Dax, I may seem like I have a bee in my bonnet by now, but I posted the "command line" (Terminal) feed you asked for, and you don't seem inclined to get back to me on it. The Windows users all have their mostly functional release. I'd love to get past square one with the linux one, with your help.
EDIT: I have tried every method mentioned here by all the other thread-campers like me. I'm still waiting for you to look at the feed you asked for. I follow directions damned well. At least tell me if this is Linux related, or is instead just related to my graphics drivers.
Got glsl installed. In normal textures i can see the blurr. But when i use LB realistic it is not there. Trying to add terrain_nh, and terrain_s. But icant blody find the base.fsh or even open any .fsh files. It only allows me to open in explorer. Im about to give up on this.
and i cant press myself to play more mindcraft when i know how good it can look compared to now.
You need to download Notepad++ then youll be able to edit those files easily! ps if you want to edit them before installing just open the .n2 file and edit them in there (winrar can open it) and after installing open the minecraft.jar and go in the shaders folder to edit them.
I can get specularity to work but not bump-mapping (Radeon 5450)
FYI you do not want to just do a specular effect on the entire terrain map, looks hideous
If somebody would make a terrain_s.png that would ONLY affect the things that need specularity (gold and diamond blocks, the ores, brick, etc....) that would be really cool. Can you just make the other areas transparent in photoshop/gimp?
I can get specularity to work but not bump-mapping (Radeon 5450)
FYI you do not want to just do a specular effect on the entire terrain map, looks hideous
If somebody would make a terrain_s.png that would ONLY affect the things that need specularity (gold and diamond blocks, the ores, brick, etc....) that would be really cool. Can you just make the other areas transparent in photoshop/gimp?
Bump-mapping requires a texture pack that supports it.
I've edited the default DOF shader to solve the problem with it suddenly, drastically changing the DOF.
I've simply just taken a few extra depth samples, besides just directly using the 'cursor depth', and averaging them together... It is a very minor change and changes nothing else... but I think the results are more what people here expect from DOF.
It leads to a slightly more realistic DOF, and doesn't mess with your eyes as much.
... And if you don't like it, you don't have to use it. So it's a win-win for everyone. :smile.gif:
I'll upload it in a second and post it here, with instructions...
But if you want to make the change yourself all I did was swap the getDepth function in final.fsh with this:
float getDepth(vec2 coord) {
float cursorDepth = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, coord).x - 1.0) * (far - near));
float diagDepth1 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.6, 0.6)).x - 1.0) * (far - near));
float diagDepth2 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.6, 0.4)).x - 1.0) * (far - near));
float diagDepth3 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.6)).x - 1.0) * (far - near));
float diagDepth4 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.4)).x - 1.0) * (far - near));
float avgDepth = (cursorDepth * diagDepth1 * diagDepth2 * diagDepth3 * diagDepth4) / 5;
return avgDepth;
}
The shaders can be found in the minecraft.jar's "shader" folder.
I've edited the default DOF shader to solve the problem with it suddenly, drastically changing the DOF.
I've simply just taken a few extra depth samples, besides just directly using the 'cursor depth', and averaging them together... It is a very minor change and changes nothing else... but I think the results are more what people here expect from DOF.
It leads to a slightly more realistic DOF, and doesn't mess with your eyes as much.
... And if you don't like it, you don't have to use it. So it's a win-win for everyone. :smile.gif:
I'll upload it in a second and post it here, with instructions...
But if you want to make the change yourself all I did was swap the getDepth function in final.fsh with this:
float getDepth(vec2 coord) {
float cursorDepth = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, coord).x - 1.0) * (far - near));
float diagDepth1 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, coord*vec2(0.6, 0.6)).x - 1.0) * (far - near));
float diagDepth2 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.6, 0.4)).x - 1.0) * (far - near));
float diagDepth3 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.6)).x - 1.0) * (far - near));
float diagDepth4 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.4)).x - 1.0) * (far - near));
float avgDepth = (cursorDepth * diagDepth1 * diagDepth2 * diagDepth3 * diagDepth4) / 5;
return avgDepth;
}
The shaders can be found in the minecraft.jar's "shader" folder.
I've edited the default DOF shader to solve the problem with it suddenly, drastically changing the DOF.
I've simply just taken a few extra depth samples, besides just directly using the 'cursor depth', and averaging them together... It is a very minor change and changes nothing else... but I think the results are more what people here expect from DOF.
It leads to a slightly more realistic DOF, and doesn't mess with your eyes as much.
... And if you don't like it, you don't have to use it. So it's a win-win for everyone. :smile.gif:
I'll upload it in a second and post it here, with instructions...
But if you want to make the change yourself all I did was swap the getDepth function in final.fsh with this:
float getDepth(vec2 coord) {
float cursorDepth = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, coord).x - 1.0) * (far - near));
float diagDepth1 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, coord*vec2(0.6, 0.6)).x - 1.0) * (far - near));
float diagDepth2 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.6, 0.4)).x - 1.0) * (far - near));
float diagDepth3 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.6)).x - 1.0) * (far - near));
float diagDepth4 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.4)).x - 1.0) * (far - near));
float avgDepth = (cursorDepth * diagDepth1 * diagDepth2 * diagDepth3 * diagDepth4) / 5;
return avgDepth;
}
The shaders can be found in the minecraft.jar's "shader" folder.
can I see picture or video?
maybe a before and after?
A pic wouldn't show the real difference, since the change I made relates to moving the cursor.
And it's a minor difference anyways. It probably wouldn't even be noticeable in a video, especially since youtube compression makes everything blurry anyways (and the point of DOF is to make things blurry... lol, ironic).
It's just easier if you try it out.
If you're worried you won't like it just make a copy of the final.fsh file in your minecraft.jar (copy and paste it somewhere, or drag it on onto your desktop).
... I also just noticed a 'bug' in it... lol... darn it. I'm too tired for this.
Edit: Screw it, that bug made it work better for some reason. I'm leaving it how it is!
Too tired and sick to figure it out right now...
Edit 2: Nope, it was a bug. I fixed it and updated the link and code I posted above... Sorry about that. It was a minor bug, but still a bug. It works better now.
Anyone have some Bumpmap textures i could use, I just want to see what it looks like :biggrin.gif:
check my older pack version..should still have the shader files... but it's not 1.0 ready. (will give you a good idea of what it looks like :tongue.gif:)
I'm working on getting my pack updated, with bump/spec. gimme a day or two to tweak the shaders to match.
Sorry, I've been starting to get a cold today and haven't been able to think straight.
I fixed a very, very minor bug I made in the DOF shaders... Here's the new link: http://www.mediafire.com/?l6zhv01azzh5cb1
It doesn't make a huge difference when you're running around, but if you get the fixed shader it will correctly adjust the DOF when looking to the right... Sorry about that.
Also, Dax wanted to know:
Minecraft Unmodded: ~55 FPS on average, about 83% render
GLSL mod: ~30 FPS on average with only DOF, only about 2-3% render increase
It's taking a huge hit on FPS... about half on average... but the biggest issue I have is that it's not stable. It seems to make the game quite a bit more 'jumpy'... others have mentioned mouse dragging, which is noticeable as well... But I think the biggest issue for me seems to be the jumping, it seems to occasionally skip some frames or something... Not sure.
Edit: Durr, forgot graphics card: Radeon Mobility HD 5800
By the way, if the mod works for you, I'd love to hear some feedback on how it performs. In particular, let me know what graphics card you have, what your typical FPS with and without the mod is, and what the "render" percentage of the pie chart when you press F3 is.
*Edited the addresses because my server doesnt seem to want to push the domain externally, so when I had the album php in there it broke... :tongue.gif:
Ah yes, and my graphics card, ASUS ATI EAH6850 1GB vram
IOm having a black screen issue with the glsl installed. I can still see light for some reason but nothing else.
Ok so, I installed the mod correctly without alternative shaders and here's what I got:
Help?
Note: I currently have Zombe Mod, TooManyItems... but thats it. I get no errors, just a weird black screen.
This is a re-post, as no one has answered my problem, and it is really bugging me.
Yes, I seem to be having a similar problem. If someone could be of some assistance, we would both be extremely grateful. This is a gorgeous mod, and I'd hate to be unable to use it.
As for any mods I might've had before, well, I wiped my jar trying to get this to work and aside from the HD patch my minecraft.jar is clean.
Basically what has happened is that nothing is appearing besides the endless void that makes this game's "skybox", even though it technically doesn't have one, but you catch my drift.
Sorry, I've been starting to get a cold today and haven't been able to think straight.
I fixed a very, very minor bug I made in the DOF shaders... Here's the new link: http://www.mediafire.com/?l6zhv01azzh5cb1
It doesn't make a huge difference when you're running around, but if you get the fixed shader it will correctly adjust the DOF when looking to the right... Sorry about that.
Also, Dax wanted to know:
Minecraft Unmodded: ~55 FPS on average, about 83% render
GLSL mod: ~30 FPS on average with only DOF, only about 2-3% render increase
It's taking a huge hit on FPS... about half on average... but the biggest issue I have is that it's not stable. It seems to make the game quite a bit more 'jumpy'... others have mentioned mouse dragging, which is noticeable as well... But I think the biggest issue for me seems to be the jumping, it seems to occasionally skip some frames or something... Not sure.
Edit: Durr, forgot graphics card: Radeon Mobility HD 5800
i dunno if this is yours or dax's
but when i go into my inventory in survival my player is backwards and parts of him are see through XD
EDIT: wait...... it fixed itself..... :S that was odd
but when i go into my inventory in survival my player is backwards and parts of him are see through XD
EDIT: wait...... it fixed itself..... :S that was odd
I'd say it's probably dax's code, like I said my change was very, very minor and only affects how the DOF changes.
But that is weird... I wonder if it had anything to do with Dax's arm-transparency shader?
EDIT: I have tried every method mentioned here by all the other thread-campers like me. I'm still waiting for you to look at the feed you asked for. I follow directions damned well. At least tell me if this is Linux related, or is instead just related to my graphics drivers.
You need to download Notepad++ then youll be able to edit those files easily! ps if you want to edit them before installing just open the .n2 file and edit them in there (winrar can open it) and after installing open the minecraft.jar and go in the shaders folder to edit them.
FYI you do not want to just do a specular effect on the entire terrain map, looks hideous
If somebody would make a terrain_s.png that would ONLY affect the things that need specularity (gold and diamond blocks, the ores, brick, etc....) that would be really cool. Can you just make the other areas transparent in photoshop/gimp?
Bump-mapping requires a texture pack that supports it.
Also does this installer automatically install the support for bump-mapping or do I need to move files around inside jars to get that support.
Ok so, I installed the mod correctly without alternative shaders and here's what I got:
Help?
Note: I currently have Zombe Mod, TooManyItems... but thats it. I get no errors, just a weird black screen.
This is a re-post, as no one has answered my problem, and it is really bugging me.
I've edited the default DOF shader to solve the problem with it suddenly, drastically changing the DOF.
I've simply just taken a few extra depth samples, besides just directly using the 'cursor depth', and averaging them together... It is a very minor change and changes nothing else... but I think the results are more what people here expect from DOF.
It leads to a slightly more realistic DOF, and doesn't mess with your eyes as much.
... And if you don't like it, you don't have to use it. So it's a win-win for everyone. :smile.gif:
I'll upload it in a second and post it here, with instructions...
But if you want to make the change yourself all I did was swap the getDepth function in final.fsh with this:
float getDepth(vec2 coord) {
float cursorDepth = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, coord).x - 1.0) * (far - near));
float diagDepth1 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.6, 0.6)).x - 1.0) * (far - near));
float diagDepth2 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.6, 0.4)).x - 1.0) * (far - near));
float diagDepth3 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.6)).x - 1.0) * (far - near));
float diagDepth4 = 2.0 * near * far / (far + near - (2.0 * texture2D(gdepth, vec2(0.4, 0.4)).x - 1.0) * (far - near));
float avgDepth = (cursorDepth * diagDepth1 * diagDepth2 * diagDepth3 * diagDepth4) / 5;
return avgDepth;
}
Edit:
And here it is:
http://www.mediafire.com/?l6zhv01azzh5cb1
Simply open your minecraft.jar file, open the 'shaders' folder, and drag this file into it.
That's it. You're done.
Credit goes to Dax and Azraeil for their work on the shader. My modification was very minor.
Have fun guys. :smile.gif:
can I see picture or video?
maybe a before and after?
soooo much better. thanks for the upload.
A pic wouldn't show the real difference, since the change I made relates to moving the cursor.
And it's a minor difference anyways. It probably wouldn't even be noticeable in a video, especially since youtube compression makes everything blurry anyways (and the point of DOF is to make things blurry... lol, ironic).
It's just easier if you try it out.
If you're worried you won't like it just make a copy of the final.fsh file in your minecraft.jar (copy and paste it somewhere, or drag it on onto your desktop).
... I also just noticed a 'bug' in it... lol... darn it. I'm too tired for this.
Edit: Screw it, that bug made it work better for some reason. I'm leaving it how it is!
Too tired and sick to figure it out right now...
Edit 2: Nope, it was a bug. I fixed it and updated the link and code I posted above... Sorry about that. It was a minor bug, but still a bug. It works better now.
check my older pack version..should still have the shader files... but it's not 1.0 ready. (will give you a good idea of what it looks like :tongue.gif:)
I'm working on getting my pack updated, with bump/spec. gimme a day or two to tweak the shaders to match.
What you mean the default texture with bumpmap?
here you go
http://www.mediafire.com/?vimy8taijdvv9en
Thank you :biggrin.gif::D:D
I fixed a very, very minor bug I made in the DOF shaders... Here's the new link:
http://www.mediafire.com/?l6zhv01azzh5cb1
It doesn't make a huge difference when you're running around, but if you get the fixed shader it will correctly adjust the DOF when looking to the right... Sorry about that.
Also, Dax wanted to know:
Minecraft Unmodded: ~55 FPS on average, about 83% render
GLSL mod: ~30 FPS on average with only DOF, only about 2-3% render increase
It's taking a huge hit on FPS... about half on average... but the biggest issue I have is that it's not stable. It seems to make the game quite a bit more 'jumpy'... others have mentioned mouse dragging, which is noticeable as well... But I think the biggest issue for me seems to be the jumping, it seems to occasionally skip some frames or something... Not sure.
Edit: Durr, forgot graphics card: Radeon Mobility HD 5800
Hey Dax,
Did this the simple way, just connect to my server at
http://www.brokedcom...om/Shaders_Off/
http://www.brokedcom...com/Shaders_On/
You will see the photo's listed there.
*Edited the addresses because my server doesnt seem to want to push the domain externally, so when I had the album php in there it broke... :tongue.gif:
Ah yes, and my graphics card, ASUS ATI EAH6850 1GB vram
REI'S MINIMAP - Cause its freakin easy to get lost!
Yes, I seem to be having a similar problem. If someone could be of some assistance, we would both be extremely grateful. This is a gorgeous mod, and I'd hate to be unable to use it.
As for any mods I might've had before, well, I wiped my jar trying to get this to work and aside from the HD patch my minecraft.jar is clean.
Basically what has happened is that nothing is appearing besides the endless void that makes this game's "skybox", even though it technically doesn't have one, but you catch my drift.
THANKS CINCO.
i dunno if this is yours or dax's
but when i go into my inventory in survival my player is backwards and parts of him are see through XD
EDIT: wait...... it fixed itself..... :S that was odd
I'd say it's probably dax's code, like I said my change was very, very minor and only affects how the DOF changes.
But that is weird... I wonder if it had anything to do with Dax's arm-transparency shader?