The slime block update is nice, but I think there needs to be 2 improvement to make it more worthwhile.
#1 lets say you want to make a 2x2x3 clump of slime blocks and encase it in stone to make a rising bridge, right now, cant do that. If they fix that would be nice
#2 this has been a problom for a long while. sticky pistons should act like the slime blocks and push and pull other resting and exstended positions. then we wouldn't have to fight with complex redstone scematics.
If the game cannot run after install this mod, and you are using high resolution texture, try again with 16x16 or 32x32 texture. If it works, you can try higher resolution like 64x64 or 128x128.
256x256 does not work well with ShadersMod on most graphics cards today.
this may need an update, i'm always using 256 based textures and my Nvidia card is 740m, even the 500/600 series i think can handle it.(if other wish to tell me otherwise go ahead.) I think the main problom is the RAM. you will need 6-8 GB or ram. i have tested the 512 textures and it works flawlessly (for me for 5 minutes because i had 8 GB of RAM, you will need 16 GB of ram which is normal for a high end gaming computer.)
Hey, why 1.7.5 version w/ optifine does not support texture w/ POM/Bump Mapping?
bump mapping works, but either you have no normal maps attached in the resource pack or the normal maps are subtle, for POM i'm still wondering how it gets used... Is it using the normal map images or what?
Edit: Huh, i was in starting to make normal and specular maps but nothing appeared. i guess your onto something AeroSN. Recommend jumping down to 1.7.4
this is more of a idea request than a bug. is it possible to implement an image reference overlay? I know there are people that want to make a 1:1 scale of a landform or whatever, but want it as perfect as possible(kind like me). those who've used a 3d modeling program should know what i'm talking about.
for the POM effect, does it use the normal map or does it use a different hight map altogether. I just want to make sure I'm not wasting time/RAM spece.
Quick question. For Texture packs do i need to provide the normal maps for the shaders or can the shader pack calculate them? also if anyone can show me how to mix world curvature and waving water together that would be cool.
I Don't know if this has been noticed or not, but when the player is under water or lava, there is no water or lava textue.
(BTW to prevent glitching of the water reflection because of being underwater just make the water render just the texture instead of using the reflection math.)
So I'm a fan of Sildur's shaders and Sonic Ether's shader. But after a while I thought 'These two shader's need to be combined.'
SonicEther's and Sildur1's DOF and Godray effect are extremly well done,
Sulder1 has all of the waving objects done and look extreemly realistic,
SonicEther has a soft shadow effect that makes the shadows a bit more clean,
Sulder1 has a color tone shading that makes it feel kike i can just jump in my computer screen.
and SonicEther has a bloom effect that makes fire and lava just jump out of the screen and give me another reason to be scared of endermen.
So I think SonicEther and Sildur1 should combine their shader packs to make the greatest shader pack in minecraft history!
I messed with the preview but right now I'm sticking with v10 DOF. Btw, does anybody have a modified terrain script for SEUS DOF so that fire, water, lava, and all the crops wave arround? the one for Dax's wiki is outdated.
The shaders work great., this has become my top shader now that everything works. (something must have been fixed in 10.1 to prevent it from crashing) I only have 1 small complaint though. some of the items still need to wave. 2 block tall grass/flowers and lava(best way to make it look realistic is make just the top block face wave and move and let the pc calculate the rest, and add some extra programming if there is a lava block below it so it works smoother.) other those wanted additions, i love it!
cool. i'll send you a minecraft world file containing the models.
here's a list of what i'll make.
Suvas(done)
kinis(done)
matoran faces for po-koro
Gali's mask for the waterfall.
figure out a plan for le koro.
the bohrok room
i'll also make some hut's which are villager compatable. (I'm making a bionicle minecraft mod and one part is where the moatoran use the same ai of the villager for finding houses.)
Makuta's lair(mostly the bionicle symbol)
so thats about it. i'll pm you the file asap. and let you know when i do.
Okay, so feel free to make your own map; I feel that it is impractical to do the 1:1 scale thing, but that's your choice. Honestly, I think the default water level (62) is perfectly fine. As for stuff like caves, just youtube it or wiki it or something. By the way I've finished the terra-forming now; now on to the fun stuff .
ok, well good to see the teraforming is done.(does this mean the biomes are done or is that still a WIP?) BTW, if you want i can provide some block models for you if you wish (aka the suvas, kinis, gali's mask, and the matoran faces fro po koro.)
Sounds good. I recommend editing this forum page though.
This forum page should have "[W.I.P.]" in the title as it is not finished.
You should find out the way to upload pictures to the forum page, as many people will not bother to click a link to see photos, and if people do not see photos, they probably won't download the map at all.
Hope this helped. Good luck!
(I was a fan of Bionicle when I was younger, cool idea!)
The map were talking about is a total remake of the one from the original post. that map is done. we just want to make it better
ok, I can create the inital flat landscape if you wish for the 1:1 scale of mata nui. it will take 7 hours for me, but wont kill/overload my computer. can you also tell me on how to do some of the things i need to do?(like turn off caves,trees,ect.) im going to use a flat landscape, how does a land level of 52 and the default water level sound.
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#1 lets say you want to make a 2x2x3 clump of slime blocks and encase it in stone to make a rising bridge, right now, cant do that. If they fix that would be nice
#2 this has been a problom for a long while. sticky pistons should act like the slime blocks and push and pull other resting and exstended positions. then we wouldn't have to fight with complex redstone scematics.
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this may need an update, i'm always using 256 based textures and my Nvidia card is 740m, even the 500/600 series i think can handle it.(if other wish to tell me otherwise go ahead.) I think the main problom is the RAM. you will need 6-8 GB or ram. i have tested the 512 textures and it works flawlessly (for me for 5 minutes because i had 8 GB of RAM, you will need 16 GB of ram which is normal for a high end gaming computer.)
bump mapping works, but either you have no normal maps attached in the resource pack or the normal maps are subtle, for POM i'm still wondering how it gets used... Is it using the normal map images or what?
Edit: Huh, i was in starting to make normal and specular maps but nothing appeared. i guess your onto something AeroSN. Recommend jumping down to 1.7.4
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(BTW to prevent glitching of the water reflection because of being underwater just make the water render just the texture instead of using the reflection math.)
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SonicEther's and Sildur1's DOF and Godray effect are extremly well done,
Sulder1 has all of the waving objects done and look extreemly realistic,
SonicEther has a soft shadow effect that makes the shadows a bit more clean,
Sulder1 has a color tone shading that makes it feel kike i can just jump in my computer screen.
and SonicEther has a bloom effect that makes fire and lava just jump out of the screen and give me another reason to be scared of endermen.
So I think SonicEther and Sildur1 should combine their shader packs to make the greatest shader pack in minecraft history!
what do you guys think?
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here's a list of what i'll make.
Suvas(done)
kinis(done)
matoran faces for po-koro
Gali's mask for the waterfall.
figure out a plan for le koro.
the bohrok room
i'll also make some hut's which are villager compatable. (I'm making a bionicle minecraft mod and one part is where the moatoran use the same ai of the villager for finding houses.)
Makuta's lair(mostly the bionicle symbol)
so thats about it. i'll pm you the file asap. and let you know when i do.
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ok, well good to see the teraforming is done.(does this mean the biomes are done or is that still a WIP?) BTW, if you want i can provide some block models for you if you wish (aka the suvas, kinis, gali's mask, and the matoran faces fro po koro.)
The map were talking about is a total remake of the one from the original post. that map is done. we just want to make it better
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