Note that there are now two different green colors added to the swamp grass that have nothing to do with the colormap. In the snapshot they totally override instead of being combined with colors on the colormap.
While the default looks less ugly, i just wish they would not make an exception of the swamp this way, and just color the grass like everywhere else.
Changes from 13w36a to 13w38a
First, let me just say Oh Holy CREEPER!
So... apparently this snapshot adds shaders.
Yes, shaders. As in normal map, bump map, screen distorting, grass waving GLSL shaders.
*goes to have a lie down*
So... apparently this snapshot adds shaders.
Yes, shaders. As in normal map, bump map, screen distorting, grass waving GLSL shaders.
*goes to have a lie down*
By shaders, does this include dynamic shadows? I've always associated the dynamic shadows with the "shaders mod", and thus "shaders", but by definition, it wouldn't, so I'm still left wondering. Although, of the screenshots I've seen from people fiddling around with the shaders, I've not yet seen any bump mapped textures. Any chance you could either make or find some screenshots soon to put up with the change notes for people, such as myself, confused by exactly what is included in "shaders"?
I am really excited about it though! A change in the lighting engine is much needed, as the current official release still has the antiquated lighting engine that doesn't look great, especially on realism builds, and still has glitches, such as the black spots on the terrain.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
No, but I'm assuming that for now you could hack it in.
I tested it, and you can not only edit the .JSON FILES, but also the .FSH/.VSH FILES AS WELL. WITH A RESOURCE PACK.
So, I'm assuming that if you renamed the .FSH file from the shader, made the .JSON file to properly use it, I'd assume you could get it working without modding.
What I want to know is, is there a default "shader layout"? Maybe "overlay.json" or "fxaa.json" are used without using the super secret settings?
So far I have edited the files in my resource pack to increase the "color convolve" oversaturation effect, and removed the hue shifting from "wobble". I will try to see if I can get that shader that makes the world look like it's bending, if I can find it.... (EDIT3: I tried this, however it just gives me a GL error)
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
No, but I'm assuming that for now you could hack it in.
I tested it, and you can not only edit the .JSON FILES, but also the .FSH/.VSH FILES AS WELL. WITH A RESOURCE PACK.
So, I'm assuming that if you renamed the .FSH file from the shader, made the .JSON file to properly use it, I'd assume you could get it working without modding.
What I want to know is, is there a default "shader layout"? Maybe "overlay.json" or "fxaa.json" are used without using the super secret settings?
So far I have edited the files in my resource pack to increase the "color convolve" oversaturation effect, and removed the hue shifting from "wobble". I will try to see if I can get that shader that makes the world look like it's bending, if I can find it.... (EDIT3: I tried this, however it just gives me a GL error)
I MUST learn how to do this! But it seems very technical... will you by any chance be posting a tutorial thread? Pleez? I'll give you a Notch!
All jokes aside, this could be a very interesting feature to make packs more stylized, although technically what's been added are post-process rendering effects and not actual shaders, right? I hope they add bump-maps, specular shaders, and all the other awesome texture-based shaders that we've seen in mods.
Also, I'm confused as to how these effects are added. Is there just a set of shader-whatever files that are added upon loading the resource pack (assuming the setting is on)? And how would that work with multiple resource packs active at once?
I MUST learn how to do this! But it seems very technical... will you by any chance be posting a tutorial thread? Pleez? I'll give you a Notch!
So far all I've done is copy a few of the default files into my pack and modify them a bit. The color one is the default "color convolve" shader .JSOn thing with the saturation value changed, and the wobble is the shader itself with the hue shifting removed
You still have to use "super secret settings" to activate the filter. As far as I know, there is no way to have a custom shader without it.
They're basically GLSL shaders with .JSON files to call/modify them. I've tried getting a few existing GLSL shader to work, but they just get GL errors.
Also, I'm pretty sure that Dinnerbone has been working on shaders for a while, and "Super Secret Settings" is going to turn into a "shaders" menu, just a heads up
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I'm not sure when it happened, but flowers in the latest snapshot are shrunk down more in than in 1.6.
That means if you had leaves that barely cleared the rim of the pot, they will now stick through it.
EDIT:
Note also that "flower_paeonia.png" is not used by the game, you can't get it in the creative menu and according to the wiki, it doesn't even have a data value. It looks like one of those abandoned graphics like the ruby and quiver.
Presumably, Jeb abandoned the single block peony when he decided to make some double block flowers, including a double peony.
That's one less file that needs to be updated-- i discover after making a nice HD peony.
Another simple post-processing thing, but I wonder how hard it would be to add a partial sepia-tone filter, maybe with some grain (understandable if that bit's not possible) for old-time adventure maps and such. If I knew how to mess with them, I might try it, myself.
Rollback Post to RevisionRollBack
Oh, dear...! It would appear the Proper Noun is here!
Most of this is just renaming files to be more consistent with the rest.
Only additions are the red sand and command block cart item.
(And boy oh boy does that item raise a pile o questions in my mind, but they aren't texture related so I'll not discuss them here.)
Basically, yea. Went from half camel-case half underscore to full underscore separation. Not sure if this is entirely a style thing or if it's a hint that we might be seeing other double_ stuff in the future.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
*grumble grumble*. Wish they'd make the appropriate filenames the first time... I mean, those files were new to JUST the last snapshot and they're already renaming them?
Note that as of this release, semi-transparency is supported only in the stained glass. The regular glass renders exactly as it did before-- with only the front faces showing. Stained glass renders all sides.
Note that as of this release, semi-transparency is supported only in the stained glass. The regular glass renders exactly as it did before-- with only the front faces showing. Stained glass renders all sides.
ohh, imagine using full CTM and alpha blending with all the stained class colors like I did in SixtyGig
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* Join the Lithos Discord for previews and to help
That file is unchanged between 1.6.2 and 13w36a
My mistake-- i got my files mixed up.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
While the default looks less ugly, i just wish they would not make an exception of the swamp this way, and just color the grass like everywhere else.
In my experience, the reed colors look pretty good, though the texture will need to be tweaked for best results.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
First, let me just say Oh Holy CREEPER!
So... apparently this snapshot adds shaders.
Yes, shaders. As in normal map, bump map, screen distorting, grass waving GLSL shaders.
*goes to have a lie down*
Changed:
/assets/minecraft/textures/gui/title/
minecraft.png
Added: (shaders oh my)
/assets/minecraft/shaders/post/
antialias.json
art.json
bits.json
blobs2.json
blobs.json
blur.json
color_convolve.json
deconverge.json
desaturate.json
flip.json
fxaa.json
green.json
invert.json
ntsc.json
outline.json
pencil.json
phosphor.json
scan_pincushion.json
sobel.json
wobble.json
/assets/minecraft/shaders/program/
antialias.fsh
antialias.json
bits.fsh
bits.json
blit.fsh
blit.json
blit.vsh
blobs2.fsh
blobs2.json
blobs.fsh
blobs.json
blobs.vsh
bloom.json
blur.fsh
blur.json
color_convolve.fsh
color_convolve.json
deconverge.fsh
deconverge.json
downscale.fsh
downscale.json
downscale.vsh
flip.json
flip.vsh
fxaa.fsh
fxaa.json
fxaa.vsh
invert.fsh
invert.json
invert.vsh
ntsc_decode.fsh
ntsc_decode.json
ntsc_encode.fsh
ntsc_encode.json
outline_combine.fsh
outline_combine.json
outline.fsh
outline.json
outline_soft.fsh
outline_soft.json
outline_watercolor.fsh
outline_watercolor.json
overlay.fsh
overlay.json
phosphor.fsh
phosphor.json
scan_pincushion.fsh
scan_pincushion.json
sobel.fsh
sobel.json
sobel.vsh
wobble.fsh
wobble.json
By shaders, does this include dynamic shadows? I've always associated the dynamic shadows with the "shaders mod", and thus "shaders", but by definition, it wouldn't, so I'm still left wondering. Although, of the screenshots I've seen from people fiddling around with the shaders, I've not yet seen any bump mapped textures. Any chance you could either make or find some screenshots soon to put up with the change notes for people, such as myself, confused by exactly what is included in "shaders"?
I am really excited about it though! A change in the lighting engine is much needed, as the current official release still has the antiquated lighting engine that doesn't look great, especially on realism builds, and still has glitches, such as the black spots on the terrain.
"And with that, POW! I'm gone." ---Lord Crump
No, but I'm assuming that for now you could hack it in.
I tested it, and you can not only edit the .JSON FILES, but also the .FSH/.VSH FILES AS WELL. WITH A RESOURCE PACK.
So, I'm assuming that if you renamed the .FSH file from the shader, made the .JSON file to properly use it, I'd assume you could get it working without modding.
What I want to know is, is there a default "shader layout"? Maybe "overlay.json" or "fxaa.json" are used without using the super secret settings?
So far I have edited the files in my resource pack to increase the "color convolve" oversaturation effect, and removed the hue shifting from "wobble". I will try to see if I can get that shader that makes the world look like it's bending, if I can find it.... (EDIT3: I tried this, however it just gives me a GL error)
EDIT: Also, please support this
EDIT2: GOSH DERNET TAIINE:
No shaders:
Default oversaturation shader:
Oversaturation shader with more saturation (changed .JSON file):
Wobble effect without hue shifting (changed .fsh file):
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I MUST learn how to do this! But it seems very technical... will you by any chance be posting a tutorial thread? Pleez? I'll give you a Notch!
All jokes aside, this could be a very interesting feature to make packs more stylized, although technically what's been added are post-process rendering effects and not actual shaders, right? I hope they add bump-maps, specular shaders, and all the other awesome texture-based shaders that we've seen in mods.
Also, I'm confused as to how these effects are added. Is there just a set of shader-whatever files that are added upon loading the resource pack (assuming the setting is on)? And how would that work with multiple resource packs active at once?
So far all I've done is copy a few of the default files into my pack and modify them a bit. The color one is the default "color convolve" shader .JSOn thing with the saturation value changed, and the wobble is the shader itself with the hue shifting removed
You still have to use "super secret settings" to activate the filter. As far as I know, there is no way to have a custom shader without it.
They're basically GLSL shaders with .JSON files to call/modify them. I've tried getting a few existing GLSL shader to work, but they just get GL errors.
Also, I'm pretty sure that Dinnerbone has been working on shaders for a while, and "Super Secret Settings" is going to turn into a "shaders" menu, just a heads up
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
That means if you had leaves that barely cleared the rim of the pot, they will now stick through it.
EDIT:
Note also that "flower_paeonia.png" is not used by the game, you can't get it in the creative menu and according to the wiki, it doesn't even have a data value. It looks like one of those abandoned graphics like the ruby and quiver.
Presumably, Jeb abandoned the single block peony when he decided to make some double block flowers, including a double peony.
That's one less file that needs to be updated-- i discover after making a nice HD peony.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Only additions are the red sand and command block cart item.
(And boy oh boy does that item raise a pile o questions in my mind, but they aren't texture related so I'll not discuss them here.)
Renamed:
(Basically just rename all of your doublePlant_* textures to double_plant_*)
/assets/minecraft/textures/blocks/
doublePlant_fern_bottom.png => double_plant_fern_bottom.png
doublePlant_fern_top.png => double_plant_fern_top.png
doublePlant_grass_bottom.png => double_plant_grass_bottom.png
doublePlant_grass_top.png => double_plant_grass_top.png
doublePlant_paeonia_bottom.png => double_plant_paeonia_bottom.png
doublePlant_paeonia_top.png => double_plant_paeonia_top.png
doublePlant_rose_bottom.png => double_plant_rose_bottom.png
doublePlant_rose_top.png => double_plant_rose_top.png
doublePlant_sunflower_back.png => double_plant_sunflower_back.png
doublePlant_sunflower_bottom.png => double_plant_sunflower_bottom.png
doublePlant_sunflower_front.png => double_plant_sunflower_front.png
doublePlant_sunflower_top.png => double_plant_sunflower_top.png
doublePlant_syringa_bottom.png => double_plant_syringa_bottom.png
doublePlant_syringa_top.png => double_plant_syringa_top.png
Added:
/assets/minecraft/textures/blocks/
red_sand.png
/assets/minecraft/textures/items/
minecart_command_block.png
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* Join the Lithos Discord for previews and to help
This is where all that shader stuff we saw before really pays off.
Added:
/assets/minecraft/textures/blocks/
glass_black.png
glass_blue.png
glass_brown.png
glass_cyan.png
glass_gray.png
glass_green.png
glass_light_blue.png
glass_lime.png
glass_magenta.png
glass_orange.png
glass_pane_top_black.png
glass_pane_top_blue.png
glass_pane_top_brown.png
glass_pane_top_cyan.png
glass_pane_top_gray.png
glass_pane_top_green.png
glass_pane_top_light_blue.png
glass_pane_top_lime.png
glass_pane_top_magenta.png
glass_pane_top_orange.png
glass_pane_top_pink.png
glass_pane_top_purple.png
glass_pane_top_red.png
glass_pane_top_silver.png
glass_pane_top_white.png
glass_pane_top_yellow.png
glass_pink.png
glass_purple.png
glass_red.png
glass_silver.png
glass_white.png
glass_yellow.png
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
ohh, imagine using full CTM and alpha blending with all the stained class colors like I did in SixtyGig
*super excited*