I'm looking forward to that!
Also, I would like to know more about the POM progress with your pack and with Sonic Ether.
Is this like the POM back in 1.5 or is it less intense (cannot be as bumpy as before)?
It's more advanced POM now and you have control of the height maps so can be as deep or subtle as you want. Great improvement! Now like more general 3d games you have the diffuse texture, normal/height map and specular.
Also discussing mask maps so you could have specular only on some areas like a trap door would only want spec lighting on the metal parts for example.
There is something more exciting coming but Cody will announce that when his ready!
Awesome, the POM got better!
Also, since you and Cody are working together on features and there's a secret feature, I assume it's definitely not better volumetric clouds, some improvement over specular mapping/normal combined with new shader effects, extreme FPS boost for some scenes, parallax water, and... uh... I forgot.. xD.
Awesome, the POM got better!
Also, since you and Cody are working together on features and there's a secret feature, I assume it's definitely not better volumetric clouds, some improvement over specular mapping/normal combined with new shader effects, extreme FPS boost for some scenes, parallax water, and... uh... I forgot.. xD.
Breathe Synth, BREATHE
Clouds are being improved, also POM water shaders and the very new feature that is going to give even more impressive visuals
Hmm.... Sounds awesome..
But I wonder if the gap between AMD and Nvidia for SEUS will widen. My 7970 struggles in what Sonic Ether's 560 ti could smoothly run with volumetric clouds.
And in the same benchmarks, there could be a noticeable difference.
I may have passed out from not breathing yesterday, though. I was going to say something and suddenly woke up.
Hmm all this talk of tech and shaders, currently thinking on what Card to upgrade too myself though I'm leaning towards an R 290 than anything Nvidia related, ahwell give it a month or two and things may cheapen up
Looking forward to more stable shaders that doesn't break my minecraft ^^
I wonder if they will cheapen up. With all the bitcoin mining, the companies may just buy the consumer products instead.
Hmm.... Sounds awesome.. But I wonder if the gap between AMD and Nvidia for SEUS will widen. My 7970 struggles in what Sonic Ether's 560 ti could smoothly run with volumetric clouds. And in the same benchmarks, there could be a noticeable difference. I may have passed out from not breathing yesterday, though. I was going to say something and suddenly woke up.
Well yeah i know Nvidia has been the more compatible GPU but saying that Cody has contacted Nvidia a number of times to ask about why driver updates cause problems to SEUS. He is just not a bigger enough fish in this large pond for them to reply to him
Well we are hoping for end of Feb release but its going to be tight. We have had some tech problems with the vast size of our custom map but this weekend we made some great progress in sorting them out
Well yeah i know Nvidia has been the more compatible GPU but saying that Cody has contacted Nvidia a number of times to ask about why driver updates cause problems to SEUS. He is just not a bigger enough fish in this large pond for them to reply to him
The issue with updated drivers has already been fixed by Chocapic and Sildur. Chocapic even posted how to fix it. If you could let him (Sonic Ether) know, Chocapic said it had something to do with this: "Make sure your arrays are noted as constants."
The issue with updated drivers has already been fixed by Chocapic and Sildur. Chocapic even posted how to fix it. If you could let him (Sonic Ether) know, Chocapic said it had something to do with this: "Make sure your arrays are noted as constants."
I think his issue mainly relates to the clouds and the other shaders don't have those hence he disabled them on the public release code. I will mention it to him though The current Nvidia release has issues, i have to have the clouds disabled to work the shaders with them, rest of the shader code seems good though.
I do like your style for iron, but I feel like the blocks and the armor should have a little more sheen to them. It's color ratio and light reflection are too close to stone imo.
I do like your style for iron, but I feel like the blocks and the armor should have a little more sheen to them. It's color ratio and light reflection are too close to stone imo.
Yes thats a good point actually. I dont want them to look all shiny and new like stainless steel but giving them a bit more metal look is a good idea
I've played with the Iron block a bit more and put some stone next to it.
Yeah, this is better Looks good on the pressure plates also and I've made the iron door darker so in builds it wont merge too closely with the iron blocks.
(I'm lurking, not saying much but I'm lurking. xD)
Ha ya little lurker you Thanks Uni
OH NO I'VE CREATED A MONSTER.......what have I done, i just can't leave anything alone!!
I'm doing the stone AGAIN! ALL new special CTM only smooth stone folks, I am REALLY liking how this one is shaping up. This also means i can have 100 (yes 100) random ore textures per each ore!! *notice* i doubt very much i would do 100 but i "could" with how i have this set up
Planning on doing the new 1.8 stone with the same 100 texture CTM method, all looking a little different of course.
So far i have only the coal matching in with it properly so there are 100 coal textures to make them blend. The only down side is when using CTM stone/ores I can't have the animated ores so they will be for people who don't use CTM and all you CTM users will get this
I think for a loss of a few animations its worth it. Putting this up in the donators/testing area asap
Looks pretty cool out in the wild
Testing out work in progress custom CH Lightmap (with thanks to Grar, Willpack creator) for the base lightmap to get me started! (actual orangey light in the caves when lit by torches, little bit too orange, very atmospheric but still tweaking)
I'm not kidding.......open the spoiler (i can work on these as and when i see fit to make more variations)
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poor us that don't use CTM- ever since i last tried MCPatcher it has derped on me and said nothing needs to be done D:
but agreed dat stone is smexy (keralis term), also, Syc am i seeing evidence of stone moss also more of those little features (like a root- that would be cool)
we need this tested elsewhere, guys getting you pickaxes ready, we need some stone builds to show how awesome stone can be
lol and good luck for the rest of the pack
Thanks for the updated pack! Looks great, and am loving the new stone you are working on!
Re: Icons / difficulty seeing them.
Switching GUI from Small to Auto definatly made them easy to identify at a glance. I think that where my difficulty came from was using John Smith (which has a dark background behind items) to yours (which has a relativly light background behind the items)
I may play with it a little and see if a dark background behind the items makes that big of a difference if I go with hte small GUI. That might be all it is.
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It's more advanced POM now and you have control of the height maps so can be as deep or subtle as you want. Great improvement!
Also discussing mask maps so you could have specular only on some areas like a trap door would only want spec lighting on the metal parts for example.
There is something more exciting coming but Cody will announce that when his ready!
Also, since you and Cody are working together on features and there's a secret feature, I assume it's definitely not better volumetric clouds, some improvement over specular mapping/normal combined with new shader effects, extreme FPS boost for some scenes, parallax water, and... uh... I forgot.. xD.
Breathe Synth, BREATHE
Clouds are being improved, also POM water shaders and the very new feature that is going to give even more impressive visuals
But I wonder if the gap between AMD and Nvidia for SEUS will widen. My 7970 struggles in what Sonic Ether's 560 ti could smoothly run with volumetric clouds.
And in the same benchmarks, there could be a noticeable difference.
I may have passed out from not breathing yesterday, though. I was going to say something and suddenly woke up.
I wonder if they will cheapen up. With all the bitcoin mining, the companies may just buy the consumer products instead.
Well yeah i know Nvidia has been the more compatible GPU but saying that Cody has contacted Nvidia a number of times to ask about why driver updates cause problems to SEUS. He is just not a bigger enough fish in this large pond for them to reply to him
Well we are hoping for end of Feb release but its going to be tight. We have had some tech problems with the vast size of our custom map but this weekend we made some great progress in sorting them out
It's really close now!
The issue with updated drivers has already been fixed by Chocapic and Sildur. Chocapic even posted how to fix it. If you could let him (Sonic Ether) know, Chocapic said it had something to do with this: "Make sure your arrays are noted as constants."
I think his issue mainly relates to the clouds and the other shaders don't have those hence he disabled them on the public release code. I will mention it to him though
Cheers Frof, well with help from the awesome Moozipan its starting to shape very nicely
So i had an urge to add a little more detail to the iron block.......so i did.
This was supposed to be a witty signature, but then it got lost somewhere.
Shaders do work for 1.7 but are a bit glitchy so I'm sticking with 1.6 for shaders at the moment.
Yes thats a good point actually. I dont want them to look all shiny and new like stainless steel but giving them a bit more metal look is a good idea
I've played with the Iron block a bit more and put some stone next to it.
(I'm lurking, not saying much but I'm lurking. xD)
Ha ya little lurker you
OH NO I'VE CREATED A MONSTER.......what have I done, i just can't leave anything alone!!
I'm doing the stone AGAIN! ALL new special CTM only smooth stone folks, I am REALLY liking how this one is shaping up. This also means i can have 100 (yes 100) random ore textures per each ore!! *notice* i doubt very much i would do 100 but i "could" with how i have this set up
Planning on doing the new 1.8 stone with the same 100 texture CTM method, all looking a little different of course.
So far i have only the coal matching in with it properly so there are 100 coal textures to make them blend. The only down side is when using CTM stone/ores I can't have the animated ores so they will be for people who don't use CTM and all you CTM users will get this
I think for a loss of a few animations its worth it. Putting this up in the donators/testing area asap
Looks pretty cool out in the wild
Testing out work in progress custom CH Lightmap (with thanks to Grar, Willpack creator) for the base lightmap to get me started! (actual orangey light in the caves when lit by torches, little bit too orange, very atmospheric but still tweaking)
I'm not kidding.......open the spoiler
but agreed dat stone is smexy (keralis term), also, Syc am i seeing evidence of stone moss
we need this tested elsewhere, guys getting you pickaxes ready, we need some stone builds to show how awesome stone can be
lol and good luck for the rest of the pack
Re: Icons / difficulty seeing them.
Switching GUI from Small to Auto definatly made them easy to identify at a glance. I think that where my difficulty came from was using John Smith (which has a dark background behind items) to yours (which has a relativly light background behind the items)
I may play with it a little and see if a dark background behind the items makes that big of a difference if I go with hte small GUI. That might be all it is.