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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Update your Optifine. Older versions of it have problems with newer versions of Forge.
What exactly do you mean? Leaves don't show up?
Also, when reporting issues, please give me the versions of BF/Forge/Optifine you are using.
BF doesn't support any texture packs. It supports mods: other graphical mods (like Shaders Mod and Optifine) and content mods (which add their own leaves/grass/logs etc.).
The texture pack used has pretty much no effect on the operation of BF, things will "just work". There are a few packs though which add custom textures for BF.
The issue you referenced is ancient, and if you read my answer to it a little while later, you can see it is Jolicraft's fault.
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@KriscreepCraftTheHalfLifePlayer: nope, those features are not planned at the moment. Maybe not ever.
@thewafflez: it seems something causes my meddling with MC code to fail. The crash report indicates that you have FML but no Forge - is that right? That would probably be the cause.
@TheMaxShaft: probably not. Most modded leaves will work out-of-the-box. Specifically, any leaves which extend the vanilla ones will be picked up by my leaf detection. Built-in support for the ones which do not is added regularly, you can reset your block lists to default in the config when a new version comes out to take advantage of this. You can also add entries yourself in the config as a stopgap measure.
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Released version 1.1.4 (MC 1.8):
Some extra error checking added to avoid crashing the game is certain conditions.
There is also some work underway to revamp the rendering code to use pre-caclulated stuff where possible. This should make the Java side of world rendering (which is CPU-bound) significantly faster. Please note that you may or may not see an improvement because of this; there is nothing anyone can do to make the GPU-bound part of rendering faster. If your video card can not handle the heavy lifting from all the extra polygons, you will have to disable some features.
Currently leaves (especially if you have Dense Mode enabled) should see a major improvement, everything else is only lightly impacted.
If you experience visibly higher/smoother FPS with this version, I'd be interested to hear some numbers. I can't test performance with my dev machine very well.
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@jochuan: No, just later. Especially with these crashes that popped up.
@kev12east: I'll take a look. They probably just store their orientation differently than vanilla logs, and it should be a quick fix.
@RRe36_Official, @tehFoxx0rz: it seems that my leaf discovery fails in both of these cases, and leaf textures are missing. I suspect some mod incompatibility, as this has never happened to me and I use BF regularly myself. And you both have mods on the list that I don't play with.
It won't be too soon that I can work on this as I have IRL stuff going on, but in the meantime you could help me tackle this by trying to narrow down which mod is incompatible with BF. Otherwise, I'll just do a build that will make it easier to track down these problems in the future.
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For leaves, you can. This is called Dense Mode in the config. The only difference is, I left the block sides to show. Without the sides, it's very confusing to walk on them.
Grass, not yet. I'm working on it though
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Released 1.0.10 and 1.1.3
That's the only change this time.
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I've decided not to support small logs like the EBXL Sakura, and the GardenStuff ornamental trees. Since there is no universal way to do it, it would lead to a lot more special-casing, and hard dependencies, which I really don't like.
Especially GardenStuff trees would be difficult to support, since they can connect to each other, and I'd have to reproduce jaquadro's renderer all over again.
Also, the logs are pretty thin already, and the rounding would be hard to see. So this is just way too much headache for too little benefit.
The shading issues with round logs are known, and I'll try to fix them, but... my 1.7 rendering code is just a giant ball of mess, and I have little motivation to fix it. TBH, I'm kind of waiting for 1.7 to die, so I can leave it behind and focus on 1.8. Performance on 1.8 is awesome, and my code for it is a whole lot cleaner too.
The whole feature just seems like a lot of trouble, there are issues with light propagation and neighboring fluid blocks as well. It was only meant for trees in forests, and I'm tempted to just slap a disclaimer on it: "Warning: Not Suitable for Construction Purposes". I don't intend to find out how deep this rabbit hole goes...
Blocks3D support: that's not going to happen. That mod doesn't patch the renderer but replaces the whole thing, and there's no dev version, which means I can't really experiment with it. The mod will also become obsolete and discontinued from 1.8 on, so it seems like a waste of time.
BG&L Experimental Grass: eh, I don't know. I personally hate how it looks, so it's way down on the list. I also won't have too much time in the next few weeks, so I'd rather focus on some quick wins.
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Version 1.1.2 (1.8):
Version 1.0.9 (1.7):
The main new feature this time is Dense Leaves, which is basically the same as Advanced Mode was in the old BG&L. Extra leaves render with 6 different planes of round leaves instead of 2. In BG&L, the block faces were hidden in Advanced Mode, but I decided to keep them for 2 reasons.
Short grass can now be disabled if there is snow above it.
I corrected a derp that was causing some performance problems.
Also, Shaders Mod integration has been borked since 1.0.5 , and modded leaves were not behaving like vanilla leaves. Fixed.
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I'll see what I can do. I have the feeling this goes hand-in-hand with the EBXL Sakura Log issue. That is, Sakura Logs are probably not full-block, and their texture is part transparent, which leads to the glitch.
Please give me some more info regarding this bug: mod versions (BF, Forge, Optifine, etc.) and resourcepack used. I'll try to figure out what went wrong.
(edit: if it's 1.8, I have the feeling it's Anisotropic Filtering in Optifine. Try turning that off, and see if it solves the issue)
As for having multiple versions: no way. I want to keep it simple, the less different versions I have to maintain, the better it is for my time managenent, and indirectly, the mod.
The config is not difficult to understand at all. The first category is the block black/whitelists, the rest are the visual features. The first option in each feature category is "Enable" which turns it on/off, probably the only option most people will ever need and use. The rest is just fine-tuning: if you don't understand what an option does, you can just ignore it, and not miss out on anything.
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Version 1.0.8
Fixes the color issue with Bamboo Mod leaves reported by @FisherOfWhen.
Better CLC support.
The last feature is for resource pack makers.