• 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from AirBiscuit

    Any tutorials on how to do a specular map for a texture?


    Check out the info here for SEUS: Sonic Ether - Some people are asking how reflections are...

    It's just the specs and not really a tutorial, but if you know your way around graphics it should tell you what you need to know.

    For other shaderpacks, it depends on the format implemented by the shader author.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from karyonix

    I have tested it. In Minecraft 1.7.2 Forge 1040/1047 +/-Optifine, gbuffers_weather works.
    I edited gbuffers_weather.fsh in bump-shadow-waving. I replaced color output with red while keeping original alpha and rain color become red.


    Yep, my bad! I found the problem. I had a different version of gbuffers_weather open for comparison and I made my changes to that one instead of the active one. Boneheaded mistake.

    Thanks for checking that so quickly.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from karyonix

    gbuffers_weather is supposed to be used for rain or snow texture. The hook may be broken. I will check again.


    Thanks! This is also the source of some of the invisible rain bugs in SEUS. Because SEUS completely replaces the sky with a generated image and this buffer isn't working, all weather information that doesn't overlap terrain is lost.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    What is the current purpose of gbuffers_weather? I assumed it would receive the textures for rain/snow when it's raining, but it doesn't seem to contribute anything to the scene. If I set its gl_FragData[0] to solid green instead of the texture's rgb, nothing is affected.

    Also, would it be possible to pass a new uniform that indicates whether there's nothing/rain/snow in the current biome so that ground wetness can be properly managed?

    Using 2.3.12 with SEUS Preview 2, Forge build 1047, and Optifine. Laptop has onboard graphics, AMD A4-3300M, although I don't think that should be affecting anything.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from shadowsyllvet

    Using Chroma Hills Resource pack.
    The pack has a folder for mcpatcher thet has the biome color overides and few other things in it, is there any way to get optifine to use these files as my colors look like this....

    Birch Forest custom colors disabled.
    Birch Forest custom colors enabled
    River custom colors enabled
    Ice Plains custom colors enabled
    Can you see the problem?


    If the pack is updated for the latest MCPatcher, then it could be using the new MIsa-style custom color files. Optifine won't be able to use those correctly yet. I would have thought it would error because it didn't understand the format specified in the .properties file, but it may just throw out the file and continue, resulting in the black textures because there's no picture. Ask the texture pack author/s in the Chroma Hills thread if they can resolve the problem for you (though if the pack's set up correctly, you may end up back here with a legit Optifine problem.)
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Most of these changes of blocks replacing other blocks are probably due to adding new mods. Because Forge now remaps IDs on the fly while loading mods in alphabetical order, the IDs can get shifted for existing worlds. Unfortunately there's no fix for the problem until and IF Forge changes the way it's working now.

    Also, I'm seeing this message in my Forge logs, along with a missing texture for BoPBucket,

    [13:48:47] [Client thread/INFO] [FML/Forge]: Unknown recipe class! biomesoplenty.common.recipes.BiomeEssenceRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter

    This is for the 1.7.2 version, build 725.
    Posted in: Minecraft Mods
  • 1

    posted a message on Underground Biomes Constructs
    While you're digging in the internals, I just noticed in my logs that you're generating the following Forge warnings/errors. Probably not related to any bugs you're fixing now, but might want to take a look:

    [13:48:47] [Client thread/INFO] [FML/Forge]: Unknown recipe class! exterminatorJeff.undergroundBiomes.constructs.block.UBStairsGroup$StairsRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter
    [13:48:47] [Client thread/INFO] [FML/Forge]: Unknown recipe class! exterminatorJeff.undergroundBiomes.constructs.block.UBWallGroup$WallRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter

    Thanks! Great work on the mod, by the way.
    Posted in: Minecraft Mods
  • 0

    posted a message on Please Help Me With Mo Creatures!
    Did you ever get this working? I think I can probably help, because it seems the people on here aren't asking you the right questions. They either don't know, or they're too busy arguing about grammar to actually help. :-)

    Also note that all three mods have updated in the meantime. You might have better luck with the newer versions. I'm running this same setup plus a couple of other mods, also on a crappy old laptop, and things are working fine.
    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Didn't see if anyone had posted this before, but I have run into the glowing mobs problem as a texture pack issue. If the spider_eyes.png or the enderman_eyes.png does not have a transparent background, the shader will apply the glow effect to the entire texture instead of just the eyes.

    I suppose technically this could be considered a shader problem as well, since the vanilla game is properly masking the texture regardless of background, but the shader is not. But it can also be fixed/hacked by editing the texture packs.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.2] Custom Mob Spawner
    For all those asking, the -1 in the configuration most likely means " use the default values". It's a pretty common convention in the programming world. So you shouldn't have to adjust every single one of them - only if you want to change the default behavior. Mob spawns not showing up is most likely due to another issue. A lot of those issues are discussed in this thread. Some of this information might be outdated however.

    AlyfoxLP: To fix your problem after uninstalling CMS you have to have cheats enabled on your world. From the command console enter the command "/gamerule doMobSpawning true", without the quotes. If you don't have cheats enabled, it's still do-able, but more complicated.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4][Forge][ModLoader] Mob Spawn Controls! Control Spawning! Increase SpawnCaps + Spawn Attempts! Mo'Creatures+ExtraBiomes S
    Hey Davidee, I just started using MSC a few days ago, but one thing I have noticed that you might think about for the new gui (haven't tested it, so I don't know if you have already planned this) is that, having both Biomes O' Plenty and Extrabiomes XL installed, there are too many biomes to fit on the biome controls screen where you choose a biome to edit controls for. It needs at least a scrollbar, or multiple pages. It's not a huge deal, since you can still edit the .txt files manually, but it would be nice to be able to do it from within the game.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.3][NEWS] The Seasons Mod
    Trak, not sure if you have discovered this yet or not, but the purple color in the swamps doesn't come from grasscolor.png; it comes from BiomeGenSwamp.getgrasscoloratcoords and BiomeGenSwamp.getfoliagecoloratcoords. It's a hardcoded multiplier for the colors returned by the colorizer classes.

    When it's overlaid on a green color it just darkens and dulls it, but when it is applied to the golden color of autumn it shows up garish because there's no green to provide the intended color mix.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biome Specific Generation Help Please
    Careful with that code there, Yoshikeeper. lowercase el != one even though they look the same in some fonts. Looks like you and/or xaxon are making some basic mistakes that show you either don't really understand what the code is doing, or you're being careless.

    k, l, and i1 are being defined for a reason. You are supposed to use them as the x,y,z coords in the generate statement. The ground plane is x and z. Y is up/down. Pretty sure you don't want to randomize your y-coord for a reef block unless you are generating the ground surface yourself. This should probably be a biome decorator for ocean biomes rather than a biome of its own, and would therefore use the already generated ground level at (k,l) (el, not one) which are your x,z coords.

    For the new BlockLitReef error: you have to define the BlockLitReef class before you can construct new ones. Have you done that and included it in the code somewhere before this point?

    Might also help to post the actual errors.

    Let me know if any of that makes sense, if you already knew all that, if you solved these problems already, or if you need more help. Been looking into doing something like this myself, so I've been reading up on the code. Incidentally, Coupon has updated Nandonalt's original code for 1.1 already, if you are interested. You can find it here.
    Posted in: Requests / Ideas For Mods
  • To post a comment, please .