I'm having toubles with the most recent ad-fly links. I've disabled ad-blocker and tried using a different browser. Firefox is telling me: "The page you are trying to view cannot be shown because the authenticity of the received data could not be verified." Is there a mirror download to the most current version?
I'm having toubles with the most recent ad-fly links. I've disabled ad-blocker and tried using a different browser. Firefox is telling me: "The page you are trying to view cannot be shown because the authenticity of the received data could not be verified." Is there a mirror download to the most current version?
Just a random thank you. I'm a Mac user, and apparently that's really difficult to support because yours is the only shaderpack I've found that works very well at all.
Can you please add a way to disable the strong glowing effect from light sources?
It makes light sources like torches look unpleasant and unrealistic, and it also affects JourneyMap waypoint markers (mostly at night).
Unfortunately torches light themself up if they're to close to each other, making them even brighter. Disabling bloom or lowering it's strength using the ingame options should solve your issues tho.
Just a random thank you. I'm a Mac user, and apparently that's really difficult to support because yours is the only shaderpack I've found that works very well at all.
The water is gorgeous.
Thanks, yeah macs are hard to support because of the gpu drivers provided by apple and the way they handle opengl.
Looking through this thread I was able to do what I wanted (Change the orangish light and reflections of light sources to white) but I can't figure out how to make the white stained glass stay white and not turn an orange colour. Can you help? I have version 1.66 Extreme.
Looking through this thread I was able to do what I wanted (Change the orangish light and reflections of light sources to white) but I can't figure out how to make the white stained glass stay white and not turn an orange colour. Can you help? I have version 1.66 Extreme.
stained glass is handled by gbuffers_water, which uses it's own lightmap colors. So you want to change line 139, vec3(1.1,0.42,0.045).
Hey, it's the Mac user again. I wanted to ask about some weird reflections and yellow highlights that I"m seeing on mobs in my "peripheral vision." Here are a couple of examples.
Hey, it's the Mac user again. I wanted to ask about some weird reflections and yellow highlights that I"m seeing on mobs in my "peripheral vision." Here are a couple of examples.
Hm, that's a new one. Any macOS updates / gpu driver updates available? Those might fix your issue.
Hello Sildur, loving the shader packs. I've been using them for a few versions now and no issues however I did a clean install of minecraft and updated my versions of optifine, your shader and my texture pack and I am getting some connected textures / reflection glitches. As far as I can tell its the shader, I'm not getting the issue with other shaders but I'm yet to fine another shader that does everything else as well as yours.
As you can see in the image, the connected texture around the sand/grass is showing reflections of the pillars in the background.
Hello Sildur, loving the shader packs. I've been using them for a few versions now and no issues however I did a clean install of minecraft and updated my versions of optifine, your shader and my texture pack and I am getting some connected textures / reflection glitches. As far as I can tell its the shader, I'm not getting the issue with other shaders but I'm yet to fine another shader that does everything else as well as yours.
As you can see in the image, the connected texture around the sand/grass is showing reflections of the pillars in the background.
Weird, gonna check that. What's your gpu, are it's drivers up to date?
Hi man, your Shader is really amazing, I think that it's the best available thank you for your work !
But I come here because of a problem that I have with your shaders, when it snow or it rain there is some weird circles of deformation that pops and disappear at different places on my screen. I tried to disable different options on my optifine but nothing worked.
Sorry if this problem was already brought up but I didn't find any answers with my research.
Here is some examples of the problems :
Those are rain drops on your screen, you can disable that through the ingame shader options. (sky options -> rain drops)
Sildur, your shaders are exquisite. Just about every other one I have used makes nighttime entirely unplayable, and being indoors extremely uncomfortable. Your shader pack is basically the only one that I can actually play the game with. I've been using it to explore the architectural masterwork city of Celtanis (by planetminecraft user Natac) and your shader pack makes it look best by far!
However... I've noticed something about basically all of the shader packs available today. Sunlight is one color, but the light of literally everything else is ORANGE. ALWAYS ORANGE! I know that the base game of minecraft can't handle colored light, but these are SHADER PACKS that completely replace and override the rendering capacities of the base game! If a shaderpack CAN be programmed to account for the difference between colors of glass for colored sunbeams, I find it extremely hard to believe that a shader pack can't possibly be taught to tell the difference between glowstone and sea lanterns.
I don't believe shader packs actually use the default minecraft light maps AT ALL!
I hypothesize that you scripted your own version of light emission for use in your shader pack and manually added all light emitting objects to that group to be treated the same.
By all means please tell me if i'm wrong, but I think.. that you could make Sea Lanterns not glow YELLOW like the 'fire-based' light sources. Because as pretty as this scene is:
It's not as right as it could be.
It's not as right as it would be if sea lanterns were part of a different lighting group - one that emits white or pale blue light instead of yellow. All up along those arching columns. Underneath the city's support struts. Lining the stairs of the storage mainframe's pyramid. Lighting the streets...
But if it's not possible, I can easily be convinced. I'm just... skeptical.
Hello Sildur, loving the shader packs. I've been using them for a few versions now and no issues however I did a clean install of minecraft and updated my versions of optifine, your shader and my texture pack and I am getting some connected textures / reflection glitches. As far as I can tell its the shader, I'm not getting the issue with other shaders but I'm yet to fine another shader that does everything else as well as yours.
As you can see in the image, the connected texture around the sand/grass is showing reflections of the pillars in the background.
Brought this issue up with the optifine guys and they suggested that it appears to them that the issue is that "Some resource packs define the CTM overlays on the translucent layer. Sildur's shaders is adding reflections for all blocks rendered on the translucent layer, not only water or stained glass. It has to be fixed to enable reflections only for water blocks."
I don't know enough to know if this is true or not, any truth to this and is there anything I can do to fix it? Like I said initially, this was all working in version MC1.9 with appropriate mods.
I'm having toubles with the most recent ad-fly links. I've disabled ad-blocker and tried using a different browser. Firefox is telling me: "The page you are trying to view cannot be shown because the authenticity of the received data could not be verified." Is there a mirror download to the most current version?
Sent you a PM with some mirrors.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Just a random thank you. I'm a Mac user, and apparently that's really difficult to support because yours is the only shaderpack I've found that works very well at all.
The water is gorgeous.
Unfortunately torches light themself up if they're to close to each other, making them even brighter. Disabling bloom or lowering it's strength using the ingame options should solve your issues tho.
Thanks, yeah macs are hard to support because of the gpu drivers provided by apple and the way they handle opengl.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Any idea how i can fix the healthbars from the"NEAT Mod"? They don't exactly act right with the shaders installed..
Does it work with enhanced default? It offers better mod support then vibrant shaders. If not it might be an issues with the shadersmod.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Looking through this thread I was able to do what I wanted (Change the orangish light and reflections of light sources to white) but I can't figure out how to make the white stained glass stay white and not turn an orange colour. Can you help? I have version 1.66 Extreme.
stained glass is handled by gbuffers_water, which uses it's own lightmap colors. So you want to change line 139, vec3(1.1,0.42,0.045).
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Thanks so much, worked perfectly!
Hey, it's the Mac user again. I wanted to ask about some weird reflections and yellow highlights that I"m seeing on mobs in my "peripheral vision." Here are a couple of examples.
Hm, that's a new one. Any macOS updates / gpu driver updates available? Those might fix your issue.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hello Sildur, loving the shader packs. I've been using them for a few versions now and no issues however I did a clean install of minecraft and updated my versions of optifine, your shader and my texture pack and I am getting some connected textures / reflection glitches. As far as I can tell its the shader, I'm not getting the issue with other shaders but I'm yet to fine another shader that does everything else as well as yours.
As you can see in the image, the connected texture around the sand/grass is showing reflections of the pillars in the background.
Weird, gonna check that. What's your gpu, are it's drivers up to date?
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Haha. You made a funny. I'll take a look, though.
You might want to check if it happens without a resourcepack, if not it could be related to connected textures / random mobs.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Nice, I haven't encountered it with other shaders of the 8 or so I tried. Is there anything I can do about it?
My GPU is a GTX 970 and its all up to date.
Those are rain drops on your screen, you can disable that through the ingame shader options. (sky options -> rain drops)
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Sildur, your shaders are exquisite. Just about every other one I have used makes nighttime entirely unplayable, and being indoors extremely uncomfortable. Your shader pack is basically the only one that I can actually play the game with. I've been using it to explore the architectural masterwork city of Celtanis (by planetminecraft user Natac) and your shader pack makes it look best by far!
However... I've noticed something about basically all of the shader packs available today. Sunlight is one color, but the light of literally everything else is ORANGE. ALWAYS ORANGE! I know that the base game of minecraft can't handle colored light, but these are SHADER PACKS that completely replace and override the rendering capacities of the base game! If a shaderpack CAN be programmed to account for the difference between colors of glass for colored sunbeams, I find it extremely hard to believe that a shader pack can't possibly be taught to tell the difference between glowstone and sea lanterns.
I don't believe shader packs actually use the default minecraft light maps AT ALL!
I hypothesize that you scripted your own version of light emission for use in your shader pack and manually added all light emitting objects to that group to be treated the same.
By all means please tell me if i'm wrong, but I think.. that you could make Sea Lanterns not glow YELLOW like the 'fire-based' light sources. Because as pretty as this scene is:
It's not as right as it could be.
It's not as right as it would be if sea lanterns were part of a different lighting group - one that emits white or pale blue light instead of yellow. All up along those arching columns. Underneath the city's support struts. Lining the stairs of the storage mainframe's pyramid. Lighting the streets...
But if it's not possible, I can easily be convinced. I'm just... skeptical.
Brought this issue up with the optifine guys and they suggested that it appears to them that the issue is that "Some resource packs define the CTM overlays on the translucent layer. Sildur's shaders is adding reflections for all blocks rendered on the translucent layer, not only water or stained glass. It has to be fixed to enable reflections only for water blocks."
I don't know enough to know if this is true or not, any truth to this and is there anything I can do to fix it? Like I said initially, this was all working in version MC1.9 with appropriate mods.
It might be possible, I think SEUS figured something out. Not sure how reliable and performance friendly it will be tho.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord