But the brightness is stuck at the highest regardless of whether or not I turn it down to moody or not. When I load up vanilla the brightness slider works again.
Help
Edit: Turns out it was my water only shaders.. Is that intentional or the shader packs fault?
But the brightness is stuck at the highest regardless of whether or not I turn it down to moody or not. When I load up vanilla the brightness slider works again.
Help
Edit: Turns out it was my water only shaders.. Is that intentional or the shader packs fault?
The shader pack has full control over the light levels.
Most shader packs ignore the brightness setting.
If you donated $10 and got your confirmation email (OptiFine cape activated), then login to the change cape page and make sure it's activated for the correct Minecraft account. Or you could try the Optifine login page.
Specific textures change based on time. Eg. Leaves change to yellow, orange, or red in autumn.
Connected models for connected textures. Each connected texture would have its own model. Eg. To make fences pipes etc.
Specific textures change weather they are exposed to the sky or not. Eg. Snow on normal grass, stone, or stairs but only if there is no block above it.
Change what particles emmit from entities. Eg. Enderman emit smoke instead or purple stuff.
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Specific textures change based on time. Eg. Leaves change to yellow, orange, or red in autumn.
Connected models for connected textures. Each connected texture would have its own model. Eg. To make fences pipes etc.
Specific textures change weather they are exposed to the sky or not. Eg. Snow on normal grass, stone, or stairs but only if there is no block above it.
Change what particles emmit from entities. Eg. Enderman emit smoke instead or purple stuff.
Grass and leaves are colored externally (the base texture is gray), so changing the texture will not work. The chunks will have to be reloaded in order to change the grass/leaves color. Nice idea.
Custom Face Models, similar to CTM are on the TODO list.
Textures exposed to sky is not clear. How exactly?
The particle generation is hardcoded and can not be changed. It is only possible to always replace one type of particle with another.
The rotation x (annimation) on the cem chest (part lid) does not work. It's normal?
Thank's
The chest lid rotation is hardcoded in the chest entity and can not be changed. You can replace the lid with another model and apply a rotation which is a function of the original rotation (with animations). If "LidNew.rx = -lid.rx" then the new lid will not move when opened, as both rotations will cancel each other. When a model is replaced, the original is hidden (but still animated) and the new model is attached to it.
Grass and leaves are colored externally (the base texture is gray), so changing the texture will not work. The chunks will have to be reloaded in order to change the grass/leaves color. Nice idea.
That's what I mean. When you load the game Optifine would check which textures it should use for that time of year as stated in a json file in a resourcepack. I didn't mean for them to change in real time.
Textures exposed to sky is not clear. How exactly?
Well if I want to make an Christmas pack that makes grass snowy regardless of the biome then grass that's covered by something will have snow on it even though there is no way for snow to fall there. So I thought Optifine could check if there is sky above to change a specific block's texture to have snow on it. As stated in a json file of course. (Maybe you could tap into the code that crops use to grow only when they are exposed to the sky.)
The particle generation is hardcoded and can not be changed. It is only possible to always replace one type of particle with another.
Really!? How can I replace the purple particle to smoke for endermen? I really want to do that for my resourcepack.
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There seems to be a minor problem with a few versions of Optifine (1.8, 1.9). In the F3 menu, the light level outside is stuck at 15 no matter where I go. Underground, it seems to work normally. Monsters still spawn as normal. I don't know what's causing this, as I only tend to run either small mods (Too Much TNT, Waypoints), or no mods besides this at all. Could you please investigate?
There seems to be a minor problem with a few versions of Optifine (1.8, 1.9). In the F3 menu, the light level outside is stuck at 15 no matter where I go. Underground, it seems to work normally. Monsters still spawn as normal. I don't know what's causing this, as I only tend to run either small mods (Too Much TNT, Waypoints), or no mods besides this at all. Could you please investigate?
There are different light levels. There are block light and then sun light. If you are outside, it will say 15 because it will be 15 when the sun comes up. Block light is what you want to look at. It works as you say underground because the sun doesn't reach there.
There are different light levels. There are block light and then sun light. If you are outside, it will say 15 because it will be 15 when the sun comes up. Block light is what you want to look at. It works as you say underground because the sun doesn't reach there.
It still reads a sun light level of 15 even at midnight.
That's what I mean. When you load the game Optifine would check which textures it should use for that time of year as stated in a json file in a resourcepack. I didn't mean for them to change in real time.
Well if I want to make an Christmas pack that makes grass snowy regardless of the biome then grass that's covered by something will have snow on it even though there is no way for snow to fall there. So I thought Optifine could check if there is sky above to change a specific block's texture to have snow on it. As stated in a json file of course. (Maybe you could tap into the code that crops use to grow only when they are exposed to the sky.)
Really!? How can I replace the purple particle to smoke for endermen? I really want to do that for my resourcepack.
Changing leaves color depending on seasons should be working without restarting the game in orde to be realistic.
Placing snow on grass blocks is done during the world generation. Doing it during the chunk update will cause strange effects, for example breaking one block may cause fake snow to appear or disappear on all other blocks in the same chunk depending on the current sky visibility.
It is technically possible to replace one particle type with another, but currently OptiFine has no configuration for this.
Using Forge version #2099 for MineCraft 1.10.2, OptiFine D1 (as an extracted mod from OptiFine's installer's "extract" button) causes a crash with Extra Utilities. Not on start-up or anything, first when it tries to render a "2D" item. Then it crashes. (The text links to a comment where I explain more about what happens when, and my own assumption of why it crashes, specifically that there doesn't seem to be any actual item models in the mod and it uses some fancy automatic Forge rendering or something.)
I've tried with all versions of Extra Utilities available for 1.10.2, and they all crash at the same point (trying to render a "2D" item). All other mods I use work just fine, and it even crashes with only OptiFine and Extra Utilities, and it does not crash without OptiFine.
Tested ExtraUtilities 2 (alpha 1.2.0) + OptiFine D1 + Forge #2107.
Everything is OK, no freeze: http://imgur.com/aVrmQMn.png
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For some reason when I set render distance to anything less than 12 some chunks start having issues and become invisible HD_D2, Minecraft 1.10.2 (obviously). However, setting it back to 12 causes chunks to show up again. Is this a bug with Optifine in rendering anything less than 12 or is it with Forge itself? In fact, I've noticed this issue for about 2 years and couldn't put my finger on which mod the cause of it was.
Forge #2107, huh? That's not what's listed in the change-log as the definitely compatible version, but alright. *Downloads that and tries with still only Forge, Extra Utilities and OptiFine D1* ...Nope, still crashes when it gets to the Ender Lily. OptiFine settings - Crash log:
---- Minecraft Crash Report ----
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
java.lang.IllegalStateException: Already building!
at net.minecraft.client.renderer.VertexBuffer.func_181668_a(VertexBuffer.java:291)
at net.minecraft.client.renderer.RenderGlobal.func_174976_a(RenderGlobal.java:1951)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1625)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1556)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1335)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1076)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at net.minecraft.client.renderer.VertexBuffer.func_181668_a(VertexBuffer.java:291)
at net.minecraft.client.renderer.RenderGlobal.func_174976_a(RenderGlobal.java:1951)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1625)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1556)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['ZwipZwapZapony'/0, l='MpServer', x=-23.58, y=6.00, z=2.19]]
Chunk stats: MultiplayerChunkCache: 1089, 1089
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (30,6,16), Chunk: (at 14,0,0 in 1,1; contains blocks 16,0,16 to 31,255,31), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 6603928 game time, 3000 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [EntityPlayerSP['ZwipZwapZapony'/0, l='MpServer', x=-23.58, y=6.00, z=2.19]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:498)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2660)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:400)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 602497504 bytes (574 MB) / 1173880832 bytes (1119 MB) up to 1789919232 bytes (1707 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmn1G -Xmx2G
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.2.2107 Optifine OptiFine_1.10.2_HD_U_D1 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.2.2107.jar)
UCHIJAAAA Forge{12.18.2.2107} [Minecraft Forge] (forge-1.10.2-12.18.2.2107.jar)
UCHIJAAAA ExtraUtils2{1.0} [ExtraUtils2] (extrautils2-1.10.2-alpha-1.2.0.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 373.06' Renderer: 'GeForce GTX 970/PCIe/SSE2'
Launched Version: 1.10.2-forge1.10.2-12.18.2.2107
LWJGL: 2.9.4
OpenGL: GeForce GTX 970/PCIe/SSE2 GL version 4.5.0 NVIDIA 373.06, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Upon further inspection, the crash only seems to happen when using anisotropic filtering and/or anti-aliasing, most likely due to the alternative renderer used for those. Can you reproduce the crash when using AF/AA?
I can confirm this. What the compatibility between Optifine and the latest forge in the changelog means it will work with anything from 2099 and up, (The only reason it says 2099 is because that was the version HD_U1 was tested on.) until such time when Forge breaks Optifine. When that happens, Optifine will update again and have a new forge version it will work with and up. Until the next break version.
The issues between Optifine and the AF/AA warn the user that using those will substantially decrease Framerate. Changing connected textures to anything other than fancy freezes up minecraft as well.
100% confirmed with optifine.
But the brightness is stuck at the highest regardless of whether or not I turn it down to moody or not. When I load up vanilla the brightness slider works again.
Help
Edit: Turns out it was my water only shaders.. Is that intentional or the shader packs fault?
The shader pack has full control over the light levels.
Most shader packs ignore the brightness setting.
If you donated $10 and got your confirmation email (OptiFine cape activated), then login to the change cape page and make sure it's activated for the correct Minecraft account. Or you could try the Optifine login page.
Have you given up ont he light and standard versions of this mod, they haven't been updated for quit a while.
I have some suggestions:
Specific textures change based on time. Eg. Leaves change to yellow, orange, or red in autumn.
Connected models for connected textures. Each connected texture would have its own model. Eg. To make fences pipes etc.
Specific textures change weather they are exposed to the sky or not. Eg. Snow on normal grass, stone, or stairs but only if there is no block above it.
Change what particles emmit from entities. Eg. Enderman emit smoke instead or purple stuff.
If I helped, or you just like my post, please press the button.
My mods...
Grass and leaves are colored externally (the base texture is gray), so changing the texture will not work. The chunks will have to be reloaded in order to change the grass/leaves color. Nice idea.
Custom Face Models, similar to CTM are on the TODO list.
Textures exposed to sky is not clear. How exactly?
The particle generation is hardcoded and can not be changed. It is only possible to always replace one type of particle with another.
The chest lid rotation is hardcoded in the chest entity and can not be changed. You can replace the lid with another model and apply a rotation which is a function of the original rotation (with animations). If "LidNew.rx = -lid.rx" then the new lid will not move when opened, as both rotations will cancel each other. When a model is replaced, the original is hidden (but still animated) and the new model is attached to it.
That's what I mean. When you load the game Optifine would check which textures it should use for that time of year as stated in a json file in a resourcepack. I didn't mean for them to change in real time.
Well if I want to make an Christmas pack that makes grass snowy regardless of the biome then grass that's covered by something will have snow on it even though there is no way for snow to fall there. So I thought Optifine could check if there is sky above to change a specific block's texture to have snow on it. As stated in a json file of course. (Maybe you could tap into the code that crops use to grow only when they are exposed to the sky.)
Really!? How can I replace the purple particle to smoke for endermen? I really want to do that for my resourcepack.
If I helped, or you just like my post, please press the button.
My mods...
There seems to be a minor problem with a few versions of Optifine (1.8, 1.9). In the F3 menu, the light level outside is stuck at 15 no matter where I go. Underground, it seems to work normally. Monsters still spawn as normal. I don't know what's causing this, as I only tend to run either small mods (Too Much TNT, Waypoints), or no mods besides this at all. Could you please investigate?
[center][center]
There are different light levels. There are block light and then sun light. If you are outside, it will say 15 because it will be 15 when the sun comes up. Block light is what you want to look at. It works as you say underground because the sun doesn't reach there.
Hiya! Running 1.10.2 SpongeForge. Got some mad black hand flicker. Everything else looks gorgeous.
Please tell me what logs I need to upload to help fix this!
It still reads a sun light level of 15 even at midnight.
[center][center]
about the recent update with the animations of mobs. Can I animate my skin? despite the fact that all default players will not be wearing it.
Changing leaves color depending on seasons should be working without restarting the game in orde to be realistic.
Placing snow on grass blocks is done during the world generation. Doing it during the chunk update will cause strange effects, for example breaking one block may cause fake snow to appear or disappear on all other blocks in the same chunk depending on the current sky visibility.
It is technically possible to replace one particle type with another, but currently OptiFine has no configuration for this.
Animated skins are not possible.
Tested ExtraUtilities 2 (alpha 1.2.0) + OptiFine D1 + Forge #2107.
Everything is OK, no freeze: http://imgur.com/aVrmQMn.png
Tried to load with MagicLauncher ... it will not load.
Meaning, the game loads and runs just fine through ML as if the OF jar wasn't even on the load list.
Magic Launcher 1.3.2
Optifine 1.10.2 HD C3 Ultra
Minecraft 1.10.2
Double clicked on optifine jar and installed it via the built-in stuff ... works through default launcher.
I want it to work via ML though.
For some reason when I set render distance to anything less than 12 some chunks start having issues and become invisible HD_D2, Minecraft 1.10.2 (obviously). However, setting it back to 12 causes chunks to show up again. Is this a bug with Optifine in rendering anything less than 12 or is it with Forge itself? In fact, I've noticed this issue for about 2 years and couldn't put my finger on which mod the cause of it was.
That's correct, because if there would be day, the light level would be 15.
I can confirm this. What the compatibility between Optifine and the latest forge in the changelog means it will work with anything from 2099 and up, (The only reason it says 2099 is because that was the version HD_U1 was tested on.) until such time when Forge breaks Optifine. When that happens, Optifine will update again and have a new forge version it will work with and up. Until the next break version.
The issues between Optifine and the AF/AA warn the user that using those will substantially decrease Framerate. Changing connected textures to anything other than fancy freezes up minecraft as well.