I really wish I knew what people were talking about in terms of "lighting issues" and dax's mod. Your normals/specular maps look fantastic in game and unless you're talking about the small problem with specular maps showing up even 'in a dark cave', I really have no idea what it is you mean.
When I think about how the Shaders mod can be improved, I think about frills like adding in support for providing last frame info to shaders so we can have HDR and Motion Blur. I don't see any problems at all with the lighting.
The lighting is atrocious in terms of realism or what it needs to be to be a proper dynamic lighting effect.
The sun, moon, and hand-held light items are the only sources of dynamic light at the moment and they only affect specularity based off the normals. This is a problem for two reasons. Normal pre-existing light-sources in-game do NOT affect this. When they really should've been first priority of business. Basically torches on walls do nothing with the shaders. So instead of normals and specular maps being used for lightsource radiosity effects, it's being used for global and player-originated light sources. The latter of which isn't even a standard game feature.
As far as the global lighting that originates from the sun and moon, it's fine for the most part during the day when outside and fully exposed to sunlight. When you get into areas that block line of sight of the sun or go into areas completely unexposed to sunlight, the problems really begin to 'shine.' If this was a proper dynamic lighting engine, there would be a complete cutoff of positional lighting effects for areas unexposed to light. This simply is not the case with the GLSL shaders. Caves are lit (And by lit, I mean ONLY the specular map is used for this effect) dynamically by only the position of the sun and moon and the player if they're holding a light-source. This would be just inexcusable if it were being passed off as a finished product..
Probably one of the biggest issues for me as an artist is the disconnect of diffuse (Standard 2D underlying textures that are default with the game. Basically THE main textures.) and specular lighting. Specular maps are typically used as highlights in lighting environments, not as the primary light source themselves. This is a huge problem for artists, as we have no way to adequately tweak our specular maps without using a dynamic lighting mod. And then, it only works outside, at night, above ground for what is directly in our vicinity. This is a HUGE issue. The game makes strong use of diffuse lighting in its gameplay as a factor for plant growth and mob spawns, yet the current specular effects do not apply to them at all...
The last issue is not so much of a requirement but a nice feature that's only partially-implemented, and as a result has inconsistencies with the rest of the mod. This is colored lighting and it also has a tie-in with problems 1 and 3. Currently there are colored lighting effects for hand-held sources only. Clearly they should also affect their more common sources. IE: Lava in the game should emit orange light, redstone torches - red light, and so on. But again there it the disconnect of specular and diffuse maps. Even with the Dynamiclights (Handheld Torch) mod, the diffuse maps (terrain.png) are not lit in the proper color, so the lighting effect is horribly unrealistic unless you have a super bright specular map, in which case every texture must be shiny and glossy.
So in summary here are the problems:
-Light sources are limited to the sky and player, instead of affecting the most common pre-existing light sources. (torches)
-Global light sources are not blocked by solid geometry. (IE: Sun shines positionally underground.
-Specular lighting is not linked with in-game diffuse-lighting.
-Colored lighting only affects specular effects, and only for hand-held light sources.
These issues have much higher priority over simple post-process things like HDR and motion blur. As it is, the synamic lighting is a half-implemented feature that leaves much to be desired. It really needs to be fixed before new junk buries it and further cements its bug-like status.
I hope this helps explain in detail why support of the GLSL shader mod is being delayed. It's also partly due to just me being really busy with other things. I'm going to add a link to this post in my FAQ anyway. Hopefully this'll help people understand where I'm coming from on this issue... ...Or more likely it'll just be confusing techno-babble. At any rate, should you wish to see me continue to pursue this mod with full-force, you can attempt to rub the right people the right way and get these issues to their attention. Or if you yourself have any expertise in Java and GLSL to pick up the torch where daxnitro left off, you know what to do.
Has anyone else had the issue of having the grayish colored grass on the sides of dirt blocks? And if so, has anyone found a way to fix that? Everything else is working great :smile.gif:
Just dropping this here. What do you think? Will most people have a hissy fit if I replace the default font from my pack with this? I was just bored over the weekend and thought a more natural-looking font would look better on signage. Nothing too fancy, easy to read, have a hand-written touch, and at a higher resolution than before. I still need to do a bit more work on spacing, but yeah. Let me know if I should continue to pursue this or not.
...Also what is with the childish back-and-forth bickering in my thread? :/ And over something that likely could've been solved in 2 minutes on my tech support chat which I don't know how many times I've advertised... I'll never understand forum fights.
I think you should use this text in the next texture pack update.
-Installing the texture pack
1. Save my pack's zip file to the texturepacks folder in your minececraft directory. (Do not extract!)
2. Download the latest version of MCPatcher. (How do people keep ****ing this step up?)
3. Run MCPatcher and hit Patch, then close it when it's done.
4. Run Minecraft and go to Mods and Texture Packs to select my pack.
Shall we guess which step you "****ed up"?
Rollback Post to RevisionRollBack
"Don't know why you should feel that there's something to learn... it's just a game that you play."
Has anyone else had the issue of having the grayish colored grass on the sides of dirt blocks? And if so, has anyone found a way to fix that? Everything else is working great :smile.gif:
The Bettergrass for the patcher doesn't support "Modloader". I see it all the time when I am using almost any texture pack (Most recognizable on Minecraft 4 Kids for me)
Rollback Post to RevisionRollBack
My Favorite Texture Pack List:
1:Tydoku. 2:Minecraft 4 Kids
Hey Misa the texture pack looks amazing but each time I try to apply it my minecraft freezes and I had to close it. And when I try to open Minecraft and press enter game it suddenly closes the tab :[ I have been trying to apply it five times but I still get the same result. Is there anyway to fix it? If there is please tell me
This texture pack is awesome!! You did a great job.
Could you change the top of the chest to stand out more when it is placed in the floor? Right now it is hard to spot because I place most of my chests into the floor.
Also, it would be huge if you could update the textures for Millenaire AND Industrial Craft for all the fans of those 2 mods.
Looks great, I would use.
Do you plan on making animated fire?
The lighting is atrocious in terms of realism or what it needs to be to be a proper dynamic lighting effect.
The sun, moon, and hand-held light items are the only sources of dynamic light at the moment and they only affect specularity based off the normals. This is a problem for two reasons. Normal pre-existing light-sources in-game do NOT affect this. When they really should've been first priority of business. Basically torches on walls do nothing with the shaders. So instead of normals and specular maps being used for lightsource radiosity effects, it's being used for global and player-originated light sources. The latter of which isn't even a standard game feature.
As far as the global lighting that originates from the sun and moon, it's fine for the most part during the day when outside and fully exposed to sunlight. When you get into areas that block line of sight of the sun or go into areas completely unexposed to sunlight, the problems really begin to 'shine.' If this was a proper dynamic lighting engine, there would be a complete cutoff of positional lighting effects for areas unexposed to light. This simply is not the case with the GLSL shaders. Caves are lit (And by lit, I mean ONLY the specular map is used for this effect) dynamically by only the position of the sun and moon and the player if they're holding a light-source. This would be just inexcusable if it were being passed off as a finished product..
Probably one of the biggest issues for me as an artist is the disconnect of diffuse (Standard 2D underlying textures that are default with the game. Basically THE main textures.) and specular lighting. Specular maps are typically used as highlights in lighting environments, not as the primary light source themselves. This is a huge problem for artists, as we have no way to adequately tweak our specular maps without using a dynamic lighting mod. And then, it only works outside, at night, above ground for what is directly in our vicinity. This is a HUGE issue. The game makes strong use of diffuse lighting in its gameplay as a factor for plant growth and mob spawns, yet the current specular effects do not apply to them at all...
The last issue is not so much of a requirement but a nice feature that's only partially-implemented, and as a result has inconsistencies with the rest of the mod. This is colored lighting and it also has a tie-in with problems 1 and 3. Currently there are colored lighting effects for hand-held sources only. Clearly they should also affect their more common sources. IE: Lava in the game should emit orange light, redstone torches - red light, and so on. But again there it the disconnect of specular and diffuse maps. Even with the Dynamiclights (Handheld Torch) mod, the diffuse maps (terrain.png) are not lit in the proper color, so the lighting effect is horribly unrealistic unless you have a super bright specular map, in which case every texture must be shiny and glossy.
So in summary here are the problems:
-Light sources are limited to the sky and player, instead of affecting the most common pre-existing light sources. (torches)
-Global light sources are not blocked by solid geometry. (IE: Sun shines positionally underground.
-Specular lighting is not linked with in-game diffuse-lighting.
-Colored lighting only affects specular effects, and only for hand-held light sources.
These issues have much higher priority over simple post-process things like HDR and motion blur. As it is, the synamic lighting is a half-implemented feature that leaves much to be desired. It really needs to be fixed before new junk buries it and further cements its bug-like status.
I hope this helps explain in detail why support of the GLSL shader mod is being delayed. It's also partly due to just me being really busy with other things. I'm going to add a link to this post in my FAQ anyway. Hopefully this'll help people understand where I'm coming from on this issue... ...Or more likely it'll just be confusing techno-babble.
:/
viewtopic.php?f=1021&t=73861&start=1980#p4417741
Second paragraph, first sentence.
-OR-
viewtopic.php?f=1021&t=252531&start=1140#p4388357
Thank you. Search was not working when I asked this.
I think you should use this text in the next texture pack update.
Shall we guess which step you "****ed up"?
1:Tydoku. 2:Minecraft 4 Kids
Install the modloader_terrain version. That pulls the grass images out of terrain.png like it used to, and where misa's pack has them
Could you change the top of the chest to stand out more when it is placed in the floor? Right now it is hard to spot because I place most of my chests into the floor.
Also, it would be huge if you could update the textures for Millenaire AND Industrial Craft for all the fans of those 2 mods.
Millenaire:
viewtopic.php?f=1032&t=247048&p=4612016#p4612016
Industrial Craft:
viewtopic.php?f=1032&t=199635&start=13140
Chests in floor:
Uploaded with ImageShack.us
Heres the problem, my mods have MASSIVE problems when it comes to the mc patcher, so yea. If not, i would just use it x64