Update:
There's now a toggle option! Read the How to Use section for more info.
Also there's a moderate and heavy dose option available for folks that wanted a little more kick. :tongue.gif:
There's a screenshot up of it.
If anyone is having trouble with animals read the changelog and check your version. It's probably a glitch from an older version. (current is 1.2.0)
This is a rework for the acid shader mod originally made by Gaeel (Credit to the original work). His version is no longer compatible with GLSL so I edited his script to work for the current version. I also made a small change to GLSL (backwards compatible with other shaders) to make a sort of toggle while in game to turn the effect on and off.
1.)Download the GLSL Shaders from daxnitro (My files use and overwrite different parts of the shader files)
2.)Install them as per daxnitro's instructions (Remember to back up ./bin files)
3.)Navigate to %AppData%\.minecraft\bin\
4.)Open minecraft.jar with one of the two compression utilities provided
(Where you should be in Explorer or file browser)
5.)Drag and drop the files contained in the acid_shader rar into the minecraft.jar file.
(Where you should be in 7Zip, almost the same in WinRar)
7.)Play the game!
How to Use:
Scroll Lock is your toggle. Having scroll lock enabled at run-time will toggle the shaders on and vice versa!
Also you can easily toggle the shaders by pressing F11 twice to update the renderer (or stay in fullscreen by pressing once, it only needs to update the renderer once).
How to uninstall:
Pretty simple, rerun the GLSL shader installation or backup from the original minecraft.jar file.
Notes and Incompatibility:
Mods this does not work nicely with (Not a complete list (at all (Please help provide some))):
Optifine (Water is not affected by GLSL (at all) It actually works fine :biggrin.gif: )
God Rays Doesn't like the warping. Works beautifully now, especially with bloom!
Screenshots:
OH GOD TOO MUCH!
Just Right! :biggrin.gif:
Videos:
My own demo of the mod:
Big Rob's demo:
Change Log:
v1.2.0:
Made a quick line of code to daxnitro's original Shader.java file that allows for toggling renders.
Added a sort of toggle to the shader files that can be updated with scroll lock.
Toggling is used by switching scroll lock then pressing f11 or quitting to refresh.
Also removed the water shader file as it was an uneccessary overwrite.
v1.1.1:
Fixed a small issue that daxnitro pointed out where mob spawners appear in front of everything.
v1.1:
Fixed an issue where mobs wouldn't appear correctly or at all after loading the mod.
v1.0:
GLSL Acid Shader files release.
Credits:
Daxnitro - GLSL Shader and original shader files (brilliant work).
Gaeel - The original Acid Shader files (also brilliant).
JxExSxUxS - Major debugging help.
robizzle - Pooped out a video so **** fast.
Any questions you might have just ask and I'll try to assist you. Though if you follow the instructions you should be fine.
When you say "Turned out etc.." do you mean it as a bad thing? This is my first post (ever) of a mod and I hope it works out great. Feed back would be lovely. :biggrin.gif:
Watched this mod being reworked (literally, the author lives next door), thought I'd pop in and give him some extra credibility: imo, it's even better than the original, which I was using way back in 1.5.
Great job, man. Looking forward to installing it when I have some time.
Is it possible to get a start/stop button for this effect in the main menu? Just an idea.
Since this is a mod to the GLSL shaders and according to what has been discussed on the old forums, no it is not possible. Though I could possibly edit the effect so that scroll lock has functionality over this. I'll see what I can do. I'm still a bit of a noob when it comes to more in-depth editing. :smile.gif: Thanks for the idea to work on this though.
Edit:
So I don't really know enough about GLSL to know whether or not this is possible. I'll continue to research though.
Is it possible to get a start/stop button for this effect in the main menu? Just an idea.
That was discussed a lot in the GLSL thread, and I don't think anyone ever found a way to implement it, because of how the shaders were loaded (at the beginning of the game, not dynamic)
May or may not be possible now, I know the whole mod was pretty completely overhauled.
to bad it would look nothing like this add **** tons bloom make all the colors bleed together ALOT and make the vision pulsate every one in a while
I may add a beta tag to these shader files. :tongue.gif: Since this is a good idea and I'll definitely try to implement it. I'm reading up on a way to have a sort of special key detection that is native to GLSL right now, so that'll be number 2 on my list. :smile.gif: Also thanks for the idea!
2: could see spawner through ground (sorry dont have a photo.
Spawner is a known bug, currently not sure what causes it. Never saw the zombie problem in testing, they always looked normal... are you using any sort of texture pack?
Interesting, can you possibly upload JUST the shaders folder in the minecraft.jar folder? (The whole .jar is a bit illegal, and that part is owned by daxnitro) Also as stated any other mods or fancy things installed?
Spawner is a known bug, currently not sure what causes it. Never saw the zombie problem in testing, they always looked normal... are you using any sort of texture pack?
It isnt that. I've tested with multiple packs. Also noticed that you can see blocks through held item. Default pic has best display of this.
I see you using a 128x pack. What are you using to support that? I'd like to test that out myself. It "could" be an issue with random mobs or the HD patcher you've used.
Edit: The transparent hand issue I've encountered as well. Interesting since I haven't modified the hand shader file. It's probably an issue with either textured or textured_lit tweaking out at certain times with the modified effects. Thanks for bringing this up.
I see you using a 128x pack. What are you using to support that? I'd like to test that out myself. It "could" be an issue with random mobs or the HD patcher you've used.
Yea might be random mobs b/c I'm using MC patcher 2.2.2 with HD txters and fonts, and random mobs. (guess I was lying when saying no mods)
Edit: with the hand thing the Cell shader is having that issue too.
Sounds like a GLSL Shader issue for hands then. Might be good to bring it up in that forum as well. Also I'll test random mobs with my shader files to see if it also happens.
Edit:
Just tested it with random mobs and HD patcher after a reinstall and it wasn't working.
After rechecking the files I see that the group of shaders I had weren't updated.
If you re-download the files it should be working correctly now. Thank you for getting this bug to me. :biggrin.gif:
Update:
There's now a toggle option! Read the How to Use section for more info.
Also there's a moderate and heavy dose option available for folks that wanted a little more kick. :tongue.gif:
There's a screenshot up of it.
If anyone is having trouble with animals read the changelog and check your version. It's probably a glitch from an older version. (current is 1.2.0)
This is a rework for the acid shader mod originally made by Gaeel (Credit to the original work). His version is no longer compatible with GLSL so I edited his script to work for the current version. I also made a small change to GLSL (backwards compatible with other shaders) to make a sort of toggle while in game to turn the effect on and off.
Things you need:
How to install:
How to Use:
How to uninstall:
Notes and Incompatibility:
Screenshots:
Videos:
My own demo of the mod:
Big Rob's demo:
Change Log:
v1.2.0:
Made a quick line of code to daxnitro's original Shader.java file that allows for toggling renders.
Added a sort of toggle to the shader files that can be updated with scroll lock.
Toggling is used by switching scroll lock then pressing f11 or quitting to refresh.
Also removed the water shader file as it was an uneccessary overwrite.
v1.1.1:
Fixed a small issue that daxnitro pointed out where mob spawners appear in front of everything.
v1.1:
Fixed an issue where mobs wouldn't appear correctly or at all after loading the mod.
v1.0:
GLSL Acid Shader files release.
Credits:
Any questions you might have just ask and I'll try to assist you. Though if you follow the instructions you should be fine.
Also get used to my foreigner language, I like to stand out in a crowd of bland white cheese!
When you say "Turned out etc.." do you mean it as a bad thing? This is my first post (ever) of a mod and I hope it works out great. Feed back would be lovely. :biggrin.gif:
Ahhh that would do it. XD I was worried for a sec!
Great job, man. Looking forward to installing it when I have some time.
Since this is a mod to the GLSL shaders and according to what has been discussed on the old forums, no it is not possible. Though I could possibly edit the effect so that scroll lock has functionality over this. I'll see what I can do. I'm still a bit of a noob when it comes to more in-depth editing. :smile.gif: Thanks for the idea to work on this though.
Edit:
So I don't really know enough about GLSL to know whether or not this is possible. I'll continue to research though.
That was discussed a lot in the GLSL thread, and I don't think anyone ever found a way to implement it, because of how the shaders were loaded (at the beginning of the game, not dynamic)
May or may not be possible now, I know the whole mod was pretty completely overhauled.
EDIT:
stop being a ninja, epocalypse.
I may add a beta tag to these shader files. :tongue.gif: Since this is a good idea and I'll definitely try to implement it. I'm reading up on a way to have a sort of special key detection that is native to GLSL right now, so that'll be number 2 on my list. :smile.gif: Also thanks for the idea!
1: Zombies look like this (not sure about other mobs) http://dl.dropbox.com/u/7748762/Fourm posts/javaw 2011-12-07 00-11-03-39.jpg
2: could see spawner through ground (sorry dont have a photo.
Spawner is a known bug, currently not sure what causes it. Never saw the zombie problem in testing, they always looked normal... are you using any sort of texture pack?
It isnt that. I've tested with multiple packs. Also noticed that you can see blocks through held item. Default pic has best display of this.
Sphax 128x
http://dl.dropbox.com/u/7748762/Fourm posts/javaw 2011-12-07 00-26-49-67.jpg
Jolicraft
http://dl.dropbox.com/u/7748762/Fourm posts/javaw 2011-12-07 00-26-12-32.jpg
Default
http://dl.dropbox.com/u/7748762/Fourm posts/javaw 2011-12-07 00-25-37-22.jpg
Edit: no mods other than GLSL
Edit 2: here's my shaders http://dl.dropbox.com/u/7748762/Fourm posts/shaders.zip
Edit: The transparent hand issue I've encountered as well. Interesting since I haven't modified the hand shader file. It's probably an issue with either textured or textured_lit tweaking out at certain times with the modified effects. Thanks for bringing this up.
Yea might be random mobs b/c I'm using MC patcher 2.2.2 with HD txters and fonts, and random mobs. (guess I was lying when saying no mods)
Edit: with the hand thing the Cell shader is having that issue too.
Edit:
Just tested it with random mobs and HD patcher after a reinstall and it wasn't working.
After rechecking the files I see that the group of shaders I had weren't updated.
If you re-download the files it should be working correctly now. Thank you for getting this bug to me. :biggrin.gif: