I almost hate to add another question to the mix, but I couldn't find the answer to this one. I'm using an ATI card and when I have SSAO turned on, the shadows they produce have little lines on them. They are really obvious on the bottom of clouds. I'm not sure if this is an ATI artifact or something else..I can't imagine it's working correctly and yet I'm not sure what's causing it. Thoughts?
Note: I do not mean cell shading. I have that turned off.
Rollback Post to RevisionRollBack
Astronomical Anomalies
Because you can never have too many suns and moons
Where do you get that shader? I found one on the wiki but it does not include the swaying trees or waves.
I made it for testing purpose
Any plan to release it, it looks amazing.
I made one like it, but it only really worked right without using a custom animation for the water. WIth a custom animation file, water was not identifiable with the getTextureID function everyone is using. Best I could do was get everything that was not identifiable with getTextureID to wave, but that meant water, laval, whatever block was in my hand, etc. AFAIK there isn't a good way to single out blocks that aren't using terrain.png. If there was (or if there is and I don't know about it) getting water to wave is dead simple
When are you going to figure out how to make sources of light ? :biggrin.gif:
Assuming you're talking about placed sources like torches, I kind of doubt this will ever happen for Minecraft. :sad.gif:
I've been really busy working on my other project . . . which is looking really promising so far. I hope to have something somewhat representative by the end of April. Maybe I'll put up a limited alpha server before then and see if I can get some larger scale testing going.
It requires understanding how projections work. The first step would be to transform the eye coordinates by the projection matrix which yields clip coordinates . . .
So after digging and researching, I understand how it works, thanks dude! But one more question, how can I call the projection matrix? by:
I've been really busy working on my other project . . . which is looking really promising so far. I hope to have something somewhat representative by the end of April. Maybe I'll put up a limited alpha server before then and see if I can get some larger scale testing going.
cant wait to see your new progect, based on this shaders mod, i'm sure it will be AMAZING.
It requires understanding how projections work. The first step would be to transform the eye coordinates by the projection matrix which yields clip coordinates . . .
So after digging and researching, I understand how it works, thanks dude! But one more question, how can I call the projection matrix? by:
I made one like it, but it only really worked right without using a custom animation for the water. WIth a custom animation file, water was not identifiable with the getTextureID function everyone is using. Best I could do was get everything that was not identifiable with getTextureID to wave, but that meant water, laval, whatever block was in my hand, etc. AFAIK there isn't a good way to single out blocks that aren't using terrain.png. If there was (or if there is and I don't know about it) getting water to wave is dead simple.
Release it for the default texures, as I use them &, alike many others, would love to use waving waves to spice up ones mincraft world. Oh, and here, have a notch:
Ps: Or maybe PM me it...
Turns out I was wrong and now I understand the hd patcher animation better. Looks as though the relevant frame from the custom anim file is "pasted" into terrain.png over and over (in memory or something). getTextureID does return the right number for water based on its position in terrain.png, even if using a custom animation file. So waves should be possible but have issues. I can't currently get waves in still water without affecting flowing water.
Tex id 205 is still, but if (texid == 205) only gets one of the vertexes (corners) of each still water block to move. To get the other three, I need to include the neighboring texids (206, 221, 222). Unforunately then some of the vertexes on falling water blocks move.
This seems unique to water. Texid = 52 causes all vertexes of that block type (leaves) to move. Leaf blocks use texture coordinates entirely within that square and not overlapping with the coordinates neighboring blocktypes use. Water on the other hand, shares texture coordinates with its neighbors. Normally looks fine since one block gets everything < coord while the neighbor gets everything > coord so there is no texture overlap, but it means I can't get the vertex of one without grabbing a vertex of the other.
Not sure why water is unique this way. It's not HD patcher's fault, it's like that with vanilla minecraft. Would love to know if the other guy who did a wave shader ran into the same thing.
And even if that were resolved, it looks a little strange to have giant waves in little ponds, or waves going away from the beach on the wrong side of continents
I have got a problem with the bloom. The sides of my "up_skybox" are filled with bloom but at the top of the "side_skybox" are the normal textures. So it's bright over the "side_skybox" but then it suddenly turns to a normal blue. Are you able to help me? If yes, please answer me.
Facts:
ATI Radeon HD 4800 Series
AMD Catalyst 11.2
Intel Quad CPU
im installed catalysm all for this mod and then this follow happening
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 30/03/11 11:35
Minecraft: Minecraft Beta 1.3_01
OS: Windows XP (x86) version 5.1
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel Bear Lake B version 1.4.0 - Build 7.15.10.5009, Intel
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:64)
at org.lwjgl.opengl.ARBShaderObjects.glCreateProgramObjectARB(ARBShaderObjects.java:139)
at Shaders.setupProgram(Shaders.java:59)
at Shaders.initShaders(Shaders.java:29)
at Shaders.setUpBuffers(Shaders.java:333)
at net.minecraft.client.Minecraft.a(SourceFile:228)
at net.minecraft.client.Minecraft.run(SourceFile:632)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT de616a68 ----------
please help im want this mod more of nothing please
EDIT: But many of non-cube objects (tracks, redstone, torches) have issues with 256. Tracks and redstone get divided by an invisible line running north to south east to west that follows your character whereas textures to the left north have the effect and textures to the right south do not. Torches will break into "pieces" at certain angles as well.
I haven't found a set of values that fixes this. Here is a video I made to show the bump mapping effect on a 256x256 pack, and you can see the cart track and redstone problem around 4:15ish:
And here's a screenshot:
Hope that helps...sorta. I know this prolly goes a little above and beyond the question you asked, but its a question I'm pondering myself lol.
Well I figured out the problem myself finally =) It has something to do with opaque blocks (track, redstone, torches...) not liking opacity in the normal map. Some careful research and trial/error proved quite useful. This may seem obvious to the experts which is probably why my comment was looked over. That and sheer volume.
I just watched your video, This is epic. Hats off to you good sir, as now minecraft can look as good as any other game on the market. *leaves to go watch again*
Ok, I installed Yourself: Waving wheat, modified world curvature, outlines, and toon shading thingy following the instructions, here's that I did:
1. download the installer, 2. download yourselfs base.vsh, base.fsh, final.fsh, 3. press install, 4. "it will work now blah blah", 5. start up minecraft
After i selected a world and let it load I got a black screen. My first thought was META-INF, but it was deleted when I checked the minecraft.jar. There was no error message.
I'm not using any mods cept this one.
My Nvida(spelling?) card is compatible (spelling?) according to the wiki(spelling?)
I'm using windows 7.
What more?... Oh, I checked the wiki for anything but didn't find anything.
If you need additional information you just ask, I got no life so I will check for answers pretty often.
someone answer this, i have the same problem with any of the shaders, also...i have no life.
Rollback Post to RevisionRollBack
A 32x32 texture pack that keeps faithful to the original textures, items, and gui.
the pink lines are produced from antialiasing, u cant fix it i dont think, i used to have the problem on my old computer when i forced antialiasing using nvidia control panel. but dont have the problem on this computer, it might just be your graphics card.
as for the torches and signs, odd problem but ive never seen it
Rollback Post to RevisionRollBack
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
Attempting to install the default version of this with a clean install of minecraft gives the following error:
==== Installing Shaders ====
Error installing Shaders!
javassist.NotFoundException: b(..) is not found in mh
at javassist.CtClassType.getDeclaredMethod(CtClassType.java:1215)
at Hooks.install(Hooks.java:34)
at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
==== Shaders Failed Installation ====
I've read nearly every page in this thread, and no one with this problem has received any help with it.
Is there a way to install this manually? I updated to 1.4 without thinking about it, and I can't install the mod because it's 1.4 instead of 1.3_01 (I don't know why it would make that big a difference, but the installer doesn't appear to actually install the mod, it just says that it is).
Note: I do not mean cell shading. I have that turned off.
Any plan to release it, it looks amazing.
I made one like it, but it only really worked right without using a custom animation for the water. WIth a custom animation file, water was not identifiable with the getTextureID function everyone is using. Best I could do was get everything that was not identifiable with getTextureID to wave, but that meant water, laval, whatever block was in my hand, etc. AFAIK there isn't a good way to single out blocks that aren't using terrain.png. If there was (or if there is and I don't know about it) getting water to wave is dead simple
Assuming you're talking about placed sources like torches, I kind of doubt this will ever happen for Minecraft. :sad.gif:
I've been really busy working on my other project . . . which is looking really promising so far. I hope to have something somewhat representative by the end of April. Maybe I'll put up a limited alpha server before then and see if I can get some larger scale testing going.
So after digging and researching, I understand how it works, thanks dude! But one more question, how can I call the projection matrix? by:
?
cant wait to see your new progect, based on this shaders mod, i'm sure it will be AMAZING.
The projection matrix is a built-in uniform to vertex shaders (and possible fragment shaders, I can't remember): gl_ProjectionMatrix.
Turns out I was wrong and now I understand the hd patcher animation better. Looks as though the relevant frame from the custom anim file is "pasted" into terrain.png over and over (in memory or something). getTextureID does return the right number for water based on its position in terrain.png, even if using a custom animation file. So waves should be possible but have issues. I can't currently get waves in still water without affecting flowing water.
Tex id 205 is still, but if (texid == 205) only gets one of the vertexes (corners) of each still water block to move. To get the other three, I need to include the neighboring texids (206, 221, 222). Unforunately then some of the vertexes on falling water blocks move.
This seems unique to water. Texid = 52 causes all vertexes of that block type (leaves) to move. Leaf blocks use texture coordinates entirely within that square and not overlapping with the coordinates neighboring blocktypes use. Water on the other hand, shares texture coordinates with its neighbors. Normally looks fine since one block gets everything < coord while the neighbor gets everything > coord so there is no texture overlap, but it means I can't get the vertex of one without grabbing a vertex of the other.
Not sure why water is unique this way. It's not HD patcher's fault, it's like that with vanilla minecraft. Would love to know if the other guy who did a wave shader ran into the same thing.
And even if that were resolved, it looks a little strange to have giant waves in little ponds, or waves going away from the beach on the wrong side of continents
Facts:
ATI Radeon HD 4800 Series
AMD Catalyst 11.2
Intel Quad CPU
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 30/03/11 11:35
Minecraft: Minecraft Beta 1.3_01
OS: Windows XP (x86) version 5.1
Java: 1.6.0_24, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel Bear Lake B version 1.4.0 - Build 7.15.10.5009, Intel
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:64)
at org.lwjgl.opengl.ARBShaderObjects.glCreateProgramObjectARB(ARBShaderObjects.java:139)
at Shaders.setupProgram(Shaders.java:59)
at Shaders.initShaders(Shaders.java:29)
at Shaders.setUpBuffers(Shaders.java:333)
at net.minecraft.client.Minecraft.a(SourceFile:228)
at net.minecraft.client.Minecraft.run(SourceFile:632)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT de616a68 ----------
please help im want this mod more of nothing please
Well I figured out the problem myself finally =) It has something to do with opaque blocks (track, redstone, torches...) not liking opacity in the normal map. Some careful research and trial/error proved quite useful. This may seem obvious to the experts which is probably why my comment was looked over. That and sheer volume.
TILEZforums here
But I have problem with this shaders:
And with other Standard shaders okay:
Please help me. Many thanks in advance!
P.S.: my video card Nvidea GeForce 6600
It will
That's for 100% sure.
What I hope is that all of the modifications get updated quickly!
Random Minecraft Seed Generator
http://sundergaming.com/3kbcraft/map/map.html
3KillaBytes Minecraft Server Map (Tectonicus)
IP: minecraft.sundergaming.com:25565
Phantom's Survival Server [3KBCraft]
someone answer this, i have the same problem with any of the shaders, also...i have no life.
A 32x32 texture pack that keeps faithful to the original textures, items, and gui.
as for the torches and signs, odd problem but ive never seen it
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
I've read nearly every page in this thread, and no one with this problem has received any help with it.
Ideas?
Click the sig if you want better minecarts!