I do something wrong here.. had the same issue with 1.9 release. Why is optifine not working the way it was till 1.8.x?
(see attchment)
TY, Falk
Double Click and extract Optifine Mod to use with MultiMC and Magiclauncher as a Coremod . You don't need to extract if your using Forge to load Optifine
I have a suggestion: A way to edit viewmodel arms. Stuff like a way to disable/edit the way that held items (Including hands) move to the side when you look around, viewmodel FOV (How much of the arm/item you want to see), and other things along that line. I know its not really a FPS improving thing, but it would still be nice.
Hi, i have found a bug. Minecraft is lagging bad, and the GPU (Intel HD3000) won't use Turbo Boost (1100Mhz), just stays at desktop clock (650Mhz). Other games working fine. Under Linux or OSX (hackintosh) on same computer, it runs good (50-120FPS), only Windows has lag (5-20FPS)
Why: Classic CTM is good for making small sections of glass (horizontal/vertical strips, 2x2 and 3x3) easier to see through, however in large structures it becomes one problem or another with resource packs: Either the middle tile (and thus most of the structure) is completely invisible or it isn't much better off than not using CTM because of the repetition.
How: Through non-broken tiles (a 2x2 sized area would use a 32x32 texture in a 16x pack rather than 4 16x16 tiles) and/or existing classic CTM tiles, Optifine would detect the shape of an area and determine the best way to piece the available tiles together to make a symmetrical and visually pleasing design that will look good on large buildings.
Example of possible tiles:
Note that the 5x5 has 4 blank tiles (sort of goes against goal but only in a small spot for certain instances), also it has non-typical tiles (the vertical and horizontal connections to the center, real CTM would have the center tile in a 3x3 space and the outer edges would also have connections).
Examples:
Note: Although I only included rectangles, any shape that contains rectangles should work. For instance, if you took the 8x8 square like in the example and shifted the middle 4 columns up (creeper face maybe?), the tiles would go up with them since the large rectangle shapes are preserved. The 2x2 shape would be the most readily used, and then the 2x3 and 3x2 since like classic CTM their middles could be repeated allowing them to be any length. Certain block placements outside of a large rectangle might result in no CTM or a horizontal/vertical connection. It might be interesting if this new CTM mode and classic CTM mode could co-exist with each other, classic CTM being used for smaller/odder sections of glass and the new type on large/rectangly sections.
Extra: Support for dynamically-added lines on the glass would be a good feature. This would allow giving the 3x3 and 5x5 tiles smaller centers (and filling the blank tiles with teeny-tiny lines) even in 16x packs (and without using odd resolutions) as well as adding sparse lines to the 2x3/3x2/1x3/3x1 possibilities when their middles repeat over a large distance. In other words, with the 2x3 going up you could say that for every 5 blocks of height you want a line going horizontally (and then all lines would be centered across the entire length). Doing lines like this should also allow for a smart distance cutoff rather than having them become scraggly pixels like textures do... also allowing tiles to not be invisible close up but not make glass buildings/windows ugly when they're far away.
Hopefully this is do-able. If you implement it as I have written out, it shouldn't be too hard. I'd imagine the truly bad part would be implementing it in a flexible way, like allowing resource packs to change how the pieces are pieced together (such as horizontal or vertical pieces only especially on really wide/tall sections of blocks, different tiles even when a 2x2 piece could be used, or having the ability to use 3x3/5x5 tiles in abundance rather than just as a filler for odd sizes). One change I'm already thinking of that would be cool would be using the 2x3/3x2 (again, they can stretch) on the outside like the 7x7 and 9x9 examples have... like the 8x8 example would have 4 square corners and 4 squares in the center, but then the rest would be rectangles (an 8x8x8 cube like that would be so cool).
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
What version of Forge does 1.9.2_HD_U_B1 require? I'm using 1857 (because that's what Journeymap requires), and Optifine crashes on launch (with all other mods removed - Journeymap runs ok if I remove Optifine).
This goes for all versions, use 1.9.0 mods with 1.9.0 forge use 1.8.9 mods with 1.8.9 forge and 1.8.0 mods with 1.8.0 forge. There isn't even a forge 1.9.2 yet.
I'd like to request a permission to add Optifine to a modpack(Hypline MMO), im sure you get these a lot
The modpack im working on is of course for Minecraft 1.9 and its meant for multiplayer servers! Its first of its kind.
As the Optifine copyright states, "It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright." This states that optifine can not be used in modpacks. I assume your answer is no.
As the Optifine copyright states, "It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright." This states that optifine can not be used in modpacks. I assume your answer is no.
Why: Classic CTM is good for making small sections of glass (horizontal/vertical strips, 2x2 and 3x3) easier to see through, however in large structures it becomes one problem or another with resource packs: Either the middle tile (and thus most of the structure) is completely invisible or it isn't much better off than not using CTM because of the repetition.
How: Through non-broken tiles (a 2x2 sized area would use a 32x32 texture in a 16x pack rather than 4 16x16 tiles) and/or existing classic CTM tiles, Optifine would detect the shape of an area and determine the best way to piece the available tiles together to make a symmetrical and visually pleasing design that will look good on large buildings.
Example of possible tiles:
...
Something simiar can be achieved with multi-pass CTM:
A. Define CTM for glass textures, lets say the middle tile is 26.png
B. Define CTM for 26.png with 26_1, 26_2, etc replacements.
This can be repeated further if needed. Mixing methods ctm, v, h, v+h, and h+v can generate interesting results.
CTM will first apply the rule A for glass and find CTM textures, some of them will be "26". Then it will apply the rule B on the "26" textures and replace them with 26_1, 26_2, etc.
CTM only sees the current block neighbours, it has no concept of shapes, paterns, etc. The visible patterns appear after applying a set of simple rules based only on the curren block and its direct neighbours. The repeat method can generate bigger patterns 2x2, 3x3, but the pattern start position will be fixed.
I creating csgo like server with guns, grenades etc.
I want to create server resource pack for custom item textures.
I noticed that OptiFine allow Custom Item Textures but I have no idea how to use it.
Can anyone can help me?
Regards,
Szymon
PS: Sorry for my bad english but I'm from Poland.
Even better honestly, if you could do this it would be a life saver.
I can add an option to disable all translucent objects (water, stained glass, stained glass pane) in the shadow pass. However then they are not going to cast shadows, which looks quite strange.
Translucent shadows: http://i.imgur.com/6dnMnrV.png
No translucent shadows: http://i.imgur.com/fLSlVPN.png
ah ok. that makes since. thanks.
Come check out my pack and tell me what you think.
Double Click and extract Optifine Mod to use with MultiMC and Magiclauncher as a Coremod . You don't need to extract if your using Forge to load Optifine
I have a suggestion: A way to edit viewmodel arms. Stuff like a way to disable/edit the way that held items (Including hands) move to the side when you look around, viewmodel FOV (How much of the arm/item you want to see), and other things along that line. I know its not really a FPS improving thing, but it would still be nice.
Hi, i have found a bug. Minecraft is lagging bad, and the GPU (Intel HD3000) won't use Turbo Boost (1100Mhz), just stays at desktop clock (650Mhz). Other games working fine. Under Linux or OSX (hackintosh) on same computer, it runs good (50-120FPS), only Windows has lag (5-20FPS)
Suggestion, new CTM type: Connected repeat.
Why: Classic CTM is good for making small sections of glass (horizontal/vertical strips, 2x2 and 3x3) easier to see through, however in large structures it becomes one problem or another with resource packs: Either the middle tile (and thus most of the structure) is completely invisible or it isn't much better off than not using CTM because of the repetition.
How: Through non-broken tiles (a 2x2 sized area would use a 32x32 texture in a 16x pack rather than 4 16x16 tiles) and/or existing classic CTM tiles, Optifine would detect the shape of an area and determine the best way to piece the available tiles together to make a symmetrical and visually pleasing design that will look good on large buildings.
Example of possible tiles:
Note that the 5x5 has 4 blank tiles (sort of goes against goal but only in a small spot for certain instances), also it has non-typical tiles (the vertical and horizontal connections to the center, real CTM would have the center tile in a 3x3 space and the outer edges would also have connections).
Examples:
Note: Although I only included rectangles, any shape that contains rectangles should work. For instance, if you took the 8x8 square like in the example and shifted the middle 4 columns up (creeper face maybe?), the tiles would go up with them since the large rectangle shapes are preserved. The 2x2 shape would be the most readily used, and then the 2x3 and 3x2 since like classic CTM their middles could be repeated allowing them to be any length. Certain block placements outside of a large rectangle might result in no CTM or a horizontal/vertical connection. It might be interesting if this new CTM mode and classic CTM mode could co-exist with each other, classic CTM being used for smaller/odder sections of glass and the new type on large/rectangly sections.
Extra: Support for dynamically-added lines on the glass would be a good feature. This would allow giving the 3x3 and 5x5 tiles smaller centers (and filling the blank tiles with teeny-tiny lines) even in 16x packs (and without using odd resolutions) as well as adding sparse lines to the 2x3/3x2/1x3/3x1 possibilities when their middles repeat over a large distance. In other words, with the 2x3 going up you could say that for every 5 blocks of height you want a line going horizontally (and then all lines would be centered across the entire length). Doing lines like this should also allow for a smart distance cutoff rather than having them become scraggly pixels like textures do... also allowing tiles to not be invisible close up but not make glass buildings/windows ugly when they're far away.
Hopefully this is do-able. If you implement it as I have written out, it shouldn't be too hard. I'd imagine the truly bad part would be implementing it in a flexible way, like allowing resource packs to change how the pieces are pieced together (such as horizontal or vertical pieces only especially on really wide/tall sections of blocks, different tiles even when a 2x2 piece could be used, or having the ability to use 3x3/5x5 tiles in abundance rather than just as a filler for odd sizes). One change I'm already thinking of that would be cool would be using the 2x3/3x2 (again, they can stretch) on the outside like the 7x7 and 9x9 examples have... like the 8x8 example would have 4 square corners and 4 squares in the center, but then the rest would be rectangles (an 8x8x8 cube like that would be so cool).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
This goes for all versions, use 1.9.0 mods with 1.9.0 forge use 1.8.9 mods with 1.8.9 forge and 1.8.0 mods with 1.8.0 forge. There isn't even a forge 1.9.2 yet.
I just installed optifine for Minecraft 1.9.2 and every time I go on a single player world it is always night and i can't change it to day
Np d( ̄  ̄)
Can Optifine optimize out chests and armorstands? I notice FPS drops while looking at them...
As the Optifine copyright states, "It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this mod on any other website or as a part of any public display is strictly prohibited and a violation of copyright." This states that optifine can not be used in modpacks. I assume your answer is no.
Yep, that's correct.
Something simiar can be achieved with multi-pass CTM:
A. Define CTM for glass textures, lets say the middle tile is 26.png
B. Define CTM for 26.png with 26_1, 26_2, etc replacements.
This can be repeated further if needed. Mixing methods ctm, v, h, v+h, and h+v can generate interesting results.
CTM will first apply the rule A for glass and find CTM textures, some of them will be "26". Then it will apply the rule B on the "26" textures and replace them with 26_1, 26_2, etc.
CTM only sees the current block neighbours, it has no concept of shapes, paterns, etc. The visible patterns appear after applying a set of simple rules based only on the curren block and its direct neighbours. The repeat method can generate bigger patterns 2x2, 3x3, but the pattern start position will be fixed.
Updated preview OptiFine B2_pre for 1.9: Download
- updated Forge compatibility (not backwards compatible)
- compatible with Forge #1863
Thank you, sp614x
The changes are only Forge relevant.
There is a "changelog.txt" in the jar which lists all the changes from B1.
Hi,
I creating csgo like server with guns, grenades etc.
I want to create server resource pack for custom item textures.
I noticed that OptiFine allow Custom Item Textures but I have no idea how to use it.
Can anyone can help me?
Regards,
Szymon
PS: Sorry for my bad english but I'm from Poland.
Well I'll be damned, 3+ years of using Optifine and I never knew there was a changelog included inside the jar. You learn something every day
I can add an option to disable all translucent objects (water, stained glass, stained glass pane) in the shadow pass. However then they are not going to cast shadows, which looks quite strange.
Translucent shadows: http://i.imgur.com/6dnMnrV.png
No translucent shadows: http://i.imgur.com/fLSlVPN.png
The changelog is relatively new, it was added 1 year ago in the 1.7 branch.
@sp614x can you reply for my post?