I don't really understand how to install this
I go to %appdata% , .minecraft folder.. made new folder called shaderpacks , added the zip files there... nothing in game happened
I have these done: ...AppData\Roaming\.minecraft\shaderpacks\shaders
In shaderpacks folder, i have ShadersMod-2.00-mc1.5.2-ofud3.zip file , SEUS V.10 standard and in shaders folder i have unzipped all the files from these 2: bump-shadow-waving-0.9.3-130808 and bump-shadow-waving-0.9.2-130306
I launch the game, no shaders working... So what i must do more?
Well, if you are using Minecraft 1.5.2, you need to take: Optifine 1.5.2 Ultra D3 ShadersMod-2.00-mc1.5.2-ofud3.zip
These 2 files need to be opened, and all of the files copied into the minecraft.jar (%appdata%\.minecraft\bin), Optifine must be first, and then GLSL 2nd.
Then, put all of your shader packs into the %appdata%\.minecraft\shaderpacks folder as you have. Make sure that when you double-click on the ZIP file, there is a shaders folder, and then all of the FSH/VSH files.
Then when you load up minecraft, click options -> shaders and pick the shader pack you want to use.
------------------
If you are using Minecraft 1.6.2, you do not want Optifine (yet, support will come ;)), you want to download GLSL Shaders 2.0.1 Beta 2 and Forge 804-818.
Use the Forge Installer to install itself into Minecraft.
Launch Minecraft at least once with Forge to create the folder structure.
Put the GLSL Shaders 2.0.1 Beta 2.jar into the %appdata%\.minecraft\mods folder.
Install the shader packs as above, and use as above.
Hey, I've been trying and trying and trying to get this mod to work with sonics shaders, but no matter how many times I've repeated the steps It repeatedly doesn't work.. Any ideas?
---- Minecraft Crash Report ----
// You're mean.
Time: 8/14/13 1:05 AM
Description: Initializing game
java.lang.ClassCastException: buildcraft.core.BlockSpring cannot be cast to cpw.mods.fml.common.registry.BlockProxy
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:234)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:195)
at buildcraft.core.proxy.CoreProxy.registerBlock(CoreProxy.java:106)
at buildcraft.BuildCraftCore.loadConfiguration(BuildCraftCore.java:228)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:234)
at cpw.mods.fml.common.registry.GameRegistry.registerBlock(GameRegistry.java:195)
at buildcraft.core.proxy.CoreProxy.registerBlock(CoreProxy.java:106)
at buildcraft.BuildCraftCore.loadConfiguration(BuildCraftCore.java:228)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
I do not see the goo goo eyes of SEUS, those are the WORST shaders both in optimization and presentation that I've yet seen. Do yourself a favor and get Sildurs.
SEUS v10 RC7 has a 1.6.2 version that fixes the bug, and Sonic Ether has a gbuffers_water.vsh available for any shaders based on SEUS v10 RC6 (Chocapic / Sildur).
I believe Sildur & Chocapic have taken that new VSH file and incorporated it into their latest builds. Sildur's is a full release on her main OP thread, and Chocapic's is part of his WIP folder.
This is a known issue, Karyonix is working on fixing it.
GLSL is still in BETA for MC 1.6.2, patience .
Yes, Karyonix is aware of the bug.
You can try turning off Advanced OpenGL.
SEUS v10 RC7 has a 1.6.2 version that fixes the bug, and Sonic Ether has a gbuffers_water.vsh available for any shaders based on SEUS v10 RC6 (Chocapic / Sildur).
I believe Sildur & Chocapic have taken that new VSH file and incorporated it into their latest builds. Sildur's is a full release on her main OP thread, and Chocapic's is part of his WIP folder.
Umm not really didn't use anything from SEUS, karyonix helped me with fixing it on my own, also his instead of her plz, i'm not a girl The only thing that the next update will contain, is the "tick" technique which we saw in SEUS, instead of using the worldtime.
Thank your for the answer.
RudoPlays have this problem, but Seus and chocapic haven't got this problem x.x
No problem, glad to help :)!
RudoPlays might be fixable, if it is based on RC7 then just use the gbuffers_water.vsh from the fixed RC7 build, if it is based on RC6 then look for the fixed gbuffers_water.vsh somewhere in this thread..
Umm not really didn't use anything from SEUS, karyonix helped me with fixing it on my own, also his instead of her plz, i'm not a girl The only thing that the next update will contain, is the "tick" technique which we saw in SEUS, instead of using the worldtime.
Ahh, sorry, I just assumed you used the fixed gbuffers_water.vsh that Cody released..
Really?! Wow, got thrown off somewhere along the lines. Sorry about that! Identity crisis ;)!
Ahh, so the shaders run on their own clock, regardless of how fast/slow the world is moving, gotcha. I've been loving your shaders as of late :)! Thanks for all of your hard work!
I have a glitch off/on, maybe my view distance is off, but I think I have a memory leak or something running your AMD shaders (Med/High/Ultra). I've got a 6950 and it'll typically chug along at 20-30 FPS. No problems with SEUS v10.0, SEUS K26, or SEUS v10 RC7. MC will just consume all 2 GB of RAM I allocate, and at that point the FPS will slowly drop more & more. The menus (ESC)(E)(M) all slow down too. If I can manage to get into the menu, change the shader to something else, and then back ... I'm good for a little while again.
I know you don't have any AMD cards to test, so, I just thought I'd throw that out there. I have an nV card in my notebook, it runs your nV Lite just fine. Same config, just copied from my NB to my Desktop. Different resolutions (1600x900 vs 1920x1080).
Should be possible already, well..depens on what you actually mean with that.
Yeah, I know you can colour ALL shadows, but I was talking about translucent things with shadows with their colours. For example: The slime would have a green tinted shadow, and Nether Portals would have a purple tinted shadow where the portal part is, that kind of thing.
Rollback Post to RevisionRollBack
"You don't know what you're up against,"
"Yeah I do." "Oh."
Ahh, so the shaders run on their own clock, regardless of how fast/slow the world is moving, gotcha. I've been loving your shaders as of late ! Thanks for all of your hard work!
I have a glitch off/on, maybe my view distance is off, but I think I have a memory leak or something running your AMD shaders (Med/High/Ultra). I've got a 6950 and it'll typically chug along at 20-30 FPS. No problems with SEUS v10.0, SEUS K26, or SEUS v10 RC7. MC will just consume all 2 GB of RAM I allocate, and at that point the FPS will slowly drop more & more. The menus (ESC)(E)(M) all slow down too. If I can manage to get into the menu, change the shader to something else, and then back ... I'm good for a little while again.
I know you don't have any AMD cards to test, so, I just thought I'd throw that out there. I have an nV card in my notebook, it runs your nV Lite just fine. Same config, just copied from my NB to my Desktop. Different resolutions (1600x900 vs 1920x1080).
Thanks for the report! Yes, just did it because Karyonix said it's better Also added mod support for Biomes O' Plenty and Pam's Mods, still working on something with the portal, this purplish shadow could be possible But for the moment, I made it waving a bit arround and this:
From what I can read it sounds like you're using one of the lite / low packs from one of the 3 main guys, the optimization of that pack is it only shades visual artifacts / set radius of the player rather than all, this can be fixed by using higher packs, as the pack gets higher, they get more intense and the radius of shading gets higher, (If I'm wrong in understanding someone correct me!)
i think that might be right lol. i'll see if its fixed
From what I can read it sounds like you're using one of the lite / low packs from one of the 3 main guys, the optimization of that pack is it only shades visual artifacts / set radius of the player rather than all, this can be fixed by using higher packs, as the pack gets higher, they get more intense and the radius of shading gets higher, (If I'm wrong in understanding someone correct me!)
so at times the shadows work but sometimes when i move the shadows keep disappearing and reappearing until i stop moving
Thanks for the report! Yes, just did it because Karyonix said it's better Also added mod support for Biomes O' Plenty and Pam's Mods, still working on something with the portal, this purplish shadow could be possible But for the moment, I made it waving a bit arround and this:
Not sure where I'm supposed to report all of these, but I'm having several issues from the start:
-I couldn't even get Minecraft to boot the mod unless I enabled the same Java parameters I use for Optifine with Forge for some reason. (-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true). I am not using Optifine with the shaders, but it still will not boot the shaders mod without these parameters.
-Spiders glow bright as if they are a lightsource.
-A lot of "static" in the world (example, tiny red bright spots in the Nether when looking at Netherrack).
-Torch uses both custom resource pack -and- default texture. The default texture is mixed in with a normal resource pack texture and it's like a light blue color.
-When I look into an open area of the nether where solid blocks aren't close enough to be loaded in, there's a huge, bright white spot as if there's a sun in there and it takes up most of the screen. I can't see again until I'm facing solid blocks and it goes away.
-Not sure if these are bugs exactly, but I can no longer use my Ctrl button to zoom in and most textures are very low in quality until I'm fairly close to them. Looks pretty ugly when watching the textures change from low to high quality on the ground and such as I'm traveling around.
I'm using Forge 800 and the latest graphics driver for my card. I was going to update Forge to test, but I'm kind of new to using Forge and running a Forge server, so I wasn't sure if I had to update it client-side if I would have to on my server as well and if it might break current mods I have installed...not sure. I also use Magic Launcher for easily enabling/disabling of mods (if that matters).
Update: I now know the zoom is an Optifine thing, so ignore that. But I downloaded Forge 804 and that solved a couple problems. The huge white spot that appears in the nether when I look into a wide open area is gone, only the spiders' eyes glow instead of the whole spider itself and the "static" is only noticeable when looking at areas that are pretty much pitch black in the nether. The torches still seem to load the vanilla textures along side the resource pack textures, though. Sometimes they have a proper color to them, sometimes they're light blue, but the smoke seems to always be a light blue color. Also I'm getting the horses with missing faces issue I've seen other people post about.
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i think this might make it easier. i made a video about the problems im having so i can go into more specific details. and i also showed the mods im using if that might help.
i think this might make it easier. i made a video about the problems im having so i can go into more specific details. and i also showed the mods im using if that might help.
Thats from the Not Enough Items mod. Hit 'E', click on options in the bottom left corner, clock on world and turn off highlight tooltips.
Just did that, thanks for remembering me
Should be possible already, well..depens on what you actually mean with that.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Well, if you are using Minecraft 1.5.2, you need to take:
Optifine 1.5.2 Ultra D3
ShadersMod-2.00-mc1.5.2-ofud3.zip
These 2 files need to be opened, and all of the files copied into the minecraft.jar (%appdata%\.minecraft\bin), Optifine must be first, and then GLSL 2nd.
Then, put all of your shader packs into the %appdata%\.minecraft\shaderpacks folder as you have. Make sure that when you double-click on the ZIP file, there is a shaders folder, and then all of the FSH/VSH files.
Then when you load up minecraft, click options -> shaders and pick the shader pack you want to use.
------------------
If you are using Minecraft 1.6.2, you do not want Optifine (yet, support will come ;)), you want to download GLSL Shaders 2.0.1 Beta 2 and Forge 804-818.
Use the Forge Installer to install itself into Minecraft.
Launch Minecraft at least once with Forge to create the folder structure.
Put the GLSL Shaders 2.0.1 Beta 2.jar into the %appdata%\.minecraft\mods folder.
Install the shader packs as above, and use as above.
Well, MC is crashing while loading BuildCraft, but I am using BC 4.0.1 without issues.
It appears that Better Biomes is crashing before BC, but it isn't reported in the crash log itself..
I don't use Better Biomes (but I do use ExtrabiomesXL and CustomOreGen), but I would try disabling that first.
This is a known issue, Karyonix is working on fixing it.
GLSL is still in BETA for MC 1.6.2, patience .
Yes, Karyonix is aware of the bug.
You can try turning off Advanced OpenGL.
SEUS v10 RC7 has a 1.6.2 version that fixes the bug, and Sonic Ether has a gbuffers_water.vsh available for any shaders based on SEUS v10 RC6 (Chocapic / Sildur).
I believe Sildur & Chocapic have taken that new VSH file and incorporated it into their latest builds. Sildur's is a full release on her main OP thread, and Chocapic's is part of his WIP folder.
Thanks!
Umm not really didn't use anything from SEUS, karyonix helped me with fixing it on my own, also his instead of her plz, i'm not a girl The only thing that the next update will contain, is the "tick" technique which we saw in SEUS, instead of using the worldtime.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
No problem, glad to help :)!
RudoPlays might be fixable, if it is based on RC7 then just use the gbuffers_water.vsh from the fixed RC7 build, if it is based on RC6 then look for the fixed gbuffers_water.vsh somewhere in this thread..
Very welcome :)!
Ahh, sorry, I just assumed you used the fixed gbuffers_water.vsh that Cody released..
Really?! Wow, got thrown off somewhere along the lines. Sorry about that! Identity crisis ;)!
Ahh, so the shaders run on their own clock, regardless of how fast/slow the world is moving, gotcha. I've been loving your shaders as of late :)! Thanks for all of your hard work!
I have a glitch off/on, maybe my view distance is off, but I think I have a memory leak or something running your AMD shaders (Med/High/Ultra). I've got a 6950 and it'll typically chug along at 20-30 FPS. No problems with SEUS v10.0, SEUS K26, or SEUS v10 RC7. MC will just consume all 2 GB of RAM I allocate, and at that point the FPS will slowly drop more & more. The menus (ESC)(E)(M) all slow down too. If I can manage to get into the menu, change the shader to something else, and then back ... I'm good for a little while again.
I know you don't have any AMD cards to test, so, I just thought I'd throw that out there. I have an nV card in my notebook, it runs your nV Lite just fine. Same config, just copied from my NB to my Desktop. Different resolutions (1600x900 vs 1920x1080).
Yeah, I know you can colour ALL shadows, but I was talking about translucent things with shadows with their colours. For example: The slime would have a green tinted shadow, and Nether Portals would have a purple tinted shadow where the portal part is, that kind of thing.
"Yeah I do." "Oh."
Thanks for the report! Yes, just did it because Karyonix said it's better Also added mod support for Biomes O' Plenty and Pam's Mods, still working on something with the portal, this purplish shadow could be possible But for the moment, I made it waving a bit arround and this:
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
That's not a link, try again.
Looks great! Good job Sildur!
"Yeah I do." "Oh."
Update: I now know the zoom is an Optifine thing, so ignore that. But I downloaded Forge 804 and that solved a couple problems. The huge white spot that appears in the nether when I look into a wide open area is gone, only the spiders' eyes glow instead of the whole spider itself and the "static" is only noticeable when looking at areas that are pretty much pitch black in the nether. The torches still seem to load the vanilla textures along side the resource pack textures, though. Sometimes they have a proper color to them, sometimes they're light blue, but the smoke seems to always be a light blue color. Also I'm getting the horses with missing faces issue I've seen other people post about.
Thats from the Not Enough Items mod. Hit 'E', click on options in the bottom left corner, clock on world and turn off highlight tooltips.
Player skin is probably fixed.
With Sildur's Shader
With SEUS Lite
With SEUS Standard
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