It's the transparency of the terrain_nh tho, not as easily fixed unless you plan to make a new bumpmap for it =P
(As that might be the best, redownload the stuff you want to edit, start again, _unless_ you are working from a project file ( wich is best, no compression loss wile working) rather then just editing the png itself again and again.
You could also link/personal message me the stuff you want, so i can actually see what's wrong and/or what works to fix it.
I'm working on a version of the painterly mod; i made the maps myself, and have fairly heavily modified the original texture pack. you can see how they looked before the glitchy maps I don't have examples of the files online. I may still be able to tweak saving options, i don't know.
Update: I finally think i got it. I just reverted back to my old _nh file, essentially (by reconstructing it from the two sources i used before). Thanks for the help.
I'll post the results on youtube, and maybe make the texture pack available for download when i finish this version (hopefully tomorrow)
Starting installation
Creating backup
Unpacking JAR
==== Installing Shaders ====
Error installing Shaders!
javassist.NotFoundException: b(..) is not found in oy
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 ====
Repacking JAR
Installation complete
please contact me on my utube channel if u can. makes my life easier
Starting installation
Creating backup
Unpacking JAR
==== Installing Shaders ====
Error installing Shaders!
javassist.NotFoundException: b(..) is not found in oy
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 ====
when i open INSTALLER there is no mods in the list so when i clic install mod nothing hapens :sad.gif:
i do have cataclyst 10.9 that i could update but im not shure if i need to. here is the log:
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Sun Microsystems Inc.
First two Shots are focused on the blocks hence background is blurred out, DOF is in action. There is also Bloom present and 2xFSAA (NO SSAO is active since its not correctly working atm)- Using GLSL 1.6 unofficial (the shader file has been tweaked only values though)
The texture Pack im using is "Good morning" texture pack, its suttle visual style and colorful gradients make minecraft look incredible coupled with "Wildgrass, Wildvines and Wildlillies" mod the game looks perfect imo. (unlike those ugly hi-res Fortress craft graphics..)
The only real problem with GLSL is the use of FSAA...compared to MSAA. FSAA makes the game look alot better by perfectly smoothing out the 3d scene whereas MSAA just generates lines all over the place and on the water. Hopefully the modders figure out a way to intergrate FSAA at optimum performance. (full screen will destroy your computer :smile.gif:)
I make a quick video on the weekend just to show how pretty it actually looks..tbh these screens do no justice..(really tired atm so i rushed it)
Bonus Pretty screen:!!!
LOL as you can see even at that small size Minecraft screen fraps runs at 20-30 fps with FSAA 2x on without AA 60+...
(quad 3.2, ati 5850)
PLEEEEEEEASE Share your shaders, thats the most impresive setup i've ever seen!!! +1
First two Shots are focused on the blocks hence background is blurred out, DOF is in action. There is also Bloom present and 2xFSAA (NO SSAO is active since its not correctly working atm)- Using GLSL 1.6 unofficial (the shader file has been tweaked only values though)
The texture Pack im using is "Good morning" texture pack, its suttle visual style and colorful gradients make minecraft look incredible coupled with "Wildgrass, Wildvines and Wildlillies" mod the game looks perfect imo. (unlike those ugly hi-res Fortress craft graphics..)
The only real problem with GLSL is the use of FSAA...compared to MSAA. FSAA makes the game look alot better by perfectly smoothing out the 3d scene whereas MSAA just generates lines all over the place and on the water. Hopefully the modders figure out a way to intergrate FSAA at optimum performance. (full screen will destroy your computer :smile.gif:)
I make a quick video on the weekend just to show how pretty it actually looks..tbh these screens do no justice..(really tired atm so i rushed it)
Bonus Pretty screen:!!!
LOL as you can see even at that small size Minecraft screen fraps runs at 20-30 fps with FSAA 2x on without AA 60+...
(quad 3.2, ati 5850)
OMG Please i need to do my minecraft look like that, is amazing! i beg you, teach my how!
pls help i installed the glsl mod(unoficcial 1.6.6) and shaders(balea) but whenever i play my game 2 sides of the blocks's texture jump around wildly, and i dont know how to fix it
PS my graphics card is a ATI radeon Hd 6870 HELP
pls help i installed the glsl mod(unoficcial 1.6.6) and shaders(balea) but whenever i play my game 2 sides of the blocks's texture jump around wildly, and i dont know how to fix it
PS my graphics card is a ATI radeon Hd 6870 HELP
Contains everything you need to get my texture pack with shaders working on 1.6. All due credit goes to the authors of work contained in the installation resource file not created by me. Contains the unofficial GLSL mod and the MCpatcher utility. If the authors of these wish that they not be distributed with this file, i urge them to contact me and let me know.
I finnaly got mine to work! Here's a step-by-step guide on what i did:
You need a fresh, unmodded .minecraft folder. To get it, back up your saves and delete your .minecraft folder, then open up minecraft. It will make a fresh one.
Inside your Minecraft.jar, create a folder called "shaders".
Go back to page 1 on this forum and open the original GLSL Shaders file that is linked there. In it, 3 files are located in Mods>shaders>contents>files>shaders. copy and paste Base.fsh, Base.vsh, and Final.fsh into your "shaders" folder that you created.
Enjoy your awesome graphics! :laugh.gif:
edit: If you want to use your hi-res texture packs, use MCPatcher, just run it once!
And yea, agree with the time consuming part, especially when adding speculars, those are a right pain to get right.
And since the mapping in the vid was made in ± 30 minutes..well yea :biggrin.gif:.
Anyway GL with the process, and keep the crowd informed!
Looks pretty phenomenal. I've found that GIMP has some good tricks for converting an aspect of a layer into a prototype layer for parallax or specular (but you're right, for the most part specular must be done by hand). As for normal mapping, there are a number of good utilities out there.
Here's an idea for a very rough specular: copy your terrain.png, and edit the color levels/curves to darken the whole damn thing and raise the contrast. then set the curve for each color so that the peak points show. Then remove specular from non-shiny objects. (this procedure may not work out so well for high-res textures, but I haven't done a high-res texure yet. Maybe try it and give me some feedback?)
By the way, is there a secret to getting textures with transparency to display parallax mapping without glitching badly from most angles?
Not that i know of. I even get that glitch on lava (no transparency!)... however, i did fix it on sugarcane - not by removing the parallax for that object, but by copying its terrain.png texture, inverting and thresholding it (like an inverse sillhouette, but leaving some gray in the texture for the parallax effect), and setting that as the alpha channel for that tile in the _nh file. the result is pretty pleasing, and worked for wheat as well. As for ladders and rails and the like, i just set the _nh alpha channel to opaque for those tiles.
I'm working on a version of the painterly mod; i made the maps myself, and have fairly heavily modified the original texture pack. you can see how they looked before the glitchy maps I don't have examples of the files online. I may still be able to tweak saving options, i don't know.
Update: I finally think i got it. I just reverted back to my old _nh file, essentially (by reconstructing it from the two sources i used before). Thanks for the help.
I'll post the results on youtube, and maybe make the texture pack available for download when i finish this version (hopefully tomorrow)
Starting installation
Creating backup
Unpacking JAR
==== Installing Shaders ====
Error installing Shaders!
javassist.NotFoundException: b(..) is not found in oy
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 ====
Repacking JAR
Installation complete
please contact me on my utube channel if u can. makes my life easier
Starting installation
Creating backup
Unpacking JAR
==== Installing Shaders ====
Error installing Shaders!
javassist.NotFoundException: b(..) is not found in oy
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 ====
Repacking JAR
Installation complete
please contact me on my utube channel if u can http://www.youtube.com/user/bucketandslash
i do have cataclyst 10.9 that i could update but im not shure if i need to. here is the log:
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Sun Microsystems Inc.
Catalogging local mods
Scanning C:\Users\Nikita\AppData\Roaming\.Nitrous\mods
java.net.UnknownHostException: www.apple.com
Scanning C:\Users\Nikita\Desktop\Shaders-Windows\mods
java.net.UnknownHostException: www.apple.com
PLEEEEEEEASE Share your shaders, thats the most impresive setup i've ever seen!!! +1
(Thanks @ engehenk for helping me past the parallax problem)
OMG Please i need to do my minecraft look like that, is amazing! i beg you, teach my how!
PS my graphics card is a ATI radeon Hd 6870
HELP
here is a picture of how it looks
http://www.flickr.com/photos/64537149@N04/5876883232/
Wow, that looks awesome, mind giving me the download link?
<too lazy to make a witty signature, sorry for the inconvenience>
unfortunately don't know how to help, but... i would like to know what that texture pack is, it looks pretty awesome.
There are still a few issues with the non-orthagonals, but i'll post a link when i release it.
http://www.filefactory.com/file/cc1dd23/n/Thoms_Painterly_Installation_Resources.zip
Contains everything you need to get my texture pack with shaders working on 1.6. All due credit goes to the authors of work contained in the installation resource file not created by me. Contains the unofficial GLSL mod and the MCpatcher utility. If the authors of these wish that they not be distributed with this file, i urge them to contact me and let me know.
You need a fresh, unmodded .minecraft folder. To get it, back up your saves and delete your .minecraft folder, then open up minecraft. It will make a fresh one.
Open http://dl.dropbox.com/u/25451490/glsl_unofficial_166.zip -Posted by Laurina- drag and drop all of the files and folders into your Minecraft.jar.
Inside your Minecraft.jar, create a folder called "shaders".
Go back to page 1 on this forum and open the original GLSL Shaders file that is linked there. In it, 3 files are located in Mods>shaders>contents>files>shaders. copy and paste Base.fsh, Base.vsh, and Final.fsh into your "shaders" folder that you created.
Enjoy your awesome graphics! :laugh.gif:
edit: If you want to use your hi-res texture packs, use MCPatcher, just run it once!
Thanks. I think a majority of us feel the same way.
Looks pretty phenomenal. I've found that GIMP has some good tricks for converting an aspect of a layer into a prototype layer for parallax or specular (but you're right, for the most part specular must be done by hand). As for normal mapping, there are a number of good utilities out there.
Here's an idea for a very rough specular: copy your terrain.png, and edit the color levels/curves to darken the whole damn thing and raise the contrast. then set the curve for each color so that the peak points show. Then remove specular from non-shiny objects. (this procedure may not work out so well for high-res textures, but I haven't done a high-res texure yet. Maybe try it and give me some feedback?)
Not that i know of. I even get that glitch on lava (no transparency!)... however, i did fix it on sugarcane - not by removing the parallax for that object, but by copying its terrain.png texture, inverting and thresholding it (like an inverse sillhouette, but leaving some gray in the texture for the parallax effect), and setting that as the alpha channel for that tile in the _nh file. the result is pretty pleasing, and worked for wheat as well. As for ladders and rails and the like, i just set the _nh alpha channel to opaque for those tiles.