remove that round function. It should not be necessary:
If you're going to remove the round, don't expect the equality to work thanks to floating point inaccuracy (I mostly don't expect it to work even with the round there).
Rollback Post to RevisionRollBack
Never attribute to malice what can adequately be explained by incompetence.
I installed Aza's Arid textures; followed by placing the terrain_nh and terrain_s files into the minecraft jar.
Then I moved the 'Bump Mapping' alternative shader into the shaders area of the Daxmod installation crap. Ran the installer. When running the game, I get the DoF and Aza's textures, as well as world curvature; but no parallax/bumpmap/whatever. Also, the game runs fine for about a minute, then lags.. then lags more and more until I'm running at like 10fps. Changing to fast graphics puts me back up at a great framerate; with no noticed loss in graphics.. but still no bumpmapping. Should note I have zero performance loss until I try to add the alternative shaders.
Could someone write out a step by step for this? I'm not computer illiterate; I'm just wondering if there is a specific order to everything that isn't made clear anywhere. I've tried several times, all the same results. No beautiful extruded ore :[
I installed Aza's Arid textures; followed by placing the terrain_nh and terrain_s files into the minecraft jar.
Then I moved the 'Bump Mapping' alternative shader into the shaders area of the Daxmod installation crap. Ran the installer. When running the game, I get the DoF and Aza's textures, as well as world curvature; but no parallax/bumpmap/whatever. Also, the game runs fine for about a minute, then lags.. then lags more and more until I'm running at like 10fps. Changing to fast graphics puts me back up at a great framerate; with no noticed loss in graphics.. but still no bumpmapping. Should note I have zero performance loss until I try to add the alternative shaders.
Could someone write out a step by step for this? I'm not computer illiterate; I'm just wondering if there is a specific order to everything that isn't made clear anywhere. I've tried several times, all the same results. No beautiful extruded ore :[
Go into the base.vsh (I think) with Notepad, comment out the part about the 16x16 textures, uncomment the part for 128x128 textures, save, re-run the installer, !?!?!?, profit!!
Go into the base.vsh (I think) with Notepad, comment out the part about the 16x16 textures, uncomment the part for 128x128 textures, save, re-run the installer, !?!?!?, profit!!
Okay I'm working hard on this next update. Today I added an mc_Entity attribute, then got a bit ahead of myself and did anti-aliasing:
The mc_Entity attribute makes the conditional in the dungeon finder as simple as the following (assuming the floating point precision is good):
if (mc_Entity.x == 52.0)
This oughta make things like the wind shaders a lot easier. In time I plan to define identifiers for non-block/item entities too. mc_Entity.y currently defines the brightness and light value of a block. That's all I got right now (I haven't done whether or not the face can see the sky yet).
The image above is 2x FSAA and while it's perfectly bug free (no pink lines or anything), it destroys my frame-rate (I get like 15 fps on my NVIDIA GeForce GT 330M). :sad.gif: You can think of it like playing on a monitor twice the size of what you're using (which is 4 times the screen area), then super-sampling that image. Hopefully other people will have better luck with it performance-wise than me.
After this update I might concentrate a bit on optimization and try to get as much performance back as possible. I would start by checking out what Optimine does and incorporating everything I can from it. As it stands I'm not gonna have enough slack to fit in lighting without making the game unplayable.
Sometimes I feel like I'd be better off abandoning this mod and writing my own Minecraft client from scratch . . . :-/
Okay I'm working hard on this next update. Today I added an mc_Entity attribute, then got a bit ahead of myself and did anti-aliasing:
The mc_Entity attribute makes the conditional in the dungeon finder as simple as the following (assuming the floating point precision is good):
if (mc_Entity.x == 52.0)
This oughta make things like the wind shaders a lot easier. In time I plan to define identifiers for non-block/item entities too. mc_Entity.y currently defines the brightness and light value of a block. That's all I got right now (I haven't done whether or not the face can see the sky yet).
The image above is 2x FSAA and while it's perfectly bug free (no pink lines or anything), it destroys my frame-rate (I get like 15 fps on my NVIDIA GeForce GT 330M). :sad.gif: You can think of it like playing on a monitor twice the size of what you're using (which is 4 times the screen area), then super-sampling that image. Hopefully other people will have better luck with it performance-wise than me.
After this update I might concentrate a bit on optimization and try to get as much performance back as possible. I would start by checking out what Optimine does and incorporating everything I can from it. As it stands I'm not gonna have enough slack to fit in lighting without making the game unplayable.
Sometimes I feel like I'd be better off abandoning this mod and writing my own Minecraft client from scratch . . . :-/
Couldn't help but read the line at the end and wonder if you have heard of Manic Digger. It's an open source Minecraft/infiniminer clone that is written in C, you should maybe think about checking it out if that is how your feeling.
EXE could really use mod/coding support.
People will probably flame me for suggesting it, but the game really truly does have a lot of potential. He already has Mipmapping support and up to 1024 block height.
Back on topic though, I'm really looking forward to the next update. Is it possible to combine the bumpmap and the modified wheat/wildgrass shader? I've tried to do it myself and I keep getting bad errors, it's a little beyond my coding ability.
Also I've been literally researching all night on this, is it possible to use a random number on the divider for the speed of the swaying, that way we could have it alternate between speed of motion.
here is sort of a code sample for what I'm trying to do and I just cannot seem to get it right.
Not going to lie, this stuff you guys are pushing out is insane. It's good to a point where I can't bring myself to play the game without them. Keep it up! Notch should take notice!
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.
hope this answers at least some of your question.
Hum... maybe... but then again the gray sacle should cause Leaves no to work too no? And they work perfectly... with no edge separation during the effect... perfect wave syncronitation with no distortion... or even the Wild grass wich is gray too... I dunno... lol... i'm a bit n00b so... that's why i'm asking =P Thnx any way... the others were answered =D
BTW - @whoever likes leaf movement: If u set the leaves to move in a Z and X directions and set
float t = float(mod(worldTime, 1500))/1500.0;
u can get a more real movement... feels a bit stange still but anyway... i think since it's always repeating it self will make things akward... but fells better...
Rollback Post to RevisionRollBack
And even though the darkness dawns... Brighter days will follow!
Whenever I try to install the cartoon/outline/curvature/wheat shader combo, My minecraft won't load worlds. Please help? Could someone maybe upload the installer file ready to add those shaders?
so....does this update allow you to see mobs through walls? sry im propbly annoying u with my questions... >.<
somebody stated a few pages earlier that it is not possible at this time.
yes and then the mod just got updated today i posted yesterday sorry im just eager
It didn't actually get updated today. I was just going over the changes I had made to what will be released soon. After this update, you might be able to make a decent wall-hack shader. I dunno I haven't tried it yet.
Quote from NukeBomB3000 »
Thx for your amazing work, i love what the game looks like with your shader mod.
Here is a little video I made of my Texture Pack using your mods features:
This does look pretty great! I'm looking forward to it too.
Today's work:
I finished a simple in-game menu. It adds an "Advanced Graphics..." button to the options menu, between the controls and done buttons (it spreads them out a bit to make room). This new menu currently has two items: one to switch from no anti-aliasing to 2x FSAA and one to toggle v-sync. I've made a lot of changes so before I do anything else I'm gonna package up what I have and put it in an update (maybe tomorrow, definitely by the end of the weekend). Tonight I'm gonna take a break from development to actually play the game! It's been a while since I've done that. :tongue.gif:
After this update I'll be working on optimizations, and I'd really like to take advantage of available hardware extensions to do things like add improved anti-aliasing methods.
Didn't have much time today for it, but i'm obsessed with the moving grass shader. I found (by accident) a way to make the movement look more random, i like it... ^^
Looks nice! Do you happen to know who made that fox skin? I like it a lot more than the ones that comes with mo'creatures.
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).
Doesn't work at all for me (mostly thanks to the retarded Minecraft.exe wrapper). Unless someone tells me a way to capture this (or there's a proper errordump file) there's no way i can debug more complex shaders like this.
You have to start minecraft.jar from the command line like this (after cd'ing to the directory that contains minecraft.jar):
That unbelievable! it barely looks like Minecraft anymore, but in the best way lol. Can't wait for this. Amazing work
it is looking awesome, but everything seems like its wet, perhaps being that its a tad too shiny with the specular mapping. also is there anyway to soften the self shadows, like perhaps make them not such a harsh black?
looking great for a start though mate and worlds beyond what any of us thought minecraft could be.
If you're going to remove the round, don't expect the equality to work thanks to floating point inaccuracy (I mostly don't expect it to work even with the round there).
I installed Aza's Arid textures; followed by placing the terrain_nh and terrain_s files into the minecraft jar.
Then I moved the 'Bump Mapping' alternative shader into the shaders area of the Daxmod installation crap. Ran the installer. When running the game, I get the DoF and Aza's textures, as well as world curvature; but no parallax/bumpmap/whatever. Also, the game runs fine for about a minute, then lags.. then lags more and more until I'm running at like 10fps. Changing to fast graphics puts me back up at a great framerate; with no noticed loss in graphics.. but still no bumpmapping. Should note I have zero performance loss until I try to add the alternative shaders.
Could someone write out a step by step for this? I'm not computer illiterate; I'm just wondering if there is a specific order to everything that isn't made clear anywhere. I've tried several times, all the same results. No beautiful extruded ore :[
Go into the base.vsh (I think) with Notepad, comment out the part about the 16x16 textures, uncomment the part for 128x128 textures, save, re-run the installer, !?!?!?, profit!!
Got it!! Thanks!! I love this game.
The mc_Entity attribute makes the conditional in the dungeon finder as simple as the following (assuming the floating point precision is good):
This oughta make things like the wind shaders a lot easier. In time I plan to define identifiers for non-block/item entities too. mc_Entity.y currently defines the brightness and light value of a block. That's all I got right now (I haven't done whether or not the face can see the sky yet).
The image above is 2x FSAA and while it's perfectly bug free (no pink lines or anything), it destroys my frame-rate (I get like 15 fps on my NVIDIA GeForce GT 330M). :sad.gif: You can think of it like playing on a monitor twice the size of what you're using (which is 4 times the screen area), then super-sampling that image. Hopefully other people will have better luck with it performance-wise than me.
After this update I might concentrate a bit on optimization and try to get as much performance back as possible. I would start by checking out what Optimine does and incorporating everything I can from it. As it stands I'm not gonna have enough slack to fit in lighting without making the game unplayable.
Sometimes I feel like I'd be better off abandoning this mod and writing my own Minecraft client from scratch . . . :-/
Couldn't help but read the line at the end and wonder if you have heard of Manic Digger. It's an open source Minecraft/infiniminer clone that is written in C, you should maybe think about checking it out if that is how your feeling.
EXE could really use mod/coding support.
People will probably flame me for suggesting it, but the game really truly does have a lot of potential. He already has Mipmapping support and up to 1024 block height.
Back on topic though, I'm really looking forward to the next update. Is it possible to combine the bumpmap and the modified wheat/wildgrass shader? I've tried to do it myself and I keep getting bad errors, it's a little beyond my coding ability.
Also I've been literally researching all night on this, is it possible to use a random number on the divider for the speed of the swaying, that way we could have it alternate between speed of motion.
here is sort of a code sample for what I'm trying to do and I just cannot seem to get it right.
This code would be designed to deliver a random number between 100 and 1000. That way you could use it with
and it be something like
A number near 1000 would make the grass almost stop moving, 100 would be like a strong gust.
I know I have the concept right, but I just cannot get that code to compile/run right.
Maybe you can see what I'm trying to do and get it working, I think the result of something like this would be really good.
Anyway keep up the good work thanks for the mod :smile.gif:
Hum... maybe... but then again the gray sacle should cause Leaves no to work too no? And they work perfectly... with no edge separation during the effect... perfect wave syncronitation with no distortion... or even the Wild grass wich is gray too... I dunno... lol... i'm a bit n00b so... that's why i'm asking =P Thnx any way... the others were answered =D
BTW - @whoever likes leaf movement: If u set the leaves to move in a Z and X directions and set
u can get a more real movement... feels a bit stange still but anyway... i think since it's always repeating it self will make things akward... but fells better...
And even though the darkness dawns... Brighter days will follow!
That looks great. Is it publicly available yet? I can't wait to try it out.
Sig done by me, Avatar made by karius101.
Why don't you find a changelog or wait for someone to code a wallhack shader? Then you'll know. Have some patience.
yes and then the mod just got updated today i posted yesterday sorry im just eager
Sig done by me, Avatar made by karius101.
It didn't actually get updated today. I was just going over the changes I had made to what will be released soon. After this update, you might be able to make a decent wall-hack shader. I dunno I haven't tried it yet.
This does look pretty great! I'm looking forward to it too.
Today's work:
I finished a simple in-game menu. It adds an "Advanced Graphics..." button to the options menu, between the controls and done buttons (it spreads them out a bit to make room). This new menu currently has two items: one to switch from no anti-aliasing to 2x FSAA and one to toggle v-sync. I've made a lot of changes so before I do anything else I'm gonna package up what I have and put it in an update (maybe tomorrow, definitely by the end of the weekend). Tonight I'm gonna take a break from development to actually play the game! It's been a while since I've done that. :tongue.gif:
After this update I'll be working on optimizations, and I'd really like to take advantage of available hardware extensions to do things like add improved anti-aliasing methods.
Looks nice! Do you happen to know who made that fox skin? I like it a lot more than the ones that comes with mo'creatures.
You have to start minecraft.jar from the command line like this (after cd'ing to the directory that contains minecraft.jar):
Or this if you aren't on Windows:
You can replace username with whatever name you want.
Cool, I'm glad somebody's doing it! Have you posted them anywhere?
That unbelievable! it barely looks like Minecraft anymore, but in the best way lol. Can't wait for this. Amazing work
it is looking awesome, but everything seems like its wet, perhaps being that its a tad too shiny with the specular mapping. also is there anyway to soften the self shadows, like perhaps make them not such a harsh black?
looking great for a start though mate and worlds beyond what any of us thought minecraft could be.