Install the mod, test it with all of the different shaders and tell me if anything different happens. It may fix the problem, or it may not. My fingers are crossed.
I just tried it with the default shader for 1.2_01 - it installed well (I followed the same process that I outlined in a previous post), but again I couldn't see any discernable effect.
To verify, this is how I went about installing it:
1. Extracted the contents of the daxnitro folder to Username/AppData/Roaming/.minecraft
2. Replaced Shaders.class with the file specified (for 1.2_01)
3. Ran install.bat
4. Pressed Y when the message came up about no minecraft file being specified
5. Got this message:
Extracting JAR...
Applying mods...
shaders: copying files...
shaders: patching bytecode...
Recreating JAR...
Cleaning up...
Done
Press any key to continue...
It seems your could-be ATI fix link doesn't work anymore.
Could you please send me a link, I'm open to testing and love the results that I've seen so far.
@daxnitro
Well, it seems the 1.1_02 does work but the 1.2_01 doesn't.
And one guy was saying something about disabling CCC (Catalyst Control Center?)
I could do that first if you think that would help.
I just tried it with the default shader for 1.2_01 - it installed well (I followed the same process that I outlined in a previous post), but again I couldn't see any discernable effect.
Same here, no discernible effect. It was exciting to see it load successfully, though :cool.gif:
I tried it with the "blantant dof" shader too, but I'll try 'em all.
Yeah, I've tried too but no visible result.
I used the realistic DoF shader, will try some more.
And I'm downloading the latest driver thing with OpenGL support.
I hope this will ever work D:
@daxnitro
I've tried realistic, standard and grayscale and had no succes.
With the original ATI drivers, Updated Drivers, original CCC, new CCC, and no CCC.
Install the mod, test it with all of the different shaders and tell me if anything different happens. It may fix the problem, or it may not. My fingers are crossed.
I have the same results as the others (for 1.2_01): no discernible change between unpatched minecraft and your version (except for status messages). In particular, the clouds are not showing the very narrow gaps between adjacent cloud-blocks that I saw in some of the videos.
The status messages when I load a world are
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
and if I delete one or the other of the relevant files from minecraft.jar then the corresponding status message is not printed.
System: ATI 5770, Ubuntu 10.04 64bit, latest default Ubuntu "proprietary" fglrx drivers.
I don't really know, but there might be something useful in the output of fglrxinfo: http://pastebin.com/zmp1Hp8p.
Many thanks for your efforts! This is going to be awesome.
@daxnitro
Well, it seems the 1.1_02 does work but the 1.2_01 doesn't.
And one guy was saying something about disabling CCC (Catalyst Control Center?)
I could do that first if you think that would help.
@daxnitro
Well, it seems the 1.1_02 does work but the 1.2_01 doesn't.
And one guy was saying something about disabling CCC (Catalyst Control Center?)
I could do that first if you think that would help.
Can anyone else confirm that the 1.1_02 version works for ATI people? I might have done something wrong when compiling the 1.2_01 version or something stupid.
I'm sorry man I was talking about the link.
I still doesn't work for me even with the ATI fix files, look at my other post there I explain what I all tried.
A working phong shader would be great, but I guess you'd need a sun position uniform assuming it's not allready lounging about in gl_LightSource[0]. Speaking of uniforms, why isn't there one for window resolution? Or am I being a retard and missing something?
Anyway, here's the shader with rudimentary SSAO and the edge-blur thing I made a few pages back if anyone would like to play around with it.
I know there's some haloing going on, but I kind of liked the effect so I didn't bother changing it. If you want to get rid of it, clamp ao at a lower value near the end of the method.
The sun's position isn't available right now. Notch has a thing against using real light sources. :tongue.gif: It'd be easy enough to pass the sun/moon's position in a uniform, but I don't think the effect would look very good in combination with the current lighting, and when there's no way to distinguish what is or isn't in the shade. There isn't a uniform for window resolution either. Just aspect ratio. I guess you want it to determine what the neighboring pixel coordinates actually are? It's like a two line modification to my code, so I can add it some time this week when I post an update.
Two errors in your shader for me:
1/22/11 8:43:04 AM [0x0-0xcc1cc1].com.Mojang Specifications.Minecraft.Minecraft[18076] ERROR: 0:42: 'assign' : cannot convert from 'const int' to '4-component vector of float'
1/22/11 8:43:04 AM [0x0-0xcc1cc1].com.Mojang Specifications.Minecraft.Minecraft[18076] ERROR: 0:101: 'assign' : cannot convert from 'int' to 'float'
Your shader doesn't display correctly for items in hand. sampler02 is the depth texture for your hand and should kinda be merged with the other one.
why is every one showing off these custom shaders and not sharing the code? did I miss something?
Indeed, and im still waiting for a reply on "where is that bloom shader ppl talk about?"
The main post really needs to be updated with links to the different shaders, as this thread grows, it's a mess to find anything.
why is every one showing off these custom shaders and not sharing the code? did I miss something?
Indeed, and im still waiting for a reply on "where is that bloom shader ppl talk about?"
The main post really needs to be updated with links to the different shaders, as this thread grows, it's a mess to find anything.
OK I found them. there is a folder in the GLSL mod that has all the other shaders. you just drop the code into your shader folder in your mincraft.jar file. they can be edited with notepad
Interesting. You should try installing this without any other mods. If that doesn't work you should send me in a PM a copy of your Minecraft.jar with this installed.
Unrelated: Right now my priorities are to get a good bloom shader working and included, then I'll go back to bump mapping. Of course, looking out for an ATI card to debug on is always a priority and to those that offered to let me use your computers I might try to do that early next week (like Monday or Tuesday).
ok, i got rid of all mods, absolutely clean install of minecraft, now i did both of the ways in the README.TXT file, that is drag both of the files with a space in between, and the clicking on install.bat in the daxnitro folder. it goes out like this :
"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 . . ."
Is this my fault or the patcher?
when i start on minecraft, no change, but it works, i am going to try not to use the patcher.
"update"
i tried just to copy the folders and files over, started minecraft, no visible effect, tried default and the realistic shaders, no difference, strange though, because my 460gtx overclocked can handle a lot, so i don't know.
The "b(..) is not found in kr" part of that error tells me you're using the 1.1_02 version of this mod. Download the 1.2_01 version.
Thanks it works now, ty you very much, although is there a way to uninstall them?
The user who posted the video said in a comment, "I didn't really think of it, but the wave is phase shifted so that the viewer is at the top of the first wave. The actual formula the terrain is transformed by is distance / 5 * sin(distance - 1) / 2."
Any guidance? Call me crazy, but I think it'd be really interesting to run around the world like this for a little while.
Thanks,
-Thayere
Lol, I suppose I should release that shader just for you guys to play with. It's just a weird looking effect. I've been working on a shader that actually curves the world around on itself.
This other video is just a teaser of sorts of what else I'm cooking up:
Thanks so much for sharing this. So much fun to run around with, gives a different perspective to old things.
Two questions, if anybody is curious.
First: Would it be possible to add another distance variable to that equation such that the perceived changes from the player's POV are uniform (i.e. the greater the distance from the player, the larger the wave is). As it stands now, mountains in the distance don't simply look "trippy," they look almost unrecognizable (because the wave appears so small at that great a distance). I, unfortunately, know next to nothing about code. This sounded like it would be possible, though, and I think it'd make the distortion shader for the above video into a shader players could actually use for legitimate gameplay relatively easily (it'd just be like getting over the learning curve in Portal).
Second: Mojang is planning on adding worlds with limited sizes in the future (I'm almost positive I read that recently). If the world were limited and created in a shape that would tessellate, I'm pretty sure some of these curvature shaders could pretty easily give the illusion of planets. Am I wrong?
The things possible simply by changing how the world is rendered are amazing. Thanks so much again to everybody who's put time and effort into this!
I just tried it with the default shader for 1.2_01 - it installed well (I followed the same process that I outlined in a previous post), but again I couldn't see any discernable effect.
To verify, this is how I went about installing it:
1. Extracted the contents of the daxnitro folder to Username/AppData/Roaming/.minecraft
2. Replaced Shaders.class with the file specified (for 1.2_01)
3. Ran install.bat
4. Pressed Y when the message came up about no minecraft file being specified
5. Got this message:
Extracting JAR...
Applying mods...
shaders: copying files...
shaders: patching bytecode...
Recreating JAR...
Cleaning up...
Done
Press any key to continue...
6. Pressed a key, and was done.
It seems your could-be ATI fix link doesn't work anymore.
Could you please send me a link, I'm open to testing and love the results that I've seen so far.
Well, it seems the 1.1_02 does work but the 1.2_01 doesn't.
And one guy was saying something about disabling CCC (Catalyst Control Center?)
I could do that first if you think that would help.
Same here, no discernible effect. It was exciting to see it load successfully, though :cool.gif:
I tried it with the "blantant dof" shader too, but I'll try 'em all.
Radeon 4850 here, by the way.
I used the realistic DoF shader, will try some more.
And I'm downloading the latest driver thing with OpenGL support.
I hope this will ever work D:
Ati Radeon HD 5450 btw.
I've tried realistic, standard and grayscale and had no succes.
With the original ATI drivers, Updated Drivers, original CCC, new CCC, and no CCC.
Plz fix D:
I have the same results as the others (for 1.2_01): no discernible change between unpatched minecraft and your version (except for status messages). In particular, the clouds are not showing the very narrow gaps between adjacent cloud-blocks that I saw in some of the videos.
The status messages when I load a world are
and if I delete one or the other of the relevant files from minecraft.jar then the corresponding status message is not printed.
System: ATI 5770, Ubuntu 10.04 64bit, latest default Ubuntu "proprietary" fglrx drivers.
I don't really know, but there might be something useful in the output of fglrxinfo: http://pastebin.com/zmp1Hp8p.
Many thanks for your efforts! This is going to be awesome.
Edit: Nevermind. :tongue.gif:
I'm sorry man I was talking about the link.
I still doesn't work for me even with the ATI fix files, look at my other post there I explain what I all tried.
The sun's position isn't available right now. Notch has a thing against using real light sources. :tongue.gif: It'd be easy enough to pass the sun/moon's position in a uniform, but I don't think the effect would look very good in combination with the current lighting, and when there's no way to distinguish what is or isn't in the shade. There isn't a uniform for window resolution either. Just aspect ratio. I guess you want it to determine what the neighboring pixel coordinates actually are? It's like a two line modification to my code, so I can add it some time this week when I post an update.
Two errors in your shader for me:
Your shader doesn't display correctly for items in hand. sampler02 is the depth texture for your hand and should kinda be merged with the other one.
Indeed, and im still waiting for a reply on "where is that bloom shader ppl talk about?"
The main post really needs to be updated with links to the different shaders, as this thread grows, it's a mess to find anything.
OK I found them. there is a folder in the GLSL mod that has all the other shaders. you just drop the code into your shader folder in your mincraft.jar file. they can be edited with notepad
Sun/moon position
Time
Camera angles
Window size
anything else?
^Modding guides for Morrowind & Oblivion
^Modding guides for Morrowind & Oblivion
Actually it does, i have modloader, tool utilities, spwnlist, audio mod, gui mod, and several others (E.Gmore animals) and it works perfectly fine.
Thanks it works now, ty you very much, although is there a way to uninstall them?
Thanks so much for sharing this. So much fun to run around with, gives a different perspective to old things.
Two questions, if anybody is curious.
First: Would it be possible to add another distance variable to that equation such that the perceived changes from the player's POV are uniform (i.e. the greater the distance from the player, the larger the wave is). As it stands now, mountains in the distance don't simply look "trippy," they look almost unrecognizable (because the wave appears so small at that great a distance). I, unfortunately, know next to nothing about code. This sounded like it would be possible, though, and I think it'd make the distortion shader for the above video into a shader players could actually use for legitimate gameplay relatively easily (it'd just be like getting over the learning curve in Portal).
Second: Mojang is planning on adding worlds with limited sizes in the future (I'm almost positive I read that recently). If the world were limited and created in a shape that would tessellate, I'm pretty sure some of these curvature shaders could pretty easily give the illusion of planets. Am I wrong?
The things possible simply by changing how the world is rendered are amazing. Thanks so much again to everybody who's put time and effort into this!
-Thayere