Hey guys i have a problem with all Shader packs, the sun shines trough mountains and the light is flipping on, off all the time.
Can someone pls help me?! Im playing on a 2011 iMac with OSX Mavericks and i use minecraft 1.7.2 with FML.
Here two screenshots.
Firstly, open your shaders menu (where you select the shaderpack) and make sure that Cloud Shadows are off and clipShadowFrustrum is on. Secondly, turn off Advanced OpenGL.
what version is this for? I am guessing but not assuming since it was posted about this year that it is 1.7 something like 1.7.2? any help there on that?
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what version is this for? I am guessing but not assuming since it was posted about this year that it is 1.7 something like 1.7.2? any help there on that?
Should work fine on both 1.6.4 and 1.7.2, because of the way shaderpacks work.
I love these shaders colours not too saturated and all round pleasing on the eye, I've racked up more gaming hours on these than seus (1.7.2 with optifine and forge).
I have two bugs I wish to report:
1: Moonlight tools/weapons bug. (worse on extreme but still present on ultra, effects all tools and weapons only under certain angles under moonlight. The item loses all detail and becomes black with sparkles.
2: the sun is at the wrong angle, more of a diamond than a square
Address these two issues or tell me how to remove them through config and I will be a happy gamer.
1. Set hand depth to 1.000 it should fix that.
2. The skybox is rotated with the sun path modification, it's unfixable unless you remove the sun inclinaison but I don't think this is worth (if you want to try composite.fsh -> SunPathRoatation from -40.0f to 0.0).
New test version with POM support!
Changelog :
-POM support from bump-waving 0.98 by karyonix
-Way faster
-Flickering blocks should be fixed
-Fixed wrong normals in some block sides (and only shaderpack with fixed pom for 1.7.2!)
-Torch/glowstone... light can have fake specular (fake because it's impossible to have light position)
-Godrays through clouds
-Some modifications that I can't remenber
There was a website (enpacks) with many texturepacks but he got closed and I never see his creator again (EskimoNoise/Mathew Tucker). The POM code is not running when no compatible texturepack is detected.
No, in fact it's not possible to desactivate POM/specular/normals because I completely forgot to add few lines in the code ^^'
I was just google-ing to see if I could find an archive of his texture packs and I found this. I don't know if it's legit or not, but if it is real, poor guy. http://humantribeproject.com/tribes/eskimonoise
Heya, the consts in final.fsh/vsh and composite.fsh/vsh causes Intel cards not to load the shaders correctly btw (tested it with someone on an Intel HD 3000). While they are needed for newer nvidia drivers. Just thought you should know that.
(I hate intelcards)
i have an intel card. how can i edit the files to fix the incompatibility?
I don't speak english very well. Si vous parlez français, faites m'en part, je vous expliquerais en cette langue, si tenté que vous ne pensiez pas que mon post soit irrationnel. Soyez tolérant un peu, ça serait cool.
I would say POM don't work anymore. But don't worry dalekslayer96, Chocapic13 will understand.
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Hi again Chocapic!
Im realy looking forward to see your next update of this shader!
Just a couple of questions:
1. What exactly is the difference between the medium version and the high/ultra/extreme. For some reason the fps is eight times as high with the medium version than the rest of these. What is turned of on the medium version?
2. Im using this shader together with optifine. I realy like the fog that optifine generates, but it doesn't work with your shader. Is this intended, a bug or is it in developing?
3. I hope to see in an update that as water gets deeper and deeper it also gets darker and darker. As it is now i can only change the opacity amount of the water, which either makes shallow water unrealistic by not being able to see through enough, or deep water unrealistic by being able to see all the way to the bottom.
Im using 1.7.2 version of shadersmod.
Thanks for developing the best looking shader for minecraft
Hi again Chocapic!
Im realy looking forward to see your next update of this shader!
Just a couple of questions:
1. What exactly is the difference between the medium version and the high/ultra/extreme. For some reason the fps is eight times as high with the medium version than the rest of these. What is turned of on the medium version?
2. Im using this shader together with optifine. I realy like the fog that optifine generates, but it doesn't work with your shader. Is this intended, a bug or is it in developing?
3. I hope to see in an update that as water gets deeper and deeper it also gets darker and darker. As it is now i can only change the opacity amount of the water, which either makes shallow water unrealistic by not being able to see through enough, or deep water unrealistic by being able to see all the way to the bottom.
Im using 1.7.2 version of shadersmod.
Thanks for developing the best looking shader for minecraft
1.Bloom/shadow filter/decreased shadow map-godrays-reflections details for medium version. You shouldn't have eight time more fps of course. What graphic card are you using?
2.Fog is disabled when not raining. I tried to add it in normal conditions but it don't looked as good as I want.
3.That's currently not technically possible. This effect is naturally handled by minecraft lightmap, but due to the rendering used by shadermod, I can only store above water lightmap (I won't give too much details on this).
Some developpement news : i'm working on HDR rendering and I noticed that I'm tonemapping the image in a completely wrong way and it's plus or less fixed right now. I have to change tons of constants to make the shaders look correctly but every effect is looking better : bloom is applied correctly to image, white wool or sand don't shine too much and DoF bokeh shape is more visible.
I will post a fixed beta for POM for 1.7.4 soon.
1.Bloom/shadow filter/decreased shadow map-godrays-reflections details for medium version. You shouldn't have eight time more fps of course. What graphic card are you using?
I have a GT 750m in a Mac:p So I know I'm riding the wrong horse when it comes to shaders. Mac is nowhere optimized for it. I discovered that it is the Bloom effect and the Depth of Field effect that cause the major fps drop. I can run the other versions just fine when these effects are disabled. Actually kind of wierd, considering that i had ok fps in your v3 wip-10 version with both bloom and DOF activated. Have these changed a lot since then?
2.Fog is disabled when not raining. I tried to add it in normal conditions but it don't looked as good as I want.
Is the code still in the files so i can test it? How difficult do you think it would be to create fog only showing in the morning, like morning fog during sunrise? The reason I'm asking is that I accidentally experienced a morning in 1.7.2 with the shader turned off, and the view was so spectacular with a foggy sunrise over a savanna, even though it was only the default minecraft shader. Cant even imagined how it would have looked with your shader.
3.That's currently not technically possible. This effect is naturally handled by minecraft lightmap, but due to the rendering used by shadermod, I can only store above water lightmap (I won't give too much details on this).
Are you sure that this is not possible? I recently tested Mr. Meeps shader, where i discovered that he has this implemented. And since he states that he build his shader upon your sourcecode, shouldn't this also be possible for yours?Screens showing the two shaders:
Some developpement news : i'm working on HDR rendering and I noticed that I'm tonemapping the image in a completely wrong way and it's plus or less fixed right now. I have to change tons of constants to make the shaders look correctly but every effect is looking better : bloom is applied correctly to image, white wool or sand don't shine too much and DoF bokeh shape is more visible.I will post a fixed beta for POM for 1.7.4 soon.
This is amazing news! Just need to find myself a texture pack that supports POM now Are the 1.7.4 versions of the shader working for 1.7.2? Thank you!
I have a GT 750m in a Mac:p So I know I'm riding the wrong horse when it comes to shaders. Mac is nowhere optimized for it. I discovered that it is the Bloom effect and the Depth of Field effect that cause the major fps drop. I can run the other versions just fine when these effects are disabled. Actually kind of wierd, considering that i had ok fps in your v3 wip-10 version with both bloom and DOF activated. Have these changed a lot since then? Is the code still in the files so i can test it? How difficult do you think it would be to create fog only showing in the morning, like morning fog during sunrise? The reason I'm asking is that I accidentally experienced a morning in 1.7.2 with the shader turned off, and the view was so spectacular with a foggy sunrise over a savanna, even though it was only the default minecraft shader. Cant even imagined how it would have looked with your shader. Are you sure that this is not possible? I recently tested Mr. Meeps shader, where i discovered that he has this implemented. And since he states that he build his shader upon your sourcecode, shouldn't this also be possible for yours?Screens showing the two shaders:
This is amazing news! Just need to find myself a texture pack that supports POM now Are the 1.7.4 versions of the shader working for 1.7.2? Thank you!
I think that's a problem caused by big arrays of constants. To have correct fps with recent nvidia drivers I need to declare them as constants. it looks like that on intel and older nvidia drivers it run very slow now.
Into final.fsh find something like "const vec2 offsets[60]..." and remove the const each time you see it.
Fog will be back soon, it finally looks nice after few trys.
I can't do the water depth fog because I use the minecraft lightmap in a different way in V4. You would have weird lighting on water surface if this was working.
Shaderpacks don't need to be uptaded but the shadermod have to.
I tried removing all "const" references, starting with only arrays. I have a 2013 iMac w/ nVidia 780M which usually runs even high end shaders without issue. With this shader pack, my entire computer becomes so slow that it literally takes 3-5 minutes just to open a menu to force-quit Minecraft.
When I tested this shader out, my computer froze .-. But when I tried the V3 version of this, it just runs fine. Why does it do that and help me please? I'll try troubleshooting this problem as well.
Open gbuffers_terrain.fsh is changed the following lines
Firstly, open your shaders menu (where you select the shaderpack) and make sure that Cloud Shadows are off and clipShadowFrustrum is on. Secondly, turn off Advanced OpenGL.
never take unfair treatment, if someone is treating you badly, and you can not resolve it, leave, you are better off with out someone in your life that abuses you no matter how they try to invalidate your concerns or feelings. No one has that right, only you get to chose how you feel about something.
Should work fine on both 1.6.4 and 1.7.2, because of the way shaderpacks work.
1. Set hand depth to 1.000 it should fix that.
2. The skybox is rotated with the sun path modification, it's unfixable unless you remove the sun inclinaison but I don't think this is worth (if you want to try composite.fsh -> SunPathRoatation from -40.0f to 0.0).
I was not at home for few days I will have a look at this.
Fake specular? Does that mean no need for resource packs to make it work? I hope so.
I really want HDR though...
"For as long as there are men, there will be wars." -Albert Einstein
I was just google-ing to see if I could find an archive of his texture packs and I found this.
i have an intel card. how can i edit the files to fix the incompatibility?
So it "brokes" the shader? Wuh?
So you're French, am I correct?
Im realy looking forward to see your next update of this shader!
Just a couple of questions:
1. What exactly is the difference between the medium version and the high/ultra/extreme. For some reason the fps is eight times as high with the medium version than the rest of these. What is turned of on the medium version?
2. Im using this shader together with optifine. I realy like the fog that optifine generates, but it doesn't work with your shader. Is this intended, a bug or is it in developing?
3. I hope to see in an update that as water gets deeper and deeper it also gets darker and darker. As it is now i can only change the opacity amount of the water, which either makes shallow water unrealistic by not being able to see through enough, or deep water unrealistic by being able to see all the way to the bottom.
Im using 1.7.2 version of shadersmod.
Thanks for developing the best looking shader for minecraft
1.Bloom/shadow filter/decreased shadow map-godrays-reflections details for medium version. You shouldn't have eight time more fps of course. What graphic card are you using?
2.Fog is disabled when not raining. I tried to add it in normal conditions but it don't looked as good as I want.
3.That's currently not technically possible. This effect is naturally handled by minecraft lightmap, but due to the rendering used by shadermod, I can only store above water lightmap (I won't give too much details on this).
Some developpement news : i'm working on HDR rendering and I noticed that I'm tonemapping the image in a completely wrong way and it's plus or less fixed right now. I have to change tons of constants to make the shaders look correctly but every effect is looking better : bloom is applied correctly to image, white wool or sand don't shine too much and DoF bokeh shape is more visible.
I will post a fixed beta for POM for 1.7.4 soon.
I think that's a problem caused by big arrays of constants. To have correct fps with recent nvidia drivers I need to declare them as constants. it looks like that on intel and older nvidia drivers it run very slow now.
Into final.fsh find something like "const vec2 offsets[60]..." and remove the const each time you see it.
Fog will be back soon, it finally looks nice after few trys.
I can't do the water depth fog because I use the minecraft lightmap in a different way in V4. You would have weird lighting on water surface if this was working.
Shaderpacks don't need to be uptaded but the shadermod have to.