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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Good news, everyone!
I hit some snags along the way, but I finally finished the rewrite, and Better Foliage 2.0 is available for MC 1.7.10 and 1.8!
This also means Better Foliage versions 1.x are discontinued and unsupported as of right now.
There is one new feature: Round Logs can now connect to each other in more ways (including connecting to perpendicular logs). Also, while there are still some minor lighting issues, overall their appearance is very much improved.
If you see flickering on logs, you must play around with the Z-Protection config option. The idea is to have it as high as possible before glitches occur.
If you upgrade from 1.x, please delete your old BetterFoliage.cfg, as some of the config options have changed names, and you will see both sets mixed up in the GUI.
Under 1.7.10, you will see an error like this during startup:
[Client thread/ERROR] [FML]: Unable to read a class file correctly
Don't worry, this is normal.
A port to 1.8.8 and 1.8.9 is often requested. I took a shot at it, and it turns out it's not as trivial as I hoped it would be, so there's no port yet. I still plan to do it though, unless 1.9 comes early
I'm pretty sure there are things I missed or forgot, so don't hesitate to report bugs!
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It's not nearly as bad now as it was.
Rendering in 1.8 is actually multithreaded. There's still one main thread that does orchestration, and uploads complete data to the GPU, but there are 2 (currently hardcoded) render threads that do the heavy lifting. Lo and behold, people with good GPUs experience a roughly 2x FPS gain. The others get less or even nothing, as the raw pixel-pushing power of their GPU is the bottleneck.
Serverside, though... Yeah, this is pretty much the Achilles heel of Minecraft. I believe there's multithreaded chunk loading now, but the real deal would be multithreaded world generation and ticking. Implementing this would yield massive performance improvements, even in singleplayer.
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A quick heads-up concerning Better Foliage. I'm doing the rewrite, and I've made some really good progress so far. I'm also very satisfied with the result, so this is definitely going to happen.
What this means is that the "new" BF will be - for all practical purposes - a completely new mod (it's not even written in Java anymore). Same features as before (unless something escaped my notice), but the code is much more streamlined now - easier to maintain and with better performance (hopefully noticeable). Since all previous code is thrown out, all issues will be moot, and you'll get a whole new set of bugs to contend with!
All versions existing now will be deprecated, and will receive no updates or fixes anymore, since the whole point of the rewrite is to start with a clean slate. If you experience problems, you should switch to the new BF.
I'm currently aiming for a dual release (1.7 + 1.8) at the turn of the New Year if family matters permit. I hope porting to 1.8.8 is trivially easy, in which case I'll throw it in too.
@JonnyBrando: thanks for your work, I'll check it out!
@BogdanG: hold out for a bit, and we'll see if this happens with the new BF too. Heavy performance drops are normal in dense forests, but those numbers seem extreme even so.
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@FlagrantFool:
For the blaze cactus, you need to add this to the cactus blacklist: ganymedes01.ganysnether.blocks.BlazingCactoid
The weeping pod should not do that at all, since it extends cocoa, not cactus. Still, you could try adding it to the blacklist too, just in case it helps: ganymedes01.ganysnether.blocks.WeepingPod
@FateRover, @JPminer, @frackie and anyone else having glitches:
I tried a couple of different version, and it always worked fine for me. In order to find the cause, I need more information.
Please give me your version of Better Foliage, Optifine, Shaders Mod, any other rendering mod, plus the resource pack you are using.
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I did, I just forgot to answer...
It's been very on again / off again lately - and since the release of F4, mostly off...
I plan to work on the mod during xmas, as I'm unsatisfied with the code quality. Most likely I'll do a complete rewrite. I'll also take care of some long-standing issues and minor features (like the ones you're suggesting) then, and maybe some new ones too (like maybe porting this to 1.7 and 1.8)
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This doesn't look like a problem with the texture generation.
If it's OK without Optifine, then I guess you're using 1.8 and have Anisotropic Filtering enabled? Try turning that off, it'll probably resolve your issue. It's under video settings / quality.
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That's a really good idea - consider it done.
PS: nope, wrong continent. I chose the MIT license because of its simplicity and permissivity. Simplicity because I hate reading legalese. Permissivity so that if I get hit by a bus, it'll be really simple for someone else to pick it up and carry on the torch.
But thanks for the offer anyway
After some digging, I found that the issue was that the pack didn't use textures sized to powers of 2, but an "inbetweener" resolution (3*2^n pixels). That played havoc with my leaf generator - I didn't expect this situation. It's bad form to do this anyway because it messes with mipmaps (lately Optifine complains about it loudly), so I think it's not going to be a permanent issue. I'll still make sure to support this anyway - just in case.
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Version 1.0.14 (MC 1.7):
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Version 1.1.7 (MC 1.8):
I've got the discoloration issue for 1.7 also fixed, but I'm holding back on that for a little bit, to take a quick look at TerraFirmaCraft's log block rotation. If it's not too complicated, I'll throw that fix in too.
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I'll do another bugfix release before the weekend to get these sorted out.
I know exactly what's wrong with the invisible block (it's not Optifine this time, my bad), and a pretty good guess where to look with the discoloration issue.
The block lists take the Java classes of the blocks, not the unlocalized name. This is in order to support inheritance, which makes things a lot easier. I'm planning to overhaul this sometime, but for now that's how it is.
Looking in the latest TerraFirmaCraft, there are two blocks you need to whitelist (letter case is important):
I'll also add it to the defaults in the next release.