And you're using version 1.0.2 of this mod? The one I uploaded not long ago tonight? Make absolutely sure before you answer and send me on a bug hunt.
Because I can see why you'd worry, I'm gonna simply say that installing this worked just fine for me on my system.
I'm not sure if this is a bug, or exactly what's going on, but when I start up Minecraft with this mod installed (default shader set), I appear in the world with a beautiful fade-from-black effect that's really quite nice. However, any time I enter an area that is dimmer than sunlight the entire screen dims slowly by a commensurate amount, and stays dim until I walk into light again.
This effect, combined with the inherent screen dimness of, you know, standing in a dim area, causes it to be really hard to actually see anything in any level of light less than your typical outdoors scene.
I'm gonna edit this in a few minutes after I nail down which shader package (or packages) cause the problem. Tentatively I'd say it's both DoF shaders, but I haven't checked yet for sure. Posting now so you don't freak out and think you released a bum update because of that guy's post
QUICK EDIT: Neither DoF shader package is doing it. Tentatively, it appears to be something to do with... parallax occlusion shaders being installed? I'm totally gonna delete my jar and start again.
I tested it with the newest version. This is the result. I think I forgot to mention that I'm using the MrMMod Better Grass Better Light version of WildGrass.
==== Installing Shaders ====
Error installing Shaders!
javassist.CannotCompileException: [source error] setCelestialPosition() not found in Shaders
at javassist.expr.MethodCall.replace(MethodCall.java:240)
at Hooks$8.edit(Hooks.java:192)
at javassist.expr.ExprEditor.loopBody(ExprEditor.java:191)
at javassist.expr.ExprEditor.doit(ExprEditor.java:90)
at javassist.CtBehavior.instrument(CtBehavior.java:663)
at Hooks.install(Hooks.java:188)
at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
Caused by: compile error: setCelestialPosition() not found in Shaders
at javassist.compiler.TypeChecker.atMethodCallCore(TypeChecker.java:716)
at javassist.compiler.TypeChecker.atCallExpr(TypeChecker.java:681)
at javassist.compiler.JvstTypeChecker.atCallExpr(JvstTypeChecker.java:156)
at javassist.compiler.ast.CallExpr.accept(CallExpr.java:45)
at javassist.compiler.CodeGen.doTypeCheck(CodeGen.java:241)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:329)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.Javac.compileStmnt(Javac.java:568)
at javassist.expr.MethodCall.replace(MethodCall.java:234)
... 7 more
==== Shaders Failed Installation ====
And you're using version 1.0.2 of this mod? The one I uploaded not long ago tonight? Make absolutely sure before you answer and send me on a bug hunt.
Because I can see why you'd worry, I'm gonna simply say that installing this worked just fine for me on my system.
I'm not sure if this is a bug, or exactly what's going on, but when I start up Minecraft with this mod installed (default shader set), I appear in the world with a beautiful fade-from-black effect that's really quite nice. However, any time I enter an area that is dimmer than sunlight the entire screen dims slowly by a commensurate amount, and stays dim until I walk into light again.
This effect, combined with the inherent screen dimness of, you know, standing in a dim area, causes it to be really hard to actually see anything in any level of light less than your typical outdoors scene.
I'm gonna edit this in a few minutes after I nail down which shader package (or packages) cause the problem. Tentatively I'd say it's both DoF shaders, but I haven't checked yet for sure. Posting now so you don't freak out and think you released a bum update because of that guy's post
QUICK EDIT: Neither DoF shader package is doing it. Tentatively, it appears to be something to do with... parallax occlusion shaders being installed? I'm totally gonna delete my jar and start again.
EDIT2: Can't seem to reload the jar since I can't connect to minecraft.net - my testing stops here for the night :tongue.gif:
So after testing the new version for a bit I have to say I pretty happy with the results so far, when it's good it's great.
There is still a ways to go on this though,Most worth noting is the odd transisition between night and day, and everything seems to get hit with both light sources and ends up overpowering the scene only for like 10-15 sec is it really bad but definetly worth noting.
Also there seems to be a bug with wildgrass it mostly works until two bushes are clipping one another then for some reason it renders black square around the tile grass object note that I noticed this with the old version as well. Also note it only does it with the specular maps it's fine with just parallax.
I tested it with the newest version. This is the result. I think I forgot to mention that I'm using the MrMMod Better Grass Better Light version of WildGrass.
==== Installing Shaders ====
Error installing Shaders!
javassist.CannotCompileException: [source error] setCelestialPosition() not found in Shaders
at javassist.expr.MethodCall.replace(MethodCall.java:240)
at Hooks$8.edit(Hooks.java:192)
at javassist.expr.ExprEditor.loopBody(ExprEditor.java:191)
at javassist.expr.ExprEditor.doit(ExprEditor.java:90)
at javassist.CtBehavior.instrument(CtBehavior.java:663)
at Hooks.install(Hooks.java:188)
at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
Caused by: compile error: setCelestialPosition() not found in Shaders
at javassist.compiler.TypeChecker.atMethodCallCore(TypeChecker.java:716)
at javassist.compiler.TypeChecker.atCallExpr(TypeChecker.java:681)
at javassist.compiler.JvstTypeChecker.atCallExpr(JvstTypeChecker.java:156)
at javassist.compiler.ast.CallExpr.accept(CallExpr.java:45)
at javassist.compiler.CodeGen.doTypeCheck(CodeGen.java:241)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:329)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.Javac.compileStmnt(Javac.java:568)
at javassist.expr.MethodCall.replace(MethodCall.java:234)
... 7 more
==== Shaders Failed Installation ====
I'm getting this same error on a clean (no mods) install of Minecraft. However, I managed to get it to install by attempting to install a second time without closing the installer and then closing the installer, opening it again, and installing again. Why on earth that worked I really cannot say.
Also, in future versions could you make the sun and moon vectors both unit vectors? It's rather inconvenient to work with vectors of magnitude 100 since I'm dividing by 100 everywhere.
Rollback Post to RevisionRollBack
Never attribute to malice what can adequately be explained by incompetence.
Hey Dax, any idea how difficult a sampled motion blur would be? Like the not slow ghosting type.
that ghosting thing is NOT motion blur and never was (it only was wrongfully called like that).
but well, the effect you are asking for could be easily implemented if we get motion vectors from objects on screen.
I know it's not actual motion blur, I clarified to avoid people telling me cheap methods. I just want to know if we'd ever be able to do what I did in the Cinemacraft videos directly in the game.
Far from complete, but much better than what I had before, and most of the common textures have been done individually. The iron, coal, and redstone ores are fun to look at.
I still need to do the crystalline ores (diamond and lapus lazuli in this pack), wools, and pretty much all the man-made blocks (furnace, workbench, chest, TNT, iron/gold/diamond/lapus blocks, etc).
These are some of the results of my tests on the positional lighting and a bit of a teaser for the full support I plan to give this mod with my 64x64 texture pack. A few of the blocks in these shots still need to be tweaked a bit more, so don't take these images as representative of a final draft. Lighting in the Nether was a bit confusing, it seemed to be fixed horizontally, but I still managed some decent shots from there. I'm about 80% done with the work, and when it's done I'll release it.
I hope at some point the sky-driven light only affects areas exposed to skylight. Full daytime specular highlights in a dark cave kinda kills the realism a bit. It'd be nice to eventually see the specular effects as more subtle and only really noticeable near dynamic sources of light. Though the light source constantly moving is still a great improvement over the static source. And the no-longer inverted parallax for walls has really breathed a lot of life into my work of the past couple days!
Each release of this is really exciting for me, I can't wait to see what comes out in the next version! Keep up the great work!
(If anyone's gonna quote this in response, cut out the images, or keep it to one so the thread doesn't get polluted with this image spam.)
I hope at some point the sky-driven light only affects areas exposed to skylight. Full daytime specular highlights in a dark cave kinda kills the realism a bit. It'd be nice to eventually see the specular effects as more subtle and only really noticeable near dynamic sources of light. Though the light source constantly moving is still a great improvement over the static source.
Dax, I know nothing about coding shaders, but couldn't you use a small ray-trace to see if the block is exposed to the sun/moon? The only problem would be performance, but it would be a good temporary fix until dynamic lighting is implemented.
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.
looking well good misa great work as usall how did you get it so you dont have the blur part of the shader on in the distance?
I used Azraeil's DOF shader in the 'alternate shaders' folder.
jus reinstalled everything and that still has the effect! i want to only have bumpmapping with no depth of field!
Try deleting the Final.(ext) things. I'm not sure though.
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.
Just posting up a modified shader for this great mod. The goal of this modified shader is to make it a little more realistic by dynamically changing the DoF based on how far away your sights are aimed.
Just replace /mods/shaders/files/shaders/final.fsh with the included file prior to patching.
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.
Will the Wiki be updated on how to make the normalmap / specular maps? Im using my own merged Misa + MeineCraft texture pack, and im fairly competent in photoshop.
Do i just have to use the nvidia normalmap tool/filter? With what settings?
And what about the specular map? Just a greyscale with a bit enhanced contrast?
And it would be nice with a reply other than "its explained 'somewhere' in the past 51 pages"
Thanks! Amazing work so far, never imagined minecraft could look like this <3
Are terrain_nh.png and terrain_s.png getting copied properly to minecraft.jar? I don't think xua's patcher does it. I need to contact him about that . . . By the way, with the latest update I combined the parallax occlusion and specular map shaders so terrain_s.png is required unless you modify the shader to disable it (which I made really easy if you read through it).
I dont have a terrain_s.png , how do i make one? xD
I thought I only needed a _nh :tongue.gif:
If you don't want to use terrain_s.png, you need to comment out (prefix with two forward slashes) the following line in base.fsh:
#define ENABLE_SPECULAR_MAPPING
I didn't like having all the duplicated code between the parallax occlusion shader and the p.o. + specular mapping shader. I also think parallax occlusion without specular mapping looks kinda bad so I really want to encourage people to use both.
Quote from Misa »
I hope at some point the sky-driven light only affects areas exposed to skylight. Full daytime specular highlights in a dark cave kinda kills the realism a bit. It'd be nice to eventually see the specular effects as more subtle and only really noticeable near dynamic sources of light. Though the light source constantly moving is still a great improvement over the static source. And the no-longer inverted parallax for walls has really breathed a lot of life into my work of the past couple days!
One of the next things I want to do is figure out the best way to pass block properties to the shaders through vertex attributes. Right now I'm thinking about using the alpha component of gl_Color since I'm pretty sure it's always 1.0 for blocks other than clouds (where it's always 0.8), but I need to do some testing to make sure that's gonna work properly. I'd really rather not make a new attribute for such a small amount of information per block if I don't have to. The information that'll be passed to the shaders will include the block id and whether or not the block is touching the sky so that'll pretty much solve this problem.
For the next update I'll be working on this and the fog and saddle bugs. I'll also add a held-lighting uniform so you can have some source of specular lighting in caves. This update may not come until like Wednesday or Thursday of next week though bc I'm takin' a vacation for Valentines day. :smile.gif:
(If anyone's gonna quote this in response, cut out the images, or keep it to one so the thread doesn't get polluted with this image spam.)
Holy crapola! Incredible work. Your results are spectacular, and really demonstrate what these shaders are all about. I only hope more texture packs get equally impressive height and specular maps (or whatever it's called).
Well, it worked, sort of: any idea why this would happen?
Yeah that's the intended of functionality of that shader. It's a debugging thing.
Well, that means the shaders work with my computer, so thats a good thing, but what I want on is ambient occlusion, but thats not working. I've made a normal map for the stock texture, but still nothing.
Because I can see why you'd worry, I'm gonna simply say that installing this worked just fine for me on my system.
I'm not sure if this is a bug, or exactly what's going on, but when I start up Minecraft with this mod installed (default shader set), I appear in the world with a beautiful fade-from-black effect that's really quite nice. However, any time I enter an area that is dimmer than sunlight the entire screen dims slowly by a commensurate amount, and stays dim until I walk into light again.
This effect, combined with the inherent screen dimness of, you know, standing in a dim area, causes it to be really hard to actually see anything in any level of light less than your typical outdoors scene.
I'm gonna edit this in a few minutes after I nail down which shader package (or packages) cause the problem. Tentatively I'd say it's both DoF shaders, but I haven't checked yet for sure. Posting now so you don't freak out and think you released a bum update because of that guy's post
QUICK EDIT: Neither DoF shader package is doing it. Tentatively, it appears to be something to do with... parallax occlusion shaders being installed? I'm totally gonna delete my jar and start again.
EDIT2: Can't seem to reload the jar since I can't connect to minecraft.net - my testing stops here for the night :tongue.gif:
There is still a ways to go on this though,Most worth noting is the odd transisition between night and day, and everything seems to get hit with both light sources and ends up overpowering the scene only for like 10-15 sec is it really bad but definetly worth noting.
Also there seems to be a bug with wildgrass it mostly works until two bushes are clipping one another then for some reason it renders black square around the tile grass object note that I noticed this with the old version as well. Also note it only does it with the specular maps it's fine with just parallax.
I let you know if I find anything else
I'm getting this same error on a clean (no mods) install of Minecraft. However, I managed to get it to install by attempting to install a second time without closing the installer and then closing the installer, opening it again, and installing again. Why on earth that worked I really cannot say.
Also, in future versions could you make the sun and moon vectors both unit vectors? It's rather inconvenient to work with vectors of magnitude 100 since I'm dividing by 100 everywhere.
I know it's not actual motion blur, I clarified to avoid people telling me cheap methods. I just want to know if we'd ever be able to do what I did in the Cinemacraft videos directly in the game.
Far from complete, but much better than what I had before, and most of the common textures have been done individually. The iron, coal, and redstone ores are fun to look at.
I still need to do the crystalline ores (diamond and lapus lazuli in this pack), wools, and pretty much all the man-made blocks (furnace, workbench, chest, TNT, iron/gold/diamond/lapus blocks, etc).
These are some of the results of my tests on the positional lighting and a bit of a teaser for the full support I plan to give this mod with my 64x64 texture pack. A few of the blocks in these shots still need to be tweaked a bit more, so don't take these images as representative of a final draft. Lighting in the Nether was a bit confusing, it seemed to be fixed horizontally, but I still managed some decent shots from there. I'm about 80% done with the work, and when it's done I'll release it.
I hope at some point the sky-driven light only affects areas exposed to skylight. Full daytime specular highlights in a dark cave kinda kills the realism a bit. It'd be nice to eventually see the specular effects as more subtle and only really noticeable near dynamic sources of light. Though the light source constantly moving is still a great improvement over the static source. And the no-longer inverted parallax for walls has really breathed a lot of life into my work of the past couple days!
Each release of this is really exciting for me, I can't wait to see what comes out in the next version! Keep up the great work!
(If anyone's gonna quote this in response, cut out the images, or keep it to one so the thread doesn't get polluted with this image spam.)
I used Azraeil's DOF shader in the 'alternate shaders' folder.
Dax, I know nothing about coding shaders, but couldn't you use a small ray-trace to see if the block is exposed to the sun/moon? The only problem would be performance, but it would be a good temporary fix until dynamic lighting is implemented.
Try deleting the Final.(ext) things. I'm not sure though.
That would be the Arid Pack.
WOW, looks just great !!
i like the little shinny area at the hammer
is it just a white colour or does it come from the specular map?
Do i just have to use the nvidia normalmap tool/filter? With what settings?
And what about the specular map? Just a greyscale with a bit enhanced contrast?
And it would be nice with a reply other than "its explained 'somewhere' in the past 51 pages"
Thanks! Amazing work so far, never imagined minecraft could look like this <3
If you don't want to use terrain_s.png, you need to comment out (prefix with two forward slashes) the following line in base.fsh:
I didn't like having all the duplicated code between the parallax occlusion shader and the p.o. + specular mapping shader. I also think parallax occlusion without specular mapping looks kinda bad so I really want to encourage people to use both.
One of the next things I want to do is figure out the best way to pass block properties to the shaders through vertex attributes. Right now I'm thinking about using the alpha component of gl_Color since I'm pretty sure it's always 1.0 for blocks other than clouds (where it's always 0.8), but I need to do some testing to make sure that's gonna work properly. I'd really rather not make a new attribute for such a small amount of information per block if I don't have to. The information that'll be passed to the shaders will include the block id and whether or not the block is touching the sky so that'll pretty much solve this problem.
For the next update I'll be working on this and the fog and saddle bugs. I'll also add a held-lighting uniform so you can have some source of specular lighting in caves. This update may not come until like Wednesday or Thursday of next week though bc I'm takin' a vacation for Valentines day. :smile.gif:
Holy crapola! Incredible work. Your results are spectacular, and really demonstrate what these shaders are all about. I only hope more texture packs get equally impressive height and specular maps (or whatever it's called).
Well, that means the shaders work with my computer, so thats a good thing, but what I want on is ambient occlusion, but thats not working. I've made a normal map for the stock texture, but still nothing.