First I would like to say how thankful I am for OptiFine. I can't even run Minecraft on my PC without it. Now, I know you can already use shaders with OptiFine, but I think the bloom effect (without having to use shaders) would be really cool. Maybe as a video setting?
EDIT: Like how the torch is glowing in this picture:
I'm trying out SEUS Renewed and it says that it is compatible with fast render. I would like to test this but Optifine doesn't let me. Is there a way to force it?
So, I've figured out how to make ctm texture packs for mods on 1.10.2+, but I am wanting to backport since a lot of players still are running on 1.7.10. I've tried everything I can think of, but still can't get ctm textures to work on modded blocks on 1.7.10, and am needing some help to get over this hurdle.
Now, in my 1.7.10 environment, I have the [blockname].properties file placed in the assets/minecraft/mcpatcher/ctm/[texturename] folder with the argument "matchTiles=[modname]:/blocks/[blockname], and I have the default texture for the block in assets/[modname]/textures/blocks/. This doesn't work, and I get error messages in the console complaining it is 'unable to load' the texture.
I've been banging my head over this for about a day and a half now, but all I can figure is that the syntax changed for matchTiles between 1.7.10 and 1.10.2, and I can't find what the syntax was before that change.
Any suggestions?
Thanks
[edit]
So, I've continued tinkering with the .properties files on different versions and am checking the error messages produced in the console window. Here's an update on my status.
To begin, I want to clarify that I am using a hello world style mod (helloblocks) to experement with and have a custom block (ctmtest) that I am using. Placing normal textures into this directory:
\assets\helloblocks\textures\blocks
Works when I apply it as a resouce pack, I just can't get the ctm texture to work.
Also note, that I have the ctm textures and ctmtest.properties file in this following location:
\assets\minecraft\mcpatcher\ctm\ctmtest
Using matchBlocks appears to require an ID number, which I believe can change, but by the optifine github help page, match tiles appears to work for any block, I think...
To refer to a tile from vanilla MC, simply use its name in textures/blocks:
matchTiles=dirt
To refer to a tile from a mod, you will need to know its name
matchTiles=gearbox
I tried using matchBlocks=ctmtest anyway, but it gave an error for incorrect ID.
Using the config file ctmtest.properties with these contents
May I ask if it could be possible to use the id="depthsuspend" parameter in an Optifine shaderpack? The reason is to bring back the Void Fog. Also is it possible to convert a Forge shaderpack into an Optifine shaderpack? The brilliant Tamaized has released a Void Fog mod but it only works with Forge which just lags out constantly.
So, I've figured out how to make ctm texture packs for mods on 1.10.2+, but I am wanting to backport since a lot of players still are running on 1.7.10. I've tried everything I can think of, but still can't get ctm textures to work on modded blocks on 1.7.10, and am needing some help to get over this hurdle.
May I ask if it could be possible to use the id="depthsuspend" parameter in an Optifine shaderpack? The reason is to bring back the Void Fog. Also is it possible to convert a Forge shaderpack into an Optifine shaderpack? The brilliant Tamaized has released a Void Fog mod but it only works with Forge which just lags out constantly.
Thankyou for your time and hope to speak soon.
The void fog could be easily added in a shader pack by checking the player Y coordinate.
I'm trying out SEUS Renewed and it says that it is compatible with fast render. I would like to test this but Optifine doesn't let me. Is there a way to force it?
Fast Render is not compatible with shaders.
It disables some functionality which is required by the shaders.
First I would like to say how thankful I am for OptiFine. I can't even run Minecraft on my PC without it. Now, I know you can already use shaders with OptiFine, but I think the bloom effect (without having to use shaders) would be really cool. Maybe as a video setting?
EDIT: Like how the torch is glowing in this picture:
...
The bloom effect is usually added with shaders.
It could probably be added without shaders (similar to glowing entity outlines), but it would be quite complex.
This is great news! So in theory the parameters could be added into the world class RadialFog shaderpack you provided a while back? This would be absolutely brilliant, the possibility of seeing the void fog back in Minecraft would be outstanding! So I guess it would even be possible to bring back the void particles also? In theory could a parameter be applied to player Y coordinate for the particles also? I hand on heart wish I knew how to apply the parameters, the only mention of any sort of void fog parameter is the depthsuspend quote from yourself on github.
May I ask for some of your valuable expertise regarding the player Y coordinate parameters to help out us old minecraft veterans? Eternally grateful for your time sp614x hope to speak soon.
Will do. When I first posted this here, I thought I was just misunderstanding how optifine worked, but I've hit enough walls to think that there may be something more than my lack of knowledge going on here. I'll get it posted.
Also, gotta say, great mod, and thanks for making it. I never play minecraft without it.
hi there, i'm having an issue with shaders where the sky slowly turns dark the further i look up, complete with stars so its basically night. this happens during the day or any time really. theres also strange pink glitchy bits that appear aobut halfway up (see the second image attached). the shader pack i use doesnt appear to make a difference, i have this issue with all of them. im playing 1.12.2 with the latest version of optifine.
Gonna upload this to the issue tracker too but thought I'd share with y'all, I found a glitch I don't think anyone's reported yet with the latest version of Optifine for 1.12 (Java edition) - If you have your render distance set to above 16 chunks (though anything under 20 seems to rarely work), and then create a new world in creative mode, you can cause these crazy chunk errors to occur if you immediately enter the nether (via constructing a portal, teleportation, or spawning a portal block) - the second you get in to the nether, break your way straight up to above the ceiling bedrock layer and these odd chunk errors will occur.
You cannot interact with or enter the glitched chunks, and mobs/entities appear to get stuck inside. In addition, the chunks also render random 16x16x16 blocks of various blocks or materials (as seen in attached photo 1) - I've seen it even render with bizarre materials such as nether wart. Not only this, but mobs/entities from the overworld will spawn in as well (as seen in photo 2).
This glitch can be fixed by simply exiting the world and re-entering it. Doesn't seem to work if enough of the overworld renders (I.E. I generally play on 32 render distance and in my survival worlds I've never seen this glitch after making it to the nether.)
Note that this glitch does not work for me in Vanilla minecraft, therefore I assume it must be one of the Optifine chunk-related settings in the performance tab in options. I have all of them enabled / at their highest values (or basically, not default Minecraft settings.)
I don't know what my issue is, but I can't get Optifine to work. When I try to run the .jar it pops up some sort of window for a split second and then it goes away and nothing happens. When I try to use Magic Launcher it says there are no mod files. I am using Minecraft Version 1.12.2
Someone please help.
EDIT: Nvm, I got it to work by using Forge. Thank you anyways.
Can something be done with sky flashing when tooltip appears?
This is consistently reproducible with all versions of Minecraft I've tried, from 1.7.10.
Enable Fast Render -> Sky is flashing when tooltip appears on the screen.
Disable Fast Render -> Sky stays the same color.
For best reproduction effect, point your head above horizon line.
Is it possible to make the "a new Optifine version is available" message you see in chat a hyperlink? If it ran you right to Optifine.net I bet it would help keep a lot more people up to date with the mod, and help them get updated faster. Thanks for all the work you do on the mod!
Gonna upload this to the issue tracker too but thought I'd share with y'all, I found a glitch I don't think anyone's reported yet with the latest version of Optifine for 1.12 (Java edition) - If you have your render distance set to above 16 chunks (though anything under 20 seems to rarely work), and then create a new world in creative mode, you can cause these crazy chunk errors to occur if you immediately enter the nether (via constructing a portal, teleportation, or spawning a portal block) - the second you get in to the nether, break your way straight up to above the ceiling bedrock layer and these odd chunk errors will occur.
https://github.com/sp614x/optifine/issues
First I would like to say how thankful I am for OptiFine. I can't even run Minecraft on my PC without it. Now, I know you can already use shaders with OptiFine, but I think the bloom effect (without having to use shaders) would be really cool. Maybe as a video setting?
EDIT: Like how the torch is glowing in this picture:
Check out my suggestions! Here is one of them:
I'm trying out SEUS Renewed and it says that it is compatible with fast render. I would like to test this but Optifine doesn't let me. Is there a way to force it?
So, I've figured out how to make ctm texture packs for mods on 1.10.2+, but I am wanting to backport since a lot of players still are running on 1.7.10. I've tried everything I can think of, but still can't get ctm textures to work on modded blocks on 1.7.10, and am needing some help to get over this hurdle.
Now, in my 1.7.10 environment, I have the [blockname].properties file placed in the assets/minecraft/mcpatcher/ctm/[texturename] folder with the argument "matchTiles=[modname]:/blocks/[blockname], and I have the default texture for the block in assets/[modname]/textures/blocks/. This doesn't work, and I get error messages in the console complaining it is 'unable to load' the texture.
I've been banging my head over this for about a day and a half now, but all I can figure is that the syntax changed for matchTiles between 1.7.10 and 1.10.2, and I can't find what the syntax was before that change.
Any suggestions?
Thanks
[edit]
So, I've continued tinkering with the .properties files on different versions and am checking the error messages produced in the console window. Here's an update on my status.
To begin, I want to clarify that I am using a hello world style mod (helloblocks) to experement with and have a custom block (ctmtest) that I am using. Placing normal textures into this directory:
Works when I apply it as a resouce pack, I just can't get the ctm texture to work.
Also note, that I have the ctm textures and ctmtest.properties file in this following location:
Using matchBlocks appears to require an ID number, which I believe can change, but by the optifine github help page, match tiles appears to work for any block, I think...
I tried using matchBlocks=ctmtest anyway, but it gave an error for incorrect ID.
Using the config file ctmtest.properties with these contents
I get this error
Note that it doubles the "/textures/blocks" line, so I changed it to this
and I get this error
I assume the root is the /assets/minecraft folder, but whatever, I'll tried this only to get the following error message.
This is a problem I've been having for a while now, and I don't know how to get it to look at the right folder.
.
it appears your download pages are down, any links to them are giving me an error
edit:seems to have worked itself out
New to AdF.ly? the OP worked for me (page 1 post 1)...
Watch the timer in the upper right change to [SKIP AD]. Once it does click it and you should get the download.
The ONLY thing you ever click at AdF.ly is that [SKIP AD]. Everything else is malware. If you don't get [SKIP AD] close and try again.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Hello.
May I ask if it could be possible to use the id="depthsuspend" parameter in an Optifine shaderpack? The reason is to bring back the Void Fog. Also is it possible to convert a Forge shaderpack into an Optifine shaderpack? The brilliant Tamaized has released a Void Fog mod but it only works with Forge which just lags out constantly.
Thankyou for your time and hope to speak soon.
Please make issue on the tracker: https://github.com/sp614x/optifine/issues
The void fog could be easily added in a shader pack by checking the player Y coordinate.
Fast Render is not compatible with shaders.
It disables some functionality which is required by the shaders.
The bloom effect is usually added with shaders.
It could probably be added without shaders (similar to glowing entity outlines), but it would be quite complex.
Hello sp614x thankyou for the reply.
This is great news! So in theory the parameters could be added into the world class RadialFog shaderpack you provided a while back? This would be absolutely brilliant, the possibility of seeing the void fog back in Minecraft would be outstanding! So I guess it would even be possible to bring back the void particles also? In theory could a parameter be applied to player Y coordinate for the particles also? I hand on heart wish I knew how to apply the parameters, the only mention of any sort of void fog parameter is the depthsuspend quote from yourself on github.
May I ask for some of your valuable expertise regarding the player Y coordinate parameters to help out us old minecraft veterans? Eternally grateful for your time sp614x hope to speak soon.
Will do. When I first posted this here, I thought I was just misunderstanding how optifine worked, but I've hit enough walls to think that there may be something more than my lack of knowledge going on here. I'll get it posted.
Also, gotta say, great mod, and thanks for making it. I never play minecraft without it.
Can something be done with sky flashing when tooltip appears?
hi there, i'm having an issue with shaders where the sky slowly turns dark the further i look up, complete with stars so its basically night. this happens during the day or any time really. theres also strange pink glitchy bits that appear aobut halfway up (see the second image attached). the shader pack i use doesnt appear to make a difference, i have this issue with all of them. im playing 1.12.2 with the latest version of optifine.
Gonna upload this to the issue tracker too but thought I'd share with y'all, I found a glitch I don't think anyone's reported yet with the latest version of Optifine for 1.12 (Java edition) - If you have your render distance set to above 16 chunks (though anything under 20 seems to rarely work), and then create a new world in creative mode, you can cause these crazy chunk errors to occur if you immediately enter the nether (via constructing a portal, teleportation, or spawning a portal block) - the second you get in to the nether, break your way straight up to above the ceiling bedrock layer and these odd chunk errors will occur.
You cannot interact with or enter the glitched chunks, and mobs/entities appear to get stuck inside. In addition, the chunks also render random 16x16x16 blocks of various blocks or materials (as seen in attached photo 1) - I've seen it even render with bizarre materials such as nether wart. Not only this, but mobs/entities from the overworld will spawn in as well (as seen in photo 2).
This glitch can be fixed by simply exiting the world and re-entering it. Doesn't seem to work if enough of the overworld renders (I.E. I generally play on 32 render distance and in my survival worlds I've never seen this glitch after making it to the nether.)
Note that this glitch does not work for me in Vanilla minecraft, therefore I assume it must be one of the Optifine chunk-related settings in the performance tab in options. I have all of them enabled / at their highest values (or basically, not default Minecraft settings.)
I don't know what my issue is, but I can't get Optifine to work. When I try to run the .jar it pops up some sort of window for a split second and then it goes away and nothing happens. When I try to use Magic Launcher it says there are no mod files. I am using Minecraft Version 1.12.2
Someone please help.
EDIT: Nvm, I got it to work by using Forge. Thank you anyways.
This is consistently reproducible with all versions of Minecraft I've tried, from 1.7.10.
Enable Fast Render -> Sky is flashing when tooltip appears on the screen.
Disable Fast Render -> Sky stays the same color.
For best reproduction effect, point your head above horizon line.
Is it possible to make the "a new Optifine version is available" message you see in chat a hyperlink? If it ran you right to Optifine.net I bet it would help keep a lot more people up to date with the mod, and help them get updated faster. Thanks for all the work you do on the mod!
Quote from mike_ers >>
Fixed in preview D1 for 1.12.2