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    posted a message on [1.14] Chocapic13's Shaders
    Thanks for this great shader Chocapic13! I'm loving the performance boost in the betas 4.2 and 4.4, which are VERY noticeable for me.

    One question, is there an easy way to turn off the fog? It seems to desaturate colors a lot more than I'd like (V4 Extreme is much more vibrant, at least to me).
    Posted in: Minecraft Mods
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    That would be awesome. :) It seems like there has been more interest in bump/normal/POM mapping lately, maybe because shader packs have started to add support for them (like SEUS 10.1 and some of Chocapic13's recent betas). There are some resource packs that make use of it, but none of them are as beautifully detailed as yours!
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Great to hear a little about your and Develsaa's backgrounds!

    Quote from Kailmaruso

    Newer effects like pixel and bump mapping are foreign to us for the most part. I personally haven't seen the maps, but I imagine they are grey-scale topographical interpretations for texture; much the same way grey-scale maps can be used as transparency maps. This is why, if you want it to look like it does in Chroma Hills, we need either a freeware universal set of maps, or someone who knows what they are doing to make them for us.


    I'm no expert, but I've dabbled quite a bit in 3D modeling (Blender/Octane, with Gimp for textures). Bump maps aren't quite the same as normal maps; many of the GLSL shader packs technically support normal mapping, but I'm not totally clear on how it's implemented, as it sometimes looks like they discard vector information and interpret normal maps as bump maps.

    In any case, there are free filters out there for both Photoshop and Gimp that can produce normal maps from color maps alone:
    Photoshop: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
    Gimp: https://code.google.com/p/gimp-normalmap/downloads/list

    Here's a basic tutorial on creating normal maps using filters (and manually): http://www.minecraftforum.net/topic/1671950-the-designers-guide-to-bump-mapping-quick-fix-for-16/

    Some of the info is a little out-of-date, but it's still useful. I'd love to see some normal mapping added to Faerielight!
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    I just wanted to add to the chorus saying that I am just blown away by this texture pack. I've tried nearly a dozen now, and the attention to detail in this one really stands out. I love what you've done with the redstone comparators...the sparkly stuff when using bonemeal...the weapons look fantastic, too!

    (Although I might second a vote for prettier fonts!)
    Posted in: Resource Packs
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    posted a message on [1.14] Chocapic13's Shaders
    First, thanks for these awesome shaders. They look incredible and are still somewhat performance-friendly, which is great. :)

    Second, I don't know if this has been reported before, but thought I'd do so here. When I'm in the middle of block-breaking, one or more sides of the block will turn black instead of being replaced by the appropriate "partially broken" texture. Here's an example with cobblestone:

    This is 1.7.4 using Faerielight 256x textures and MCPatcher, but I've also tested it with Cyberghostde's 256x pack, and I get the same result.

    This doesn't happen with SEUS v10.0 or the GLSL internal shaders (or with shaders off).

    If it helps, my specs are:
    Core i7 2600
    8GB RAM
    2x GTX 770 4GBs in "forced" SLI (but this also happens with SLI turned off)
    Posted in: Minecraft Mods
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    posted a message on [256x] Cyberghostde's HD Texture Pack [1.16.2 v1.2]
    Quote from Mencken_Fan

    The scenery is beautiful and I'd love to use this pack... but I just can't deal with not knowing instantly what item I've selected in my hot bar. The highlighting of selected items is so weak I have to pause and actually stare at my screen to figure out what I'm doing.

    Compare the hot bar highlighting in this pack to vanilla or any other texture pack and this (fatal) flaw stands out like a sore thumb. I'm really surprised such a weak link in this otherwise terrific chain has been allowed to remain. I hope you appreciate the feedback.


    Totally agree! I actually modified the texture myself in GIMP to change this (see screenshot). Would love to see it in the pack. I love this pack otherwise, though.
    Question: I see there is an "mcpatcher" folder in the pack, too. Does this mean it's recommended to use mcpatcher? I'm currently using Optifine.
    Posted in: Resource Packs
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    posted a message on [256x] Cyberghostde's HD Texture Pack [1.16.2 v1.2]
    Quote from ClemensMine

    This + shadermod. Omfg I love you.

    This is the most beefy thing I ever looked at. Thank you so much :D


    You're using integrated graphics on a $100 CPU and getting 50+ FPS? What resolution are you running?

    I'm asking because I have dual GTX 770s (i7 2600 w/8GB RAM), and with SEUS v10 and CGO's 256x textures, I often get less than 30 FPS in 1920x1080. So I'm wondering if there's something seriously wrong with my drivers or config settings...
    Posted in: Resource Packs
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