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    posted a message on Upgrade Acid Trip Shader to Snapshot 13w38a
    Could someone examine the shaders and confirm that vector shaders can not effect vectors? If true, I can report the issue. Or is that intentional... Because if Acid Trip is impossible with this, I'd honestly be unhappy.
    Posted in: Requests / Ideas For Mods
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    posted a message on Upgrade Acid Trip Shader to Snapshot 13w38a
    I keep feeling like the only reason this isn't working is we don't know the correct place to do it, but then I remember no one else here who understands is trying publicly and I get sad. Like... there's one part to this we have to mess with, but we aren't seeing it...
    Posted in: Requests / Ideas For Mods
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    posted a message on Upgrade Acid Trip Shader to Snapshot 13w38a
    This would definitely be a lot easier if I could call back the values the shaders are using, so I could see their format. Right now I'm doing guesswork. I just tried ignoring the original sobel code completely and doing gl_Position the exact same way as the shader did it, but that's giving me a black screen... I might try stripping the calculations out just to see if shaders will even return correctly using this method. Best I can do in terms of figuring out if the values being returned are usable.

    Edit: As far as I can gather, we only edit the screen plane. It doesn't seem to effect actual objects in the world. This is extremely simple shaders which are only modifying the final pixels being sent to the screen, because as I was going through the code I realized wobble was actually wobbling pixels. When I checked, the edge of the screen had the wobble effect. Basically, unless there is an undocumented method, this doesn't appear possible...

    Maybe I'm just leaving a challenge for someone who understands, but this is getting frustrating. I can't do anything to objects in the world.
    Posted in: Requests / Ideas For Mods
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    posted a message on Upgrade Acid Trip Shader to Snapshot 13w38a
    Yeah, I got that far. Time floats from 0.0 to 1.0 and then returns. In the original mod version, worldTime was literally the time the world was keeping (Ex: 12000 for night, it used that number). So the calculation would come off differently. The good thing is this isn't dependent on the world time - Time is its own variable which won't get messed up if you change something. The bad thing is I can't seem to find an area that effects the actual world and not just the final flat surface of your monitor.

    I was modifying sobel.vsh in my testing. gl_Position seems to pertain to screen position instead of object position. I could be wrong, but I can't find any way of echoing variables from the code to console, so I can't see what values are being returned. I'll keep checking with someone I know who can dig into the code to see if there are any other parts we can hook into...
    Posted in: Requests / Ideas For Mods
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    posted a message on Upgrade Acid Trip Shader to Snapshot 13w38a
    I'm not sure they provided the capability to actually mess with the vectors. Everything I come up with ends up only translating the pixels on screen - Not the visual locations of blocks and such... Don't know how to describe it... basically, all my changes make the screen move, not the objects within it.
    Posted in: Requests / Ideas For Mods
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    posted a message on Upgrade Acid Trip Shader to Snapshot 13w38a
    Well, I can update that I kept trying, and while I did not reproduce the effect at all, I did create a really choppy screen spinning which... is very annoying. xD

    #version 120
    
    attribute vec4 Position;
    
    uniform mat4 ProjMat;
    uniform vec2 InSize;
    uniform vec2 OutSize;
    uniform float Time;
    
    varying vec2 texCoord;
    varying vec2 oneTexel;
    
    void main(){
        vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
    	float y = outPos.y;
    	float x = outPos.x;
    	outPos.x = x*cos(Time)-y*sin(Time);
    	outPos.y = x*sin(Time)+y*cos(Time);
    	gl_Position = vec4(outPos.xy, 0.2, 1.0);
    
    	oneTexel = 1.0 / InSize;
    
    	texCoord = Position.xy / OutSize;
    	texCoord.y = 1.0 - texCoord.y;    
    }


    Someone of Reddit said he'd look at it. Don't know if he'll have any luck, but at least he knows the code better... Also, I just noticed it's hard to read this text after staring at all the shaders as I kept testing this... Dang. lol
    Posted in: Requests / Ideas For Mods
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    posted a message on Upgrade Acid Trip Shader to Snapshot 13w38a
    I've been trying for the past few hours to do as the title suggests, but as I can't, I thought I'd make it a request here for someone else to attempt to integrate this into the current snapshot, just as a test. Here is the original GLSL Acid Trip Shader topic: http://www.minecraft...cid-shader-mod/

    The main problem I see is figuring out what variables return what values. GLSL doesn't appear to provide a method to echo/relay information to the console, so I can't call them out directly.

    This is the closest I've gotten, re-writing sobel to manage it. All I get is a black screen for shaders which use sobel, though. I did add "Time" to the json for sobel, copying it from wobble. I assume sobel can't handle 3-dimensional vectors, as it began as code using only x-y, but I'm unsure how else to integrate this code.

    #version 120
    
    attribute vec4 Position;
    
    uniform mat4 ProjMat;
    uniform vec2 InSize;
    uniform vec2 OutSize;
    uniform float Time;
    
    varying vec2 texCoord;
    varying vec2 oneTexel;
    
    void main(){
        vec4 outPos = ProjMat * vec4(Position.xyz, 1.0);
    	float distanceSquared = outPos.x * outPos.x + outPos.z * outPos.z;
    	outPos.y += 5*sin(distanceSquared*sin(Time/143.0)/1000);
    	float y = outPos.y;
    	float x = outPos.x;
    	float z = outPos.z * ( (sin(Time/256.0) + 1.75) / 2);
    	float om = sin(distanceSquared*sin(Time/256.0)/5000) * sin(Time/200.0);
    	outPos.y = x*sin(om)+y*cos(om);
    	outPos.x = x*cos(om)-y*sin(om);
    	outPos.z = outPos.z * ( (sin(Time/256.0) + 1.75) / 2);
        gl_Position = vec4(outPos.xyz, 1.0);
    
        oneTexel = 1.0 / InSize;
    
        texCoord = Position.xy / OutSize;
        texCoord.y = 1.0 - texCoord.y;    
    }
    Posted in: Requests / Ideas For Mods
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    posted a message on Infinite dispenser using /setblock
    For positive numbers, you don't need a + - Just put the number. As for the other tags, while this probably isn't a problem of case sentitivity, I'd follow the same case as the actual NBT. "Motion" instead of "motion". After tons of trial and error, this code works:

    summon Arrow ~ ~5 ~ {Motion:[0.0,0.5,-0.5],pickup:2}
    Posted in: Recent Updates and Snapshots
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    posted a message on Infinite dispenser using /setblock
    It took me a bit to figure out that motion tag. I suggest also adding "pickup:2" to the tag. Otherwise you can't pick up the arrows, and pickup 2 is creative mode arrows so they won't go into your inventory - just be removed.

    Also flarn, I rigged up a summon command block to my adjusted version of your system... soooo many arrows... Also playsound. xD
    Posted in: Recent Updates and Snapshots
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    posted a message on Super-fast /setblock-based redstone oscillator
    Interesting. I tried to see if I could shrink that, but I ended up making one too fast to actually make pulses. Just a command block next to a block, redstone on top of the command block. When you put a torch on top of the block next to it, the command block starts rapidly replacing it with itself faster than you can see. I also tried this with redstone blocks, and in destroy mode, this actually makes an interesting effect. Could be interesting to see some custom map use the rapid destroy effect with texture packs to make some crazy clouds or something...
    Posted in: Recent Updates and Snapshots
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Did fixing stronghold locations also fix village and other structure locations? I forgot what the problem was you said with that... Was it that they added more variables in where they generate, and the current version of AMIDST doesn't check every requirement because it's slow down AMIDST? Not that you plan to leave it like that, just trying to remember why these builds aren't 100% accurate anymore with locations.
    Posted in: Minecraft Tools
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    I've talked to Skid before. He says Jeb could have made his program long before him as a method of testing, and he doesn't really care of Jeb took AMIDST's source and adjusted it to test. I say it looks like Jeb did just that, but how are we to know for sure? Would be nice if Jeb gave Skid his version, though... Skid is busy, so he isn't fixing the problems yet.
    Posted in: Minecraft Tools
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    It is telling me I'm over land when I'm over ocean. Looks like you need to find more parameters the generation uses, because this isn't matching up.
    Posted in: Minecraft Tools
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Jeb tweeted this today. I spammed Skid on Steam but he is just idling, so I'll say it here: Is that a modified version of AMIDST?!

    http://instagram.com/p/crbx7MpMHr/
    Posted in: Minecraft Tools
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    posted a message on [1.6.2] Jeoffrey's Chamber Series [Fully voice-acted and crazy adventure!][Over 100k Downloads]
    Quote from Looke81


    you do realize u can now do what u wanted in the video


    I mentioned it in a post a bit back, but it wasn't acknowledged, so I assume they already know by now.

    The only problem is you can't tell when a sound has ended. Running it via command block with comparator doesn't turn off when it ends. So there is still the annoyance of having to time redstone alongside the audio. Might be a bit annoying to keep hearing your same audio replaying a whole ton just to make sure it syncs up with the redstone. xD Although I guess they could have someone set up a mockup audio file which is just a constant nice noise with beeps and boops at significant parts which require syncing...
    Posted in: Maps
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