Test version for Minecraft 1.4.5 + OptiFine HD D5 Ultra
- Improved compatibility with Connected Texture. It will load ctm_nh.png and ctm_s.png.
- Improved compatibility with texture packs that do not have _nh and _s files.
This package is zip of modified class files.
Installation ** for experienced tester only **
- Use Magic Launcher.
Attach OptiFine_1.4.5_HD_U_D5.zip (exact version).
Attach ShadersMod-mc1.4.5-ofud5-1.zip below OptiFine.
Attach a zip file containing shaders folder with *.vhs *.fsh in it.
(Or create "shaders" folder in ".minecraft" folder and put *.vhs *.fsh in it.)
To do :
- Normal map and specular map support for mobs, chest etc.
Is there a different Shaders version than 2.1.6 that is released for 1.4.5?
I keep getting the following error when trying to install:
==== Installing Shaders ====
Error installing Shaders!
javassist.NotFoundException: a(..) is not found in auv
==== Shaders Failed Installation ====
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I want to give you a unique idea. It is there to be more post-process (not only final and composite), and the number of render passes (configurable number of + Uniform). In addition, there is a proposal to add a built-in "tangent" for normal mapping.
Idea from which they can not give a lot of developers.
-- postprocess.conf --
max-render-pass: 1; //Default value post-processes: ["composite", "final", "sampler1", "sampler2"];
Sonic Ether also wants more processing stages.
I will add this feature soon.
Shaders pack selector GUI in GLSL Shaders OF is a good idea.
But I don't like some parts of it.
It seems to extract shader files to a temp folder. I think it should store them in memory instead.
Also I don't like inclusion of code for writing test.zip in Shaders class.
I'm not talking about the GUI, and talking about a post-process. I would be interested to see this multi-processing in the case, and not in words. If there was a multi-process, then the DOF and Motion Blur are not in conflict, and lived together.
I would also like to Environment (Cube) Mapping, but I doubt that will be a good FPS.
But if to complicate the process, then we would have to take only the necessary shaders, the effect of which will be included in CubeMap. However CubeMap require multiple passes to use for example in gbuffers_terrain.
The remains of the post-processes must be included in the last turn.
In addition, I believe that the effect Cube Mapping should summarize each gbuffers_terrain (multi-reflection of the equation).
But CubeMap have side effects. So, Minecraft could become a raytracing graphics.
CubeMap used in Water Shader, so water is more beautiful.
ShadersMod for (Minecraft 1.4.5 + OptiFine HD Ultra D7) v1.2. http://www.mediafire.com/?x7ncqjjd1dbdzqt
The zip file is for used with Magic Launcher.
Add ShadersMod-mc1.4.5-ofud7-1.2.zip below OptiFine_1.4.5_HD_U_D7.zip (It requires this exact version).
*.vsh *.fsh are not included.
You have to put *.vsh *.fsh in shaders folder inside the zip file.
(or in .minecraft\shaders folder. I am not sure which place have more priority.)
This version includes some code from id_miner's GLSL Shaders OF. But update checking and Shader GUI are disabled.
ShadersMod for (Minecraft 1.4.5 + OptiFine HD Ultra D7) v1.3. http://www.mediafire.com/?8ku6v5065xpr08b
Added "wetness" uniform variable for composite/final fragment shaders.
I'm on my third try at getting shaders to run. Every shader I've tried seems do do nothing but make my trees wiggle weirdly. Does anyone have an idea as to what I'm doing wrong? I just updated my Optifine today, so it isn't that and the computer I use can go up to far+32 render distance before it starts to lag noticeably (and that's with Mo' Creatures running about all over the place)
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