[Shaders] Error: Invalid program composite1
[Shaders] Error: Invalid program final
[Shaders] Error: Invalid program shadow
I am in Minecraft 1.6.4 on Mac (sorry) 10.8
What AMD video card are you using in your system?
I don't see the video getting initialized, so, I can't tell. But you are getting a lot of invalid operation in pre-composite and pre-useProgram.
You also have a lot of errors loading Extrabiomes, Biomes'O'Plenty, and Better Grass and Leaves. Also a lot of errors with your resource pack (maybe not having textures that the mods want).
I might recommend trying to update some of the mods to see if it fixes some of the compatibility/registration issues.
I think MC would run (and it does) without GLSL. That is related to your video card itself I think.. SEUS v10RC7 and up use more buffers on your video card, and more OpenGL instructions than previous versions of SEUS -- I believe it also uses more than Chocapic's/Sildur's/Mr.Meep's as well.
Well said!
Yeah, I was talking with someone in here about forcing MC to use the OpenGL 3.2 base, which would open up OGL 3.2-4.1 (whichever it wanted/needed, because they all use the same base, and are extensions really).
He built a custom jnilib, one of the libraries used by LWJGL in Minecraft, which is per-installation. So it would only apply to MC, and not affect the rest of the system.
The problem is MC downloads the libraries every time you launch MC, and deletes them afterwards. So, we started talking about building an 'offline launcher', you copy the libraries, and then manually launch the MC JAR with the appropriate linked libraries/jars/commands. The only problem is that it would be offline only, it wouldn't able to verify & hash your session to the MC Servers for online play.
The only other way, which neither of us has tested yet, is to modify NSOpenGL (which jnilib calls on to initiate OGL) at the system level. Unfortunately, this means that everything that uses OpenGL is forced to use 3.2 or higher. This might not be a bad thing, but we don't know how it will affect the OS or games or internet browsing.
It would be much easier if the devs of MC would just change the initial call to LWJGL (jnilib) to pass along the arguments, which then LWJGL would pass along to NSOpenGL, and bobs your uncle! OpenGL 3.2-4.1!
Phew, hopefully I explained that well enough :)!
Yeah, this is a huge bug in Mac OS X because NSOpenGL only pulls OpenGL 2.0 instead of 3.2-4.1.
It just won't work.
Some people with modified nVidia drivers can get it to work, but 90% of people can't.
Now, since it seems like he's making money off it when he shouldn't be, I decided to say that here.
Here's the website with the fraud 1.7 shader downloads and the ad.foc links.
http://rudoplays.com/1-7-2-shaders-download/
What a con.
I don't mind you guys making the offline launcher. I would use it myself if it meant OpenGL 3.2-4.1. TO HELL WITH 2.0!!!
Yes! That totally didn't whoosh right over my head! Hehe, I get the basic idea though, it's theoretically possible but means either sacrificing online mode or requiring some pretty intense modding. Whilst I would LOVE the performance boost, I don't think I could sacrifice SMP for it. Just a guess, but is the reason that MC supports such an old OGL version to make it compatible with more (older) PC's? And will the eventual shift to OGL 2.1 make much of a difference?
It would be great if you could publicize this idea and form some kinda team (maybe with Optifine / Magic Launcher guy?), it sounds like it would be a game-changer for shader modding.
Everfree Server - A small & friendly survival build server for older 'Crafters.
OS X 10.9 supports OpenGL 4. It seems that minecraft or java or LWJGL on Mac only use OpenGL capability profile not the core one.
Capability profile = OpenGL 2.0 capability mode.
OpenGL 3.2 compatibility profile has the old fixed function APIs.
Switching to OpenGL 3.2 core profile is a big change. Don't expect it to be that easy.
But even though obsoleted function are removed from OpenGL 3.2 core profile standard, drivers may still have the obsoleted interface available and may work (but this is non-standard).
To use OpenGL 3.2 core profile standard you need shader in all drawing calls. That's a lot of work.
using a XFX Radeon HD 6770 1GB GDDR5 graphics card, been using it since my last graphics card kicked the bucket which was a nvidia card. And before anyone tells me to I need to update to a better graphics card, can't don't have the money for it otherwise I would have done so already.
As for texture/resource pack I'm using the basic minecraft resource pack.
edit: update on what's going on. The previous issue resolved itself when I installed and switched to a shader pack but I have a new issue now. It was working fine before but when I went to switch the minecraft graphics quality from FAST to FANCY the game froze so I had to close out and when I restarted the client this is what I see. What did I do wrong and how do I fix the damn thing O_o
I've tried different shader packs, Slidus basic shaders v1.0 is the one I'm using for that, I've also tried Sonic Ethers v10.0 standard (god that makes my FPS drop from 50-100 down to 5-6 ain't using that one no more) both gave me the same issue with the textures you see in the screen shot. I also did try Slidurs vibrant shaders prev7.1 but that made my graphics card crap itself and give me the recovering from graphics crash.
It looks like you have either Anisotropic Filtering or Antialiasing on. If so, go to Options->Video Settings->Quality and make sure they are both off. Restart Minecraft.
Open archive with 7zip or winrar or any other program that opens zip folders, for both optifinefml.7z and the optifine.jar. highlight everything in the optifinefml.7z or in my case .rar and drag it into the optifine.jar archive that is opened with either program. Now rename that optifine.jar to [0000]_optifine.jar or something with zeros in front of it so it's the first mod that loads otherwise the patch won't have any affect.
One problem, though. I get this strange flickering sometimes.
Demonstration of problem: http://d.pr/i/QPyu
I have a GTX 560 Ti, driver version 331.65. I can list more specs, or settings, but I'm not sure which of them might affect this.
Any tips/thoughts appreciated, thank you in advance.
Maybe downgrade your drivers to below 327.XXX.XXX(but not at it). There is a fix on the new driver, but that's shaderpack dependant.
DO NOT EXTRACT!
open both the optifinefml.rar or optifinefml.7z with winrar or 7zip. highlight/drag a box around the files in that window. Open you're optifine jar file using the same method. Now go back over to the optifinefml.rar or 7z and DRAG the highlighted files from that window over to the window that has the optifine jar open. when it prompts you to overwrite or copy said files into archive you need to say yes.
Sorry for quoting myself but I need some help. And does anyone happen to have Chocapic13's Shaders? (No , not his WIP, I mean the one from his thread begore he got it deleted. )
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ý1@Ã thats what inside the optifinefml. no files, its just like a notepad