Thanks for the reply. First of all, I'm sure the fog couldn't be remotely disabled from Video Settings; I had to delete a line from your code to make it disappear. And I haven't tampered with you code except for that one line; sure, I was planing on using at a base, but haven't realy started work on that yet.
Do the chest and signs glow even without then changes code? If they do it must be your drivers/hardware, try updating your GPU drivers.
Good call. I'll try to upgrade drivers. And like I said, I haven't tampered with any code...................EXCEPT............. the one line you recomended to delete to remove the fog (Page 11 of this thread).
Good call. I'll try to upgrade drivers. And like I said, I haven't tampered with any code...................EXCEPT............. the one line you recomended to delete to remove the fog (Page 11 of this thread).
Do they glow when that line hasn't been removed? Mine works normally even when that line is removed.
Check the first post again, I've updated to differentiate the 1.7.X version from the 1.8 versions. This should fix your problem.
I went ahead and re-downloaded it (noticed it was 3.2 now instead of 3.3?). It is still the same. Of the things that should wave, I have only noticed the trees and water moving, no grass or other plants. Of things that shouldn't, again its chests and signs.
I went ahead and re-downloaded it (noticed it was 3.2 now instead of 3.3?). It is still the same. Of the things that should wave, I have only noticed the trees and water moving, no grass or other plants. Of things that shouldn't, again its chests and signs.
V3.2 was the last supported version for 1.7.X since they changes the item ID's going from 1.7 to 1.8. Install Too Many Items to find your item ID'S and you can manually change them in gbuffers_terrain.vsh.
Version 3.3 is broken. Right after enabling it, I get:
[Shaders] Error: Invalid program gbuffers_terrain
Version 3.2 works fine, although of course block IDs aren't properly mapped because of changes in MC 1.8.
Specs:
OS X 10.10.2 Yosemite
Minecraft 1.8.0
OptiFine 1.8.0 HD U D1
ShadersMod v2.4.9mc1.8
Forge 11.14.0.1299
Before you ask: No, on a Mac you cannot upgrade graphics drivers individually. It's bundled with the OS.
Thanks.
That's strange I'm pretty sure the only changes between 3.2 and 3.3 were just the block ID's. Can you give me a log of when you enable the 3.3 shaders?
My mistake. I did more testing and it seems like I get this error with Waving plants 2.9 and higher. 2.8 and lower work fine. So this has been an issue for a while, but I ignored it until now because I had no problems using an old version until the new block IDs came in 1.8 block.
Logs from “~/Library/Application Support/minecraft/logs/shadersmod.log” after trying 3.3, 3.2, 3.1, 3.0, 2.9, and finally 2.8 in sequence. http://pastebin.com/9Zgq0vZk
If you want different logs please be more specific. Thanks for your help.
One thing that stands out:
[SMC INF]Loaded shaderpack.
[SMC INF]Uninit
[SMC INF]Info log: /shaders/gbuffers_terrain.vsh
ERROR: 0:72: 'f' : syntax error: syntax error
[SMC INF]Info log: /shaders/gbuffers_terrain.vsh,/shaders/gbuffers_terrain.fsh
Validation Failed: Link error:
Program is not successfully linked.
[SMC SEVERE][Shaders] Error : Invalid program gbuffers_terrain
If I replace the 3.3 "gbuffers_terrain.vsh" with the 2.8 "gbuffers_terrain.vsh" the shader loads without an error, although nothing is animated properly either.
My mistake. I did more testing and it seems like I get this error with Waving plants 2.9 and higher. 2.8 and lower work fine. So this has been an issue for a while, but I ignored it until now because I had no problems using an old version until the new block IDs came in 1.8 block.
Logs from “~/Library/Application Support/minecraft/logs/shadersmod.log” after trying 3.3, 3.2, 3.1, 3.0, 2.9, and finally 2.8 in sequence. http://pastebin.com/9Zgq0vZk
If you want different logs please be more specific. Thanks for your help.
One thing that stands out:
[SMC INF]Loaded shaderpack.<br>[SMC INF]Uninit<br>[SMC INF]Info log: /shaders/gbuffers_terrain.vsh<br>ERROR: 0:72: 'f' : syntax error: syntax error<br><br><br>[SMC INF]Info log: /shaders/gbuffers_terrain.vsh,/shaders/gbuffers_terrain.fsh<br>Validation Failed: Link error:<br>Program is not successfully linked.<br><br><br>[SMC SEVERE][Shaders] Error : Invalid program gbuffers_terrain<br>
If I replace the 3.3 "gbuffers_terrain.vsh" with the 2.8 "gbuffers_terrain.vsh" the shader loads without an error, although nothing is animated properly either.
V2.9 was when I rewrote the shaders to reduce the file size, it must be the way GPU on OSX read the new format. The only thing I can think of is for you to manually to replace the item ID's in 2.8 with the 1.8 ID's. Replace the numbers in the "if (mc_Entity.x == 141.0)" lines etc with the newer ones.
V2.9 was when I rewrote the shaders to reduce the file size, it must be the way GPU on OSX read the new format. The only thing I can think of is for you to manually to replace the item ID's in 2.8 with the 1.8 ID's. Replace the numbers in the "if (mc_Entity.x == 141.0)" lines etc with the newer ones.
This fix ended up being really easy. It turns out that Biomes O' Plenty and Extrabiomes block IDs were encroaching on some of the new block IDs introduced in to 1.8. None of the vanilla Minecraft block IDs changed. I had to simply remove the two following define statements to disable these:
I have some questions regarding the waving plant shader.
1) is it possible for me to use the waving plant shader for BOP, other mods and replace the file in SEUS's gbuffer_terrain? I am sure its not possible but is there a way to merge them into one file so it would run perfect?
2) if (1) is not possible, then is there a way for me to do a small work without doing too much work by adding all of these mods' plants and trees to the SEUS that would make them waving?
and there is a new shader called "Kuda Shaders" its similar to SEUS, but the coding is very different compared to SEUS. please take a look at that Kuda Shaders V5 preview 2 codes because i want to add mods' trees and plants (Biome O' Plenty) and (Plant mega Pack) to that Kuda Shaders V5. Let me know if its possible to use your Shader for mods and add it to the Kuda shader??
now thats 3 questions i have asked. A quick explanation about SEUS and Kuda, so the difference between SEUS and Kuda is that Kuda has less and less brightening than SEUS, but i am sure you already know that SEUS has much more brightening sun.. So in my opinion, Kuda is very similar to the reality outside in the world as you see how the sun look like. So I already mentioned that SEUS and Kuda dont have the same coding. So thats all. I will be waiting to hear from you.
Sorry for the slow reply. My shaders currently are not compatible with the aforementioned shaders. Your going to have to take go through the gbuffers_terrain.vsh in those shaders and try manually adding whatever plants you want to wave. You can manually add item ID's for other mods you want the shaders to be compatible with.
Sorry for the slow reply. My shaders currently are not compatible with the aforementioned shaders. Your going to have to take go through the gbuffers_terrain.vsh in those shaders and try manually adding whatever plants you want to wave. You can manually add item ID's for other mods you want the shaders to be compatible with.
alright. i understand. thank you for answering my question.
Check the first post again, I've updated to differentiate the 1.7.X version from the 1.8 versions. This should fix your problem.
Do the chest and signs glow even without then changes code? If they do it must be your drivers/hardware, try updating your GPU drivers.
Do they glow when that line hasn't been removed? Mine works normally even when that line is removed.
I went ahead and re-downloaded it (noticed it was 3.2 now instead of 3.3?). It is still the same. Of the things that should wave, I have only noticed the trees and water moving, no grass or other plants. Of things that shouldn't, again its chests and signs.
V3.2 was the last supported version for 1.7.X since they changes the item ID's going from 1.7 to 1.8. Install Too Many Items to find your item ID'S and you can manually change them in gbuffers_terrain.vsh.
No, it's no longer compatible with other shaders.
[Shaders] Error: Invalid program gbuffers_terrain
Version 3.2 works fine, although of course block IDs aren't properly mapped because of changes in MC 1.8.
Specs:
OS X 10.10.2 Yosemite
Minecraft 1.8.0
OptiFine 1.8.0 HD U D1
ShadersMod v2.4.9mc1.8
Forge 11.14.0.1299
Before you ask: No, on a Mac you cannot upgrade graphics drivers individually. It's bundled with the OS.
Thanks.
That's strange I'm pretty sure the only changes between 3.2 and 3.3 were just the block ID's. Can you give me a log of when you enable the 3.3 shaders?
Logs from “~/Library/Application Support/minecraft/logs/shadersmod.log” after trying 3.3, 3.2, 3.1, 3.0, 2.9, and finally 2.8 in sequence.
http://pastebin.com/9Zgq0vZk
If you want different logs please be more specific. Thanks for your help.
One thing that stands out:
If I replace the 3.3 "gbuffers_terrain.vsh" with the 2.8 "gbuffers_terrain.vsh" the shader loads without an error, although nothing is animated properly either.
V2.9 was when I rewrote the shaders to reduce the file size, it must be the way GPU on OSX read the new format. The only thing I can think of is for you to manually to replace the item ID's in 2.8 with the 1.8 ID's. Replace the numbers in the "if (mc_Entity.x == 141.0)" lines etc with the newer ones.
This fix ended up being really easy. It turns out that Biomes O' Plenty and Extrabiomes block IDs were encroaching on some of the new block IDs introduced in to 1.8. None of the vanilla Minecraft block IDs changed. I had to simply remove the two following define statements to disable these:
Hello, Regi24
I have some questions regarding the waving plant shader.
1) is it possible for me to use the waving plant shader for BOP, other mods and replace the file in SEUS's gbuffer_terrain? I am sure its not possible but is there a way to merge them into one file so it would run perfect?
2) if (1) is not possible, then is there a way for me to do a small work without doing too much work by adding all of these mods' plants and trees to the SEUS that would make them waving?
and there is a new shader called "Kuda Shaders" its similar to SEUS, but the coding is very different compared to SEUS. please take a look at that Kuda Shaders V5 preview 2 codes because i want to add mods' trees and plants (Biome O' Plenty) and (Plant mega Pack) to that Kuda Shaders V5. Let me know if its possible to use your Shader for mods and add it to the Kuda shader??
now thats 3 questions i have asked. A quick explanation about SEUS and Kuda, so the difference between SEUS and Kuda is that Kuda has less and less brightening than SEUS, but i am sure you already know that SEUS has much more brightening sun.. So in my opinion, Kuda is very similar to the reality outside in the world as you see how the sun look like. So I already mentioned that SEUS and Kuda dont have the same coding. So thats all. I will be waiting to hear from you.
I was waiting for you to reply to answer my questions.. it have been 10 days (April 20/15) since i have posted my previous post.
Sorry for the slow reply. My shaders currently are not compatible with the aforementioned shaders. Your going to have to take go through the gbuffers_terrain.vsh in those shaders and try manually adding whatever plants you want to wave. You can manually add item ID's for other mods you want the shaders to be compatible with.
this cool
alright. i understand. thank you for answering my question.
Sorry, this is a noobish question. How do you find the ID's of the entities you want to wave, and how would you put them in manually?