It's weird, i could swear my win7 64bit java/opengl actually refuses to compile shaders with implicit casts (floats without decimal points, mixing of int/floats) like you describe fixing, so i have to fix all that stuff anyway. Guess there are more forgiving setups out there, but it's something to keep in mind when writing shaders.
Are you using an NVIDIA card? It seems to be the ATI ones that are more strict about the casting.
Rollback Post to RevisionRollBack
Never attribute to malice what can adequately be explained by incompetence.
TO all those following this thread I'm sure you saw the video of the wheat shader. WIth the wheat swaying in the wind.
Thanks to yourself and all the people in this thread I was able to throw together a shader that works for the wheat flowers, saplings and wild grass. I have also split the foliage into 2 size/movement groups.
Looks really very nice, i love the 2 different movements, i'll do it too this evening. Now that i understand the shader stuff a bit i'm really excited about it. ^^
One note, OpenGL Shader Builder shows 3 errors,
i had to change yesterday these lines in my shader too because they crashed MC on my Mac:
if (dist > 0) {
int i = int(floor(16*coord.s));
int j = int(floor(16*coord.t));
to
if (dist > 0.0) {
int i = int(floor(16.0*coord.s));
int j = int(floor(16.0*coord.t));
Ah that explains why I wasn't having trouble I had the Curvature mod commented out, but yah I read about the not using whole numbers thing. 1=1.0 or some cards get picky I read it somewhere in the many many tutorials I've read on GLSL. I guess I should def pay attention to this from now on. thanks :smile.gif: meringue and everyone.
Hi GilbyJazz,
Looks like you need to adjust the location of JAVA in PATH. Its probably pointing to the 32bit folder of Program files instead of the 64bit folder or its just plain missing.
Instead of "Program Files (x86)"
It should be "Program Files"
Right Click "My Computer"
Click "Properties"
Click "Advanced" Tab
Click "Environmnet Variables" button at the bottom
Under "System Variables" find the variable "Path" and select it then click edit below
Scroll through it till you see a java location similar to below but with "x86" in it. If it does not exist find you java bin folder on your pc and add that path to the above variable.
Ex. "C:\Program Files\Java\jdk#####\bin"
- Pete
Quote from GilbyJazz »
Problem with the installation
Hey guys,
i used shaders before, but since i installed a new version of java,
clicking on the "Install Mods" button in the "Installer.exe" program won't do anything anymore.
I have Windows 7, 64bit.
I used the wrong java version (32bit standard) and installed the right one now (64bit).
The shaders worked before, so it should have something to do with this.
I haven't changed anything in ".minecraft" or the shader folders.
If there is already a answer to this problem, please post me a link.
I've modified Yourself's shaders so many times, following the tutorials posted in this thread, but no matter what, I always get the black screen of death. ;_;
These are my final.fsh, base.fsh and base.vsh files as they currently stand:
wow, maybe you think I'm blind or something, but I don't understand the way it's described there...
You need to create a terrain_nh.png file for the specific texture pack you're using if you want to get bump mapping. One way to do this is to use Gimp (www.gimp.org). Mind you, there are other editors that you can use to generate a normal map, and probably better ways of doing it, but this is the way I'm most familiar with.
Now, there's a handy little plugin for Gimp that allows you to create normal maps - you can find it here: http://registry.gimp.org/node/69. Once you've got this installed, open up your texture pack's terrain.png file with Gimp, then Filters --> Map --> Normalmap (I think it's best to do this for each square individually). Once you've turned the png into a normal map, save it as terrain_nh.png, and use it in place of the default terrain_nh.png that came with the mod.
Yay!
Thanks to the help of azraeil and Drakulix i was able to modify Yourself's shaders to get them to work with my Mac. =)
I even managed to apply it to the WildGrass mod, i'm so happy. I'll continue to tweak the shaders tomorrow, bed now - this kept me awake for too long. ^^
How did you get the clouds to curve like that? Is it automatically in the world curvature shaders? Cause my clouds are completely horizontal, no matter how much I make the world curve.
It's weird, i could swear my win7 64bit java/opengl actually refuses to compile shaders with implicit casts (floats without decimal points, mixing of int/floats) like you describe fixing, so i have to fix all that stuff anyway. Guess there are more forgiving setups out there, but it's something to keep in mind when writing shaders.
Same here. Make sure you declare those floats as such!
hi again
I think my last post was overlooked xD
please could somebody make the bumpmaps and so for my painterly pack
or tell me how to make them myself?
it would be awesome, I really would like to try the Bumpmap shaders and parallax occlusion shader
pls
Quote from daxnitro »
READ THIS ENTIRE POST BEFORE DOWNLOADING!
CHECK THE WIKI BEFORE ASKING QUESTIONS!
wow, maybe you think I'm blind or something, but I don't understand the way it's described there...
I should have just linked the http://daxnitro.wikia.com/wiki/Bump_Mapping_(Shaders). It has a good portion on making the bump maps. Still on the wiki though. My primary annoyance was that you felt it necessary to repeat yourself 14 hours later. If a few pages go by, ask your question again. If a few hours go by, just be patient.
Quote from Pedonymous »
Quote from Meringue »
Yay!
Thanks to the help of azraeil and Drakulix i was able to modify Yourself's shaders to get them to work with my Mac. =)
I even managed to apply it to the WildGrass mod, i'm so happy. I'll continue to tweak the shaders tomorrow, bed now - this kept me awake for too long. ^^
How did you get the clouds to curve like that? Is it automatically in the world curvature shaders? Cause my clouds are completely horizontal, no matter how much I make the world curve.
Dax made the curvature shader ignore the clouds by testing alpha values. I believe clouds are 0.8. There's some if statement in there somewhere...
Are you using an NVIDIA card? It seems to be the ATI ones that are more strict about the casting.
I am.
Where does this mod put it's compile errorlog (if any)? I've looked a bunch but couldn't find it.
I have no clue where it puts errors on Windows, but on OS X it puts them in the console (/Applications/Utilities/Console.app). If someone on Windows knows of an equivalent, it's something I need to put on the wiki and/or main post. The only way I know of right now is to start Minecraft from the command line and watch the output there (the mod prints messages using stdout).
TO all those following this thread I'm sure you saw the video of the wheat shader. WIth the wheat swaying in the wind.
Thanks to yourself and all the people in this thread I was able to throw together a shader that works for the wheat flowers, saplings and wild grass. I have also split the foliage into 2 size/movement groups.
The 3 tallest grasses and 3 tallest wheat now move twice as far and twice the speed as the flowers and the shorter grasses. Overall I have decreased all the values overall, I felt they were a bit much in the wheat shader for my liking. So the flowers and short objects movement is very subtle you cannot see it really when your character is walking.
I have also applied the subtle breeze to the top of the tall grass only as to not break the seam in the middle and make it not feel so unnatural fast moving on the top only.
The larger grass sways in the gentle Breeze :smile.gif:
I have spent most of the night trying to figure out how the hell to do this with a lot of trial and error.
here is the shader, it's as is and works on my computer I hope it works for you.
Note that this will only work with the version of wildgrass that uses the Terrain.png for images. It works with 8.5.1 betterlight/grass version, I'm not sure about the mod loader version if it uses those separate pngs this will not work.
here is a HD video of it in action it's such a sweet effect, I really tried to balance it and make it more natrual.
This looks perfect! I'll pretty much be including this in the next update (due this weekend).
Wow, there is some really amazing stuff going on in this thread!
My ATI Radeon HD 4870 card is updated to 11.1 drivers. I uninstalled my other drivers before installing the newest ones. According to the Wiki, the same card that I have is supposedly compatible with the bump mapping/specular mapping/whatever is the one that doesn't like ATI cards.
However, this is not so with my card. I have those weird distorted images that flicker constantly. I'd say 1/2 the blocks flicker, 1/4 are vanilla, and 1/4 is rendering correctly (which is awesome, btw). Right now, I have the DOF and World Curvature, which works good, installed.
I wonder why my card doesn't work when someone else's identical card does. Maybe it's not the card? I don't really know what I'm talking about. :-P Just something I noticed on the Wiki.
I still have this problem.
However, I did an extensive uninstall of ATI Drivers this time. By 'extensive' I mean that I used the Uninstall Manager, then used a Windows Install Cleanup tool to delete everything related to ATI and AMD and CCC, then I went into C:\Windows\assembly and deleted everything with a certain Public Key Token. After doing that I reinstalled the newest drivers, 11.2. After that I went in to CCC and turned off the Catalyst A.I. which was suggested by cferril1, or whatever his name is.
I get a fresh .jar and apply this cferril's texture pack, then do the shaders from his pack. I load up Minecraft in eager anticipation. I click World 1 and wait for the extra long load time due to the big tex pack. I pop up in my world only to find that I some blocks work, some flicker, some are vanilla, and some are distorting based on my point of view. Sad am I.
tl;dr, I believe I've done everything that I know to do. The Wiki says my graphics card IS compatible (the ATI Radeon 4870, that is). What did the person who posted his card do that I didn't? What should I do? Does my post even make sense? (I've been known to make posts with weird wording that confuses people :-P)
Wow, there is some really amazing stuff going on in this thread!
My ATI Radeon HD 4870 card is updated to 11.1 drivers. I uninstalled my other drivers before installing the newest ones. According to the Wiki, the same card that I have is supposedly compatible with the bump mapping/specular mapping/whatever is the one that doesn't like ATI cards.
However, this is not so with my card. I have those weird distorted images that flicker constantly. I'd say 1/2 the blocks flicker, 1/4 are vanilla, and 1/4 is rendering correctly (which is awesome, btw). Right now, I have the DOF and World Curvature, which works good, installed.
I wonder why my card doesn't work when someone else's identical card does. Maybe it's not the card? I don't really know what I'm talking about. :-P Just something I noticed on the Wiki.
I still have this problem.
However, I did an extensive uninstall of ATI Drivers this time. By 'extensive' I mean that I used the Uninstall Manager, then used a Windows Install Cleanup tool to delete everything related to ATI and AMD and CCC, then I went into C:\Windows\assembly and deleted everything with a certain Public Key Token. After doing that I reinstalled the newest drivers, 11.2. After that I went in to CCC and turned off the Catalyst A.I. which was suggested by cferril1, or whatever his name is.
I get a fresh .jar and apply this cferril's texture pack, then do the shaders from his pack. I load up Minecraft in eager anticipation. I click World 1 and wait for the extra long load time due to the big tex pack. I pop up in my world only to find that I some blocks work, some flicker, some are vanilla, and some are distorting based on my point of view. Sad am I.
tl;dr, I believe I've done everything that I know to do. The Wiki says my graphics card IS compatible (the ATI Radeon 4870, that is). What did the person who posted his card do that I didn't? What should I do? Does my post even make sense? (I've been known to make posts with weird wording that confuses people :-P)
Thanks.
I have to ask you did use the "ATI" shader right, I have 2 links up the original shaders that are linked next to the pack are the ones that were causing that issue you are talking about. It was fixed and I posted the shader a bit further down the page with bold/caps about ATI USERS make sure your using that one. I can confirm my 5750 is working with the one I'm talking about.
Hope this helps, hopefully you just overlooked it, thanks for the heads up about the 11.2 drivers though :wink.gif: keep in mind I never tested with the DoF shader, only the bloom one I had included.
I would suggest trying just the texture pack and shader and nothing else before loading up on a bunch of mods, hopefully using the process of elimination you can figure out what it is.
A cool accident just happened when i messed around with some shaders... ^^
hehe yah I kinda got that too when I was working, but what the hell are those flying around :smile.gif: that looks awesome
the camera being all weird has to do with "position = gl_ModelViewMatrix * position;" I believe
That's right, triple snip! Anyway...OMG, the cobblestone, OMG, the logs, OMG, the wooden planks. OMG, I clicked on all the ads I could see on adsfly. OMG, I'm kinda an idiot sometimes. OMG, the friggin' gravel. *Eyes melt* Aww, I can't see anymore to play this awesome new Minecraft.
Btw, evidently Better light is going to be incorporated to the Fancy graphics for Minecraft in the next update. :-D Screw the clouds!
A cool accident just happened when i messed around with some shaders... ^^
hehe yah I kinda got that too when I was working, but what the hell are those flying around :smile.gif: that looks awesome
the camera being all weird has to do with "position = gl_ModelViewMatrix * position;" I believe
if you could control the random flying entities perhaps you could make some sort of cosmetic fly swarms or fireflys
Rollback Post to RevisionRollBack
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
I could manage to get a full 3d perfect sync glitchless wave effect tweaking Yourself's Waving wheat method, all blocks but grass, water, Nether portal, ice, sings, paintings, boat, the minecarts... grass is just the top layer that don't seem to move... but the rest won't move at all... any clues to why? btw... fantastic work u guys did! =D
Rollback Post to RevisionRollBack
And even though the darkness dawns... Brighter days will follow!
I could manage to get a full 3d perfect sync glitchless wave effect tweaking Yourself's Waving wheat method, all blocks but grass, water, Nether portal, ice, sings, paintings, boat, the minecarts... grass is just the top layer that don't seem to move... but the rest won't move at all... any clues to why? btw... fantastic work u guys did! =D
The shaders only work on items/blocks that are part of the terrain.png and I believe it has to do with transparency as well. Note that I have changed the water transparency to nothing and still it doesn't work, I have a feeling it's the way the texture is defined in notches code.
Before you ask yes the water texture I was using was the one from the terrain.png, you can get the game to force to use it instead of the animated one using xau's patcher.
Grass is probably because it's a grayscale image and notch is using a multiplier to blend the biome colors.
Signs, paintings, boats , and minecarts all use separate png files for them, that's why they don't work.
I've modified Yourself's shaders so many times, following the tutorials posted in this thread, but no matter what, I always get the black screen of death. ;_;
These are my final.fsh, base.fsh and base.vsh files as they currently stand:
Three errors are in those shaders on my mac:
1. in base.fsh
if (round(texID) == 104.0) {
remove that round function. It should not be necessary:
if (texID == 104.0) {
2. in base.fsh
coord = modf(16.0*gl_TexCoord[0].st, base);
modf? I think you mean mod:
coord = mod(16.0*gl_TexCoord[0].st, base);
that should work.
3. in base.vsh
int getTextureID(vec2 coord) {
int i = int(floor(16.0*coord.s));
int j = int(floor(16.0*coord.t));
return i + 16.0*j;
}
Again combining ints and floats.
The return line should look like this:
return i + 16*j;
Your final.fsh is perfectly fine.
Good luck.
-Drakulix
Hmmm...I've just tried making these changes but it's still a no go, I'm afraid. Could you please upload the code from your base.vsh and base.fsh? Cheers. :biggrin.gif:
Are you using an NVIDIA card? It seems to be the ATI ones that are more strict about the casting.
Ah that explains why I wasn't having trouble I had the Curvature mod commented out, but yah I read about the not using whole numbers thing. 1=1.0 or some cards get picky I read it somewhere in the many many tutorials I've read on GLSL. I guess I should def pay attention to this from now on. thanks :smile.gif: meringue and everyone.
Looks like you need to adjust the location of JAVA in PATH. Its probably pointing to the 32bit folder of Program files instead of the 64bit folder or its just plain missing.
Instead of "Program Files (x86)"
It should be "Program Files"
Right Click "My Computer"
Click "Properties"
Click "Advanced" Tab
Click "Environmnet Variables" button at the bottom
Under "System Variables" find the variable "Path" and select it then click edit below
Scroll through it till you see a java location similar to below but with "x86" in it. If it does not exist find you java bin folder on your pc and add that path to the above variable.
Ex. "C:\Program Files\Java\jdk#####\bin"
- Pete
I've modified Yourself's shaders so many times, following the tutorials posted in this thread, but no matter what, I always get the black screen of death. ;_;
These are my final.fsh, base.fsh and base.vsh files as they currently stand:
final.fsh:
base.fsh:
base.vsh:
Can someone please help me out?
You need to create a terrain_nh.png file for the specific texture pack you're using if you want to get bump mapping. One way to do this is to use Gimp (www.gimp.org). Mind you, there are other editors that you can use to generate a normal map, and probably better ways of doing it, but this is the way I'm most familiar with.
Now, there's a handy little plugin for Gimp that allows you to create normal maps - you can find it here: http://registry.gimp.org/node/69. Once you've got this installed, open up your texture pack's terrain.png file with Gimp, then Filters --> Map --> Normalmap (I think it's best to do this for each square individually). Once you've turned the png into a normal map, save it as terrain_nh.png, and use it in place of the default terrain_nh.png that came with the mod.
*Head explodes*
Same here. Make sure you declare those floats as such!
I should have just linked the http://daxnitro.wikia.com/wiki/Bump_Mapping_(Shaders). It has a good portion on making the bump maps. Still on the wiki though. My primary annoyance was that you felt it necessary to repeat yourself 14 hours later. If a few pages go by, ask your question again. If a few hours go by, just be patient.
Dax made the curvature shader ignore the clouds by testing alpha values. I believe clouds are 0.8. There's some if statement in there somewhere...
I have no clue where it puts errors on Windows, but on OS X it puts them in the console (/Applications/Utilities/Console.app). If someone on Windows knows of an equivalent, it's something I need to put on the wiki and/or main post. The only way I know of right now is to start Minecraft from the command line and watch the output there (the mod prints messages using stdout).
Btw Mac people: http://projects.tynsoe.org/en/geektool/ - Awesome OS X app. Whenever anything happens I see it right on my desktop. :smile.gif:
This looks perfect! I'll pretty much be including this in the next update (due this weekend).
I still have this problem.
However, I did an extensive uninstall of ATI Drivers this time. By 'extensive' I mean that I used the Uninstall Manager, then used a Windows Install Cleanup tool to delete everything related to ATI and AMD and CCC, then I went into C:\Windows\assembly and deleted everything with a certain Public Key Token. After doing that I reinstalled the newest drivers, 11.2. After that I went in to CCC and turned off the Catalyst A.I. which was suggested by cferril1, or whatever his name is.
I get a fresh .jar and apply this cferril's texture pack, then do the shaders from his pack. I load up Minecraft in eager anticipation. I click World 1 and wait for the extra long load time due to the big tex pack. I pop up in my world only to find that I some blocks work, some flicker, some are vanilla, and some are distorting based on my point of view. Sad am I.
tl;dr, I believe I've done everything that I know to do. The Wiki says my graphics card IS compatible (the ATI Radeon 4870, that is). What did the person who posted his card do that I didn't? What should I do? Does my post even make sense? (I've been known to make posts with weird wording that confuses people :-P)
Thanks.
I have to ask you did use the "ATI" shader right, I have 2 links up the original shaders that are linked next to the pack are the ones that were causing that issue you are talking about. It was fixed and I posted the shader a bit further down the page with bold/caps about ATI USERS make sure your using that one. I can confirm my 5750 is working with the one I'm talking about.
Hope this helps, hopefully you just overlooked it, thanks for the heads up about the 11.2 drivers though :wink.gif: keep in mind I never tested with the DoF shader, only the bloom one I had included.
I would suggest trying just the texture pack and shader and nothing else before loading up on a bunch of mods, hopefully using the process of elimination you can figure out what it is.
hehe yah I kinda got that too when I was working, but what the hell are those flying around :smile.gif: that looks awesome
the camera being all weird has to do with "position = gl_ModelViewMatrix * position;" I believe
That's right, triple snip! Anyway...OMG, the cobblestone, OMG, the logs, OMG, the wooden planks. OMG, I clicked on all the ads I could see on adsfly. OMG, I'm kinda an idiot sometimes. OMG, the friggin' gravel. *Eyes melt* Aww, I can't see anymore to play this awesome new Minecraft.
Btw, evidently Better light is going to be incorporated to the Fancy graphics for Minecraft in the next update. :-D Screw the clouds!
if you could control the random flying entities perhaps you could make some sort of cosmetic fly swarms or fireflys
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
And even though the darkness dawns... Brighter days will follow!
The shaders only work on items/blocks that are part of the terrain.png and I believe it has to do with transparency as well. Note that I have changed the water transparency to nothing and still it doesn't work, I have a feeling it's the way the texture is defined in notches code.
Before you ask yes the water texture I was using was the one from the terrain.png, you can get the game to force to use it instead of the animated one using xau's patcher.
Grass is probably because it's a grayscale image and notch is using a multiplier to blend the biome colors.
Signs, paintings, boats , and minecarts all use separate png files for them, that's why they don't work.
hope this answers at least some of your question.
Could you upload your modified shader somewhere please, I am interested in the cloud curvature.
When I edit the base.vsh to include clouds in the curvature all I get is a black screen.
Hmmm...I've just tried making these changes but it's still a no go, I'm afraid. Could you please upload the code from your base.vsh and base.fsh? Cheers. :biggrin.gif: