Quote from 6ENiGMA9Hi guys, I'm new here! I'm running Minecraft 1.7.5 with OptiFine 1.7.5 HD U D1 and GLSL Shaders Mod 1.7.5. No Modloader, no magic launcher and so on... Also, I'm running SEUS Shaders 10.1 Ultra DOF, which I modified as in euphoria4949's signature guide to enable Parallax (btw, thanks for it!). It did work glitchy for a texture pack I accidentaly deleted, but now, any other texture pack I use does not have it. I think something else must be broken or I don't know, Is any chance to modify a texture to make myself the preps for parallax? Thanks in advance! PS: Thank you Sonic Ether for this awesome work! And other guys too...
Hi 6ENiGMA9, glad you found my guide helpful When you say that POM no longer works, what do you mean exactly, that there is no Parallax effect or there is but it's glitchy???
Quote from RaumHaving a few issues that I've seen other folks have, but can't seem to find any solution to it - The search is failing, and outside of going through all 1100 pages of this thread, I don't see any other way of getting the fix. The shaders work WONDERFULLY - The world is beautiful.Looks AMAZING!... Until it gets dark. The amount of ... glow? That the torches and glowstone put off is insane.The nether is pretty much blinding, as are any mobs that glow (blazes, skeles on fire, etc) As I said ... I've seen teh question asked, but going through multiple pages afterwards I haven't been able to find any answer to fix this, and I'd rather not start editing random numbers in the files when I have no idea what the issue actually is. Thanks!
When you install mods that add new items/block that are not designed to be compatible with Shaders, the Shader Core doesn't know how to react light and shadows with them, that's why some of your new light items like the lanterns are glowing intensely.
The mod that implements the new items needs to make there mod compatible with Shaders.
Quote from NovamaI'm currently running 10.1 ultra motion blur with a radeon hd 7770 (recently updated) on minecraft 1.7.4 with custom map. I use optifine and shaders for the 1.7.4 version Problem: I do not see rain or clouds in most cases. Instead I see a fog of sorts If I switch to the 10.1 preview 2 - i see the rain and puddles. Its too dark to tell if this resolves the cloud issue. I grabbed my copy of 10.1 ultra a month ago about. Is there a setting I can change or an update I can get?
Please see my "Bug Fixes and Improvements Guide" in my signature below, you will find it had a guide to fix the invisible rain as well as add puddles, and much more.
Quote from hi9580When I use any of the packs this happens.
Please use the forum search bar to search a thread before posting in future, as your question has been asked and answered hundreds and hundreds and hundreds of times already, 5 times on last page alone, thank you.
Here you go:
CRASH ON START UP AND/OR BLACK SCREEN WITH SMALL BOXES IN THE BOTTOM CORNER FIX
LAPTOP USERS ONLY!
You need to open your Nvidia or AMD Control Panel and set the "Preferred Graphics Processor" to Nvidia or AMD, NOT: Auto or Intel. Do this "Globally", not just for Minecraft.
If you do "Not" have either an Nvidia or AMD Control Panel then please read the guide below for: PC USERS ONLY.
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If you do "Not" have either an Nvidia or AMD Control Panel then please read the guide below for: PC USERS ONLY.
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PC USERS ONLY!
The descriptions and instructions for this mod, that you were supposed to read "Before" installing them, very clearly say:
If you are "Not" using Intel HD and "Do" have a proper dedicated Nvidia or AMD graphics card but you still get the black screen or crashing, then please skip the next paragraph.
Intel HD: Intel graphics are not designed for modern gaming because it is "Not" a Graphics Card, it's an iGPU. This means it's a small part of your Processor/CPU that "ACTS" like a very low powered Graphics Card.
Intel HD is very weak, it's designed to give you enough graphical power to watch a movie, YouTube video or play a basic game, not for running extremely complex and demanding graphical mods.
For people "Not" using Intel HD:
1# - Your PC's graphics card is not powerful enough or is too old. The mods description clearly says you need a "Modern and very powerful graphics card!"
2# - Your graphics card driver is out of date. Update it to the latest version from your manufactures website.
3# - The wrong or an out dated version of the GLSL Shader Core mod is installed.
4# - You have mod installed or a setting that is causing an incompatibility.
Feel free to post on the SEUS thread if you want more info about whether your graphics card (Nvidia or AMD/ATI) is compatible.
There are some very basic and low-end Shaders available on Minecraft.net forum that might work with old or low powered cards and Intel HD.
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"You need a modern and very powerful Graphics Card to run a shader." "Intel HD Graphics are "Not" compatible with SEUS."
If you are "Not" using Intel HD and "Do" have a proper dedicated Nvidia or AMD graphics card but you still get the black screen or crashing, then please skip the next paragraph.
Intel HD: Intel graphics are not designed for modern gaming because it is "Not" a Graphics Card, it's an iGPU. This means it's a small part of your Processor/CPU that "ACTS" like a very low powered Graphics Card.
Intel HD is very weak, it's designed to give you enough graphical power to watch a movie, YouTube video or play a basic game, not for running extremely complex and demanding graphical mods.
For people "Not" using Intel HD:
1# - Your PC's graphics card is not powerful enough or is too old. The mods description clearly says you need a "Modern and very powerful graphics card!"
2# - Your graphics card driver is out of date. Update it to the latest version from your manufactures website.
3# - The wrong or an out dated version of the GLSL Shader Core mod is installed.
4# - You have mod installed or a setting that is causing an incompatibility.
Feel free to post on the SEUS thread if you want more info about whether your graphics card (Nvidia or AMD/ATI) is compatible.
There are some very basic and low-end Shaders available on Minecraft.net forum that might work with old or low powered cards and Intel HD.
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MAC USERS ONLY!:
If you had read the mods description you would have seen that it clearly says: "The author of SEUS Shader-pack has no access to a Mac, so is unable to provide Mac support at this time."
Quote from theWBBAbladerSonicEther, When I go to download the Shader Pack and when I get redirected to adfoc it does not work. When It redirects me I'm in a loading screen where nothing happens. May I have a direct download link?
Some of the DL links are down due to server issues. No ETA on them being fixed.
Quote from octarine-noiseI absolutely love the shader, it gives very stunning results. There are however two minor gripes I have with it. First, modded leaf blocks are not recognized as such, and they will not wave in the wind. Is this part of the shader, or the GLSL mod? What would be needed to make it recognize them as leaves? Second, only blocks within a certain range of the player cast shadows, but this range is smaller than the rendering range. So you can have landmarks with a very long cast shadow (like mountains or redwood trees), and their shadow seems to miraculously dissolve as you move away, but the landmark is still very much visible, and should be casting shadows. The effect is a little jarring. I know the shadow map resolution is tweakable in the GLSL mod settings, but is there any way to influence the size of the area it covers?
Leaves:
You need to find the Block ID for the leaves you want to add, then open "gbuffers_terrain.vsh" with Notepad++ (Not standard Notepad), then starting on line 208 you will see a section for Leaves, add the following code to the list and simply add the block ID to the end.
|| mc_Entity.x ==
Shadows:
Shadows can be very taxing on a PC so the instance was reduced to allow for better FPS.
To increase the shadow draw distance open "composite.fsh", locate line 39, and increase the number.
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I must update CTM texture support for the latest OptiFine. A fix will be coming along shortly.
I guess I'll need to add some more mods and CTM-enabled resource packs into my smoke test instance.
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Absolutely! More languages are always welcome.
My preferred flavor is a GitHub pull request, but if you can't / won't use it, you can just PM me the file too.
Yep, exactly. The text and the tooltips for the config.
I think it's OptiFine; although I'm not 100% sure, the invisible block issue happens only for blocks where I mess with the render layer, and OF uses an outdated canRenderBlockInLayer() method. But whether it's the cause or not, it's something sp614x should fix anyway. I've already reported it in the OptiFine thread, we'll see.
Forge version is irrelevant as long it's >= 1817. OptiFine should be B2 pre (it's the one I test with), but that won't help this issue. Running without OptiFine altogether will help, if you're looking for a short term fix.
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Regarding the Better Foliage invisible blocks thing: that one was totally my fault, I was still using the old deprecated Block.canRenderInLayer() in some (but not all) places in my code. Derp.
The bug has absolutely nothing to do with RTG, and I have absolutely no idea why RTG made it emerge from hiding. Please carry on with the regularly scheduled programming
PS: in any case, I'm glad the bug took me here, because I didn't know about this mod. And it is awesome! I used to use ATG back in the day, but RTG looks way better, and the biome mod integration seems quite seamless. Keep it up!
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Version 2.0.9 released:
You need to reset the "block types / wood log whitelist" option to default to have rubber wood work.
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I doubt it's because of that - I don't care about the WorldType at all, just query the neighboring blocks. There's nothing I can see in RTG code that should make a difference.
Strange thing is, I could not reproduce the bug at first - had to restart the whole client to trigger it. After that, it worked just as you described. In my dev environment, it worked just the opposite: the blocks were invisible at first worldgen (of course I wasn't in debug mode...), but in subsequent reloads everything was fine!
Meh... I just love tracking down heisenbugs
edit: D'oh! I'm stupid
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The "opaque particles" setting enables the Z-buffer when I draw leaf particles. Without it, leaf particles that appear in front of water will appear to be behind it. The setting carries over to other particles rendering later, however. I'll see if I can do some better cleanup after myself.
Yep, that's probably it. The problem with that setting is that it's pretty much useless in its current form. Minecraft doesn't re-render chunks unless there's a block update, for example breaking/placing a block. It's possible for a chunk to be rendered at the outer edge of your view distance (beyond the "draw distance" limit set in the BF config), and the player to move there before anything happens in the chunk to cause it to redraw.
This is another thing I'll have to revisit when I have time.
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Try the latest, I just fixed this.
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Version 2.0.7 is released:
After a few false starts, I hope BF for 1.9 is stable again. The only change for older MC versions is the russian localization, so if you don't need that, you can skip downloading.
@qNxX: wow, just...wow. That's what a bug report is like, you should be teaching this stuff! It's better to have too much than too little
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You can say that again
But MC 1.9 is still very young. It'll get better.
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I was testing CTF support for Better Foliage when I noticed the following:
It seems CTF texture rotations are incorrect on the north and east block faces. However, I have no idea if it's an OptiFine bug, or the fault of the resource pack.
Of course, the Universe being the kind of place it is, I only saw this after I already "fixed" Round Logs in BF, thinking it was a bug in my renderer...
MC 1.9, Forge 1811, OptiFine B1 and John Smith Legacy 1.9.1 v1.4.1 pack.