I would like to ask your permission to use your texture pack in an edited texture pack. There will be many other texture packs in this edit, and I wanted to ask you before I publish it. I will not be taking any credit, or will I profit from this. I just purely want to upload my own edited texture pack that use. I would love for you approval, but I understand if you say no. Thanks!
I would like to ask your permission to use your texture pack in an edited texture pack. There will be many other texture packs in this edit, and I wanted to ask you before I publish it. I will not be taking any credit, or will I profit from this. I just purely want to upload my own edited texture pack that use. I would love for you approval, but I understand if you say no. Thanks!
Hey, man! You have what I would argue is the best texture pack ever. Seriously ever. It keeps the entire aesthetic but brings it up to res.
Anyway, I actually just graduated from engineering school and am jobless (fail, right?). But I am working on my own edited version of the 256 pack as well as a modified SEUS 10.2 shader to go along with it. Here are some of the features:
- Parallax Occlusion Mapping: Cobblestone, Stone Bricks, Netherrack, Glowstone, Mossy Cobblestone, Sand, Dirt, and Tree Bark (Bark looks amazing!)
- Added shimmering particles to sand, and might do so to a lesser extent with gravel
- Added slight sheen to wood planks, to add a light polyurethane finish.
- Masked shiny surfaces: Metal/Gem Blocks, Metal Door, Ores, Polished Rock, Quartz blocks with mirror shine (These are especially fun)
- Parallax water
- More noticeable ambient occlusion. (Don't want to overdo it, though.)
- Rain makes things wet (enabled and tweaked a bit). This looks ESPECIALLY good with the parallax dirt. It makes it look very muddy.
It's fairly intensive. Together it seems to use about 5GB of RAM and 3GB+ of VRAM. I just barely maintain 50-60FPS on my overclocked GTX970. However, the GPU is under-utilized, so my [email protected] may be the bottleneck. I used to get about 40FPS on my 660.
I don't know where you guys normally upload things, or if you want me to send you the pack and you pick and choose what you want to keep.
Edit: So I probably won't be able to just give out the shaders, according to License.txt. But I suppose I could list the changes.
Hey, man! You have what I would argue is the best texture pack ever. Seriously ever. It keeps the entire aesthetic but brings it up to res.
Anyway, I actually just graduated from engineering school and am jobless (fail, right?). But I am working on my own edited version of the 256 pack as well as a modified SEUS shader to go along with it. Here are some of the features:
- Parallax Occlusion Mapping: Cobblestone, Stone Bricks(?), Netherrack, Glowstone, Mossy Cobblestone, Sand, Dirt, and Tree Bark (Bark looks amazing!)
- Added shimmering particles to sand, and might do so to a lesser extent with gravel
- Added slight sheen to wood planks, to add a light polyurethane finish.
- Masked shiny surfaces: Metal/Gem Blocks, Metal Door, Ores, Polished Rock, Quartz blocks with mirror shine (These are especially fun)
- Parallax water
- More cloud depth
- More noticeable ambient occlusion and single-bounce radiosity. (Don't want to overdo it, though.)
- Rain makes things wet (enabled and tweaked a bit). This looks ESPECIALLY good with the parallax dirt. It makes it look very muddy.
It's fairly intensive. Together it seems to use about 5GB of RAM and 3GB+ of VRAM. I just barely maintain 50-60FPS on my overclocked GTX970. However, the GPU is under-utilized, so my [email protected] may be the bottleneck. I used to get about 40FPS on my 660.
I don't know where you guys normally upload things, or if you want me to send you the pack and you pick and choose what you want to keep.
OK, folks. Here are some updates. I figured I would just add a new reply so I could post more pics. I've been doing some of these by hand so it takes a bit longer to make some of these more recent changes.
-Stone Bricks (Regular, Mossy, Cracked) all use POM
-POM added to Redstone Lantern
-Used Grass normal map for redstone dust. Makes it look dustier.
-Leaves now have sheen.
-Snow now shares sand's shimmer. (It looked aweful on gravel, as you would probably expect. I just figured some rocks are shiny.)
Do you guys know where I could host these files? (These are whole sets)
Also, here are the changes (from what I can remember) that I made to SEUS 10.2. You'll have to download the shaders and make the changes yourself. My line numbers are different as well, because I use a lot of #define tokens on top. This way I can quickly edit them.
gbuffers_water.fsh
- Remove "//" before position = GetWaterParallaxCoord(position, viewVector);
- Line 3: Set WAVE_HEIGHT to 0.6f
composite.fsh
- Set noiseTextureResolution to 256 (I think this raises the SSAO resolution)
- Around line 200, float aoRadius = 0.25f * -screenSpacePosition.z; Change the number to 0.5f so SSAO better reaches walls.
- Soon after, float zThickness = 0.15f * -screenSpacePosition.z; Set the number to 0.1f. This helps the straight-on occlusion match the 0.5f radius above.
- Around line 215 for (int i = 0; i < 4; i++) change the 4 to a 15. (increase SSAO samples)
- About 30 lines below that, there should be ao /= 4; Change this to 15 as well (or change these to some other number you prefer. These numbers must match.)
- below that, ao = pow(ao, 1.0f); mine is at 2.0f instead.
composite1.fsh
- Remove "//" before #define ENABLE_SOFT_SHADOWS to enable soft shadows.
- Set shadowMapResolution to 4096 for higher resolution shadows.
- Set shadowDistance to 250.0f to increase shadow distance.
- Around line 823, change float spread = 1.0f / shadowMapResolution; set this to 1.5f if you want softer shadows
gbuffers_terrain.fsh
- Remove "//" in front of #define Parallax to enable Parallax Occlusion Mapping (POM).
- Around line 227, if (distance < 4.0f), set to 2.0f
- Around line 312, if (distance < 4.0f), set to 10.0f. These two settings affect the distance that POM is used. Setting these as separate numbers seems to look a lot better. Looks very shimmery if both are set to 10.
- Around line 244, set const int maxSteps = 112 to 20 to potentially reduce the performance impact of POM. You basically have to go around humping trees to see the reduction in quality.
- A few lines below that, there should be float parallaxDepth = 1.0f. Mine is set to 0.5f, and the relief maps are based on this. This makes the POM half as deep. It also allows fewer maxSteps to still look good.
- Around line 337, there should be spec.g *= max(0.0f, clamp((wet * 1.0f + 0.2f), 0.0f, 1.0f) - (1.0f - w) * 1.0f); The operator should be += rather than *=. This allows the rain to make things wet and reflective.
This is Epic ****
I don't think that my GTX 750ti will make this. But it will be enough to see live, what you have done.
I bet it would do fairly fine. Like I said, my 970 doesn't seem to be fully utilized (minus the memory usage), and I used to run a lot of these settings on my 660. Mind you, a lot of times it was frame locked at 30fps, but that was more than playable, especially when motion blur was enabled.
Since the Minecraft client now allows you to add more than one texture pack to the resource pack panel, you can simply create an addon. Make people download both your addon and this resource pack. After your users have downloaded your resource pack addon, direct them here so they can download this base resource pack which your resource pack adds upon (R3D,CRAFT).
If you feel like that above is silly and you want to include R3D.CRAFT textures with yours in one single package and publish that, we would have a problem. The moderators on this site and other sites do not look happily on duplicates and your thread will most likely be put down. Also, keep in mind that it's not right (and if you ask me, disrespectful) to upload someone else work without their consent.
See, that's what I was afraid of. I can't simply upload this as an addon, because the files are not separate. I could probably do it with the specular maps, and just the Birch logs, since I added those files. But all the parallax effects are done through the alpha channel of the normal maps. This means I would have to upload what are basically the same normal maps just with a modified alpha channel, which definitely qualifies as the second paragraph and not the first.
See, that's what I was afraid of. I can't simply upload this as an addon, because the files are not separate. I could probably do it with the specular maps, and just the Birch logs, since I added those files. But all the parallax effects are done through the alpha channel of the normal maps. This means I would have to upload what are basically the same normal maps just with a modified alpha channel, which definitely qualifies as the second paragraph and not the first.
Hi,
If someone want's to modify the already-existing textures, just ask me and explain your situation and what you want to do.
Cases such as this would be accepted, but I appreciate that people ask before doing anything.
OK, So I isolated the specific files I had changed and packaged it together in a ZIP with proper folders. You should just have to install R3D.CRAFT smooth realism 256 and the corresponding normal map package, then have it load this zip AFTER it loads the previous two. Also, don't forget to make the shader changes. (Update: You may have to replace the files in the original instead)
Oh, and one last bit I added. When you get these working, disable "connected textures" in the Quality menu of Optifine. Then place some book shelves and take a look ;).
but how do I edit the shader? what program do you use?
Notepad.
Or I use Notepad++.
VSH and FSH are text files. GLSL is basically a C-like scripting language, where the script is parsed from readable text, and then compiled to be run on the GPU.
In fact, if you are familiar with C programming, the GPU actually runs void main() for each pixel depending on how that pixel is identified. If a pixel is on water, for instance, it will run main() from "gbuffers_water".
The "composite" (1,2,3 etc) and "final" seem to be where most or all of the post-processing happens. Minecraft shaders seem to use "deferred rendering". This means that instead of drawing things fully right away, and showing a collage of the stuff (default minecraft), It instead grabs the color, the depth, the direction, and other properties of each pixel. Then afterwards, it combines this information in smart ways to produce a final result.
For reflections, for instance, it will use the pixels "specular" value (determined by the wetness and the specular map), normal (directional) value, and depth value. With this info, it will actually grab data from other parts of the image, and add in its properties, so nothing has to be rendered twice. This results in excellent performance, but the downside is that it can't reflect anything that isn't already on-screen. This is the technique used in games like Crysis 2/3 and EVERYWHERE in Unreal Engine 4.
I just realized I ranted. Sorry, I just love graphics tech. Too bad it's impossible to get a job in it.
Might also check your java memory settings, and be sure you are using 64-bit java for more memory room. For instance, the reason the 512 pack crashes on me unless I manually set my java memory higher.
Of course, I tend to go crazy since I have 16GB of RAM and run minecraft from a RAM drive, so I give MC something like 5-6GB. I doubt you would need THAT much, because after a point, all it does is simply delay garbage collection. But this still might be worth checking.
The pack was built on 0.2.2, so if 0.2.2 works, so should this. If the expansion or shaders cause crashes, you might check for typos or re-download SEUS. For instance, if there is a problem with specular maps or POM, you might not notice until you enable a pack with these features enabled.
i actually like the smooth pack better
much detail such wow
I
R3D CRAFT
such awesomness
much detail
the thing with dr is that it keeps the pixelthemed textures but makes it feel more realistic
I have A problem I did download [1.8.3]_R3D.CRAFT_SR-512x_v0.2.2 and its not letting me to open the zip folder Please help
I would like to ask your permission to use your texture pack in an edited texture pack. There will be many other texture packs in this edit, and I wanted to ask you before I publish it. I will not be taking any credit, or will I profit from this. I just purely want to upload my own edited texture pack that use. I would love for you approval, but I understand if you say no. Thanks!
GMail him, he's very active on his gmail account
R3D CRAFT DEFAULT REALISM ADDON
OCD ITEMS
Feel Free To Contact Us
Gmail: [email protected]
Visit Our Website: http://vansiusproductions.weebly.com/
Hey, man! You have what I would argue is the best texture pack ever. Seriously ever. It keeps the entire aesthetic but brings it up to res.
Anyway, I actually just graduated from engineering school and am jobless (fail, right?). But I am working on my own edited version of the 256 pack as well as a modified SEUS 10.2 shader to go along with it. Here are some of the features:
- Parallax Occlusion Mapping: Cobblestone, Stone Bricks, Netherrack, Glowstone, Mossy Cobblestone, Sand, Dirt, and Tree Bark (Bark looks amazing!)
- Added shimmering particles to sand, and might do so to a lesser extent with gravel
- Added slight sheen to wood planks, to add a light polyurethane finish.
- Masked shiny surfaces: Metal/Gem Blocks, Metal Door, Ores, Polished Rock, Quartz blocks with mirror shine (These are especially fun)
- Parallax water
- More noticeable ambient occlusion. (Don't want to overdo it, though.)
- Rain makes things wet (enabled and tweaked a bit). This looks ESPECIALLY good with the parallax dirt. It makes it look very muddy.
It's fairly intensive. Together it seems to use about 5GB of RAM and 3GB+ of VRAM. I just barely maintain 50-60FPS on my overclocked GTX970. However, the GPU is under-utilized, so my [email protected] may be the bottleneck. I used to get about 40FPS on my 660.
I don't know where you guys normally upload things, or if you want me to send you the pack and you pick and choose what you want to keep.
Edit: So I probably won't be able to just give out the shaders, according to License.txt. But I suppose I could list the changes.
OMG!!! So cool! I realy want this! Great work!
OK, folks. Here are some updates. I figured I would just add a new reply so I could post more pics. I've been doing some of these by hand so it takes a bit longer to make some of these more recent changes.
-Stone Bricks (Regular, Mossy, Cracked) all use POM
-POM added to Redstone Lantern
-Used Grass normal map for redstone dust. Makes it look dustier.
-Leaves now have sheen.
-Snow now shares sand's shimmer. (It looked aweful on gravel, as you would probably expect. I just figured some rocks are shiny.)
Do you guys know where I could host these files? (These are whole sets)
Also, here are the changes (from what I can remember) that I made to SEUS 10.2. You'll have to download the shaders and make the changes yourself. My line numbers are different as well, because I use a lot of #define tokens on top. This way I can quickly edit them.
gbuffers_water.fsh
- Remove "//" before position = GetWaterParallaxCoord(position, viewVector);
- Line 3: Set WAVE_HEIGHT to 0.6f
composite.fsh
- Set noiseTextureResolution to 256 (I think this raises the SSAO resolution)
- Around line 200, float aoRadius = 0.25f * -screenSpacePosition.z; Change the number to 0.5f so SSAO better reaches walls.
- Soon after, float zThickness = 0.15f * -screenSpacePosition.z; Set the number to 0.1f. This helps the straight-on occlusion match the 0.5f radius above.
- Around line 215 for (int i = 0; i < 4; i++) change the 4 to a 15. (increase SSAO samples)
- About 30 lines below that, there should be ao /= 4; Change this to 15 as well (or change these to some other number you prefer. These numbers must match.)
- below that, ao = pow(ao, 1.0f); mine is at 2.0f instead.
composite1.fsh
- Remove "//" before #define ENABLE_SOFT_SHADOWS to enable soft shadows.
- Set shadowMapResolution to 4096 for higher resolution shadows.
- Set shadowDistance to 250.0f to increase shadow distance.
- Around line 823, change float spread = 1.0f / shadowMapResolution; set this to 1.5f if you want softer shadows
gbuffers_terrain.fsh
- Remove "//" in front of #define Parallax to enable Parallax Occlusion Mapping (POM).
- Around line 227, if (distance < 4.0f), set to 2.0f
- Around line 312, if (distance < 4.0f), set to 10.0f. These two settings affect the distance that POM is used. Setting these as separate numbers seems to look a lot better. Looks very shimmery if both are set to 10.
- Around line 244, set const int maxSteps = 112 to 20 to potentially reduce the performance impact of POM. You basically have to go around humping trees to see the reduction in quality.
- A few lines below that, there should be float parallaxDepth = 1.0f. Mine is set to 0.5f, and the relief maps are based on this. This makes the POM half as deep. It also allows fewer maxSteps to still look good.
- Around line 337, there should be spec.g *= max(0.0f, clamp((wet * 1.0f + 0.2f), 0.0f, 1.0f) - (1.0f - w) * 1.0f); The operator should be += rather than *=. This allows the rain to make things wet and reflective.
That should be everything I changed.
Oh, and here are some more screenshots.
I bet it would do fairly fine. Like I said, my 970 doesn't seem to be fully utilized (minus the memory usage), and I used to run a lot of these settings on my 660. Mind you, a lot of times it was frame locked at 30fps, but that was more than playable, especially when motion blur was enabled.
just upload it here on minecraft forum
like on texturepacks or modding
See, that's what I was afraid of. I can't simply upload this as an addon, because the files are not separate. I could probably do it with the specular maps, and just the Birch logs, since I added those files. But all the parallax effects are done through the alpha channel of the normal maps. This means I would have to upload what are basically the same normal maps just with a modified alpha channel, which definitely qualifies as the second paragraph and not the first.
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Curse PremiumHi,
If someone want's to modify the already-existing textures, just ask me and explain your situation and what you want to do.
Cases such as this would be accepted, but I appreciate that people ask before doing anything.
OK, So I isolated the specific files I had changed and packaged it together in a ZIP with proper folders. You should just have to install R3D.CRAFT smooth realism 256 and the corresponding normal map package,
then have it load this zip AFTER it loads the previous two. Also, don't forget to make the shader changes.(Update: You may have to replace the files in the original instead)DOWNLOAD
Oh, and one last bit I added. When you get these working, disable "connected textures" in the Quality menu of Optifine. Then place some book shelves and take a look ;).
but how do I edit the shader? what program do you use?
Notepad.
Or I use Notepad++.
VSH and FSH are text files. GLSL is basically a C-like scripting language, where the script is parsed from readable text, and then compiled to be run on the GPU.
In fact, if you are familiar with C programming, the GPU actually runs void main() for each pixel depending on how that pixel is identified. If a pixel is on water, for instance, it will run main() from "gbuffers_water".
The "composite" (1,2,3 etc) and "final" seem to be where most or all of the post-processing happens. Minecraft shaders seem to use "deferred rendering". This means that instead of drawing things fully right away, and showing a collage of the stuff (default minecraft), It instead grabs the color, the depth, the direction, and other properties of each pixel. Then afterwards, it combines this information in smart ways to produce a final result.
For reflections, for instance, it will use the pixels "specular" value (determined by the wetness and the specular map), normal (directional) value, and depth value. With this info, it will actually grab data from other parts of the image, and add in its properties, so nothing has to be rendered twice. This results in excellent performance, but the downside is that it can't reflect anything that isn't already on-screen. This is the technique used in games like Crysis 2/3 and EVERYWHERE in Unreal Engine 4.
I just realized I ranted. Sorry, I just love graphics tech. Too bad it's impossible to get a job in it.
okey fixet the shader editing
I just need to download a older version of r3dcraft sr becuse minecraft crash if I try to turn the pack on
Might also check your java memory settings, and be sure you are using 64-bit java for more memory room. For instance, the reason the 512 pack crashes on me unless I manually set my java memory higher.
Of course, I tend to go crazy since I have 16GB of RAM and run minecraft from a RAM drive, so I give MC something like 5-6GB. I doubt you would need THAT much, because after a point, all it does is simply delay garbage collection. But this still might be worth checking.
The pack was built on 0.2.2, so if 0.2.2 works, so should this. If the expansion or shaders cause crashes, you might check for typos or re-download SEUS. For instance, if there is a problem with specular maps or POM, you might not notice until you enable a pack with these features enabled.
everything works! just realy lagy with r3craft
this is awesome! this is realy cool!
I also have 16GB RAM... I will see if I can fix the lagg problems (just don't know how to do but I think I con do it with help from google)
yesh laggproblems fixed!