more likely you're computer is just too outdated for arrays in shaders, in which case you will probably not be able to play with them anymore. In the meantime try updating your graphics drivers.
i just bought this computer a year ago. how is it outdated?!?!
i mean, yeah it is an intel. but the shaders worked fine until the recent update with cubed 3. only the thermal visor works as advertised. the other shaders don't show up.
and the extended shaders worked fine until metroid cube 3 updated. like, they last worked on the july 29th update.
i just bought this computer a year ago. how is it outdated?!?!
i mean, yeah it is an intel. but the shaders worked fine until the recent update with cubed 3. only the thermal visor works as advertised. the other shaders don't show up.
and the extended shaders worked fine until metroid cube 3 updated. like, they last worked on the july 29th update.
they never stopped working for me though. and it may LOOK like the thermal visor is working but it's only the post-processor that's working.
The Shaders also dont work for me either so its a mod thing
It's a HARDWARE thing - devices and drivers determine whether a shader program can compile, even if it's completely error-free. That's why shaders work 100% for some people but only partially for others.
You should REALLY lower the damage the nether does to People with the power suit, it is impossible to gather 4 netherrack without having atleast 4 energy tanks
You should REALLY lower the damage the nether does to People with the power suit, it is impossible to gather 4 netherrack without having atleast 4 energy tanks
ok, this may sound strange, but I need the class names for the armor so I can add in smart moving compatibility. the armors don't render right with SM. they don't change direction and i think the arms are flipped
ok, this may sound strange, but I need the class names for the armor so I can add in smart moving compatibility. the armors don't render right with SM. they don't change direction and i think the arms are flipped
"metroidcubed3.client.models.armor.ModelArmor" and "metroidcubed3.client.models.armor.ModelZeroSuit" might be enough. if not:
"metroidcubed3.client.models.armor.ModelZeroSuit"
"metroidcubed3.client.models.armor.ModelDarkSuit"
"metroidcubed3.client.models.armor.ModelGFMCPrime2"
"metroidcubed3.client.models.armor.ModelHazardSuit"
"metroidcubed3.client.models.armor.ModelLightSuit"
"metroidcubed3.client.models.armor.ModelPEDSuit"
"metroidcubed3.client.models.armor.ModelPowerSuit"
"metroidcubed3.client.models.armor.ModelVariaSuit"
"metroidcubed3.client.models.armor.ModelVariaSuitMH"
Also, "/gamerule mobGriefing false" makes missiles/powerbombs/other things not destroy/modify terrain.
sigh....only makes the zero suit work and partially the helmets....which is a shame....this mod looked like so much fun....may still use it despite the armor visual glitch....though I have a biome ID conflict with Twilight Forest as well...will mess with it later.
sigh....only makes the zero suit work and partially the helmets....which is a shame....this mod looked like so much fun....may still use it despite the armor visual glitch....though I have a biome ID conflict with Twilight Forest as well...will mess with it later.
you CAN turn off custom armor models in the MC3 options, which will then make it work.
you CAN turn off custom armor models in the MC3 options, which will then make it work.
that does fix that problem....but I discovered another....and I don't know what other mod is causing it....the armor won't take damage just me....sigh....oh well...i already have enough other mods (mods list says 133), Zelda sword skills with Metroid would have been weird.
the shaders still look like in the bug video for me. They worked fine before. Also, I just looked in the active log while switching visors, and a huge code error came up.
[11:24:41] [Client thread/ERROR]: Failed to compile vertex shader: 0(1) : warning C7551: OpenGL first class arrays require #version 120
0(6) : warning C7551: OpenGL first class arrays require #version 120
0(11) : warning C7551: OpenGL first class arrays require #version 120
0(12) : warning C7551: OpenGL first class arrays require #version 120
0(13) : warning C7551: OpenGL first class arrays require #version 120
0(78) : error C1008: undefined variable "gl_MultiTexCoord8"
0(79) : error C1008: undefined variable "gl_MultiTexCoord9"
0(80) : error C1008: undefined variable "gl_MultiTexCoord10"
0(81) : error C1008: undefined variable "gl_MultiTexCoord11"
0(82) : error C1008: undefined variable "gl_MultiTexCoord12"
0(83) : error C1008: undefined variable "gl_MultiTexCoord13"
0(84) : error C1008: undefined variable "gl_MultiTexCoord14"
0(85) : error C1008: undefined variable "gl_MultiTexCoord15"
[11:24:41] [Client thread/ERROR]: uniform sampler2D[16] tex;
varying vec4 fragCol;
varying vec3 fragNorm;
varying vec4 eyePos;
varying vec4 objectPos;
uniform bool[16] useTex;
uniform bool useFog;
uniform bool isAlias;
uniform bool isEntity;
uniform bool useNormals;
uniform bool[64] texGen;
uniform int[64] texGenMode;
uniform vec4[128] texGenParams;
void processTexCoords(int tex, vec4 texCoord)
{
int index = tex * 4;
int index2 = tex * 8;
if (texGen[index])
{
if (texGenMode[index] == 9216)
{
texCoord.s = dot(texGenParams[index2], eyePos);
}
else if (texGenMode[index] == 9217)
{
texCoord.s = dot(texGenParams[index2 + 1], gl_Vertex);
}
}
if (texGen[index + 1])
{
if (texGenMode[index + 1] == 9216)
{
texCoord.t = dot(texGenParams[index2 + 2], eyePos);
}
else if (texGenMode[index + 1] == 9217)
{
texCoord.t = dot(texGenParams[index2 + 3], gl_Vertex);
}
}
if (texGen[index + 2])
{
if (texGenMode[index + 2] == 9216)
{
texCoord.p = dot(texGenParams[index2 + 4], eyePos);
}
else if (texGenMode[index + 2] == 9217)
{
texCoord.p = dot(texGenParams[index2 + 5], gl_Vertex);
}
}
if (texGen[index + 3])
{
if (texGenMode[index + 3] == 9216)
{
texCoord.q = dot(texGenParams[index2 + 6], eyePos);
}
else if (texGenMode[index + 3] == 9217)
{
texCoord.q = dot(texGenParams[index2 + 7], gl_Vertex);
}
}
gl_TexCoord[tex] = gl_TextureMatrix[tex] * texCoord;
}
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
eyePos = gl_ModelViewMatrix * gl_Vertex;
gl_FogFragCoord = abs(eyePos.z/eyePos.w);
if (useTex[0]) processTexCoords(0, gl_MultiTexCoord0);
if (useTex[1]) processTexCoords(1, gl_MultiTexCoord1);
if (useTex[2]) processTexCoords(2, gl_MultiTexCoord2);
if (useTex[3]) processTexCoords(3, gl_MultiTexCoord3);
if (useTex[4]) processTexCoords(4, gl_MultiTexCoord4);
if (useTex[5]) processTexCoords(5, gl_MultiTexCoord5);
if (useTex[6]) processTexCoords(6, gl_MultiTexCoord6);
if (useTex[7]) processTexCoords(7, gl_MultiTexCoord7);
if (useTex[8]) processTexCoords(8, gl_MultiTexCoord8);
if (useTex[9]) processTexCoords(9, gl_MultiTexCoord9);
if (useTex[10]) processTexCoords(10, gl_MultiTexCoord10);
if (useTex[11]) processTexCoords(11, gl_MultiTexCoord11);
if (useTex[12]) processTexCoords(12, gl_MultiTexCoord12);
if (useTex[13]) processTexCoords(13, gl_MultiTexCoord13);
if (useTex[14]) processTexCoords(14, gl_MultiTexCoord14);
if (useTex[15]) processTexCoords(15, gl_MultiTexCoord15);
fragNorm = gl_NormalMatrix * gl_Normal;
fragCol = gl_Color;
if (useNormals)
{
vec3 color = vec3(0.0);
vec3 Idiff = color;
vec3 pos = gl_LightSource[0].position.xyz-eyePos.xyz;
vec3 L = normalize(pos);
float d = dot(fragNorm, L);
if (d > 0.0)
{
Idiff = gl_LightSource[0].diffuse.rgb * max(d, 0.0);
Idiff = clamp(Idiff, 0.0, 1.0);
color += Idiff;
}
pos = gl_LightSource[1].position.xyz-eyePos.xyz;
L = normalize(pos);
d = dot(fragNorm, L);
if (d > 0.0)
{
Idiff = gl_LightSource[1].diffuse.rgb * max(d, 0.0);
Idiff = clamp(Idiff, 0.0, 1.0);
color += Idiff;
}
color = vec3(0.4) + (color * 0.6);
fragCol.rgb *= clamp(color, 0.0, 1.0);
}
}
I have support for opengl 4.5 for everything but shader language, and 4.4 for shader language.
I know warnings do not cause the code to fail, but the errors seem to indicate undefined variables in your code.
the shaders still look like in the bug video for me. They worked fine before. Also, I just looked in the active log while switching visors, and a huge code error came up.
[11:24:41] [Client thread/ERROR]: Failed to compile vertex shader: 0(1) : warning C7551: OpenGL first class arrays require #version 120
0(6) : warning C7551: OpenGL first class arrays require #version 120
0(11) : warning C7551: OpenGL first class arrays require #version 120
0(12) : warning C7551: OpenGL first class arrays require #version 120
0(13) : warning C7551: OpenGL first class arrays require #version 120
0(78) : error C1008: undefined variable "gl_MultiTexCoord8"
0(79) : error C1008: undefined variable "gl_MultiTexCoord9"
0(80) : error C1008: undefined variable "gl_MultiTexCoord10"
0(81) : error C1008: undefined variable "gl_MultiTexCoord11"
0(82) : error C1008: undefined variable "gl_MultiTexCoord12"
0(83) : error C1008: undefined variable "gl_MultiTexCoord13"
0(84) : error C1008: undefined variable "gl_MultiTexCoord14"
0(85) : error C1008: undefined variable "gl_MultiTexCoord15"
[11:24:41] [Client thread/ERROR]: uniform sampler2D[16] tex;
varying vec4 fragCol;
varying vec3 fragNorm;
varying vec4 eyePos;
varying vec4 objectPos;
uniform bool[16] useTex;
uniform bool useFog;
uniform bool isAlias;
uniform bool isEntity;
uniform bool useNormals;
uniform bool[64] texGen;
uniform int[64] texGenMode;
uniform vec4[128] texGenParams;
void processTexCoords(int tex, vec4 texCoord)
{
int index = tex * 4;
int index2 = tex * 8;
if (texGen[index])
{
if (texGenMode[index] == 9216)
{
texCoord.s = dot(texGenParams[index2], eyePos);
}
else if (texGenMode[index] == 9217)
{
texCoord.s = dot(texGenParams[index2 + 1], gl_Vertex);
}
}
if (texGen[index + 1])
{
if (texGenMode[index + 1] == 9216)
{
texCoord.t = dot(texGenParams[index2 + 2], eyePos);
}
else if (texGenMode[index + 1] == 9217)
{
texCoord.t = dot(texGenParams[index2 + 3], gl_Vertex);
}
}
if (texGen[index + 2])
{
if (texGenMode[index + 2] == 9216)
{
texCoord.p = dot(texGenParams[index2 + 4], eyePos);
}
else if (texGenMode[index + 2] == 9217)
{
texCoord.p = dot(texGenParams[index2 + 5], gl_Vertex);
}
}
if (texGen[index + 3])
{
if (texGenMode[index + 3] == 9216)
{
texCoord.q = dot(texGenParams[index2 + 6], eyePos);
}
else if (texGenMode[index + 3] == 9217)
{
texCoord.q = dot(texGenParams[index2 + 7], gl_Vertex);
}
}
gl_TexCoord[tex] = gl_TextureMatrix[tex] * texCoord;
}
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
eyePos = gl_ModelViewMatrix * gl_Vertex;
gl_FogFragCoord = abs(eyePos.z/eyePos.w);
if (useTex[0]) processTexCoords(0, gl_MultiTexCoord0);
if (useTex[1]) processTexCoords(1, gl_MultiTexCoord1);
if (useTex[2]) processTexCoords(2, gl_MultiTexCoord2);
if (useTex[3]) processTexCoords(3, gl_MultiTexCoord3);
if (useTex[4]) processTexCoords(4, gl_MultiTexCoord4);
if (useTex[5]) processTexCoords(5, gl_MultiTexCoord5);
if (useTex[6]) processTexCoords(6, gl_MultiTexCoord6);
if (useTex[7]) processTexCoords(7, gl_MultiTexCoord7);
if (useTex[8]) processTexCoords(8, gl_MultiTexCoord8);
if (useTex[9]) processTexCoords(9, gl_MultiTexCoord9);
if (useTex[10]) processTexCoords(10, gl_MultiTexCoord10);
if (useTex[11]) processTexCoords(11, gl_MultiTexCoord11);
if (useTex[12]) processTexCoords(12, gl_MultiTexCoord12);
if (useTex[13]) processTexCoords(13, gl_MultiTexCoord13);
if (useTex[14]) processTexCoords(14, gl_MultiTexCoord14);
if (useTex[15]) processTexCoords(15, gl_MultiTexCoord15);
fragNorm = gl_NormalMatrix * gl_Normal;
fragCol = gl_Color;
if (useNormals)
{
vec3 color = vec3(0.0);
vec3 Idiff = color;
vec3 pos = gl_LightSource[0].position.xyz-eyePos.xyz;
vec3 L = normalize(pos);
float d = dot(fragNorm, L);
if (d > 0.0)
{
Idiff = gl_LightSource[0].diffuse.rgb * max(d, 0.0);
Idiff = clamp(Idiff, 0.0, 1.0);
color += Idiff;
}
pos = gl_LightSource[1].position.xyz-eyePos.xyz;
L = normalize(pos);
d = dot(fragNorm, L);
if (d > 0.0)
{
Idiff = gl_LightSource[1].diffuse.rgb * max(d, 0.0);
Idiff = clamp(Idiff, 0.0, 1.0);
color += Idiff;
}
color = vec3(0.4) + (color * 0.6);
fragCol.rgb *= clamp(color, 0.0, 1.0);
}
}
I have support for opengl 4.5 for everything but shader language, and 4.4 for shader language.
I know warnings do not cause the code to fail, but the errors seem to indicate undefined variables in your code.
It's because your computer mysteriously only has 8 texture units - despite that I'm fairly certain even OpenGL 3.0 specifies at least 16. I'm working on reducing to 8 texture units - MC3 is already set, I just need to release a new ES version,
It's because your computer mysteriously only has 8 texture units - despite that I'm fairly certain even OpenGL 3.0 specifies at least 16. I'm working on reducing to 8 texture units - MC3 is already set, I just need to release a new ES version,
Where do I check for, and hopefully fix that. I run windows 7 on a custom built computer.
Rollback Post to RevisionRollBack
Current Progress on Digicraft Texturepack, Vanilla - 100%
i just bought this computer a year ago. how is it outdated?!?!
i mean, yeah it is an intel. but the shaders worked fine until the recent update with cubed 3. only the thermal visor works as advertised. the other shaders don't show up.
and the extended shaders worked fine until metroid cube 3 updated. like, they last worked on the july 29th update.
they never stopped working for me though. and it may LOOK like the thermal visor is working but it's only the post-processor that's working.
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
The Shaders also dont work for me either so its a mod thing
It's a HARDWARE thing - devices and drivers determine whether a shader program can compile, even if it's completely error-free. That's why shaders work 100% for some people but only partially for others.
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
You should REALLY lower the damage the nether does to People with the power suit, it is impossible to gather 4 netherrack without having atleast 4 energy tanks
you CAN change it in the config, you know.
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
ok, this may sound strange, but I need the class names for the armor so I can add in smart moving compatibility. the armors don't render right with SM. they don't change direction and i think the arms are flipped
I have some stuff from TC for an example
tconstruct.armor.model.BootBump
tconstruct.armor.model.HiddenPlayerModel <-- gloves...
tconstruct.armor.model.BeltModel
tconstruct.armor.model.WingModel
I don't mod myself otherwise I'd just look for the names.
also, a config option to prevent missiles and bombs from damaging the world would be cool. if it hasn't already been suggested.
"metroidcubed3.client.models.armor.ModelArmor" and "metroidcubed3.client.models.armor.ModelZeroSuit" might be enough. if not:
"metroidcubed3.client.models.armor.ModelZeroSuit"
"metroidcubed3.client.models.armor.ModelDarkSuit"
"metroidcubed3.client.models.armor.ModelGFMCPrime2"
"metroidcubed3.client.models.armor.ModelHazardSuit"
"metroidcubed3.client.models.armor.ModelLightSuit"
"metroidcubed3.client.models.armor.ModelPEDSuit"
"metroidcubed3.client.models.armor.ModelPowerSuit"
"metroidcubed3.client.models.armor.ModelVariaSuit"
"metroidcubed3.client.models.armor.ModelVariaSuitMH"
Also, "/gamerule mobGriefing false" makes missiles/powerbombs/other things not destroy/modify terrain.
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
i wonder, would increasing the amount of memory allowed hypothetically fix the shaders?
edit: so i take it the shaders don't like intel cards?
program memory =/= video memory, so it has literally almost no effect at all. And intel cards are a bit weird when it comes to capabilities.
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
sigh....only makes the zero suit work and partially the helmets....which is a shame....this mod looked like so much fun....may still use it despite the armor visual glitch....though I have a biome ID conflict with Twilight Forest as well...will mess with it later.
you CAN turn off custom armor models in the MC3 options, which will then make it work.
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
that does fix that problem....but I discovered another....and I don't know what other mod is causing it....the armor won't take damage just me....sigh....oh well...i already have enough other mods (mods list says 133), Zelda sword skills with Metroid would have been weird.
the shaders still look like in the bug video for me. They worked fine before. Also, I just looked in the active log while switching visors, and a huge code error came up.
I have support for opengl 4.5 for everything but shader language, and 4.4 for shader language.
I know warnings do not cause the code to fail, but the errors seem to indicate undefined variables in your code.
Current Progress on Digicraft Texturepack, Vanilla - 100%
It's because your computer mysteriously only has 8 texture units - despite that I'm fairly certain even OpenGL 3.0 specifies at least 16. I'm working on reducing to 8 texture units - MC3 is already set, I just need to release a new ES version,
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
Where do I check for, and hopefully fix that. I run windows 7 on a custom built computer.
Current Progress on Digicraft Texturepack, Vanilla - 100%
well, the Extended Shaders update is out on minecraftforum.net (and I also got rid of the arrays), just waiting for MC3 to finish uploading
EDIT: well would you look at that, it's actually out now too.
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
the update fixed the shader issues ^.^
Current Progress on Digicraft Texturepack, Vanilla - 100%
Do you have any plans to add features of Federation Force/Samus Returns/Prime 4*?
*:After Prime 4 is out.
a melee attack would actually be a great idea for the arm cannon.