There should be an option to turn it off (or at least I have one?)
Would you mind showing me a screenshot where you are able to turn it off? It's possible that I'm overlooking it, but I've looked several times and can't figure it out. Thank you!
Would you mind showing me a screenshot where you are able to turn it off? It's possible that I'm overlooking it, but I've looked several times and can't figure it out. Thank you!
In options > video settings > shaders > shader options > post-processing > motion blur
The DOF is not implemented in the Seus Renewed for reasons still unknown but we can import the code of the DOF from the Seus V11 to the Seus Renewed
Was the DOF for me? If so, sorry, I might have forgotten to add: I'm using SEUS 11, not renewed
But if DOF can still solve this ugly black on my banners, I'm willing to hear more about it XD
I watched the video and searched the thing he said (final.nolight) in all the composite and final folders of the shader pack via notepad++. It said there are no matches in all the files. I cant seem to find where to edit it in the new shaders. When you changed water fog did you do it in the Renewed version? If so which file and which line/phrase? Thanks for your time
Ah no, I did it in the old v11 so that might be the problem for you
From what was said above, some files stayed similar but a lot changed between Old and Renewed
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A possible bug in the renewed version? The resource pack is Conquest. The pack uses a special grass texture that has its little 'blades' of grass overlap eachother, and i'm assuming SEUS recognizes this as an entity or model that should be given shadows? Is there a way to fix this? As for the gray parts of the textures, Conquest has a special feature where certain blocks will 'blend' in with other adjacent blocks to create a smooth and high quality surface. The shadow issue only occurs when it is in direct sunlight or moonlight - darkness and torch light will have it appear as normal.
(For anyone who wants to use this pack, which i'd argue is the best in MC's entire mod base, link below.) http://conquest.ravand.org/
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A very generic and bland signature because I can't decide what to write here. I also hate my profile name. Refer to me as Cheese, my Steam name.
A possible bug in the renewed version? The resource pack is Conquest. The pack uses a special grass texture that has its little 'blades' of grass overlap eachother, and i'm assuming SEUS recognizes this as an entity or model that should be given shadows? Is there a way to fix this? As for the gray parts of the textures, Conquest has a special feature where certain blocks will 'blend' in with other adjacent blocks to create a smooth and high quality surface. The shadow issue only occurs when it is in direct sunlight or moonlight - darkness and torch light will have it appear as normal.
(For anyone who wants to use this pack, which i'd argue is the best in MC's entire mod base, link below.) http://conquest.ravand.org/
have you tried with another resource pack that also has connected textures like this?
have you tried with another resource pack that also has connected textures like this?
No, I haven't. I don't currently know of any other resource pack that does this (albeit I don't use many to begin with - i'm picky when it comes to packs).
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A very generic and bland signature because I can't decide what to write here. I also hate my profile name. Refer to me as Cheese, my Steam name.
A possible bug in the renewed version? The resource pack is Conquest. The pack uses a special grass texture that has its little 'blades' of grass overlap eachother, and i'm assuming SEUS recognizes this as an entity or model that should be given shadows? Is there a way to fix this? As for the gray parts of the textures, Conquest has a special feature where certain blocks will 'blend' in with other adjacent blocks to create a smooth and high quality surface. The shadow issue only occurs when it is in direct sunlight or moonlight - darkness and torch light will have it appear as normal.
It is not a bug, at least not with the shader. The shader recognizes the texture as a slightly elevated, overlapping model on top of the other block, most likely due to Conquest's method of creating the effect. The only other pack I know that does a similar connected texture effect is PureBDCraft, although it's possible Sphax takes a different route with creating the effect; So I recommend you give it a try and tell me how it goes.
Fishing rods have always been broken TBH, even in Vanilla. As long as the buoy particle is still there, I wouldn't worry too much about it.
It is not a bug, at least not with the shader. The shader recognizes the texture as a slightly elevated, overlapping model on top of the other block, most likely due to Conquest's method of creating the effect. The only other pack I know that does a similar connected texture effect is PureBDCraft, although it's possible Sphax takes a different route with creating the effect; So I recommend you give it a try and tell me how it goes.
Good to know, it's what I figured...just one problem. A big (very big) adventure map i'm creating is literally based around the Conquest pack. Over-arcing stories, inspirations, grand cities and landscapes, intended to be used with a full team, easter eggs, etc...About 6 months of work now.
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A very generic and bland signature because I can't decide what to write here. I also hate my profile name. Refer to me as Cheese, my Steam name.
The DOF is not implemented in the Seus Renewed for reasons still unknown but we can import the code of the DOF from the Seus V11 to the Seus Renewed
The DOF is simple because the Final.fsh did not move too much
On the other hand, for the Cloud Volume and volumetric light, it remains a little complicated
Would you mind showing me a screenshot where you are able to turn it off? It's possible that I'm overlooking it, but I've looked several times and can't figure it out. Thank you!
In options > video settings > shaders > shader options > post-processing > motion blur
Was the DOF for me? If so, sorry, I might have forgotten to add: I'm using SEUS 11, not renewed
But if DOF can still solve this ugly black on my banners, I'm willing to hear more about it XD
Ah no, I did it in the old v11 so that might be the problem for you
From what was said above, some files stayed similar but a lot changed between Old and Renewed
I found it! Thank you so very much!
A possible bug in the renewed version? The resource pack is Conquest. The pack uses a special grass texture that has its little 'blades' of grass overlap eachother, and i'm assuming SEUS recognizes this as an entity or model that should be given shadows? Is there a way to fix this? As for the gray parts of the textures, Conquest has a special feature where certain blocks will 'blend' in with other adjacent blocks to create a smooth and high quality surface. The shadow issue only occurs when it is in direct sunlight or moonlight - darkness and torch light will have it appear as normal.
(For anyone who wants to use this pack, which i'd argue is the best in MC's entire mod base, link below.)
http://conquest.ravand.org/
A very generic and bland signature because I can't decide what to write here. I also hate my profile name. Refer to me as Cheese, my Steam name.
have you tried with another resource pack that also has connected textures like this?
I make a cinematic of Seus Renewed 1.0.0 , enjoy !
No, I haven't. I don't currently know of any other resource pack that does this (albeit I don't use many to begin with - i'm picky when it comes to packs).
A very generic and bland signature because I can't decide what to write here. I also hate my profile name. Refer to me as Cheese, my Steam name.
Fishing rods have always been broken TBH, even in Vanilla. As long as the buoy particle is still there, I wouldn't worry too much about it.
It is not a bug, at least not with the shader. The shader recognizes the texture as a slightly elevated, overlapping model on top of the other block, most likely due to Conquest's method of creating the effect. The only other pack I know that does a similar connected texture effect is PureBDCraft, although it's possible Sphax takes a different route with creating the effect; So I recommend you give it a try and tell me how it goes.
Good to know, it's what I figured...just one problem. A big (very big) adventure map i'm creating is literally based around the Conquest pack. Over-arcing stories, inspirations, grand cities and landscapes, intended to be used with a full team, easter eggs, etc...About 6 months of work now.
A very generic and bland signature because I can't decide what to write here. I also hate my profile name. Refer to me as Cheese, my Steam name.
I'm made a Cinematic Video of SEUS
It's just a bug from Optifine
How did you fix this?
Using latest Optifine and SEUS I'm getting these "Invalid program" errors, and no textures load.
Edit: NM.. guess this isn't going to work on the Mac at all. =/
Someone hulp plz D:
What's your graphic card ?
DoF isn’t in SEUS renewed at this stage, so you can’t enable it I’m sorry to say.
SEUS Renewed 1.0.0 works for Minecraft 1.8.9? Which MC version is used on the screenshots? I just want to make sure if SEUS will work fine for me.