I don't use a lot of mods but this is one that I'm extremely interested in using. I look forward to you updating to the current version!
Could you hypothetically enable a form of DoF video NVidias settings, or would that not work with minecraft? I saw someone mention enabling multisampling/AA that way, but I wasn't sure if it would work right.
I don't use a lot of mods but this is one that I'm extremely interested in using. I look forward to you updating to the current version!
Could you hypothetically enable a form of DoF video NVidias settings, or would that not work with minecraft? I saw someone mention enabling multisampling/AA that way, but I wasn't sure if it would work right.
Nearing completion of a basic bump map implementation . . .
Does this mean your getting close to a 1.2 beta release or that you've been just messing with the current mod in it's 1.1 state? I'm just curious, I am very interested in the bumpmap support. Any chance of enviroment/specular maps? I'm still holding off on fully updating to 1.2 because of this mods awesomeness. thanks again for this :smile.gif:
Are you guys still working on ATi support? I wish I could help in some way. I would literally give up MrM and Xau and all of the other mods just for this mod to work on my computer. Good work so far though.
It looks like I'll have to make a height map for LineCraft.
Rollback Post to RevisionRollBack
I'm a decent Java programmer learning Python, and I'm skilled with server administration, WorldEdit, redstone circuitry, etc. Feel free to show me mod ideas, I'm thinking about starting to make mods, and I'd be happy to give insight as to how a mod could be implemented in Minecraft.
Nearing completion of a basic bump map implementation . . .
So it's going to be using a greyscale heightmap and not full color normal map I presume?
Edit: Yeah, I'm pretty sure I'll be doing parallax mapping using heightmaps. It'd be really cool if I could get relief mapping performing at an acceptable speed.
No minecraft.jar supplied.
Would you like to use the default minecraft.jar (Y/N)? y
Extracting JAR . . .
Applying mods . . .
shaders: Copying files . . .
shaders: Patching bytecode . . .
Exception in thread "main" javassist.NotFoundException: b(..) is not found in kr
at javassist.CtClassType.getDeclaredMethod(CtClassType.java:1215)
at Patcher.main(Patcher.java:15)
Recreating JAR . . .
Cleaning up . . .
Done
Press any key to continue . . .
?
Rollback Post to RevisionRollBack
Zombie, my sword is gold, your argument is invalid.
No minecraft.jar supplied.
Would you like to use the default minecraft.jar (Y/N)? y
Extracting JAR . . .
Applying mods . . .
shaders: Copying files . . .
shaders: Patching bytecode . . .
Exception in thread "main" javassist.NotFoundException: b(..) is not found in kr
at javassist.CtClassType.getDeclaredMethod(CtClassType.java:1215)
at Patcher.main(Patcher.java:15)
Recreating JAR . . .
Cleaning up . . .
Done
Press any key to continue . . .
Nearing completion of a basic bump map implementation . . .
So it's going to be using a greyscale heightmap and not full color normal map I presume?
bumpmaps and normalmaps are 99% equivalent, but normalmapping is a tiny bit faster (since in bumpmapping you use the heightmap to extract the normals anyway)
I guess bumpmaps are easier to edit for texture-pack providers than normalmaps. In a RGBA texture you could also store specular, reflective or self-illumination 1D material attributes. And fancy stuff like steep parallax mapping frequently uses heightmaps as well.
Ninja-edit: beaten, but parallax mapping out of the box sounds awesome. good luck!
I'm gonna ask texture pack authors to store normals in the RGB channels and height in the alpha channel of a texture. The normals themselves aren't going to be put to use immediately though since there aren't any actual light sources.
Trying to get this mod to work. I follow directions in the readme. and this is the prompt I get:
Microsoft Windows [Version 6.1.7600]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\Users\****>C:\Users\****\Downloads\daxnitro\daxnitro\install.bat C:\Users\***
*\AppData\Roaming\.minecraft\bin\minecraft.jar
Extracting JAR . . .
Applying mods . . .
shaders: Copying files . . .
shaders: Patching bytecode . . .
Exception in thread "main" javassist.NotFoundException: b(..) is not found in kr
at javassist.CtClassType.getDeclaredMethod(CtClassType.java:1215)
at Patcher.main(Patcher.java:15)
Recreating JAR . . .
Cleaning up . . .
Done
Press any key to continue . . .
I assumed there was an error. but I tried out the game and there is no change. how can I fix this?
I don't know anything about shaders, but would it be possible to add anti aliasing or anisotropic filtering? This mod looks like it would be awesome enough without it, but I figured I'd ask.
I don't know anything about shaders, but would it be possible to add anti aliasing or anisotropic filtering? This mod looks like it would be awesome enough without it, but I figured I'd ask.
Anti-aliasing is something I'll do eventually, but it doesn't really have anything to do with shaders, so it'll probably be an entirely different mod. Anisotropic filtering is definitely possible and something I'll be looking into later.
Trying to get this mod to work. I follow directions in the readme. and this is the prompt I get:
Microsoft Windows [Version 6.1.7600]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\Users\****>C:\Users\****\Downloads\daxnitro\daxnitro\install.bat C:\Users\***
*\AppData\Roaming\.minecraft\bin\minecraft.jar
Extracting JAR . . .
Applying mods . . .
shaders: Copying files . . .
shaders: Patching bytecode . . .
Exception in thread "main" javassist.NotFoundException: b(..) is not found in kr
at javassist.CtClassType.getDeclaredMethod(CtClassType.java:1215)
at Patcher.main(Patcher.java:15)
Recreating JAR . . .
Cleaning up . . .
Done
Press any key to continue . . .
I assumed there was an error. but I tried out the game and there is no change. how can I fix this?
The mod doesn't work for 1.2 yet. It'll be updated as soon as the MCP team puts out a new release. In the future I hope to do the de-obfuscation work myself and push out updates faster, but right now I can't spare the time.
I have code designed to reflect off a surface via raytracing. I'll give it a test, but I know of no way to distinguish water from a regular block in the shader, so everything will be reflecting. O_o
Raytracing is insanely intensive on your GPU from what I've read... at least real-time raytracing, are you sure this would work?
In the sense of tracing and jittering photons, yes. But I guess I meant, tracing a reflected ray and doing traditional rendering on the pixel it collides with. In GLSL terms, you trace the pixel off the surface till it collides with a surface and then apply all the shaders to that pixel and copy the value back to the water surface accounting for transparency, intensity of reflection, and the shaders on the water itself. I have the GLSL from an open source game with this exact method of water reflection downloaded, source and all(Xonotic). So I can pull that and modify it till it's functional with this guys rendering setup. ATM, this mod isn't working though. :sad.gif:
I have code designed to reflect off a surface via raytracing. I'll give it a test, but I know of no way to distinguish water from a regular block in the shader, so everything will be reflecting. O_o
Try taking a look at the ore-finder shader in an older version, it used a pretty smart trick to find the block texture for branching. Might not work as well for animated surfaces, since basic animations are often done by looping over texture coordinates in a static texture.
Anyway there's currently no reflection cubemap available, and actually raytracing in global worldspace is insanity (also only badly possible in screenspace).
Good luck though!
Interesting thought, I will def. look into that. Yes, but it's also easy to cut the resolution of the trace(keep in mind, it's just tracing to find the pixel to copy) based on distance, i.e. an LOD of sorts. In short, all this would do is...up the number of pixels the game renders to a slightly higher value. If it were shader heavy, this would be a serious hit, but since it's essentially a nearest neighbor render, it should be rather lightweight. Now adding parallax mapping...not so sure.
I want to see that result. I also have relief map code that is decently optimized, it does a binary search on the height map. We can pick the number of jitter's used. Relief map is slow anyways. How about cone step mapping? I've seen some good demos from that.
BTW, it's not like I've written a game or anything. I've just tweaked some shader code and done some decently heavy research into it. Application is far set from knowledge though.
Any and all of Notch's code turns into a different language after every update. It takes some time to translate your mod into the updated code.
oh...
Could you hypothetically enable a form of DoF video NVidias settings, or would that not work with minecraft? I saw someone mention enabling multisampling/AA that way, but I wasn't sure if it would work right.
i wanna know this too, i have a nvidia Gtx 460.
So it's going to be using a greyscale heightmap and not full color normal map I presume?
Does this mean your getting close to a 1.2 beta release or that you've been just messing with the current mod in it's 1.1 state? I'm just curious, I am very interested in the bumpmap support. Any chance of enviroment/specular maps? I'm still holding off on fully updating to 1.2 because of this mods awesomeness. thanks again for this :smile.gif:
I'm still waiting for an easier way to install it, like MrMessiah's mods... but I'll be patient.
It looks like I'll have to make a height map for LineCraft.
Edit: Yeah, I'm pretty sure I'll be doing parallax mapping using heightmaps. It'd be really cool if I could get relief mapping performing at an acceptable speed.
It's so beautiful...
?
invalid.The mod has not been updated yet.
Wait until daxnitro updates.
I'm gonna ask texture pack authors to store normals in the RGB channels and height in the alpha channel of a texture. The normals themselves aren't going to be put to use immediately though since there aren't any actual light sources.
I assumed there was an error. but I tried out the game and there is no change. how can I fix this?
[Green]
[Green] [Green]
RUUNNNNNNNNNNN!!
Anti-aliasing is something I'll do eventually, but it doesn't really have anything to do with shaders, so it'll probably be an entirely different mod. Anisotropic filtering is definitely possible and something I'll be looking into later.
The mod doesn't work for 1.2 yet. It'll be updated as soon as the MCP team puts out a new release. In the future I hope to do the de-obfuscation work myself and push out updates faster, but right now I can't spare the time.
http://mcp.ocean-labs.de/index.php/MCP_Releases
Once they post one, I should have an update on the same day.
In the sense of tracing and jittering photons, yes. But I guess I meant, tracing a reflected ray and doing traditional rendering on the pixel it collides with. In GLSL terms, you trace the pixel off the surface till it collides with a surface and then apply all the shaders to that pixel and copy the value back to the water surface accounting for transparency, intensity of reflection, and the shaders on the water itself. I have the GLSL from an open source game with this exact method of water reflection downloaded, source and all(Xonotic). So I can pull that and modify it till it's functional with this guys rendering setup. ATM, this mod isn't working though. :sad.gif:
Interesting thought, I will def. look into that. Yes, but it's also easy to cut the resolution of the trace(keep in mind, it's just tracing to find the pixel to copy) based on distance, i.e. an LOD of sorts. In short, all this would do is...up the number of pixels the game renders to a slightly higher value. If it were shader heavy, this would be a serious hit, but since it's essentially a nearest neighbor render, it should be rather lightweight. Now adding parallax mapping...not so sure.
I want to see that result. I also have relief map code that is decently optimized, it does a binary search on the height map. We can pick the number of jitter's used. Relief map is slow anyways. How about cone step mapping? I've seen some good demos from that.
BTW, it's not like I've written a game or anything. I've just tweaked some shader code and done some decently heavy research into it. Application is far set from knowledge though.