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Installing Bump Mapping in 2.1.0:Edit

This is assuming you have already installed GLSL 2.1.0 from the nitrous file.
DO EVERY STEP IN ORDER.
DO NOT ASK WHY BUMP MAPPING DOESN'T WORK IF YOU MISSED EVEN ONE STEP.
(If something is not going as explained, ask for help, but do NOT say you followed all the steps)

1. Navigate to a new .Nitrous folder (C:\Users\*your account here*\AppData\Roaming) Or you can type %appdata% into the run dialog.

2. Open mods > com.daxnitro.shaders > alternative shaders > bump-mapping (if you can't find the files here, you can always open the shaders.n2 file; it's a zip too, and get the files needed at shaders > alternative shaders > bump-mapping. If you can't open it, make a copy of it and rename the n2 to zip. However, if you are not finding the files in the .Nitrous folder (or the folder itself), the first thing you should do is make sure you are using the correct version of GLSL)

3. Copy these files into your Minecraft.jar/shaders folder (replacing any files already there)

Adding Terrain Files to Texture Packs:Edit

THIS IS REQUIRED FOR EACH TEXTURE PACK YOU WANT BUMP MAPPING ON!

1. Download terrain_nh and terrain_s for whatever texture pack you're using (make sure it's the same resolution)

2. Place into your texture pack.

3. Navigate to your minecraft.jar/shaders folder.

4. Open the gbuffers_terrain.fsh file (can be done with any text reader, like notepad).

5. Find the part in the file that says this (the 64 and 256 part will not be there by default, add it if you are using 64 or 256 resolution textures): sss

//const vec3 intervalMult = vec3(0.0039, 0.0039, 4.5); // Fine for 16x16 tile size

//const vec3 intervalMult = vec3(0.0019, 0.0019, 0.5); // Fine for 32x32 tile size

//const vec3 intervalMult = vec3(0.0009765625, 0.0009765625, 0.145); // Fine (presumably) for 64x64

//const vec3 intervalMult = vec3(0.00048828125, 0.00048828125, 0.2); // Fine for 128x128 tile size

//const vec3 intervalMult = vec3(0.000244140625, 0.000244140625, 0.1);// Fine for 256x256 tile size

6. Remove the // from whatever line matches the resolution of the texture pack you are using.

7. Add the // to the texture size you are not using (there should only be 1 line without the //).

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