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.
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!!
The "optifineD.net" site is the "Download" mirror for "optifine.net".
It is official, a backup if the main site is down.
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.
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^ also wanted to do the same thing with husk zombies and stray skeletons?
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 :
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.
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?
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.
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.
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.
I tried this, but the game just reverted the value to 32. Setting the options as "read only" allowed it to stay at 100, but the game still only rendered out 32 chunks
Edit: I just checked optionsof.txt instead of options.txt but there's no chunk loading setting in that config.
In "optionsof.txt" there should be "ofRenderDistanceChunks".
Do not forget to use a relatively recent OptiFine, in 1.7 or 1.8 this may not be the case.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 2/2/17 11:29 AM
Description: Tesselating block model
java.lang.ArrayIndexOutOfBoundsException: 3
at akb.a(SourceFile:194)
at akb.b(SourceFile:82)
at ChunkCacheOF.b(ChunkCacheOF.java:73)
at alu.d(SourceFile:347)
at atm$a.a(BlockStateContainer.java:367)
at brc$b.a(BlockModelRenderer.java:581)
at brc.renderQuadsSmooth(BlockModelRenderer.java:183)
at brc.b(BlockModelRenderer.java:110)
at brc.a(BlockModelRenderer.java:74)
at brc.a(BlockModelRenderer.java:54)
at bra.a(SourceFile:65)
at bte.b(RenderChunk.java:293)
at bta.a(ChunkRenderWorker.java:119)
at bta.run(ChunkRenderWorker.java:47)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at akb.a(SourceFile:194)
at akb.b(SourceFile:82)
at ChunkCacheOF.b(ChunkCacheOF.java:73)
at alu.d(SourceFile:347)
at atm$a.a(BlockStateContainer.java:367)
at brc$b.a(BlockModelRenderer.java:581)
at brc.renderQuadsSmooth(BlockModelRenderer.java:183)
at brc.b(BlockModelRenderer.java:110)
-- Block model being tesselated --
Details:
Block: minecraft:leaves[check_decay=false,decayable=true,variant=oak]
Block location: World: (-81,49,-16), Chunk: (at 15,3,0 in -6,-1; contains blocks -96,0,-16 to -81,255,-1), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Using AO: true
Stacktrace:
at brc.a(BlockModelRenderer.java:74)
at brc.a(BlockModelRenderer.java:54)
-- Block being tesselated --
Details:
Block type: ID #18 (tile.leaves // apj)
Block data value: 0 / 0x0 / 0b0000
Block location: World: (-81,49,-16), Chunk: (at 15,3,0 in -6,-1; contains blocks -96,0,-16 to -81,255,-1), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Stacktrace:
at bra.a(SourceFile:65)
-- System Details --
Details:
Minecraft Version: 1.11.2
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 206349688 bytes (196 MB) / 767602688 bytes (732 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.11.2-OptiFine_HD_U_B6
LWJGL: 2.9.4
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
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.
Using VBOs: No
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [1.11] MC Warfare v1.0
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 2x AMD A6-5400K APU with Radeon(tm) HD Graphics
OptiFine Version: OptiFine_1.11.2_HD_U_B6
Render Distance Chunks: 5
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.2.12422 Compatibility Profile Context 13.152.1.1000
OpenGlRenderer: AMD Radeon HD 7540D
OpenGlVendor: ATI Technologies Inc.
CpuCount: 2
this crash report i don't know what it means, but looks like block model fault i dont use any texture pack but server resource pack
I'm wondering if it's possible to set the render distance over 32 chunks. I tried manually editing options.txt but the game would correct that to 32; setting the file to read-only keeps the options.txt at 100 but in-game the rendering is still 32. I'm just looking to take a neat screenshot, doesn't have to be usable performance-wise.
In "optionsof.txt" change "ofRenderDistanceChunks" to a value over 32.
0
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.
1
The "optifineD.net" site is the "Download" mirror for "optifine.net".
It is official, a backup if the main site is down.
2
Here is the documentation: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/mob.properties
0
Please create an issue here: https://github.com/sp614x/optifine/issues
1
Video Settings -> Performance -> Smooth World -> OFF
This should fix it.
1
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.
0
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?
0
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.
0
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.
0
In "optionsof.txt" there should be "ofRenderDistanceChunks".
Do not forget to use a relatively recent OptiFine, in 1.7 or 1.8 this may not be the case.
0
Problem discussion: https://github.com/sp614x/optifine/issues/450
0
Yep.
1
In 1.11 all resources have to be lowercase, this may be the problem.
If CTM is not working there should be warnings in the game output.
1
Please create an issue here: https://github.com/sp614x/optifine/issues
0
In "optionsof.txt" change "ofRenderDistanceChunks" to a value over 32.