BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Oh wow, it looks awesome! With this, and the lack of bug reports lately, I think 1.0 is just around the corner.
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BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Oh wow, it looks awesome! With this, and the lack of bug reports lately, I think 1.0 is just around the corner.
Not trying to be a nuisnace but there are still a lot of options/sliders missing from the "original". Also I remember there was an alternative to grass and leaves, by making them actual 3d full blocks (sort of) which was kinda nice :P.
And as a mater of fact i've found an old screenshot dispalying exactly what i mean
Not trying to be a nuisnace but there are still a lot of options/sliders missing from the "original". Also I remember there was an alternative to grass and leaves, by making them actual 3d full blocks (sort of) which was kinda nice :P.
1.0 does not mean the end of history, just a milestone representing a certain degree of maturity. I certainly want to implement a lot of stuff still missing.
The BG&L experimental renderers are very low-prio. I think it doesn't look that good, on the other hand it taxes the GPU much more. Also, it's more difficult to implement, and I try to go for the low-hanging fruit first.
Also any cance of making the added grass use the resourcepack's texture ?
I take it you mean chopping off the top of the pack's tall grass texture, and using it for the short grass. I'll try that out, but I fear the quality of the result will vary a lot, depending on the texture pack.
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BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Yes! that's exactly what I mean ! thank you for tryng to get it back ! I am sure that (as it did in the original mod) with most TP it will look great, and having the options to choose the height etc. makes it easy for the player to "fix" any potential bugs with the TP he is using
New version: 0.9.6-beta. Only some tweaks this time, and some internal rework. No coral yet, sorry.
No more separate versions for 1.7.2 and 1.7.10. One size fits all.
More Shaders Mod integration: short grass and reeds will have wind effects with appropriate shaders.
Added Plant Mega Pack and Pam's HarvestCraft plants to the default crop list. They will also have wind effects with shaders. You must delete the config/betterfoliage/classesCrops.cfg file to have it re-create with the new defaults.
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BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
New version: 0.9.6-beta. Only some tweaks this time, and some internal rework. No coral yet, sorry.
No more separate versions for 1.7.2 and 1.7.10. One size fits all.
More Shaders Mod integration: short grass and reeds will have wind effects with appropriate shaders.
Added Plant Mega Pack and Pam's HarvestCraft plants to the default crop list. They will also have wind effects with shaders. You must delete the config/betterfoliage/classesCrops.cfg file to have it re-create with the new defaults.
this new update is very good BUT im having a small issue when using certain shaders, example my shader ( super shaders ) or Chocapic13's shaders the waving grass looks like its sliding on top the grass block but with SEUS its all good, but with SEUS if im using POM the tree leaves go all weired if you need pic's or a video showing the problem i can provide.
only thing im waiting for now is the falling leaves from trees and this would be 100% for me at least, the rest would be just gravy
this new update is very good BUT im having a small issue when using certain shaders, example my shader ( super shaders ) or Chocapic13's shaders the waving grass looks like its sliding on top the grass block but with SEUS its all good, but with SEUS if im using POM the tree leaves go all weired if you need pic's or a video showing the problem i can provide.
With you being a GLSL dev, you may be able to help me understand what's going on.
Leaves going all weird with POM enabled are most likely the result of bad normal maps. I have never seen this problem, but I admit I haven't tested with resource packs that supply normals, and I only considered normal maps, not POM... So my question is: what is the alpha channel used for? Is it the amplitude of displacement?
By default, if a leaf texture is not found, the corresponding generated one will be full opaque black, which for normals means completely flat (I think), and there's no problem. But if the supplied normals get "stamped on" with the leafmask alpha, then interpolation may introduce anomalies at the leaf edges. I suppose leaving all *_n.png textures alone should fix this.
The only reason I can think of why short grass is sliding on the ground (and tall grass doesn't, which I assume is the case), is that the origin of the vertex displacement noise field (i.e. the wind) is at the bottom of the grass block being rendered, and not the top where the bottom of the short grass is. However, I thought shader programs only see worldspace coordinates, and vertexes don't have any information about the coordinates of the block they are part of (as opposed to like block ID, which I mess with), so the noise field also shouldn't be location dependent. This seems to be the case with SEUS, but I'm obviously missing something...
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Hi Octarine! today i download your mods i launch my game with and i doesn't have grass coral and lilypads that's normal? :/
Coral is not implemented yet. For the rest: did you install it correctly? With BG&L in the resourcepack folder?
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BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Coral is not implemented yet. For the rest: did you install it correctly? With BG&L in the resourcepack folder?
But if we install BG&L in the resourcepack folder, won't we get the default leaves and lillypad textures ? what if we want to use the one from our resourcepack ? (i feel like I've asked you before about this, in the question about the better grass, but I wanted to be sure)
But if we install BG&L in the resourcepack folder, won't we get the default leaves and lillypad textures ? what if we want to use the one from our resourcepack ? (i feel like I've asked you before about this, in the question about the better grass, but I wanted to be sure)
Well the main thing is that you have some textures at all. If you have a pack with BG&L textures, you don't need anything more. It's still not a problem if you have the BG&L mod as resource too, just make sure your preferred pack is above the mod in the list (entries higher in the list will have precedence over those lower).
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Hey, i installed this mod with the resource pack, everything works except the leaves, please let me now how to fix
Interesting, it's usually the other way around. What version of Forge/BF are you using? Are you sure leaves are not disabled? Any unusual log messages from BetterFoliage?
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
With you being a GLSL dev, you may be able to help me understand what's going on.
Leaves going all weird with POM enabled are most likely the result of bad normal maps. I have never seen this problem, but I admit I haven't tested with resource packs that supply normals, and I only considered normal maps, not POM... So my question is: what is the alpha channel used for? Is it the amplitude of displacement?
By default, if a leaf texture is not found, the corresponding generated one will be full opaque black, which for normals means completely flat (I think), and there's no problem. But if the supplied normals get "stamped on" with the leafmask alpha, then interpolation may introduce anomalies at the leaf edges. I suppose leaving all *_n.png textures alone should fix this.
The only reason I can think of why short grass is sliding on the ground (and tall grass doesn't, which I assume is the case), is that the origin of the vertex displacement noise field (i.e. the wind) is at the bottom of the grass block being rendered, and not the top where the bottom of the short grass is. However, I thought shader programs only see worldspace coordinates, and vertexes don't have any information about the coordinates of the block they are part of (as opposed to like block ID, which I mess with), so the noise field also shouldn't be location dependent. This seems to be the case with SEUS, but I'm obviously missing something...
Im not so much a GLSL dev, that honor goes to Sonic Ether and Chocapic13 as they are the only 2 real GLSL developers, the rest of us are more Modifiers of their work, But i do understand most areas of the shaders.
For the leaves and POM im not 100% if the alpha is for amplitude or displacement but i would lean more to displacement and the reason it only happens in SEUS cause he has POM calculated to take in POM on leaves and Chocapic13's and my shaders does not, also leaving all *_n.png textures alone might fix it.
I have uploaded a video showing the problems with the grass, but its the tall grass thats the problem not the new short grass that you have added in your mod.
Now the way the shader makes the entities wave like the tree leaves and grass is by block ID
Example:
#define ENTITY_TALLGRASS 31.0 // thats the items ID
#ifdef WAVING_GRASS
if ( mc_Entity.x == ENTITY_TALLGRASS) {
parm0 = 0.0041;
parm1 = 0.0070;
parm2 = 0.0044;
parm3 = 0.0038;
parm4 = 0.0063;
parm5 = 0.0;
ampl1 = vec3(0.8,0.0,0.8);
ampl2 = vec3(0.4,0.0,0.4);
}
#endif // this bit is what makes it move/wave
there is a bit more involved but thats just a more simple look at it, the shader also takes into account the worldspace coordinates aswell.
if you want to look into it your self, look in the "gbuffers_terrain.vsh" section of the shaders as thats what controls the wavy entities
This is the video showing the bugs
Keep up the good work so glad to see this mod revived, i have been missing it since it was only for 1.6.2/4, also i much prefer the way you have the tree leaves looking as to the better leaves mod ( they were to round ) just waiting for the falling leaves now
I have uploaded a video showing the problems with the grass, but its the tall grass thats the problem not the new short grass that you have added in your mod.
Now the way the shader makes the entities wave like the tree leaves and grass is by block ID
Deeeeerp! Thanks for the video, it was the comparison between 0.9.4b and 0.9.6b that drove it home. Yes, I have mixed up two variables, so the leaves were waving like grass should, and vica versa
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Could the textures area be more specific about loading from resourcepacks? Especially with the file naming since using the names used in the Better Grass&Leaves mod doesn't seem to be working in any of these paths: assets/betterfoliage/textures/blocks/bettergrassandleaves/textures/blocks/texture.png | assets/bettergrassandleaves/textures/blocks/texture.png | assets/minecraft/textures/blocks/texture.png
So does betterfoliage have things named differently or are none of those paths correct?
Jolicraft? Yes, Wolf1557 was having the same problem with it. The biome colors in the pack are incomplete. I can't fix it on my end unfortunately.
Thanks! I've added it to the OP.
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Not trying to be a nuisnace but there are still a lot of options/sliders missing from the "original". Also I remember there was an alternative to grass and leaves, by making them actual 3d full blocks (sort of) which was kinda nice :P.
And as a mater of fact i've found an old screenshot dispalying exactly what i mean
https://www.dropbox.com/s/kmkkafrr23o8k01/2013-08-12_12.18.58.png (i don't know why, but thumbnails from dropbox are broken)
Also any cance of making the added grass use the resourcepack's texture ?
1.0 does not mean the end of history, just a milestone representing a certain degree of maturity. I certainly want to implement a lot of stuff still missing.
The BG&L experimental renderers are very low-prio. I think it doesn't look that good, on the other hand it taxes the GPU much more. Also, it's more difficult to implement, and I try to go for the low-hanging fruit first.
I take it you mean chopping off the top of the pack's tall grass texture, and using it for the short grass. I'll try that out, but I fear the quality of the result will vary a lot, depending on the texture pack.
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Yes! that's exactly what I mean ! thank you for tryng to get it back ! I am sure that (as it did in the original mod) with most TP it will look great, and having the options to choose the height etc. makes it easy for the player to "fix" any potential bugs with the TP he is using
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
this new update is very good BUT im having a small issue when using certain shaders, example my shader ( super shaders ) or Chocapic13's shaders the waving grass looks like its sliding on top the grass block but with SEUS its all good, but with SEUS if im using POM the tree leaves go all weired if you need pic's or a video showing the problem i can provide.
only thing im waiting for now is the falling leaves from trees and this would be 100% for me at least, the rest would be just gravy
With you being a GLSL dev, you may be able to help me understand what's going on.
Leaves going all weird with POM enabled are most likely the result of bad normal maps. I have never seen this problem, but I admit I haven't tested with resource packs that supply normals, and I only considered normal maps, not POM... So my question is: what is the alpha channel used for? Is it the amplitude of displacement?
By default, if a leaf texture is not found, the corresponding generated one will be full opaque black, which for normals means completely flat (I think), and there's no problem. But if the supplied normals get "stamped on" with the leafmask alpha, then interpolation may introduce anomalies at the leaf edges. I suppose leaving all *_n.png textures alone should fix this.
The only reason I can think of why short grass is sliding on the ground (and tall grass doesn't, which I assume is the case), is that the origin of the vertex displacement noise field (i.e. the wind) is at the bottom of the grass block being rendered, and not the top where the bottom of the short grass is. However, I thought shader programs only see worldspace coordinates, and vertexes don't have any information about the coordinates of the block they are part of (as opposed to like block ID, which I mess with), so the noise field also shouldn't be location dependent. This seems to be the case with SEUS, but I'm obviously missing something...
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Coral is not implemented yet. For the rest: did you install it correctly? With BG&L in the resourcepack folder?
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
But if we install BG&L in the resourcepack folder, won't we get the default leaves and lillypad textures ? what if we want to use the one from our resourcepack ? (i feel like I've asked you before about this, in the question about the better grass, but I wanted to be sure)
Well the main thing is that you have some textures at all. If you have a pack with BG&L textures, you don't need anything more. It's still not a problem if you have the BG&L mod as resource too, just make sure your preferred pack is above the mod in the list (entries higher in the list will have precedence over those lower).
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Interesting, it's usually the other way around. What version of Forge/BF are you using? Are you sure leaves are not disabled? Any unusual log messages from BetterFoliage?
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Im not so much a GLSL dev, that honor goes to Sonic Ether and Chocapic13 as they are the only 2 real GLSL developers, the rest of us are more Modifiers of their work, But i do understand most areas of the shaders.
For the leaves and POM im not 100% if the alpha is for amplitude or displacement but i would lean more to displacement and the reason it only happens in SEUS cause he has POM calculated to take in POM on leaves and Chocapic13's and my shaders does not, also leaving all *_n.png textures alone might fix it.
I have uploaded a video showing the problems with the grass, but its the tall grass thats the problem not the new short grass that you have added in your mod.
Now the way the shader makes the entities wave like the tree leaves and grass is by block ID
Example:
#define ENTITY_TALLGRASS 31.0 // thats the items ID
#ifdef WAVING_GRASS
if ( mc_Entity.x == ENTITY_TALLGRASS) {
parm0 = 0.0041;
parm1 = 0.0070;
parm2 = 0.0044;
parm3 = 0.0038;
parm4 = 0.0063;
parm5 = 0.0;
ampl1 = vec3(0.8,0.0,0.8);
ampl2 = vec3(0.4,0.0,0.4);
}
#endif // this bit is what makes it move/wave
there is a bit more involved but thats just a more simple look at it, the shader also takes into account the worldspace coordinates aswell.
if you want to look into it your self, look in the "gbuffers_terrain.vsh" section of the shaders as thats what controls the wavy entities
This is the video showing the bugs
Keep up the good work so glad to see this mod revived, i have been missing it since it was only for 1.6.2/4, also i much prefer the way you have the tree leaves looking as to the better leaves mod ( they were to round ) just waiting for the falling leaves now
EDIT: the other mod im waiting for is MAtmos sound atmosphere generator for minecraft to be updated to 1.7.2
Deeeeerp! Thanks for the video, it was the comparison between 0.9.4b and 0.9.6b that drove it home. Yes, I have mixed up two variables, so the leaves were waving like grass should, and vica versa
It'll be fixed in 0.9.7b
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
So does betterfoliage have things named differently or are none of those paths correct?