The grass normal in in the pack is just renamed so it doesn't show, i'm not a fan of normals on the grass it looks too bumpy. Just open the pack find the grass block normal and edit the name to be the same as the grass block with a _nAs for the other normals guys Chroma Hills is a work in progress resource pack there is still much to do so stuff will be missing. The normals in Chroma hills are made by Sonic Ether SEUS dev and because his very busy on SEUS he hasn't done all the normals yet but with each update we get a load more put into the pack. Same with specular maps they are being done.
Well that's what I was getting at. I didn't think you were "done". hehe
EDIT: Not seeing a grass normal in there anywhere. Got the 1.07 version. Is it in another folder by chance? I am looking in the normal blocks folder.
While I tried to improve the handheld light I stumbled over something and found a way to make the night brighter while keeping the same brightness for lightsources.
It's a little bit brighter ingame, I think about making this the default night and keeping the darker night as an option.
But I won't release it yet as there are more bugs needed to be fixed.
Then I shall patiently await your next iteration of the shader pack. =)
Yeah... that's not so cool using that method haha. I just may prefer to play in total darkness. What made you choose this route out of curiosity? Seems you are basing light off of a color source. (I am really new to shaders in MC).
Because I also notice the torch in hand is overbright as well. I wonder if this has to do with the dynamic lighting mod I am using.
HAHA. Yeah, I am whimpy. I play in peaceful most of the time too. Are you saying your shaders dynamically light a torch? So I don't need a dynamic lights mod?
I have one question though. I am using your vibrant 1.03 max no DOF. I enabled your "night is to dark for me" option. However I find that one far too bright.
What can I control to bring it down a bit more so it is not so bright at night?
Hmm works fine for me no probs that is odd its no different to the other normals and they are all made by Sonic Ether. AH do you have connected textures on?? They will need turning off as they don't have normals yet.
Bingo, that did it. I resolved the other issue I was having (funky trees) by just putting another resource pack under yours haha (creative ones medieval pack). Works like a charm.
I just love your pack though. Itll always be on top!
Thanks for the help and hard work thus far on it.
Edit: Rather have connected textures, so I turned off normals haha.
Seems some of your normals are broken. dirt_n doesn't work for some reason. I have tried r3dcraft and its dirt_n works so I am unsure what is wrong with yours. =(
Nooo use the 1.7 pack its has all the shader support in it
I must remove the old shader pack version and make it clearer to people!
Speaking of which. Am I supposed to use an older version of SEUS shaders or something? I have SEUS 10, and MC 1.72 and your 1.07 pack. For some reason the... pine texture I think it is... turns ALL white. It's weird. It looks grayscale like the grass would if you tried to color the grass block with out optifine or mcpatcher.
Edit: Ok, with a little experimenting, clearly it's because I am using optifine now and not MCPatcher. I fixed it for now by just disabling your birch colormap.
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Grats on the 1 Million+! Well deserved. It's a great pack even for unfinished. =D
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EDIT: Not seeing a grass normal in there anywhere. Got the 1.07 version. Is it in another folder by chance? I am looking in the normal blocks folder.
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His profile pic represents about how well my wife handles it. =(
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Then I shall patiently await your next iteration of the shader pack. =)
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Because I also notice the torch in hand is overbright as well. I wonder if this has to do with the dynamic lighting mod I am using.
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I have one question though. I am using your vibrant 1.03 max no DOF. I enabled your "night is to dark for me" option. However I find that one far too bright.
What can I control to bring it down a bit more so it is not so bright at night?
Thanks for the cool shaders!
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Edit: NVM. Seems to be in relation to a texture pack (chroma hills). Using other packs they do happen to move.
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Bingo, that did it. I resolved the other issue I was having (funky trees) by just putting another resource pack under yours haha (creative ones medieval pack). Works like a charm.
I just love your pack though. Itll always be on top!
Thanks for the help and hard work thus far on it.
Edit: Rather have connected textures, so I turned off normals haha.
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Speaking of which. Am I supposed to use an older version of SEUS shaders or something? I have SEUS 10, and MC 1.72 and your 1.07 pack. For some reason the... pine texture I think it is... turns ALL white. It's weird. It looks grayscale like the grass would if you tried to color the grass block with out optifine or mcpatcher.
Edit: Ok, with a little experimenting, clearly it's because I am using optifine now and not MCPatcher. I fixed it for now by just disabling your birch colormap.
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I am not a fan of the black n white looking main menu, but I am not playing the menu. So it doesn't really matter to me in the end lol.
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