• 4

    posted a message on Sound Physics (realistic sound reverberation, occlusion, and attenuation)

    Holy crap, dat sound.

    Posted in: Minecraft Mods
  • 1

    posted a message on Continuum Shaderpack

    Past life pro used a GTX 970 and a i7 6700K processor to record continuum. G210 is just too old.. Sorry.

    Posted in: Minecraft Mods
  • 0

    posted a message on Help making custom overlays for grass path.

    Ok, I am an Admin on the Greenfield City Server. A few people and I have been assigned to update the texturepack. Well I am trying to make it so when I place down grass path that it will be a darker shade of green than the regular grass in accordance to the biome. My question is, how do I make it so I can do a custom grass overlay on grass path to do my desired outcome? I am not allowed to make it so you need to have mods or anything, it needs to be an entirely vanilla option as well.

    Posted in: Resource Pack Help
  • 0

    posted a message on Continuum Shaderpack

    Alright cool, do you think you can give an ETA on when it will be released? Because the map is releasing sometime within the next few months, and we want the texturepack to be 1.9 ready will all the addons. Thank you! :D

    Posted in: Minecraft Mods
  • 2

    posted a message on Continuum Shaderpack

    I am working on some effects for a texturepack, it is 16x16 and you only seem to have a texturepack res support of 32-512 do you think you could extend it to 16 as well? Can you possibly get it out within like a month if you do so? Because, I am on the texturepack team of the Greenfield City Server, and I was thinking about adding PBR and normal/spec support to their texturepack. I would really love if you added this option! thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on Continuum Shaderpack

    whats your graphics card?

    Posted in: Minecraft Mods
  • 0

    posted a message on uNmINeD - 2D mapper [JE & BE, Windows / Mac / Linux]

    in build b there is an error when I try to export the map as an image.


    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.OverflowException: The image data generated an overflow during processing. ---> System.ArithmeticException: Overflow or underflow in the arithmetic operation.
    --- End of inner exception stack trace ---
    at System.Windows.Media.Imaging.WriteableBitmap..ctor(Int32 pixelWidth, Int32 pixelHeight, Double dpiX, Double dpiY, PixelFormat pixelFormat, BitmapPalette palette)
    at Unmined.WpfApp.Screens.MapTools.Export.SaveImageViewModel.SaveImageAs()
    --- End of inner exception stack trace ---
    at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
    at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
    at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
    at Caliburn.Micro.ActionMessage.<.cctor>b__e(ActionExecutionContext context)
    at Caliburn.Micro.ActionMessage.Invoke(Object eventArgs)
    at System.Windows.Interactivity.TriggerBase.InvokeActions(Object parameter)
    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
    at System.Windows.Controls.Primitives.ButtonBase.OnClick()
    at System.Windows.Controls.Button.OnClick()
    at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
    at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
    at System.Windows.UIElement.OnMouseUpThunk(Object sender, MouseButtonEventArgs e)
    at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
    at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
    at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
    at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
    at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
    at System.Windows.Input.InputManager.ProcessStagingArea()
    at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
    at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
    at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
    at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
    at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
    at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

    Posted in: Minecraft Tools
  • 0

    posted a message on BSL Shaders - 1.13.1 Compatible - 800K+ Downloads!

    is there a way to fix this bug in the dof? i had it in build 7 as well. (I didn't check the rest).

    http://imgur.com/JfjN5QT

    http://imgur.com/uW827U1


    Edit* Nevermind I found the error. the circular and hexagonal brokeh on at the same time make that happen

    Posted in: Minecraft Mods
  • 0

    posted a message on Small error I need help debugging

    I have been getting into plugin development for my server. I run off of spigot, and I need help debugging this error, well its something I don't know how to do actually. I want my util to be able to be like this, when I type in "blockPlace" under "@EventHandler" I want it to pop up like this "blockPlace(BlockPlaceEvent event, Material type, String permission, String permission1, String permission2)" So then all I would need to do is specify the permissions, and the material that is being placed. Here is the util http://pastebin.com/piuywcjK

    Posted in: Modification Development
  • 0

    posted a message on Continuum Shaderpack

    http://adf.ly/1Xk2Ju

    Posted in: Minecraft Mods
  • 1

    posted a message on Continuum Shaderpack

    They had a temp fix for that in 1.8.9 preview 2. You can get it from their facebook page.

    Posted in: Minecraft Mods
  • 0

    posted a message on Continuum Shaderpack

    Do you know if karyonix is going to try to implement multidirectional shadows into the shadermod? If so can you give an ETA? If not, will it ever be implemented? Because that would be a really cool effect to add into continuum.

    Posted in: Minecraft Mods
  • 0

    posted a message on Continuum Shaderpack

    That is a problem they are planning on fixing in 1.2

    Posted in: Minecraft Mods
  • 0

    posted a message on Nemesis-Shaders {PC/Linux/Mac}

    Its still not workin ;-;

    Posted in: Minecraft Mods
  • 0

    posted a message on Nemesis-Shaders {PC/Linux/Mac}

    Wow, your shader is nice. Love the water.


    PS. Your version 1.2.21 has a 404 error when I go to the page for it. Just thought I'd let ya know! ;)

    Posted in: Minecraft Mods
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