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    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Galingueur»

    Well, i never changed the names of my cubes in JPM, and i haven't this trouble with my other mobs (chicken, pig, ocelot and sheep) maybe i need to rework them to avoid any problems in the futur :o

    But for the wing bat, my jpm use plane and not cube. So the only part used in the jpm file for the wing is called PlaneX33

    So i don't really know what to do :/


    Look in "bat_head.jpm", there are many duplicate IDs.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Galingueur»

    Hello Sp614x,


    I have a new trouble with CEM stuff.

    I can't see the wing of the bat. I have tried to use your CEM of the bat with the pirate leg as a wing, it's work fine. When i add my custom body and head, the wing disappear ! When i try to use my own JPM model for the wing, the wing is invisible too.


    Before creating an issue, i would like to know if the problems came from me, or if it's a bug.


    I send you the pack with my bat.cem and all the jpm files (i let the pirate leg in it)

    http://www.mediafire.com/file/85xjx6ogid3igbv/test bat.zip


    Thanks !


    OptiFine complains in the game output about duplicate model IDs:

    [Client thread/WARN]: [OptiFine] Duplicate model ID: Cube1
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)

    Currently it is not possible to add custom player/armor models.

    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Quavelen»

    (Only quoting you to grab your attention)
    Um, I was told by one of the shader developers in the 'Continuum' thread, that there's a bug with how OptiFine handles motion the blur effect of shaders. Relevant post regarding the bug, here.

    Quote from the developer:


    Is there a chance that you could look into this?


    Is this also affecting other shader packs or only Continuum?
    For example Sildurs, Chocapic13, KUDA?

    Posted in: Minecraft Mods
  • 0

    posted a message on Continuum Shaderpack
    Quote from Quavelen»


    Ooh, okay. I'll have a poke at sp614x, just in case then. Thank you.

    Is this affecting other shader packs or only Continuum?
    For example Sildurs, Chocapic13, KUDA?
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)

    Adding CIT for 1.7.10 is not planned.

    The differences between 1.7 and 1.8 are too much and the port will be very complex.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from kiodrag»

    SinceOptiFine_1.10.2_HD_U_D6 has integrated shaderpack support, can i ask shader related questions on this thread or do i have to go else where (shaders mod core thread?!) or am i completely wrong^^


    Some shaderpacks create glitches while rendering transparent overlay textures like the wtf Expedtion mod. This does occur on sildur's, tme, even seus, but not on kuda, or conquest of the sun (based on chocapics). thats what i testet so far...


    Is there there any option on the settings to avoid this?


    The shader packs have full control over the rendering and they decide how to render transparent objects. This can only be fixed by fixing the shader pack.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from FakeRedShift»

    theres someone who made a website called "optifineD.net" help its scamming players and even has a link to this page! its hacking into peoples accounts!! :steve_tearful:


    The "optifineD.net" site is the "Download" mirror for "optifine.net".
    It is official, a backup if the main site is down.
    Posted in: Minecraft Mods
  • 2

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Its_Craft»

    Hate to ask but how do i make mob variants for random mobs for example

    I wanted [regular] zombies to have variant skins between zombie types i wanted 2 most common skins and a bunch of rare variants.
    -----------
    ^ also wanted to do the same thing with husk zombies and stray skeletons?


    Here is the documentation: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/mob.properties
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Galingueur»

    Well,i already have a translate line for each model in my JEM file. It's to build the mob correctly with the different JPM part. Most of the time, my JEM file look likethis :
    {
      "comment": "Model by Galingueur",
      "textureSize": [128,128],
      "shadowSize": 1.0,
      "models": 
      [
        {
          "model": "pig_body.jpm",
          "part": "body", 
          "translate": [0, -14, -5],
          "rotate": [-90, 0, 0]
        },
    
    //etc...

    You can download the pack with the cem part here : https://mega.nz/#!PlFQ1BZQ
    You will see that the mob have odd animation for the head and the leg, because the keypoint for the animation of the pig are below the keypoint wanted for my mob.

    Please create an issue here: https://github.com/sp614x/optifine/issues
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from MasterGeekMX»

    Could we have in the next version the option to enable/disable the loading of the spawn chunks?

    have an Iron farm but at the same time I really need OF on my game.


    Video Settings -> Performance -> Smooth World -> OFF
    This should fix it.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)

    Render distance 48 chunks: http://i.imgur.com/bEuoZVA.jpg

    It takes about 3 minutes to load the chunks in one direction. All chunks will need more than 10 minutes.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Galingueur»


    I fixed the image, it's more understandable with it.

    I have also forgotten to mention that i use Cubik Studio to create my models. I'v tried to change the origin point in the software, but this has no impact on the model in-game.

    I will try to apply a negative rotation for the wings, thanks for the tips :)


    You can probably change the rotation point by adding "translate" in the JEM file, after the JPM line.
    Can you post a link to the resource pack or the CEM part of it?
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)

    Quote from MauveCloud >>

    Also, I seem to recall somebody trying it a few months ago, and found that increasing that doesn't load chunks further out if you stay in one place, but if you travel far enough, distant chunks will remain rendered.

    Here we go: Post 52878 describes this.

    Yes, there is a second limit inside the integrated server.
    It will not load new chunks beyond 32, but when moving around the loaded chunks will stay visible beyond 32.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B7 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Galingueur»

    Hello sp614x,

    i use a lot cem since few days, and i have some questions.

    One thing that bothers me is the mob's keypoint for the animation of the model. i'm working on a sci-fi pack, and i would like to totally transform my mobs for a better immersion. For exemple, i made a model larger than the original pig. But the model doesn't work because the head is too far from the original pig's head position. So, in-game, when this mob turns his head, it's goes too far from the body and float in the air. An image is always better :


    So my question: Can i change the yellow and blue keypoint of the mob? i look into the animation documentation, but i don't find an answer in it.

    Another question: Can i delete a basic animation of a mob ? For example, delete the minecraft wings animation of the chicken ?

    Also, i use the latest version of optifine, but the shulker_box.jem seems to not work in-game (my .jem works if i rename it chest.jem for example) I don't know if you are aware of this "bug".


    Galingueur


    The image is missing.
    You can probably change the position of the rotation point (need to check the details).
    You can replace the chicken wings with empty models, effectively removing them, then attach custom wings on the body. Or you can add custom animation on the wings that applies exact negative rotation, making the total animation rotation 0.
    Posted in: Minecraft Mods
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