Parallax mapping is hard to understand with out using dynamic lighting. That is the biggest reason why no one can really see it.
Yep. :tongue.gif: The lack of real light sources is killing me. Redoing the lighting would be the single best thing that could happen to this game. I've experimented a lot with this and hope to eventually find a solution that both looks good and performs well. In an update soon I might at least try making the sun and moon light sources.
You can enable/disable parts of it if you so please.
Why doesnt the author add these to the "alternate shaders" folder in the default download?
I dont understand how to edit the shaders myself, and when i do, it simply doesnt work.
Why make things more complicated and have ppl scour through the thread, rather than having everything (well done) collected and gathered in 1 simple download?
You can enable/disable parts of it if you so please.
Why doesnt the author add these to the "alternate shaders" folder in the default download?
I dont understand how to edit the shaders myself, and when i do, it simply doesnt work.
Why make things more complicated and have ppl scour through the thread, rather than having everything (well done) collected and gathered in 1 simple download?
I'm looking into getting some kind of repository for shaders, but I don't have time to maintain a list or download with everyone's latest shaders. It's not that I'm trying to make things more complicated, but this isn't my job. I do this in my leisure time for fun and honestly maintaining copies of everyone's shaders isn't what I call fun. It also subtracts from my time spent working on the mod itself. :tongue.gif: If a volunteer wanted to maintain a shader pack or start a wiki page or repo or something, I would gladly link to that in the main post.
Parallax mapping is hard to understand with out using dynamic lighting. That is the biggest reason why no one can really see it.
Yep. :tongue.gif: The lack of real light sources is killing me. Redoing the lighting would be the single best thing that could happen to this game. I've experimented a lot with this and hope to eventually find a solution that both looks good and performs well. In an update soon I might at least try making the sun and moon light sources.
Yeah ray trace lighting gets really expensive. Best of luck, don't really know the programing side of things just the art.
I'm looking into getting some kind of repository for shaders, but I don't have time to maintain a list or download with everyone's latest shaders. It's not that I'm trying to make things more complicated, but this isn't my job. I do this in my leisure time for fun and honestly maintaining copies of everyone's shaders isn't what I call fun. It also subtracts from my time spent working on the mod itself. :tongue.gif: If a volunteer wanted to maintain a shader pack or start a wiki page or repo or something, I would gladly link to that in the main post.
Is it possible to get it to load a bunch a different shader files all at once, or do you have to put all shader code in either the base or final? That, for starts, would make it much easier to maintain. Just drag and drop files.
I'm looking into getting some kind of repository for shaders, but I don't have time to maintain a list or download with everyone's latest shaders. It's not that I'm trying to make things more complicated, but this isn't my job. I do this in my leisure time for fun and honestly maintaining copies of everyone's shaders isn't what I call fun. It also subtracts from my time spent working on the mod itself. :tongue.gif: If a volunteer wanted to maintain a shader pack or start a wiki page or repo or something, I would gladly link to that in the main post.
Is it possible to get it to load a bunch a different shader files all at once, or do you have to put all shader code in either the base or final? That, for starts, would make it much easier to maintain. Just drag and drop files.
Yeah, for now they all have to go into base or final. I believe NVidia graphics cards can use #include directives to import code from other files, but ATI cards can't so I'm not sure if I'll ever be able to set up a drag and drop system.
Not working for me. pretty sure it's my crappy graphics but there might be hope.
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 1/28/11 9:43 PM
Minecraft: Minecraft Beta 1.2_02
OS: Windows Vista (x86) version 6.0
Java: 1.6.0_22, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel 965/963 Graphics Media Accelerator version 1.5.0 - Build 7.14.10.1409, Intel
java.lang.ExceptionInInitializerError
at ll.c(SourceFile:406)
at ll.b(SourceFile:343)
at net.minecraft.client.Minecraft.run(SourceFile:668)
at java.lang.Thread.run(Unknown Source)
Caused by: 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.initShaders(Shaders.java:26)
at Shaders.<init>(Shaders.java:22)
at Shaders.<clinit>(Shaders.java:269)
... 4 more
--- END ERROR REPORT eed2d4a6 ----------
got an error @patching...glsl don't working ingame:
using 1.2_02 patcher and latest WildGrass MOD
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: a(..) is not found in bt
at javassist.CtClassType.getDeclaredMethod(CtClassType.java:1215)
at Patcher.main(Patcher.java:113)
Recreating JAR . . .
Cleaning up . . .
Done
Well dang. I'm looking at Wild Grass's code and this mod isn't compatible because the author doesn't reobfuscate the renderBottomFace and renderTopFace methods. >:[
If someone slightly Java-savvy wants to try, you can open up my patcher source and change the following lines:
static final String RenderBlocks_renderBottomFace = "a";
static final String RenderBlocks_renderTopFace = "b";
to
static final String RenderBlocks_renderBottomFace = "renderBottomFace";
static final String RenderBlocks_renderTopFace = "renderTopFace";
Then the generated class files should work with Wild Grass if you replace the files in the patcher directory with them. Sorry I can't do this for you myself right now. :tongue.gif:
I'm looking into getting some kind of repository for shaders, but I don't have time to maintain a list or download with everyone's latest shaders. It's not that I'm trying to make things more complicated, but this isn't my job. I do this in my leisure time for fun and honestly maintaining copies of everyone's shaders isn't what I call fun. It also subtracts from my time spent working on the mod itself. :tongue.gif: If a volunteer wanted to maintain a shader pack or start a wiki page or repo or something, I would gladly link to that in the main post.
Wasnt suggesting its your job or obligation or anything :smile.gif:
Just wondering, cuz you added that realistic-dof filter to the alternates, so i thought maybe you'd add some of the other popular ones in this thread too.
Like the one i quoted, or just the pure bloom one, or, any of them!
Or like another forum thread where ppl can just post links to ready-made shaderfiles for easy swapping.
Im having lots of issues installing this mod, what directory am I supposed to put in the PATH var? A video tut would be very helpful.
Edit:
Also, these experiments your doing with the redstone torches would be awesome with lava...
This video is fake, but its concepts are awesome. You are so close to achieving this, you just need bump-mapping on the water.
I still need help with this, I know how to edit system strings/variables, I just am not sure what I should add to the string. The one I added but failed to change anything whatsoever is this:
Hi everyone. Been following this mod for a while now, eagerly waiting an ATI version. I have an untouched, freshly downloaded minecraft 1.2_02, with an ATI HD5770 card. When I try to run the installer I get this error
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 . . .
Any ideas what might be wrong?
Having the same issue after a clean install with Wild Grass.
i get the same prob, same with obtainable block items on the ground, it seems they totally lost their lightmaps
this happenes to all animals.... and blocks
im on an nvidia GT 330m mb pro 15"
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
Edit:
Also, these experiments your doing with the redstone torches would be awesome with lava...
This video is fake, but its concepts are awesome. You are so close to achieving this, you just need bump-mapping on the water.
edit: I also think that specularity should be implemented next. Its hard to sell a parallax map with out a material system in place first.
The radeon 4200 will not work with this mod..
Yep. :tongue.gif: The lack of real light sources is killing me. Redoing the lighting would be the single best thing that could happen to this game. I've experimented a lot with this and hope to eventually find a solution that both looks good and performs well. In an update soon I might at least try making the sun and moon light sources.
I'll see if I can figure out what's causing this.
Why doesnt the author add these to the "alternate shaders" folder in the default download?
I dont understand how to edit the shaders myself, and when i do, it simply doesnt work.
Why make things more complicated and have ppl scour through the thread, rather than having everything (well done) collected and gathered in 1 simple download?
I'm looking into getting some kind of repository for shaders, but I don't have time to maintain a list or download with everyone's latest shaders. It's not that I'm trying to make things more complicated, but this isn't my job. I do this in my leisure time for fun and honestly maintaining copies of everyone's shaders isn't what I call fun. It also subtracts from my time spent working on the mod itself. :tongue.gif: If a volunteer wanted to maintain a shader pack or start a wiki page or repo or something, I would gladly link to that in the main post.
Yeah ray trace lighting gets really expensive. Best of luck, don't really know the programing side of things just the art.
Is it possible to get it to load a bunch a different shader files all at once, or do you have to put all shader code in either the base or final? That, for starts, would make it much easier to maintain. Just drag and drop files.
Yeah, for now they all have to go into base or final. I believe NVidia graphics cards can use #include directives to import code from other files, but ATI cards can't so I'm not sure if I'll ever be able to set up a drag and drop system.
Member of the official ctm pillar club
I have the same card and i'm getting this...
And where can i update my drivers? I seriously don't feel like registering my product to download the drivers. Any other site?
you dont have to register your product to download ati drivers.
if you have a 4850 go here
http://support.amd.com/us/gpudownload/Pages/index.aspx
Well dang. I'm looking at Wild Grass's code and this mod isn't compatible because the author doesn't reobfuscate the renderBottomFace and renderTopFace methods. >:[
If someone slightly Java-savvy wants to try, you can open up my patcher source and change the following lines:
to
Recompile with something like . . .
Then the generated class files should work with Wild Grass if you replace the files in the patcher directory with them. Sorry I can't do this for you myself right now. :tongue.gif:
Thanks dude =)
Mod is now working and looking smexy
Wasnt suggesting its your job or obligation or anything :smile.gif:
Just wondering, cuz you added that realistic-dof filter to the alternates, so i thought maybe you'd add some of the other popular ones in this thread too.
Like the one i quoted, or just the pure bloom one, or, any of them!
Or like another forum thread where ppl can just post links to ready-made shaderfiles for easy swapping.
I still need help with this, I know how to edit system strings/variables, I just am not sure what I should add to the string. The one I added but failed to change anything whatsoever is this:
;C:\Program Files (x86)\Java\jre6\bin\java.exe
Can someone please help?
Having the same issue after a clean install with Wild Grass.