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[1.1.0] Water Shader alpha v4d

#1 User is offline

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Posted 11 August 2011 - 04:48 AM

*
POPULAR

Please do not spam the thread (in particular any 'please update' messages), otherwise the forum administration will lock it again.

Hello,

I am currently rewriting the mod, to make it a bit more easy to update. Therefore i am trying to move the code out of the original minecraft classes. I am as well thinking about releasing the source code after that. So the next version will probably be beta and as much open source as possible (it will not reveal any original minecraft classes). I will update as soon as i am ready, so please do not spam the thread with any please update messages. This mod was a product of my summer holidays, during the semester my time is much more restricted!

Alpha v4c is a hotfix to v4 which changes back waterfalls to something closer to v3. In addition there are new settings inside the config based on your feedback (specially fixing the red tone when using some texture packs).
A basic anti aliasing was added which can be added through the config (I anticipate that somebody would want mipmaps instead of linear interpolation, if so, I will put it on my list).


Alpha v4 screenshot:

Posted Image

Alpha v3 screenshot:

Posted Image

Alpha v2 screenshots:

Posted Image

Posted Image

Older screenshots:

Spoiler


Downloads:

1.1.0:

Alpha download (version 4d)*:
Download
Direct download:
Download

Alpha download (version 4d for modloader - requires a modloader installation)*:
Download
Direct download:
Download


Instructions:
1. copy the files from the Minecraft folder to the minecraft.jar
2. delete the '/meta_inf' folder in your minecraft.jar
3. copy the '/shader' folder to your '/bin' folder
(If there is no '/shader' folder in your '/bin' folder create one; or simply drag the whole '/shader' folder to your '/bin' folder.)


A config file is found in the shader folder. It can be used to change parameters such as:
- Visual: water color, surface texture visibility (if you wish to use custom textures on the water surface)
- Performance: there are a settings for disabling parts of the reflections and to decrease the reflection resolution
- To disable water effects use 'water_mode 0'


Incompatible graphic chips
- ATI X1200 or lower
- Graphic cards without GL_EXT_framebuffer_object support
- Graphic cards without GL_ARB_shader_objects, GL_ARB_vertex_shader and GL_ARB_fragment_shader support
- Mobile Intel® 4 Series Express Chipset Family (or lower; will in some cases result in the invisible world bug)


Execution problems and possible solutions: (moved up)
- Minecraft runs out of memory
solution: change these two settings in your config.txt
anti_aliasing 1
reflection_resolution 2

- An exception with: 'cfgGrassFix'
Possible solution (no guarantee): use the modloader version when having modloader installed

- The result does not look right (e.g. missing water, black screen with sound)
Possible solution: Download the FBO.class fix and place it in your minecraft.jar

- An exception with: FBO not supported
Possible solution: Download the FBO.class fix and place it in your minecraft.jar
or: your graphics hardware is incompatible

- java.lang.SecurityException: SHA1 digest error for px.class
solution: delete the '/meta_inf' folder in your minecraft.jar

- fast flickering in the water
solution: disable advanced opengl in your video settings menu

Older problems/solutions:

- black screen without error message
solution: install a newer java version to either fix it or get a more useful error output

- java.lang.NoSuchMethodError: px.updateWorldLightLevels()
reason: mod incompabilities, one of your mods may be incompatible with this mod


Some fan videos of the recent versions:

Spoiler


Changelog alpha 4d:
- Lighting through new light engine (the ice still does not look 100% equal)
- FBO.class fix integrated into this version

Changelog alpha 4b:
- Changed waterfall color back (red colored texture pack textures)
- Increased waterfal diffrafction a little
- New config settings
- Basic anti aliasing

Changelog alpha 4:
- Slightly improved performance
- Added config
- More colorful water
- Framerate independent animation
- Diving out of the water error partially fixed
- Further improved reflection plane picking
- Nether portal fixed (still not fixed in the modloader version)
- Rain improved
- Waterfalls are now affected by fog
- Cloud reflections in the water off by default
- Player reflection in first person
- Pre OpenGL 2.0 support
- No more GL_EXT_packed_depth_stencil required
- Starting up the mod automatically disables advanced OpenGL

Changelog alpha v3b:
- fixed glowing ice
- fixed transparent walls in darkness
- increased waterfall visibility

Changelog alpha v3a:
- slightly increased water color

Changelog alpha v3:
- Non-planar water (waterfalls) no longer produce reflections
- Ice is rendered in standard minecraft fashion
- Reduced reflections, in specific around the player
- Ray-Casting variation to determine on what water plane to reflect

The mod requires changes in the following classes: Tessellator, RenderBlocks, EntityRenderer


Limitation/Known 'bugs':
- Invisible world probably on Intel Chipset Graphics (hopefully fixed)
- Popping artifacts due to the change of the reflection plane may occur
- In Advanced OpenGL reflections are sometimes not displayed correctly (view frustum culling removes objects required for reflections)
- Around water borders thin incorrect lines may occur (in the current version these artifacts are normally found at corners)


Known incompatibilities for the default version:
- Modloader (there is a modloader version; to install: start from a project using modloader; then copy the water shader files)
- OptiFine
- Forge API
- Better Than Wolves
- Finite Liquids

I am aware of the existance of versions which introduce compatibility of my mod with other mods. I am thinking about creating an inofficial link section for these modifications. But, I will not put any links on my thread without the permission of the author of the second mod.


Next tasks:
- Fix water behind waterfalls
- Improve the mod at lower view distance settings in combination with dense fog
- Replace glGet by a manually calculated matrix
- Support power of two only fbo graphic cards
- Replace fbo ext by arb (test with intel)
(- Performance)


Since I was asked to add a donate button, here it is. I don't think many will use it, but if you do thanks a lot.

Posted Image


Old downloads:

Spoiler



Thanks to the MCP project, which made it possible to create this in a short time.


PS:
Thanks for the feedback in this thread, I tried to include as much as possible.
Also thanks for the videos about this mod. And thanks for the downloads, and special thanks to the eight donates I have gotten so far :).

PPS:
* I have decided to put up and adfly link as well, since if i don't look somebody comes up and wants to make money out of my mod (already in alpha). Which makes me feel real strange. Therefore I added an option to adfly myself. Feel free to use the regular download! and I hope nobody is offended by this offer.
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#2 User is offline

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Posted 11 August 2011 - 04:50 AM

dude this i pretty good i havent seen a shader like this
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#3 User is offline

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Posted 11 August 2011 - 04:50 AM

looks good here have this :GoldBar:
Posted Image
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#4 User is offline

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Posted 11 August 2011 - 04:50 AM

FINISH
FINISH NAO AND GET NOTCH TO USE ITS AWESOMENESS
WHY CANT I BE AS GOOD AS YOU
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#5 User is offline

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Posted 11 August 2011 - 04:54 AM

Oh god I'm on a netbook and my FPS will cry in pain but I don't care I want this!
Never take the sword or bow off the hotbar!
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#6 User is offline

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Posted 11 August 2011 - 04:55 AM

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whats going on there?
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#7 User is offline

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Posted 11 August 2011 - 04:55 AM

You sir, are a God amongst men... :Diamond:
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#8 User is offline

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Posted 11 August 2011 - 04:59 AM

View Postcrazymoh11, on 11 August 2011 - 04:55 AM, said:

whats going on there?


View PostNecrowizzard, on 11 August 2011 - 04:48 AM, said:

also alpha blending seems to be not working correctly for particles, grass and the player hand (seen in screenshot 3 and 4).


:) no time to straighten the numerous bugs out at the moment, but since minecraft will eventually be updated in 2 weeks or so, i had put it online now

the forum seems to be quite frequented; thanks for the positive feedback so far :P
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#9 User is offline

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Posted 11 August 2011 - 05:06 AM

Damn, this is gorgeous. I hope you'll be able to continue straightening out bugs and such. Also, I find it hard to believe that Mojang is going to upgrade their shaders at this stage of development, so you're probably safe continuing to support this mod.
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^^^ Forum thread link is in the post above ^^^
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#10 User is offline

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Posted 11 August 2011 - 05:14 AM

Looks cool would download if not already using glslr mod and im guessing there not compatible.
How to help Mankind
Fold for the MCFCST Team 215904
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#11 User is offline

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Posted 11 August 2011 - 05:24 AM

View PostXaanos, on 11 August 2011 - 05:14 AM, said:

Looks cool would download if not already using glslr mod and im guessing there not compatible.


nope, i wanted to start out using the glsl mod; but it is nearly impossible to develop shaders without their source-code

i am really not a lot into minecraft mods, 2 original classes are overwritten - the px class is probably important to many modders (i also changed the n - class; but i think i could remove these changes since the were not required)

i might merge it with the glsl mod, if i get the chance to - probably its best to wait fo the modding api anyways
stick to glsl mod for now :)
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#12 User is offline

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Posted 11 August 2011 - 05:29 AM

This must be finished and added as like fancy water to minecraft.
Posted Image?(????
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#13 User is offline

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Posted 11 August 2011 - 05:35 AM

How does this work? I suppose it's not ray tracing. :mossystone:
Posted Image
Demo video: www.youtube.com/watch?v=TZlnQ0hBj5U Support this suggestion.
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#14 User is offline

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Posted 11 August 2011 - 05:40 AM

Keep on working you have my support :)
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#15 User is offline

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Posted 11 August 2011 - 07:11 AM

View PostHarpSeal, on 11 August 2011 - 05:35 AM, said:

How does this work? I suppose it's not ray tracing. :mossystone:


You are right, i simply mirrored the scene along the water plane, clipped the under water reflection geometry and added some sinus distortions in image space in a fragment shader. There is a lot of fixed function in the source code, so it was a little unusual programming.

Next challenge would be to support different planes of water and try to get the transparency right, which is a little difficult due to meaningless variable names and missing comments. (But we all have to live with that.)

Anyways thanks for the motivating feedback, hard to keep it like it is now.

PS: i just realized i wrote something incorrect; the distortion conceptually happens in world space, not image space, although it is done in a fragment shader...
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#16 User is offline

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Posted 11 August 2011 - 07:18 AM

Looking Good. I will get it as soon as you are done..... And you get :Diamond: and a thumbs up
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#17 User is offline

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Posted 11 August 2011 - 07:22 AM

This is insanely awesome.

Shame it's incompatible with GLSL. I can't live without my shaders. : (
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#18 User is offline

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Posted 11 August 2011 - 07:25 AM

That. Is. AWESOME.

You deserve a medal. A chocolate medal?
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Posted 11 August 2011 - 11:52 PM

I installed it along with the following mods:
-OptiFine
-LB RPG Realism (512x512)
-Zombe's Mod

And this is what I got:

Posted Image
Posted Image <- Click the picture!
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#20 User is offline

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Posted 12 August 2011 - 12:28 AM

View PostTheArcher, on 11 August 2011 - 11:52 PM, said:

I installed it along with the following mods:
-OptiFine
-LB RPG Realism (512x512)
-Zombe's Mod

And this is what I got:

Posted Image

Wow, That is sooo cool man!
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