- BruceKnowsHow
- Registered Member
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Member for 13 years, 2 months, and 14 days
Last active Tue, Jun, 9 2020 06:16:02
- 2 Followers
- 391 Total Posts
- 38 Thanks
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Oct 29, 2011BruceKnowsHow posted a message on Minecon Tickets Sold Out!Minecraft has been purchased nearly 4 million times, Only 4,500 of those people get to go to Minecon.Posted in: News
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Oct 14, 2011BruceKnowsHow posted a message on Digital Diamond: More Dragons!Digital Diamond: More VoxelBox!Posted in: News
Seriously though, I'm having a hard time understanding how this isn't blatant advertising for The Voxel Box, if people want to see The Voxel Box they can subscribe to there Youtube Channel, but besides that stop using them as Digital Diamond just because you can't fine anything else interesting.
Also, that tour guides voice was unusually smooth, to the max. -
Oct 3, 2011BruceKnowsHow posted a message on Last Chance To Get Good Rates for MineCon!I think there should be a forums here, just for people who can't make it to Minecon.Posted in: News
What do you say? Anyone wanna be poorfriends with me? -
Sep 26, 2011BruceKnowsHow posted a message on Minecraft Monday: 1.9 Villages, NPCs and MoreIf I wanted to watch Minecraft Mondays I would subscribe to their Youtube channel.Posted in: News
Please stop shamelessly promoting them like this. -
Sep 2, 2011BruceKnowsHow posted a message on 1.8 Updates: Changing the ChestsThe feature is that you can use your left hand in some way, look at the sand on the left side of the chest, it's not being affected by smooth lighting, because it's being held.Posted in: News
Your argument is invalid. -
Sep 2, 2011BruceKnowsHow posted a message on 1.8 Updates: Changing the ChestsI GOT IT!!!!Posted in: News
It's a trick question, the OP is just being an ass.
And before you rage, please include in your reply if you've ever tasted up-dog. -
Aug 2, 2011BruceKnowsHow posted a message on 1.8 Updates: Endermen or Farlanders?Enderman, though I really like Farlander.Posted in: News
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Jul 31, 2011BruceKnowsHow posted a message on Digital Diamonds: Rainbow RunnerGREAT! Now you can remake the video, but this time include difficulty buttons that cause blocks to come down so you can't see as far.Posted in: News
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Jul 22, 2011BruceKnowsHow posted a message on Digital Diamond: Fully Functioning TVPosted in: News
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Probably not gonna bother, I've moved on to a new shaderpack, Acid shaders will be added soon.
Github
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Kinda dead tbh. Will probably add the acid effect to my new shaderpack, which will be ready for a preliminary release sometime this summer hopefully.
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The range is entirely up to the shaderpack, it could be 5 blocks, or the entire view-distance, with basically no performance cost.
This is only an issue because shaderpack authors don't set their light position correctly. You can offset it a little in screen space to fix it, not sure if I've done this yet. The third-person issue could be mitigated fairly quickly if we had a uniform, I don't remember if we do or not.
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It would be good if shaderpacks could disable dynamic hand lighting (because they can do it themselves, both quicker and without block flickering when you move around), while still maintaining the dynamic lighting from dropped objects.
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I'm not talking about the in-game shaders. Go and download a different shaderpack from the GLSL Shaders Mod thread and see if they work on your setup.
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Did you install the GLSL Shaders Mod? Try a different shaderpack maybe.
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[quote=veldhuis94;../../../members/veldhuis94;1292876-glsl-acid-shaders?comment=50]
i think the effect is much better in here.... it's a way older version of the shaders but is there any way to make the effect to look more like this?
I've come to the conclusion that there is no difference. Whatever's going on in that video is a mix of the recording taking place at just the right time, a good structure and texture pack to showcase the shaders with, and the video possibly being speed up in parts.
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Glad to see you're back. The new version seems completely stable, and the GUI is nice.
Is there any chance of Optifine compatibility with chunk preloading? Specifically because of Optifine's extreme render distance. The two were compatible in 1.2.5.
I don't really miss tiled rendering, but I thought I'd point out that the framebuffer object isn't a perfect replacement. The framebuffer object isn't restricted to your GPU's max output resolution (is that what the config is referring to as "maximum texture resolution"?). I recorded at 7680x4320 on my 780 ti, which has a listed max resolution of 4096x2160, this was with SUES Ultra and a 3x shadow resolution multiplier. The only thing that seems to bound recording resolution on my system is whether or not I have enough vram, as setting it too high will just crash Minecraft. My point is, while the framebuffer object has lots of advantages, it's basically useless on a lower end system, like the macbook pro I recorded Link Removed on, at 8k. Once again, I'm not asking for you to bring it back, I just wanted to point that out.
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I don't mind you uploading the pack.
You're using a different version of the Animal Crossing shaders that what I've released. Perhaps you're using the original Animal Crossing Shaders code, way back from beta? I don't know, looked all over for the original code, but couldn't find it. The version I released is basically just these 2 lined:
float distance2D = position.x * position.x + position.z * position.z;
position.y -= min(distance2D / 20, 20);
You can edit the 2 values in the second line (the two 20's) to adjust the radius of the world, and the maximum amount that surrounding terrain is lowered.
SUES integration is pretty easy. You just need to add the shader transformation code (everything after position is defined, and before it's applied to gl_Position) to the SUES files. In the SUES files you need to add them right after position is defined. The SUES files that need to be edited are:
gbuffers_terrain.vsh
gbuffers_entities.vsh
gbuffers_water.vsh
gbuffers_shadow.vsh
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I'm not the first one to complain to the staff. I'm pretty sure it's an issue with whatever forum software they're using (I remember there being a big update a few years ago, and it's been crap ever since).
Also you should look through my latest release, I fixed the block outline bug. The code is generic, so you could copy it directly from my pack and just edit the .vsh files with your shaders.
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I've had functioning Animal Crossing shaders for a while now, I just haven't gotten around to releasing them. I've partially fixed two different bugs in the shaders, one of them is optional and requires a bit more involvement on the installation side of things.
I'll try and get these things released soon.
Edit:
Spent over an hour just on the thread because the formatting kept getting screwed up (looks fine in the editing view, but doesn't save correctly). That's why I've been sitting on the Animal Crossing Shaders for months, because I didn't want to deal with it.
I also decided to abandon the second bug fix. It was to partially fix the out-of-view chunks error, but it was way to involved for anyone besides a small minority to deal with (and I don't think that many people are conscious of the issue anyway).
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This sort of provides what I need, but not completely. It seems to give a fog that only appears through transparent water. furthermore, I looked through the source and figured from that the only relevant file that depthtex is defined in is final. I haven't tested it in other files yet. The problem with this is even if I figured out how to get exactly what I needed, I don't know what to do with it in final.
I couldn't figure out how to use shadowtex. I couldn't find any examples of it being used in SUES.
I'm probably using depthtex incorrectly/being a general moron, but I really appreciate your help.
I couldn't figure this out either. I looked through your shaders and didn't see it used anywhere either
I know even less about Java than I do about GLSL. Assuming I could figure out how to do this, I'd probably end up building it off of the source code you released for 1.7.10 because I don't know how to make a forge mod.
I'm not trying to complain here, I just need to know: is it possible to find a crude solution to my problem with a small amount of java knowledge, poking around in the source code for a few days?
Sorry about all the hand-holding. Thanks for all the help.
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What I need is a skylight variable that only falls-off underwater. I don't know if this is possible, but if it is please share.
Also I don't know if you saw my post from a few weeks ago:
Hey Karyonix, I need help finding a workaround for this issue, specifically for my video. If possible it would also be nice if you found a public fix for it, as it's a pretty jarring issue in my Acid Shaders.
This issue is this: If you have a vertex shader move blocks that are out of your FOV into your FOV, they will not be rendered. An here is an example video:
The last part of the video shows a workaround: in 1.6.4, if your shaders have a composite program, and Optifine is not installed, only chunks on the odd x-axis are affected, and they only flicker instead of disappearing completely. Their rate of flickering is constant per second no matter the frame-rate, so if you shoot higher FPS footage (like I am for my project), then a lower ratio of frames will display the flickering. Finally, with frame-blending the effect becomes almost invisible.
I would like to update my workflow from 1.6.4 to 1.7.10, however the workaround doesn't work, even without Optifine installed. I was hoping you would be able to get to the bottom of this issue, which has been around since at least 1.2.5.
Finally I figured you may know more about this issue now, considering you worked on the out-of-FOV chunks casting shadows issue.
Just from thinking about it, you could fix it by forcing all chunks to load regardless of where the player is looking, doing what I believe disabling Advanced OpenGL is supposed to do.
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That's what I get for not reading the instructions :^)
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