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    posted a message on Converting ancient normals to LabPBR1.2 format.

    Additionally, Matteo Rizzo's post say the following about the alpha channel of specular maps under labpbr1.0:


    alpha: subsurface scatter on foliage and gems, light emission on other materials, inverted so that blocks not utilizing this can have solid alpha



    Sooo... the shaderpacks that implement LabPBR1.0 are supposed to arbitrarily switch from subsurface scattering to light emission when it's not foliage and gems? Does this hold true for LabPBR1.2? Would like to tinker with subsurface scatterring for quartz ore and blocks... but that is definately not folliage and i'm guessing it doesn't count as gems either.

    EDIT... seems to be a bit more complicated than that above quote makes it seem. Also holy crap look at those emerald glitter in the moon light. Preeettty!

    Posted in: Resource Pack Help
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    posted a message on Converting ancient normals to LabPBR1.2 format.

    Ok, more questions. As stated before i'm trying to update my personal Franken-Pack to 1.16 out of terminal desperation. It should also be noted that said pack is built primarily on top of R3dCraft from 1.10 days. That's before the advent of labPBR... and that's relevant to this question.

    And the question is... how do I convert R3dCraft's normal maps to work with the new LabPBR1.2 format?


    My attempts to convert the z-axis data I believe to be stored in the R3dCraft normals to height map data has resulted in spiny porcupine blocks. Perhaps it's an issue of scale or a difference in their zero point? So like i'd need to convert X blue to Y transparency instead of just using X for the transparency? I'm not even 100% sure the blue channel of the R3dCraft normals really is z-axis data. I'm just guessing based on the time period when R3dCraft was last updated, my memory that... yes it did have parallax occlusion mapping, that it was targeted at continuum 1.x, and this posted by Matteo Rizzo of Realistico (and a fair bit of wishful thinking).

    Also R3dCraft has a few gray-scale occlusion map files (*_o.png) sprinkled throughout. Can I just dump those into the blue channel of the normals or do I need to do more conversion work there too to get ambient occlusion? The answer appears to be "yes, just dump it into the blue channel". At least I can see no issues with it after having tried it... though i can also barely tell a difference.

    Posted in: Resource Pack Help
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    posted a message on Disabling particles on soul torches.

    Thanks Katja. You put me on the right track. Turns out the existing resource pack does still have particles for normal torches... but they are difficult to spot because they blend well with the flame animation on the torch itself. I simply copied that to the right filename and recolored it with a cyan overlay. Works like a charm. Thanks again.

    Posted in: Resource Pack Help
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    posted a message on Disabling particles on soul torches.

    Well, having reached terminal desperation, I am now attempting to update my personal franken-pack to 1.16, So far I've got Soul Lanterns updated nicely. Moving on to soul torches, however, i've run into a problem I can't figure out how to solve.

    particles in my cyan flame

    As you can see there is still a vanilla particle in my cyan torch flame. How does one disable this? I've been digging around in the resource pack to see how R3dCraft did it for normal torches... but I haven't found it and Google has been rather unhelpful.

    Posted in: Resource Pack Help
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    posted a message on Struggling to run higher resolution resource packs / not being able to run them AT ALL

    All that power in your graphics card is going to waste if you don't have Optifine installed. The default minecraft renderer is **** and always has been. Optifine will give you a big boost in performance. Understand, however, that Minecraft is not the latest Rainbow 6 or Call of Duty. The environments are autogenerated and player modified... not carefully designed to limit the number of textures and polygons on the screen at once like your normal AAA title would be. Additionally it's written in Java... which adds a lot of overhead due to the JavaVM and wasn't really designed for games besides.

    Where super-high resolution textures might not make your system chug in Skyrim... it still can in Minecraft simply because Minecraft asks your computer to show so many of them at once with no regard for how hard that would be to render. Also consider also lowering the number of chunks rendered in your options. And get Optifine... chances are you aren't even getting the full benefit of those resourcepacks without Optifine... a lot of (the better) resourcepacks use features optifine adds. Lastly, if the game simply outright crashes when loading with especially large texture packs, chances are the java vm isn't able to allocate enough ram to the game. Since you have 16gigs of physical ram consider changing your -xmx setting to "8g".

    Posted in: Resource Pack Discussion
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    posted a message on Resourcepacks getting less ?

    I'm in the same boat. It feels like the whole minecraft community has gone down hill a bit. From there no longer even being mods to provide what were once considered essential features (ie. inventory management) to resourcepacks all being of a significantly lower quality or being very much incomplete. The core game has improved greatly but the community seems to have gone the other direction.

    Posted in: Resource Pack Discussion
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    posted a message on WTB - Feature-Complete Vanilla-ish x256 Resource Pack

    I have no idea how this got into the WIP forum. That definitely was not my intention. @MODs can you please move it where it belongs? "Resource Pack Discussion," I believe.

    Posted in: Resource Pack Discussion
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    posted a message on WTB - Feature-Complete Vanilla-ish x256 Resource Pack

    The minecraft community has gone downhill a bit from when I used to run servers, years ago now. Gone are the days when dozens of high-quality texturepacks were constantly trying to outdo each other with higher resolutions and more support for shaders and optifine. Now it's just a sea of x32 texturepacks with minimal support for anything but the bog standard features.


    And you know, if that's what you like... then that's cool. I'm happy for you. But that's not me.


    I used to use R3DCraft... right up until shortly after it stopped updating. Then I moved on from minecraft and have only recently come back to it. Lots of things have improved. Got a new launcher... very nice. Lots of QoL improvements in game... no complaints. A combat update... cool. But getting an acceptable resourcepack to use has been a journey... to say the least. Before 1.16 landed I finally broke down and made my own FrankenPack out of R3dCraft (with a lot of conversion work to update the PBR to LabPBR), Stratum, and LB Photo Realism. The result leaves a lot to be desired... but it's passable. Now 1.16 has landed adding a bunch of new blocks and I'm not looking forward to the process of Frankenstein-ing another resourcepack. Especially not just for my own use.

    So what I'm hoping is that somewhere out there there are still resource packs that meet my standards. These are:


    • 256x256 or 512x512 resolution. Preferably 256x256.
    • Parallax Occlusion Mapping for the vast majority of textures that can benefit from it (just about every single block).
    • LabPBR for the majority of textures that can benefit from it (metals, "smooth" variant blocks)
    • ctm and cit support (connected textures, variable textures, alternate textures for double slabs, etc)
    • block-complete as of 1.15 and likely to be 1.16 complete in short order
    • vanilla style... at least close enough that I can mostly know what my builds look like for people using vanilla textures... i don't care beyond that
    • Doesn't require me to pawn my soul to be able to afford it... but i'm at the point I _will_ pay for it. (I got burned by stratum which lead me to believe the x256 pack was more complete than the free x128 version... it isn't. Both have ~25% of the blocks retextured)
    • Some sfx/ui improvements/additions would be nice... but their absence isn't a deal breaker.

    Where it matters, the shaders I use are Continuum 2.1 for screenshots and SUES Reloaded for regular play. If someone knows of a way to accomplish this myself in an automated fashion... even better. I've considered using AI-Upscaling on the vanilla textures, but that's cost prohibitive for the hundreds of textures involved and doesn't get me PBR, POM, CTM, and CIT.

    What I'm currently working with:


    https://imgur.com/a/TlrP4Vv

    Posted in: Resource Pack Discussion
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