i had some problems with my ATI and SSAO&CelShader, but with the combined shader from yourself and tweaking the values SSAO_depthTolerance to higher onnes, like 18 for Far-render-distance the results are usefull. the effect will only be applied to edges with far space behind them.
this texture pack made me JIZZ IN MY PANTS
rivetting pack, old chap
Rollback Post to RevisionRollBack
Looking for a clan..to fill the hole..in my foot...
Quote from aztech101 »
minecraft is like life, you start by beating wood, explore a lot of new things, settle down a bit, finally get that diamond, and then you life starts to suck and you go through hell
woah! this is a really awesome texture pack its so peerty but one complant the armor is all the same can you make leather armor look like leather? oh and add a cookie :wink.gif: for you
i dont know why the heck people say this is bad. Dont let it discourage you, as it is not. This is very good, and I can tell you didnt just go to google images, and assort the images into the png. I know you actually do the artwork, which makes me smile, like you arent some wannabe. You are good, but there is always room for improvment. Your art looks a little gritty on various textures, try making the pixels closer to the same color, that would help a lot. Other than that, this is great, and I approve.
i dont know why the heck people say this is bad. Dont let it discourage you, as it is not. This is very good, and I can tell you didnt just go to google images, and assort the images into the png. I know you actually do the artwork, which makes me smile, like you arent some wannabe. You are good, but there is always room for improvment. Your art looks a little gritty on various textures, try making the pixels closer to the same color, that would help a lot. Other than that, this is great, and I approve.
ty nmcnick. nice to know, someone likes it now. i gues the other comments are all old and i had a break from minecraft, after that i did look at the pack from a fresh view. and i m still working on it, so ty again...
New Version uploaded:
2.2
--------------
-New Zombie, Skeleton
-New Oven-Dispensor-Set to fit better next to Cobblestone
-Tweaked Workbench, Chest, 3dGrass, Wheat, Ladder , Trapdoor, Reed, Flowers, Snowflakes, Leaves
-more
GLSL Shaders has been updated, so plz use the new base-files.
ty :smile.gif:, and i updated to 1.301.
have fun!
Uploaded with ImageShack.us
...just uploaded a new version, with all the needed files..
Uploaded with ImageShack.us
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final.fsh
//Minecraft Combination final shader// /* final.fsh Shader combination by rcw Daxnitro: glsl mod azraeil: Dof Blackops: Combination shader cferrill1: kickass nh/s textures Yourself: */ /*Features and Settings*/ /* Alter here */ #define ENABLE_GAMMA 1.11 #define ENABLE_PSEUDO_CELL #define CELL_FACTOR 18.0 #define CELL_DELTA 0.0001 //#define ENABLE_AA #define AA_depthThreshold 0.01 #define ENABLE_SSAO #define SSAO_LOOP 4 #define SSAO_Cap 1.0 #define SSAO_depthTolerance 17.0000 #define ENABLE_BLOOM #define BLOOM_LOOP 1 #define BLOOM_OFFSET 0.002 #define BLOOM_STRENGTH 0.3 #define ENABLE_DOF #define DOF_HYPERFOCAL 3.0 #define DOF_STRENGTH 0.007 #define DOF_PI 3.14159265 //3589793238462 //#define ENABLE_SHADOWTRACE uniform sampler2D sampler0; uniform sampler2D sampler1; uniform sampler2D sampler2; uniform float near; uniform float far; uniform float aspectRatio; uniform float displayHeight; uniform float displayWidth; /*######################################Helpers###################################*/ float getMinDepth(vec2 coord) { float d = texture2D(sampler2, coord).x; if (d < 1.0) return d; return texture2D(sampler1, coord).x; } float getDepth(vec2 coord) { float depth= getMinDepth(coord); return 2.0 * near * far / ( far + near - ( 2.0 * depth - 1.0 ) * ( far - near ) ); } vec3 BlendOverlay(vec3 base,vec3 blend){ return vec3( (base.r < 0.5 ? (2.0 * base.r * blend.r) : (1.0 - 2.0 * (1.0 - base.r) * (1.0 - blend.r))), (base.g < 0.5 ? (2.0 * base.g * blend.g) : (1.0 - 2.0 * (1.0 - base.g) * (1.0 - blend.g))), (base.b < 0.5 ? (2.0 * base.b * blend.:cool.gif: : (1.0 - 2.0 * (1.0 - base.:cool.gif: * (1.0 - blend.:cool.gif:)) ); } /*######################################AA###################################*/ // 10 depth lookups, 3x3 texture kernel #ifdef ENABLE_AA float AA_depth( vec2 coord ) { float depth= getMinDepth(coord); return ( 2.0 * near ) / ( far + near - depth * ( far - near ) ); } vec4 getAA(vec2 coord) { vec4 sum = vec4(0.0); float depth = AA_depth(coord); vec2 offset = vec2(1.0, aspectRatio) * 0.005 * 0.12; if ( abs( depth - AA_depth( coord + vec2( offset.x, 0 ) ) ) > AA_depthThreshold || abs( depth - AA_depth( coord + vec2( -offset.x, 0 ) ) ) > AA_depthThreshold || abs( depth - AA_depth( coord + vec2( 0, offset.y ) ) ) > AA_depthThreshold || abs( depth - AA_depth( coord + vec2( 0, -offset.y ) ) ) > AA_depthThreshold ) { //3x3 Kernel sum += texture2D(sampler0, coord + vec2(-offset.x, offset.y)); sum += texture2D(sampler0, coord + vec2(0, offset.y)); sum += texture2D(sampler0, coord + offset); sum += texture2D(sampler0, coord + vec2(-offset.x, 0)); sum += texture2D(sampler0, coord); sum += texture2D(sampler0, coord + vec2(offset.x, 0)); sum += texture2D(sampler0, coord -offset); sum += texture2D(sampler0, coord + vec2(0, -offset.y)); sum += texture2D(sampler0, coord + vec2(offset.x, -offset.y)); sum /= 9.0; } else sum=texture2D(sampler0, coord); return sum; } #endif /*######################################SSAO###################################*/ // SSAO_LOOP * 4 + 1 depth lookups #ifdef ENABLE_SSAO float getSSAOFactor(vec2 coord) { float depth = getDepth(coord); float d= 0.0; float ao = 0.0; float aoMultiplier= 300.0; float pw = 1.0 / displayWidth; float ph = 1.0 / displayHeight; for( int i = 0; i < SSAO_LOOP; i++) { d=getDepth( vec2(coord.x+pw,coord.y+ph)); ao+=clamp((depth-d-SSAO_depthTolerance) * aoMultiplier,0.0,SSAO_Cap); d=getDepth( vec2(coord.x-pw,coord.y+ph)); ao+=clamp((depth-d-SSAO_depthTolerance) * aoMultiplier,0.0,SSAO_Cap); d=getDepth( vec2(coord.x+pw,coord.y-ph)); ao+=clamp((depth-d-SSAO_depthTolerance) * aoMultiplier,0.0,SSAO_Cap); d=getDepth( vec2(coord.x-pw,coord.y-ph)); ao+=clamp((depth-d-SSAO_depthTolerance) * aoMultiplier,0.0,SSAO_Cap); pw*=2.0; ph*=2.0; aoMultiplier/=2.0; } return 1.0 - ao/16.0; } #endif /*######################################BLOOM###################################*/ // (2*BLOOM_LOOP+1)^2 + 1 texture lookups #ifdef ENABLE_BLOOM vec4 getBloom(vec2 coord) { vec4 sum = vec4(0); for( int i = -BLOOM_LOOP; i <= BLOOM_LOOP; i++) { for ( int j = -BLOOM_LOOP; j <= BLOOM_LOOP; j++ ) { sum += texture2D( sampler0, coord + vec2( j, i ) * BLOOM_OFFSET ) * BLOOM_STRENGTH; } } sum = sum*sum; vec4 rt=texture2D(sampler0, coord); if (rt.r < 0.3) sum *= 0.012; else if (rt.r < 0.5) sum *= 0.009; else sum *= 0.0075; return (sum-rt*0.1)*2.0; } #endif /*######################################PSEUDO_CELL###################################*/ // 6 depth lookups #ifdef ENABLE_PSEUDO_CELL float getCellShaderFactor(vec2 coord) { float d=getDepth(coord); vec3 n=normalize(vec3(getDepth(coord+vec2(CELL_DELTA,0.0))-d,getDepth(coord+vec2(0.0,CELL_DELTA))-d ,CELL_FACTOR)); return n.z;//clamp(n.z*3.0,0.0,1.0); } #endif /*######################################DOF###################################*/ // 1 depth lookup, 16 texture lookups #ifdef ENABLE_DOF vec4 sampleClamped(vec2 coord) { return (coord.s <= 1.0 && coord.s >= 0.0 && coord.t <= 1.0 && coord.t >= 0.0) ? texture2D(sampler0, coord) : vec4(0.0); } vec4 getBlurredColor(vec2 coord,float strength) { vec4 sum = vec4( 0.0 ); float depth = getDepth( coord ); vec2 aspectCorrection = vec2( 1.0, aspectRatio ) * DOF_STRENGTH * strength; vec2 ac0_4 = 0.4 * aspectCorrection; // 0.4 vec2 ac0_29 = 0.29 * aspectCorrection; // 0.29 vec2 ac0_15 = 0.15 * aspectCorrection; // 0.15 vec2 ac0_37 = 0.37 * aspectCorrection; // 0.37 vec2 lowSpace = coord; vec2 highSpace = 1.0 - lowSpace; vec2 space = vec2( min( lowSpace.s, highSpace.s ), min( lowSpace.t, highSpace.t ) ); if (space.s >= ac0_4.s && space.t >= ac0_4.t) { sum += texture2D(sampler0, coord + vec2(0.0, ac0_4.t)); sum += texture2D(sampler0, coord + vec2(ac0_4.s, 0.0)); sum += texture2D(sampler0, coord + vec2(0.0, -ac0_4.t)); sum += texture2D(sampler0, coord + vec2(-ac0_4.s, 0.0)); sum += texture2D(sampler0, coord + vec2(ac0_29.s, -ac0_29.t)); sum += texture2D(sampler0, coord + vec2(ac0_29.s, ac0_29.t)); sum += texture2D(sampler0, coord + vec2(-ac0_29.s, ac0_29.t)); sum += texture2D(sampler0, coord + vec2(-ac0_29.s, -ac0_29.t)); sum += texture2D(sampler0, coord + vec2(ac0_15.s, ac0_37.t)); sum += texture2D(sampler0, coord + vec2(-ac0_37.s, ac0_15.t)); sum += texture2D(sampler0, coord + vec2(ac0_37.s, -ac0_15.t)); sum += texture2D(sampler0, coord + vec2(-ac0_15.s, -ac0_37.t)); sum += texture2D(sampler0, coord + vec2(-ac0_15.s, ac0_37.t)); sum += texture2D(sampler0, coord + vec2(ac0_37.s, ac0_15.t)); sum += texture2D(sampler0, coord + vec2(-ac0_37.s, -ac0_15.t)); sum += texture2D(sampler0, coord + vec2(ac0_15.s, -ac0_37.t)); sum /= 16.0; } else { sum += sampleClamped(coord + vec2(0.0, ac0_4.t)); sum += sampleClamped(coord + vec2(ac0_4.s, 0.0)); sum += sampleClamped(coord + vec2(0.0, -ac0_4.t)); sum += sampleClamped(coord + vec2(-ac0_4.s, 0.0)); sum += sampleClamped(coord + vec2(ac0_29.s, -ac0_29.t)); sum += sampleClamped(coord + vec2(ac0_29.s, ac0_29.t)); sum += sampleClamped(coord + vec2(-ac0_29.s, ac0_29.t)); sum += sampleClamped(coord + vec2(-ac0_29.s, -ac0_29.t)); sum += sampleClamped(coord + vec2(ac0_15.s, ac0_37.t)); sum += sampleClamped(coord + vec2(-ac0_37.s, ac0_15.t)); sum += sampleClamped(coord + vec2(ac0_37.s, -ac0_15.t)); sum += sampleClamped(coord + vec2(-ac0_15.s, -ac0_37.t)); sum += sampleClamped(coord + vec2(-ac0_15.s, ac0_37.t)); sum += sampleClamped(coord + vec2(ac0_37.s, ac0_15.t)); sum += sampleClamped(coord + vec2(-ac0_37.s, -ac0_15.t)); sum += sampleClamped(coord + vec2(ac0_15.s, -ac0_37.t)); sum /= 16.0; } return sum; } float getDOFStrength(float depth,float dcursor){ if ( dcursor > DOF_HYPERFOCAL ) { if ( depth < DOF_HYPERFOCAL ) return ( depth < 0.5 * DOF_HYPERFOCAL ) ? 1.0 : sin( 2.0 * ( depth - 0.25 * DOF_HYPERFOCAL ) / DOF_HYPERFOCAL * DOF_PI) / 2.0 + 0.5; else return 0.0; } else { return ( depth - dcursor > ( dcursor * DOF_HYPERFOCAL) / ( DOF_HYPERFOCAL - dcursor ) ) ? 1.0 : ( depth > dcursor ) ? sin( DOF_PI * ( ( depth - dcursor ) - 0.5 * ( ( dcursor * DOF_HYPERFOCAL ) / ( DOF_HYPERFOCAL - dcursor ) ) ) / ( ( dcursor * DOF_HYPERFOCAL ) / ( DOF_HYPERFOCAL - dcursor ) ) ) / 2.0 + 0.5 : ( depth <= 0.5 * dcursor ) ? 1.0 : sin(2.0 * (depth - 0.25 * dcursor) / dcursor * DOF_PI) / 2.0 + 0.5 ; } return 0.0; } #endif /*######################################MAIN###################################*/ void main() { #ifdef ENABLE_AA gl_FragColor = getAA(gl_TexCoord[0].st); #else gl_FragColor = texture2D(sampler0, gl_TexCoord[0].st); #endif #ifdef ENABLE_DOF float dof=getDOFStrength( getDepth( gl_TexCoord[0].st ), getDepth( vec2( 0.5, 0.5 ) )); gl_FragColor=getBlurredColor(gl_TexCoord[0].st,dof); #endif #ifdef ENABLE_SSAO gl_FragColor.rgb *= (getSSAOFactor(gl_TexCoord[0].st)); #endif #ifdef ENABLE_PSEUDO_CELL gl_FragColor.rgb *= (getCellShaderFactor(gl_TexCoord[0].st)); #endif #ifdef ENABLE_BLOOM gl_FragColor.rgb = BlendOverlay(gl_FragColor.rgb, getBloom(gl_TexCoord[0].st).rgb*1.0+0.5); #endif #ifdef ENABLE_GAMMA if (gl_FragColor.a == 0.0) { gl_FragColor = gl_Fog.color; } else { gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0/ENABLE_GAMMA)); } #endif }have fun.
edit:
and forgott the gravel, s0 1.81 with gravel bump!
http://www.mediafire.com/?u4h69v5s3e6z3ul
JIZZ IN MY PANTS
rivetting pack, old chap
1.9
----------------------
-Updated for minecraft 1.6.04
-New Torch, Wooddoor, Coal- and Iron-oreblock, Bow
-New Set of Rails. Cart
-Added HD-Font, Map, Zombie
-Tweaked Dispensor, Window
---------------
-NOW better then ever before!!
-Updated to 1.6.05
-Added Chicken, Cow, Speep, Pig, Skeleton, Spider, Slime ,Ghast
-New Woodplanks
-Tweaked Mapicon, BiomeLeaves, Ofen, Workbench, Chest, Ladder
-more
2.1
-----------
-1.6.06 Ready!
-Tweaked Mobs..
-Tweaked Ofen, Workbench, Chest, Slimeitem
-more
Download:
http://www.mediafire...8d4eaeh1dc2foma
ty nmcnick. nice to know, someone likes it now. i gues the other comments are all old and i had a break from minecraft, after that i did look at the pack from a fresh view. and i m still working on it, so ty again...
2.2
--------------
-New Zombie, Skeleton
-New Oven-Dispensor-Set to fit better next to Cobblestone
-Tweaked Workbench, Chest, 3dGrass, Wheat, Ladder , Trapdoor, Reed, Flowers, Snowflakes, Leaves
-more
2.3
--------------
-Changed little plant , dry tree, Yellow+Red flower
-Tweaked Sandstone; Bedrock, Char
-more
http://www.mediafire.com/?q726o2qrnq8cmdi