Hey, so when I try to use the Ultra Motion Blur or the Ultra DOF, I get the Invalid Composite Error. I tried changing the "float timePow = 2.0f" to "float timePow = 3.0", but nothing changed. I get a really tiny screen of my Minecraft on the bottom left corner of the screen, followed by 3 other tinier screens behind it. I'm on Mac OS X 10.6 and have a ATI Radeon HD 5670 graphics card, if that helps. What should I do? This mod looks super cool and I wanna use it! Please help, thanks!!
Hey there.
I have both a Mac and a PC and just like you, I prefer my Mac. But can you check into the graphics card? Are you sure it's ATI? Mine has NVIDIA graphics and I would get the same error, but I rolled back to an older version of the driver and it worked, because it was a beta driver and full shader support was not implemented. Try d@t poop out.
Is there a way to get rid of the reflective water in latest version of SEUS? or to somehow get the water back from RC2 into the new version? just simply not that keen on how the reflective water looks and works... Since seus complete re-did the entire shader and how it works I have no idea how to get that water back from older versions of seus.
Is there a way to make the torchlight and glowstone light into the whitish as listed above BUT keep the lava and fire light an orangish glow, i've noticed that when you change the light to white, the lava and fire light changes as well.
Hey there.
I have both a Mac and a PC and just like you, I prefer my Mac. But can you check into the graphics card? Are you sure it's ATI? Mine has NVIDIA graphics and I would get the same error, but I rolled back to an older version of the driver and it worked, because it was a beta driver and full shader support was not implemented. Try d@t poop out.
There's your problem.
Hey, yeah I checked my graphics card and it is an ATI Radeon. Is that a problem?
SEUS is incompatible with macs, since RC6 released i tried to get it work... I gave up in march and buyed a gamer PC... Try to use Sildurs Shaders or SEUS v08
When I try to download SUES, (on mac) It unzips it self and comes in a folder called "shaders" But that wont work when I put it in the Shaders folder, Please help.
When I try to download SUES, (on mac) It unzips it self and comes in a folder called "shaders" But that wont work when I put it in the Shaders folder, Please help.
Just create another folder with the name of the shaderpack into the <minecraft\shaderpacks> folder, and move the 'shaders' folder that was extracted into the folder you created.
When I try to download SUES, (on mac) It unzips it self and comes in a folder called "shaders" But that wont work when I put it in the Shaders folder, Please help.
Right click the folder and click "Compress". It will then become a .zip and then try to use.
Thanks a lot, man. Gonna go give it a shot. Really hoping v10.1 comes out soon, I don't really ache for volumetric clouds, but v10 not having bump maps and spec lighting available? Kills me.
Really wish I tried to contact Sonic Ether, I donated almost a year ago and didn't get access to the dev versions since he did it all by hand. I just let it go, and now I'm kicking myself in the butt now that I have this new gfx card that can handle it all.
Edit: Well, I'm not seeing much of a difference after dropping the two files in SEUS Ultra DOF shader folder. I'm using a pack that has terrain_nh and terrain_s, got any tips?
I did what the instructions said, but when i click the shaderpack theres like a mirror of screens at the left bottom corner and the rest of the screen is black. Help please!
I know I asked this a while back, but I'd like to re-approach it with a valid method that doesn't break any rules or policies. Can someone point out where the code is in the SEUS files that makes night desaturated? i.e. lines 123-234 in example.vsh
Please. I tinkered all around his code and I just can't figure out where it is and how to implement it into the shader pack I want it in, which is tweaked version of Sasukedll7170's v07 Ultra. So if anyone wants to save me time, not only would it be nice to recieve the lines of code needed to import into my files, but also all the changes needed to be made to it.
I know I'm asking a lot, but I'm desperate.
Also, this is for my own private shader pack. I will not redistribute someone elses work without direct permission.
Hey there.
I have both a Mac and a PC and just like you, I prefer my Mac. But can you check into the graphics card? Are you sure it's ATI? Mine has NVIDIA graphics and I would get the same error, but I rolled back to an older version of the driver and it worked, because it was a beta driver and full shader support was not implemented. Try d@t poop out.
There's your problem.
If you don't mind me asking, what/where is the unofficial patch that'll get bump mapping up and working on v10.0?
I think Bump mapping is supported in SEUS v10.0, POM and specular aren't implemented yet.
*whistles* you didn't get it from meeeeee....
https://www.sugarsync.com/pf/D1302498_70118515_633195
Well, without a picture or log or explanation of your issue ... no one can help.
Post your picture to photobucket or imgur or something, and then link it here.
//i.imgur.com/Er0Ggys.jpg" width="" height="" alt="" />" width="" height="" alt="" />
Can you post a copy of your ForgeModLoader-Client-0.log?
Please open up MC, select your shaderpack, load a world, save and quit, and then exit MC.
Please use spoiler tags, or pastebin.com ;).
Hey, yeah I checked my graphics card and it is an ATI Radeon. Is that a problem?
Are you sure? Cause that really sucks :c
Most MACs either run an Intel Integrated Graphics or nVidia graphics.. Not many run AMD, just cought ppl off guard.
Honestly, you're getting further than most people are getting. Most get a black screen that says 'invalid program composite'.
Check your drivers, and Java versions..
You shouldn't have to do any timepow fixes for AMD, that's an nVidia thing..
The basic word right now is to wait for the next MACOS, which is rumored to have OpenGL 4.0 support natively.
Just create another folder with the name of the shaderpack into the <minecraft\shaderpacks> folder, and move the 'shaders' folder that was extracted into the folder you created.
Thanks a lot, man. Gonna go give it a shot. Really hoping v10.1 comes out soon, I don't really ache for volumetric clouds, but v10 not having bump maps and spec lighting available? Kills me.
Really wish I tried to contact Sonic Ether, I donated almost a year ago and didn't get access to the dev versions since he did it all by hand. I just let it go, and now I'm kicking myself in the butt now that I have this new gfx card that can handle it all.
Edit: Well, I'm not seeing much of a difference after dropping the two files in SEUS Ultra DOF shader folder. I'm using a pack that has terrain_nh and terrain_s, got any tips?
Please. I tinkered all around his code and I just can't figure out where it is and how to implement it into the shader pack I want it in, which is tweaked version of Sasukedll7170's v07 Ultra. So if anyone wants to save me time, not only would it be nice to recieve the lines of code needed to import into my files, but also all the changes needed to be made to it.
I know I'm asking a lot, but I'm desperate.
Also, this is for my own private shader pack. I will not redistribute someone elses work without direct permission.