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

    I'm having an issue with Optifine that first appeared in version 1.9.2 HD U B2. See the image below for a brief example. Basically, a held animated torch has a shadow or something on top of the texture box. This only just appeared for me with the last two releases. I haven't noticed it above the torches when they're placed or dropped, only when held. I've tried it with multiple shaders (Sildur's, SEUS, Continuum) and it's all the same.


    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I'm having an issue with Optifine that first appeared in version 1.9.2 HD U B2. See the image below for a brief example. Basically, a held animated torch has a shadow or something on top of the texture box. This only just appeared for me with the last two releases. I haven't noticed it above the torches when they're placed or dropped, only when held. I've tried it with multiple shaders (Sildur's, SEUS, Continuum) and it's all the same.


    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)
    Quote from Sildur»

    I see what you mean, this is because I brighten up emissive blocks to increase the highlighting as you can see on the torch. The torch on the right looks better because it sticks out of the scene. (Might be a bit to bright tho - requires some more tweaking).

    I agree, it doesn't look that good on the furnance. I will see if I can implement an ingame option for this in v1.15.
    Alright open up composite.fsh and replace everything on line 191 to line 197 with this:
    vec3 Glow(float glowstrength){
     vec3 glowing = length(color)*(float(aux.g > 0.58 && aux.g < 0.62)+(handItemLight*hand/3.5))*color*(0+bloomstate*(glowstrength+night*280));
     float bloomLight = pow(eyeBrightnessSmooth.y / 255.0, 6.0f) * 0.0 + (0.35+(2.0*night));
     glowing /= bloomLight;
    
     return glowing;
    }


    Awesome, I really do appreciate it. Just for giggles, I tried SEUS and Continuum to see what they looked like and I just couldn't change over from your shaders. You've really done great work and I know I'm not the only one that appreciates your efforts. Thanks again for the code fixes and upcoming releases!
    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)


    This is what I was referring to regarding the lighting. On the left is v1.13, and the right, v1.141. You can see how the lighting from the furnaces really changes the textures drastically and makes the block emitting the light really stick out. I tried going through to see what changes were made from v1.13 to the latest update, but couldn't really decipher what would affect certain options, so I figured it would be best to ask.


    I tried disabling bloom and it didn't work. Commenting out the parameter also had no changes. Any help is greatly appreciated.

    Posted in: Minecraft Mods
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    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)

    Which parameter do I comment out to disable the flashing mobs? Also, the light emission (from things like furnaces) really change the texture of the block too drastically. Which line should I modify to turn this down or revert to an earlier level?

    Posted in: Minecraft Mods
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