I'll upload the three files I use for shaders. That way, we'll see what is causing the lag. I erased the original Final.vsh, but I made an other using again several parts I found on the net.
To increase the memory, you have to add -xms256m -xmx4096m to your Java launcher. There are plenty of tutos on this, I'll leave it to you.
What your specs? I have a Core I7 950 3Ghz, 8 Gigs of Ram, and a 1 Go Nvidia GTS250. I suppose it drains much CPU power.
EDIT: Oh, and you will have to add Wildgrass and BetterGrass to have the same visual as me. But we should solve that FPS issue first.
My specs are pretty close to yours, Core i7 920 2.6Ghz, 6GB RAM, 2x Nividia GTS250 SLI.
Yeah I found the tutorial on first page of this thread -.- felt stupid afterwards haha. but alright I'm downloading your rar file (if i can ever get those stupid words correct, hate that verification crap websites use now.) and gonna test it out and see what happens.
Okay so I did a complete total fresh install and still no improvements. I've noticed thought in window mode i get 24+fps but when i make it full screen either clicking on the box or F11, the FPS drops to 8-10fps. im leaving the AA to x2 and even messed around with all the other settings, no improvements really except for with draw distance, but not drastic enough.
Updating my last post, I now can patch the 65x pack to work fine :smile.gif: trying to move up to 128 since thats what ive used previously. But again I get the changed blue mojang icon then it blacks and becomes a non responsive window...
Good to know you have atleast one version working. The only thing I can think of is that you may have installed the game improperly, but other than a mod incompatibility, I'm not sure what other reasons why it would freeze at the main menu.
Quote from Darkfox118 »
Hey man, just wanted to let you know I got it working!
upgraded to x64 java, associated .jar files with said 64 bit java, increased the data size for java..
got a new video card lol.
now it plays.. almost well.
I'll take some screens of my city (that no one is interested in DLing) soon.
btw, did you reskin monsters too? I play on peaceful in my city map so.. I dunno..
Lol, I must have missed your post of your city world. XD
I'll go back and find it.
I'm currently using Misa's mobs which go fairly close along the lines of vanilla MC mobs, but added in more detail.
I haven't had the time nor the ambition to start on my own set of mobs because I've always failed when it came to drawing/painting/editing anything that has a heartbeat. =/
Quote from Nightscythe »
This pack is awesome!
Quote from GLz »
AMAZING!
Thanks guys. I love the support. ;D
Quote from Finzy »
I guess promoting any kind of servers on YouTube is a bad idea...after I put up the trailer, the entire spawn area of our server got burnt to the ground and griefed...had to hide the server IP and only hand it privately for now on. :sad.gif: Just a heads up for all...don't hand out server ips in public, ever.
=(
Sorry, I really feel your pain when it comes to getting grieved. I just lost my entire mansion last night because my friend thought it would be funny to start a fire next to my other buddy's bed and try to roast him. Long story short, we lost a guy in the fire and I died during the reconstruction. XD
Quote from dufric88 »
Also, Scuttles, I'M NOT DEAD. Well sort of. It's midterms for me and I'm starting implementation for my computer science senior project now. But I think this is one thing I still want to see done. So I wont be able to do as much, but I can still help some. It turns out crazy bump is only a demo version, but I want to learn to do it in gimp anyways.. if that's possible. Here's a screen of cobble/grass (be nice :tongue.gif:)
-pics
I like how the spectral turned out on the grass, but the cobble seems a bit to shiny, but then again, that's what it wold look like in broad daylight, I didn't get any from torchlight.
Definitely the direction that I've wanted it to go into that's for sure. Brilliant work. The stones need a bit of polishing, but it looks amazing. I haven't tried Dax's shader since 2-3 update ago. I might have to play with it to see if it works yet.
I'm looking forward to an update on your progress and I'm glad you're not dead. =)
I've always failed when it came to drawing/painting/editing anything that has a heartbeat.
I don't believe the undead have heartbeats :wink.gif:
Jokes aside: thank you thank you thank you for changing the sides of the grass! That's been my biggest gripe so far. The dirt looks nice as well. Awaiting release
I've always failed when it came to drawing/painting/editing anything that has a heartbeat.
I don't believe the undead have heartbeats :wink.gif:
Jokes aside: thank you thank you thank you for changing the sides of the grass! That's been my biggest gripe so far. The dirt looks nice as well. Awaiting release
True enough! ;D
I'll give it a shot, but what I think I will do is use Misa's mobs and make them HD using super-sampling so it's not so pixelated.
I've tried for hours to make the side grass be compatible with that modloader grass fix one, but is seems he really only designed that for lower res packs that don't require actual skill to remove the grass top off of the dirt. I'm not ripping on low res packs, their just too simple for me. XD
Anyway, I've put off a better sidegrass for far too long and you're right. It's about time I changed it.
hey has this pack got the beds a texture also i would like there to be darker wool sorry for being so demanding
it has a bed texture but standard res Icon at the moment.
p.s scuttles what does diamond look like? I found what i thought was diamond and it turned out to be lapis lazue?
Yea, I wasn't too big on that lapis looking too similair to the diamond texture. I might have to change that.
That light blue is what diamond is suppose to look like. =)
Quote from Oysterbarron »
your Icons are getting so refined now, See clay and redstone earlyier look cool, my friend said hes not keen on your spade model. New water is much more realistic looks nice off the coast just glinting!
I've been doing tons of refinements recently. I'm a bit of a perfectionist and won't move on to the next project before I'm satisfied. It's making progress slow down, though. XD
I do thoroughly enjoy the new water and what about the spade model isn't he keen on? Also, was this before or after the new tools?
Quote from Pazaz »
Hey Scuttles, Sorry I was not on the forum bumping like usual, But We're still working on the ragdoll mod ;P
I know. What the hell man, this almost got to the second page. >=(
Anyway, how's that mod going? I'm fairly excited to watch a zombie grind his face down a cliff when I kill it. =)
Awesome video. But since I'm a resolution *****: EW 480P
Love the song too! :tongue.gif:
Which shader did you use for the waving wheat?
Or is that enabled by default with the GLSL shaders? Haven't really noticed myself, don't look at wheat much.
Hehe, It was my first uploaded Video to youtube, give me a few tries :wink.gif: But I'll do a Hig-rez video during Daylight later today if you enjoyed it. I also forgot that there is no Wildgrass or BetterGrass on my server, so I'll upload a video of SSP, in order to show all those waving things :wink.gif:
I used several shader parts on the shaders thread. There are bits of code scattered around the last pages, I copypasted some of it to make the combination I wanted. I also uploaded my edited shader, you can find it in this thread, page 92 ^^ viewtopic.php?f=1032&t=128043&start=2730
Thanks, did you change final.vsh at all or is that base.vsh all that you changed?
And if you need any help with Youtube/recording/rendering/ect. just hit me up.
Pretty good with that stuff, all of my Youtube videos are 1080p.
EDIT: Nevermind, I see you got 1080p working fine and have uploaded an rar with all of the modified shaders.
Now I just need to wait 58Minutes to use the new DL link :sad.gif:
Should upload to mediafire, or 2shared.
Whatever though, thanks a lot for uploading it at all. Looks awesome from the video!
Yeah think diamond could do with a rework or lapis it looks exactly the same to me. i shat bricks when i found three blocks of "diamond" i was like yay until the blue lapis stones came out :sad.gif:
I have the same issue, but I wouldn't poke it at this pack... even have that problem with Misa and Vanilla, lmao.
Then again I am partially color blind, so I have trouble telling the difference between a dark blue and a light blue... >.<
Those shaders just crash my game, but the default shaders in GLSL work fine for me.
Am I doing something wrong or did you upload the wrong files? :ohmy.gif:
Also, Scuttles, I'M NOT DEAD. Well sort of. It's midterms for me and I'm starting implementation for my computer science senior project now. But I think this is one thing I still want to see done. So I wont be able to do as much, but I can still help some. It turns out crazy bump is only a demo version, but I want to learn to do it in gimp anyways.. if that's possible. Here's a screen of cobble/grass (be nice :tongue.gif:)
-pics
I like how the spectral turned out on the grass, but the cobble seems a bit to shiny, but then again, that's what it wold look like in broad daylight, I didn't get any from torchlight.
Definitely the direction that I've wanted it to go into that's for sure. Brilliant work. The stones need a bit of polishing, but it looks amazing. I haven't tried Dax's shader since 2-3 update ago. I might have to play with it to see if it works yet.
I'm looking forward to an update on your progress and I'm glad you're not dead. =)
Thx, the trouble with coble is making it so it still tills. You can bump a single block all u want but if the heights don't match up, it looks weird. And yea the spectral map got all screwed up on it, so I gotta fix that. Btw what have you been changing mostly? So I know which textures not to get attached to.
oh and the OTHER problem is, when the edge of a block is calculated to be more recessed than the block next to it, instead of taking a piece of the adjacent texture to fill the mesh, it just repeats from the other side...so basically the half grass texture has a little line of grass pixels at the bottom cuz the dirt recedes slightly. UGH!
Thx, the trouble with coble is making it so it still tills. You can bump a single block all u want but if the heights don't match up, it looks weird. And yea the spectral map got all screwed up on it, so I gotta fix that. Btw what have you been changing mostly? So I know which textures not to get attached to.
oh and the OTHER problem is, when the edge of a block is calculated to be more recessed than the block next to it, instead of taking a piece of the adjacent texture to fill the mesh, it just repeats from the other side...so basically the half grass texture has a little line of grass pixels at the bottom cuz the dirt recedes slightly. UGH!
I ran into that a few times where the heights were matching up quite right. I had to redo some of it manually to align it with the corresponding side. The only thing that will be changed physically is the side grass texture. I'm slightly changing the dirt in it to fit better. Other than that, I'm just doing minor tweaks here and there and refining texture colors.
Power through the frustration. ;D
If you need any help, don't hesitate to send them my way for refinements.
I'm a new MC player and I really want to get this texture pack to work properly. I'm in the process of reading through the thread now. But if someone could offer any advice, I'd be grateful.
>>1. Required: Install the hd texture fix. Select 128x128 or 256x256 depending on which pack you've downloaded (check custom lava or water if you want mine)
When you install the HD Fix,do you have to point it at a texture file? Or do you just run it with the default options (no texture pack checked) and set the tile size to 256?
>>2. Optional: Install mrmmods with a selection of your preferences. I only use better light and better grass
MrMMods is no longer supported. I have heard "better light" is integrated with 1.3 and should no longer be needed. For "better grass", there are a few pack options towards the end of the MrMMods thread. ModLoader, SideGrass, WildGrass, BetterGrass,and a few combinations of those.
What is the current state of the "grass" stuff? I want to get the groovy grass thing going, but it seems like a headache trying to sort it all out.
>> 3. Optional: Install the wild grass mod by moving the files directly into the .jar in the bin folder
Again with the grass thing. Uugh! So frustrating. Will this second grass mod do something the previous doesn't? Is there one ultimate grass mod I can install and just be done with it?
>>4. Required: If your computer is like mine, the hd texture fix doesn't like anything so you have to drag and drop the texture pack into .jar in the bin folder
I know how to do this. But why,if HD Fix does nothing, do you say to run it as a first step?
Thanks for all the hard work. I really look forward to getting this pack working soon.
I ran into that a few times where the heights were matching up quite right. I had to redo some of it manually to align it with the corresponding side. The only thing that will be changed physically is the side grass texture. I'm slightly changing the dirt in it to fit better. Other than that, I'm just doing minor tweaks here and there and refining texture colors.
Power through the frustration. ;D
If you need any help, don't hesitate to send them my way for refinements.
Yea after I finish a few more of the basic landscape textures and do some more touches on the current ones, I'll definitely send em over. Wait I thought you couldn't use the shader though?
Also, ran into another frustration. One good thing about spectral highlights is that you can make them match the texture's color so they don't just look like they're glowing white. But grass stays completely desaturated until the a biome is physically generated, which I knew. It makes it hard to fit a good "shine color" when the gradient is so massive. I may just leave grass without a spectral map.
I'm a new MC player and I really want to get this texture pack to work properly. I'm in the process of reading through the thread now. But if someone could offer any advice, I'd be grateful.
>>1. Required: Install the hd texture fix. Select 128x128 or 256x256 depending on which pack you've downloaded (check custom lava or water if you want mine)
When you install the HD Fix,do you have to point it at a texture file? Or do you just run it with the default options (no texture pack checked) and set the tile size to 256?
>>2. Optional: Install mrmmods with a selection of your preferences. I only use better light and better grass
MrMMods is no longer supported. I have heard "better light" is integrated with 1.3 and should no longer be needed. For "better grass", there are a few pack options towards the end of the MrMMods thread. ModLoader, SideGrass, WildGrass, BetterGrass,and a few combinations of those.
What is the current state of the "grass" stuff? I want to get the groovy grass thing going, but it seems like a headache trying to sort it all out.
>> 3. Optional: Install the wild grass mod by moving the files directly into the .jar in the bin folder
Again with the grass thing. Uugh! So frustrating. Will this second grass mod do something the previous doesn't? Is there one ultimate grass mod I can install and just be done with it?
>>4. Required: If your computer is like mine, the hd texture fix doesn't like anything so you have to drag and drop the texture pack into .jar in the bin folder
I know how to do this. But why,if HD Fix does nothing, do you say to run it as a first step?
Thanks for all the hard work. I really look forward to getting this pack working soon.
Alright, sorry first of all for the highly unorganized first page. I'm working on that soon. (I hope)
Anyway, the HD patcher is required, but my computer has issues with installing the texture pack through the patcher. It's required because it has to resize the default textures over to 256x256 or 128x128 depending on which selection you've made. Without this the game will crash when trying to run this pack or any other HD for that matter. To get it to work through the patcher select the "browse" in the texture pack folder area and locate the .zip that you've downloaded for this pack.
Once you've installed that, or the "browse" method didn't work, you have a choice. Yes, the better grass and better light is no longer compatible. I'll actually remove that once I finish this post. So thank you for reminding me. ^^
Now you can either install this pack manually (through the .jar), which you said you know how to do already or you can place it into the texture pack folder in the .minecraft folder.
So basically ignore the better grass, but I recommend the "wild grass" which is all of the bushes and weeds popping out of the textures which give a really great atmosphere. Keep in mind this also takes a toll on the FPS and hopefully your computer can handle it.
To install wild grass you have to download the latest "modloader" and "wild grass" files. Then drag those directly into the .jar as well. It seems like a hassle, but you really get used to it and it comes off as very rewarding for eye candy.
I think that's a description than the main page, lol.
Hopefully you get it working and comment back if you need any help.
Quote from dufric88 »
Yea after I finish a few more of the basic landscape textures and do some more touches on the current ones, I'll definitely send em over. Wait I thought you couldn't use the shader though?
Also, ran into another frustration. One good thing about spectral highlights is that you can make them match the texture's color so they don't just look like they're glowing white. But grass stays completely desaturated until the a biome is physically generated, which I knew. It makes it hard to fit a good "shine color" when the gradient is so massive. I may just leave grass without a spectral map.
The spectral highlights ruin the shaders, but I can do bump mapping/height maps. So hopefully you can get the specs down perfect. ;D
Hmmm... that does sound like a bit of a problem indeed. So the biome itself is just too... Much? If it comes down to it, I can make an extremely simplified biome for the shaders. Then again, spectral grass really isn't a huge deal when you think about it. Would a very faint shine look decent on all biomes?
Oh, and don't forget to send your shader files with you so I know were on the same page when I'm editing them. XD
The spectral highlights ruin the shaders, but I can do bump mapping/height maps. So hopefully you can get the specs down perfect. ;D
Hmmm... that does sound like a bit of a problem indeed. So the biome itself is just too... Much? If it comes down to it, I can make an extremely simplified biome for the shaders. Then again, spectral grass really isn't a huge deal when you think about it. Would a very faint shine look decent on all biomes?
Oh, and don't forget to send your shader files with you so I know were on the same page when I'm editing them. XD
I would do that, your grasscolor gradient is really hyper. I'll get 15 diff shades of green in the same area, but it doesn't look smooth...because it's voxel lol. Yea the base.vsh did take a few calculations to get right, i'll be sure to include
My specs are pretty close to yours, Core i7 920 2.6Ghz, 6GB RAM, 2x Nividia GTS250 SLI.
Yeah I found the tutorial on first page of this thread -.- felt stupid afterwards haha. but alright I'm downloading your rar file (if i can ever get those stupid words correct, hate that verification crap websites use now.) and gonna test it out and see what happens.
Good to know you have atleast one version working. The only thing I can think of is that you may have installed the game improperly, but other than a mod incompatibility, I'm not sure what other reasons why it would freeze at the main menu.
Lol, I must have missed your post of your city world. XD
I'll go back and find it.
I'm currently using Misa's mobs which go fairly close along the lines of vanilla MC mobs, but added in more detail.
I haven't had the time nor the ambition to start on my own set of mobs because I've always failed when it came to drawing/painting/editing anything that has a heartbeat. =/
Thanks guys. I love the support. ;D
=(
Sorry, I really feel your pain when it comes to getting grieved. I just lost my entire mansion last night because my friend thought it would be funny to start a fire next to my other buddy's bed and try to roast him. Long story short, we lost a guy in the fire and I died during the reconstruction. XD
Definitely the direction that I've wanted it to go into that's for sure. Brilliant work. The stones need a bit of polishing, but it looks amazing. I haven't tried Dax's shader since 2-3 update ago. I might have to play with it to see if it works yet.
I'm looking forward to an update on your progress and I'm glad you're not dead. =)
Changed the biomes slightly.
This is after a few refinements with dirt and sidegrass. It has a small tiling issue I'm going to fix, hopefully.
I don't believe the undead have heartbeats :wink.gif:
Jokes aside: thank you thank you thank you for changing the sides of the grass! That's been my biggest gripe so far. The dirt looks nice as well. Awaiting release
True enough! ;D
I'll give it a shot, but what I think I will do is use Misa's mobs and make them HD using super-sampling so it's not so pixelated.
I've tried for hours to make the side grass be compatible with that modloader grass fix one, but is seems he really only designed that for lower res packs that don't require actual skill to remove the grass top off of the dirt. I'm not ripping on low res packs, their just too simple for me. XD
Anyway, I've put off a better sidegrass for far too long and you're right. It's about time I changed it.
Yea, I wasn't too big on that lapis looking too similair to the diamond texture. I might have to change that.
That light blue is what diamond is suppose to look like. =)
I've been doing tons of refinements recently. I'm a bit of a perfectionist and won't move on to the next project before I'm satisfied. It's making progress slow down, though. XD
I do thoroughly enjoy the new water and what about the spade model isn't he keen on? Also, was this before or after the new tools?
I know. What the hell man, this almost got to the second page. >=(
Anyway, how's that mod going? I'm fairly excited to watch a zombie grind his face down a cliff when I kill it. =)
Thanks, did you change final.vsh at all or is that base.vsh all that you changed?
And if you need any help with Youtube/recording/rendering/ect. just hit me up.
Pretty good with that stuff, all of my Youtube videos are 1080p.
EDIT: Nevermind, I see you got 1080p working fine and have uploaded an rar with all of the modified shaders.
Now I just need to wait 58Minutes to use the new DL link :sad.gif:
Should upload to mediafire, or 2shared.
Whatever though, thanks a lot for uploading it at all. Looks awesome from the video!
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I have the same issue, but I wouldn't poke it at this pack... even have that problem with Misa and Vanilla, lmao.
Then again I am partially color blind, so I have trouble telling the difference between a dark blue and a light blue... >.<
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Those shaders just crash my game, but the default shaders in GLSL work fine for me.
Am I doing something wrong or did you upload the wrong files? :ohmy.gif:
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Thx, the trouble with coble is making it so it still tills. You can bump a single block all u want but if the heights don't match up, it looks weird. And yea the spectral map got all screwed up on it, so I gotta fix that. Btw what have you been changing mostly? So I know which textures not to get attached to.
TILEZforums here
TILEZforums here
I ran into that a few times where the heights were matching up quite right. I had to redo some of it manually to align it with the corresponding side. The only thing that will be changed physically is the side grass texture. I'm slightly changing the dirt in it to fit better. Other than that, I'm just doing minor tweaks here and there and refining texture colors.
Power through the frustration. ;D
If you need any help, don't hesitate to send them my way for refinements.
I'm a new MC player and I really want to get this texture pack to work properly. I'm in the process of reading through the thread now. But if someone could offer any advice, I'd be grateful.
>>1. Required: Install the hd texture fix. Select 128x128 or 256x256 depending on which pack you've downloaded (check custom lava or water if you want mine)
When you install the HD Fix,do you have to point it at a texture file? Or do you just run it with the default options (no texture pack checked) and set the tile size to 256?
>>2. Optional: Install mrmmods with a selection of your preferences. I only use better light and better grass
MrMMods is no longer supported. I have heard "better light" is integrated with 1.3 and should no longer be needed. For "better grass", there are a few pack options towards the end of the MrMMods thread. ModLoader, SideGrass, WildGrass, BetterGrass,and a few combinations of those.
What is the current state of the "grass" stuff? I want to get the groovy grass thing going, but it seems like a headache trying to sort it all out.
>> 3. Optional: Install the wild grass mod by moving the files directly into the .jar in the bin folder
Again with the grass thing. Uugh! So frustrating. Will this second grass mod do something the previous doesn't? Is there one ultimate grass mod I can install and just be done with it?
>>4. Required: If your computer is like mine, the hd texture fix doesn't like anything so you have to drag and drop the texture pack into .jar in the bin folder
I know how to do this. But why,if HD Fix does nothing, do you say to run it as a first step?
Thanks for all the hard work. I really look forward to getting this pack working soon.
Yea after I finish a few more of the basic landscape textures and do some more touches on the current ones, I'll definitely send em over. Wait I thought you couldn't use the shader though?
Also, ran into another frustration. One good thing about spectral highlights is that you can make them match the texture's color so they don't just look like they're glowing white. But grass stays completely desaturated until the a biome is physically generated, which I knew. It makes it hard to fit a good "shine color" when the gradient is so massive. I may just leave grass without a spectral map.
TILEZforums here
Alright, sorry first of all for the highly unorganized first page. I'm working on that soon. (I hope)
Anyway, the HD patcher is required, but my computer has issues with installing the texture pack through the patcher. It's required because it has to resize the default textures over to 256x256 or 128x128 depending on which selection you've made. Without this the game will crash when trying to run this pack or any other HD for that matter. To get it to work through the patcher select the "browse" in the texture pack folder area and locate the .zip that you've downloaded for this pack.
Once you've installed that, or the "browse" method didn't work, you have a choice. Yes, the better grass and better light is no longer compatible. I'll actually remove that once I finish this post. So thank you for reminding me. ^^
Now you can either install this pack manually (through the .jar), which you said you know how to do already or you can place it into the texture pack folder in the .minecraft folder.
So basically ignore the better grass, but I recommend the "wild grass" which is all of the bushes and weeds popping out of the textures which give a really great atmosphere. Keep in mind this also takes a toll on the FPS and hopefully your computer can handle it.
To install wild grass you have to download the latest "modloader" and "wild grass" files. Then drag those directly into the .jar as well. It seems like a hassle, but you really get used to it and it comes off as very rewarding for eye candy.
I think that's a description than the main page, lol.
Hopefully you get it working and comment back if you need any help.
The spectral highlights ruin the shaders, but I can do bump mapping/height maps. So hopefully you can get the specs down perfect. ;D
Hmmm... that does sound like a bit of a problem indeed. So the biome itself is just too... Much? If it comes down to it, I can make an extremely simplified biome for the shaders. Then again, spectral grass really isn't a huge deal when you think about it. Would a very faint shine look decent on all biomes?
Oh, and don't forget to send your shader files with you so I know were on the same page when I'm editing them. XD
Was this directed towards me? :sad.gif:
I would do that, your grasscolor gradient is really hyper. I'll get 15 diff shades of green in the same area, but it doesn't look smooth...because it's voxel lol. Yea the base.vsh did take a few calculations to get right, i'll be sure to include
TILEZforums here