G just let me know if you need any help with this and or any issues I speak with Sonic daily now he has made a lot more bumps for my pack recently and also making specular/shiny maps now also as latest SEUS dev versions have them in again under test. Both effects are greatly improved also
G just let me know if you need any help with this and or any issues I speak with Sonic daily now he has made a lot more bumps for my pack recently and also making specular/shiny maps now also as latest SEUS dev versions have them in again under test. Both effects are greatly improved also
Thanks!
I sent you a PM about it, so you can fill me in on the details of how SEUS works now there.
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
first of all where in the hay do u want me to put all this stuff the new images the files all that stuff.
second of all can u post texture packs that you have bumpmapped like the picture of the bump mapped version that you have and already bump mapped please because i have tried and i am so clueless and mad i just took a couple of months building this computer (the delay was having to RMA the motherboard) and i want to test its limits and i hear that bump mapping plus shaders is really intensive and i want to see what the big deal is so can you please be way way way more specific all u said was bump mapp the texture pack at the end and i am just like how!!!!! how in the world do u expect me to do that? sorry but i have tried at this for three hours and i can't figure it out please help or send me the already bump mapped texture pack and if there is a website that you know of with already bump mapped texture packs please refer me to it thank you.
Sorry for the wait! I just got a response on how Bump mapping works right now, and it is indeed how I thought, so the information on the OP is accurate, but I will help you out if you are having problems. Bearing in mind that, if your issue turns out to be an installation error or coding conflict, you will need to speak to Sonic Ether about that. I know how to make the textures for the mod, but I am no modder and wouldn't be much help with mod problems.
first of all where in the hay do u want me to put all this stuff the new images the files all that stuff.
second of all can u post texture packs that you have bumpmapped like the picture of the bump mapped version that you have and already bump mapped please because i have tried and i am so clueless and mad i just took a couple of months building this computer (the delay was having to RMA the motherboard) and i want to test its limits and i hear that bump mapping plus shaders is really intensive and i want to see what the big deal is so can you please be way way way more specific all u said was bump mapp the texture pack at the end and i am just like how!!!!! how in the world do u expect me to do that? sorry but i have tried at this for three hours and i can't figure it out please help or send me the already bump mapped texture pack and if there is a website that you know of with already bump mapped texture packs please refer me to it thank you.
Firstly, the normal map versions of the textures go in the exact same place as the original textures. If you made a normal map for the dirt texture, you should have, in your blocks folder, "dirt.png" (the original), and "dirt_n.png", the normal mapped version.
As for your second thing, I have been quite busy with life stuff, and haven't gotten a chance to keep up on what resource packs have bump mapping available, but I do know that Chroma Hills has a work in progress bump mapping version (you can find it as the third or fourth download on his site), and it is currently the official bump mapping pack of the Shaders mod. It is a work in progress, so some textures don't have a normal map yet, but there are many that do, so it should enhance your experience, and test your computer.
the same thing happens to me accept i was using OVOs rustic redemption pack which aperantly sonic ether has normalmapped himself (and not thought to give a download link >.<) so hmm
I have John Smith Technician's Remix pack which contains this cobblestone:cobblestone.pngI add this:cobblestone_n.pngAnd it changes nothing in the game.I have:Forge 1.6.4 9.11.1.953ShadersModCore-v2.2.1-mc1.6.4-f953SEUS v10.0 Ultra DOF (tried with 10.1 too).Do I have to activate something somewhere? Do I need another mod? I tried with optifine on/off and it doesn't change anything.
and corner_g i am really sorry for getting mad i was acting on pure emotions and i got ahead of myself and i am sorry for that. thank you for responding to my post it shows that you really care abput your tutorial and i am very happy to see that you want to help and share how the bump mapping is done thanks alot for that. I am also glad that you didn't get mad with me, shows that you are mature and patient and that is always good to have when creating a tutorial thanks alot.oh and i normal mapped it but all that happened is it isn't actually 3D it just looks a little grity
the same thing happens to me accept i was using OVOs rustic redemption pack which aperantly sonic ether has normalmapped himself (and not thought to give a download link >.<) so hmmand corner_g i am really sorry for getting mad i was acting on pure emotions and i got ahead of myself and i am sorry for that. thank you for responding to my post it shows that you really care abput your tutorial and i am very happy to see that you want to help and share how the bump mapping is done thanks alot for that. I am also glad that you didn't get mad with me, shows that you are mature and patient and that is always good to have when creating a tutorial thanks alot.oh and i normal mapped it but all that happened is it isn't actually 3D it just looks a little grity
before:after shaders:
wut do i do next??
Don't worry, I understand, and I wasn't bothered really anyway.
For the texture, the lighting seems to be in effect, but now you need to add transparency to the normal map. Without transparency, everything is still told to be on top, so you just get light spots, but to actually drop it back, you need to lower transparency on the mortar. If you want a crisp brick look, make the last pixel layer of the bricks about 80% opacity, and the mortar should be dropped to around 50%. I'm not sure exactly, so you may want to experiment with the transparency. The lower the opacity is, the further back the part will be.
I have John Smith Technician's Remix pack which contains this cobblestone:
cobblestone.png
I add this:
cobblestone_n.png
And it changes nothing in the game.
I have:
Forge 1.6.4 9.11.1.953
ShadersModCore-v2.2.1-mc1.6.4-f953
SEUS v10.0 Ultra DOF (tried with 10.1 too).
Do I have to activate something somewhere? Do I need another mod? I tried with optifine on/off and it doesn't change anything.
The Johnsmith pack uses a lot of CTm (connected textures mod) features, and I believe the cobblestone is one of the blocks with CTm, so as long as your game is patched, it will get the cobblestone from the CTm folder. Go in your copy of JohnSmith, navigate to "assets -> Minecraft -> MCPatcher -> CTM", and there should be a folder with cobblestone. Remove that folder (delete it, move it, whatever), and it should work.
ok so i use GIMP so how do i change the transperancy of different objects in the texture like the mortar and such do i use the eraser tool or the selection tool please if you answer this i will probably be coming back with screenies of a bumpmapped texture pack
and also my normalmap is working is that what you are saying? and also i use the gimp normalmap feature can u please check it out to see if it os ok to use to it is in the top tab under filters and then under map and normalmap should be there thank you so much i am getting closer and closer to the actual bumpmap!
so when i am making the bump mapped image do i rename it and add it to the others or is it going to overwrite the original brick image?
ok so i use GIMP so how do i change the transperancy of different objects in the texture like the mortar and such do i use the eraser tool or the selection tool please if you answer this i will probably be coming back with screenies of a bumpmapped texture pack
and also my normalmap is working is that what you are saying? and also i use the gimp normalmap feature can u please check it out to see if it os ok to use to it is in the top tab under filters and then under map and normalmap should be there thank you so much i am getting closer and closer to the actual bumpmap!
so when i am making the bump mapped image do i rename it and add it to the others or is it going to overwrite the original brick image?
When you save it, name that image "brick_n.png", and it should go in the same place as the regular brick. All normal map images should be the same name, but with "_n" added to the end of the name (before ".png" ), to separate it from the regular version.
The normal map does appear to be effecting it, because the light spots are showing up, but it doesn't give the full effect because it is still flat, so you will need the transparency. And yes, the normal map filter in Gimp should show up under the "filters" tab, so it is working.
Unfortunately, to my surprise, Gimp doesn't appear to have a reading for transparency. Meaning you will just have to guess at the transparency, but it will require a lot of saving, going in game and testing, going back to Gimp and editing, saving, going in game and checking, etc.
Paint.net doesn't either. I use Paint Shop, which does show the opacity, but also costs money, so wouldn't be of much use. Unfortunately, it looks like the only way to do the opacity with Gimp (or Paint.net) would be to estimate the opacity, In that case, just make the edges of the brick a little bit transparent, then make the mortar much more transparent. Use the eraser tool to make pixels transparent.
I know I'm not very helpful on using Gimp, because it is quite different from the programs I use, so I will ask some people that do use Gimp and try to get back to you with a better answer on that as soon as I can.
Thanks for trying to help but unfortunately it doesn't change anything.
Hm... Do you have the sort of thing Wobblerwahon is getting? Slight light spots? Or is it absolutely nothing? Because I do notice that your normal map texture doesn't appear to have any transparency. But, if it doesn't change anything at all, then I am actually not sure why. If that is the case, would you mind giving me a download of your copy of JohnSmith, so I can see if there is an Optifine CTm folder or something else effecting the game using the cobblestone from the blocks folder?
Rollback Post to RevisionRollBack
Fare well everyone! My time to retire has come! "And with that, POW! I'm gone." ---Lord Crump
Yes there was a CTM folder and I deleted the cobblestone one. The block doesn't show any change. I checked every folder and there is no other cobblestone and as said before, trying without optifine makes no difference. The pack is too big for me to host. It can be found here. Maybe it's the pack. I just tested with Chroma Hills and it does work. I'll test more tomorrow. Do you know any bump mapped pack with mod support by any chance?
woah woah woah woah! so am i supposed to be making the "_n.png" transperant or the original ".png" transparent? and do i make the whole texture transparent or just the mortar and around the mortar transparent. thanks for dealing with my inabilities to understand
woah woah woah woah! so am i supposed to be making the "_n.png" transperant or the original ".png" transparent? and do i make the whole texture transparent or just the mortar and around the mortar transparent. thanks for dealing with my inabilities to understand
Sorry, I wasn't exactly clear on that. The original, normal version of the image should remain the same, it doesn't need to be changed for bump mapping, everything for bump mapping should be on the "_n" image, so that the pack will still work if shaders aren't on. Anything that you should do to an image regarding bump mapping should be done on the "_n" version, that is where the shaders get all of the data.
Regarding the bricks, it depends on what you want, really. The more transparent a pixel is, the further back it will be from the surface of the block. And as you know, mortar is generally deeper than the surface of the brick, so the mortar should be semi-transparent. The surface of the bricks is the furthest out, it is what should be level with the surface of the physical block, so it should be 100% opaque, completely solid and not transparent at all. Completely opaque pixels will be level with the surface of the block, and everything below that opacity will be further back, the lower the opacity, the more transparent, the further back it will be in game.
However, the bricks in some packs, like Ovo's Rustic pack, aren't really sharp on the edges, and the creator of the texture made the bricks to appear round on the edges of the brick, so you want to mimic that with the transparency. To do that, you simply need to not go from 100% opacity (completely opaque) to the mortar, and instead you need to start two or three pixels into the brick and gradually reduce the opacity towards the mortar, so when the lower opacity pixels are further back, it will make the edges gradually go back into the block, rather than suddenly dropping back, because that wouldn't match the original, normal texture. It would function, but it just probably wouldn't look as good if it didn't match.
Yes there was a CTM folder and I deleted the cobblestone one. The block doesn't show any change. I checked every folder and there is no other cobblestone and as said before, trying without optifine makes no difference. The pack is too big for me to host. It can be found here. Maybe it's the pack. I just tested with Chroma Hills and it does work. I'll test more tomorrow. Do you know any bump mapped pack with mod support by any chance?
I took a look at the pack, and the cobblestone in the MCPatcher folder seems to be the only conflict. That is really strange, especially since Chroma Hills works for you.
The only other pack I know of right now that has both mod support and shader support besides Johnsmith is Von Doom Craft. It is a rather uncommon thing to have shader support for mod textures because there are a lot of compatibility issues. I'm going to look for more to add to my list shortly, but unfortunately, most pack that do have shaders compatibility don't come right out and say it, so it is rather hard to find them.
Hello folks!
Can anybody explain me why this always happens?
The side with the green line is always perfect, but the side with the red line is alwasy like this.
Make no differnt, also when I flip the image, it's always the red lined site, is there are file to configurate the behaviour of the bump mapping effect?
Thanks!
I sent you a PM about it, so you can fill me in on the details of how SEUS works now there.
"And with that, POW! I'm gone." ---Lord Crump
i realy need it
please make it quick ^^
first of all where in the hay do u want me to put all this stuff the new images the files all that stuff.
second of all can u post texture packs that you have bumpmapped like the picture of the bump mapped version that you have and already bump mapped please because i have tried and i am so clueless and mad i just took a couple of months building this computer (the delay was having to RMA the motherboard) and i want to test its limits and i hear that bump mapping plus shaders is really intensive and i want to see what the big deal is so can you please be way way way more specific all u said was bump mapp the texture pack at the end and i am just like how!!!!! how in the world do u expect me to do that? sorry but i have tried at this for three hours and i can't figure it out please help or send me the already bump mapped texture pack and if there is a website that you know of with already bump mapped texture packs please refer me to it thank you.
*ahem* Bump mapping is not updated for the newest version of Minecraft.
Firstly, the normal map versions of the textures go in the exact same place as the original textures. If you made a normal map for the dirt texture, you should have, in your blocks folder, "dirt.png" (the original), and "dirt_n.png", the normal mapped version.
As for your second thing, I have been quite busy with life stuff, and haven't gotten a chance to keep up on what resource packs have bump mapping available, but I do know that Chroma Hills has a work in progress bump mapping version (you can find it as the third or fourth download on his site), and it is currently the official bump mapping pack of the Shaders mod. It is a work in progress, so some textures don't have a normal map yet, but there are many that do, so it should enhance your experience, and test your computer.
Hypothetically? 1.7.2. To my knowledge, it should work with the latest full releases, but I wouldn't expect it to function with snapshots.
Well, I took awhile, so I'll give you 1.7 instead.
"And with that, POW! I'm gone." ---Lord Crump
cobblestone.png
I add this:
cobblestone_n.png
And it changes nothing in the game.
I have:
Forge 1.6.4 9.11.1.953
ShadersModCore-v2.2.1-mc1.6.4-f953
SEUS v10.0 Ultra DOF (tried with 10.1 too).
Do I have to activate something somewhere? Do I need another mod? I tried with optifine on/off and it doesn't change anything.
before:after shaders:
wut do i do next??
Don't worry, I understand, and I wasn't bothered really anyway.
For the texture, the lighting seems to be in effect, but now you need to add transparency to the normal map. Without transparency, everything is still told to be on top, so you just get light spots, but to actually drop it back, you need to lower transparency on the mortar. If you want a crisp brick look, make the last pixel layer of the bricks about 80% opacity, and the mortar should be dropped to around 50%. I'm not sure exactly, so you may want to experiment with the transparency. The lower the opacity is, the further back the part will be.
The Johnsmith pack uses a lot of CTm (connected textures mod) features, and I believe the cobblestone is one of the blocks with CTm, so as long as your game is patched, it will get the cobblestone from the CTm folder. Go in your copy of JohnSmith, navigate to "assets -> Minecraft -> MCPatcher -> CTM", and there should be a folder with cobblestone. Remove that folder (delete it, move it, whatever), and it should work.
"And with that, POW! I'm gone." ---Lord Crump
and also my normalmap is working is that what you are saying? and also i use the gimp normalmap feature can u please check it out to see if it os ok to use to it is in the top tab under filters and then under map and normalmap should be there thank you so much i am getting closer and closer to the actual bumpmap!
so when i am making the bump mapped image do i rename it and add it to the others or is it going to overwrite the original brick image?
When you save it, name that image "brick_n.png", and it should go in the same place as the regular brick. All normal map images should be the same name, but with "_n" added to the end of the name (before ".png" ), to separate it from the regular version.
The normal map does appear to be effecting it, because the light spots are showing up, but it doesn't give the full effect because it is still flat, so you will need the transparency. And yes, the normal map filter in Gimp should show up under the "filters" tab, so it is working.
Unfortunately, to my surprise, Gimp doesn't appear to have a reading for transparency. Meaning you will just have to guess at the transparency, but it will require a lot of saving, going in game and testing, going back to Gimp and editing, saving, going in game and checking, etc.
Paint.net doesn't either. I use Paint Shop, which does show the opacity, but also costs money, so wouldn't be of much use. Unfortunately, it looks like the only way to do the opacity with Gimp (or Paint.net) would be to estimate the opacity, In that case, just make the edges of the brick a little bit transparent, then make the mortar much more transparent. Use the eraser tool to make pixels transparent.
I know I'm not very helpful on using Gimp, because it is quite different from the programs I use, so I will ask some people that do use Gimp and try to get back to you with a better answer on that as soon as I can.
Hm... Do you have the sort of thing Wobblerwahon is getting? Slight light spots? Or is it absolutely nothing? Because I do notice that your normal map texture doesn't appear to have any transparency. But, if it doesn't change anything at all, then I am actually not sure why. If that is the case, would you mind giving me a download of your copy of JohnSmith, so I can see if there is an Optifine CTm folder or something else effecting the game using the cobblestone from the blocks folder?
"And with that, POW! I'm gone." ---Lord Crump
Sorry, I wasn't exactly clear on that. The original, normal version of the image should remain the same, it doesn't need to be changed for bump mapping, everything for bump mapping should be on the "_n" image, so that the pack will still work if shaders aren't on. Anything that you should do to an image regarding bump mapping should be done on the "_n" version, that is where the shaders get all of the data.
Regarding the bricks, it depends on what you want, really. The more transparent a pixel is, the further back it will be from the surface of the block. And as you know, mortar is generally deeper than the surface of the brick, so the mortar should be semi-transparent. The surface of the bricks is the furthest out, it is what should be level with the surface of the physical block, so it should be 100% opaque, completely solid and not transparent at all. Completely opaque pixels will be level with the surface of the block, and everything below that opacity will be further back, the lower the opacity, the more transparent, the further back it will be in game.
However, the bricks in some packs, like Ovo's Rustic pack, aren't really sharp on the edges, and the creator of the texture made the bricks to appear round on the edges of the brick, so you want to mimic that with the transparency. To do that, you simply need to not go from 100% opacity (completely opaque) to the mortar, and instead you need to start two or three pixels into the brick and gradually reduce the opacity towards the mortar, so when the lower opacity pixels are further back, it will make the edges gradually go back into the block, rather than suddenly dropping back, because that wouldn't match the original, normal texture. It would function, but it just probably wouldn't look as good if it didn't match.
I took a look at the pack, and the cobblestone in the MCPatcher folder seems to be the only conflict. That is really strange, especially since Chroma Hills works for you.
The only other pack I know of right now that has both mod support and shader support besides Johnsmith is Von Doom Craft. It is a rather uncommon thing to have shader support for mod textures because there are a lot of compatibility issues. I'm going to look for more to add to my list shortly, but unfortunately, most pack that do have shaders compatibility don't come right out and say it, so it is rather hard to find them.
"And with that, POW! I'm gone." ---Lord Crump
Can anybody explain me why this always happens?
The side with the green line is always perfect, but the side with the red line is alwasy like this.
Make no differnt, also when I flip the image, it's always the red lined site, is there are file to configurate the behaviour of the bump mapping effect?
But it's not very good looking...
I thought it only worked with SEUS?
Edit: In fact, with SEUS, when the sun is in a certain position, it seems it does change something:
The lightning changes but there is no 3D effect.