Most light and shadow need to change before identifying the leaves and water of TFC+.This tutorial will write some changes required for light and shadow.
Tip: Optifine must be used to use light and shadow, but it may cause TFC+ problems.For possible repair, find the Installation FAQ to answer.TFC+ community cannot help solve problems caused by Optifine, which exceeds the suggestions shown in Installation FAQ.
Install
Download Optifine for Minecraft 1.7.10 from https://optifine.net/;
Copy Optifine Jar into the Mods folder;
Download your favorite light and shadow, this tutorial detailed explanation of Sildurs Vibrant Shaders and The Chocapic13 Shaders, you can search and download on Baidu;
Copy the shader into the shaders folder.This is created when you first started TFC+ and Optifine;
Configure light and shadow according to the instructions below;
Press the ESC key and find the light and shadow you downloaded in the option-> video settings-> video settings-> shaders.
Conventional option
You can add this line of code to gbuffer_textured.fsh file, and the beginning of Void Main ():
if (! GL_FRONTFACING) discard;
This will prevent Z-Fighting rendering errors due to high grass, leaves and other blocks.
Sildurs vibrant shaders v1.22
Declaze Sildurs Vibrant Shaders v1.22 [Version] .zip file;
Find and open the file block.properties with a text document in the folder;
Find at the bottom (line 64): block.10018 = leaves leaves2
Add the following code to the bank:
Terrafirmacraftplus: Leaves Terrafirmacraftplus: Leaves2
Find at the bottom (line 69): block.10008 = flowing_water water
Add code to the line: Terrafirmacraftplus: Freshwater Terrafirmacraftplus: FreshwaterStationary Terrafirmacraftplus: Saltwater Terrafirmacraftplus: SaltWaterStationa Ry Terrafirmacraftplus: Hotwater Terrafirmacraftplus: HotWaterStationary
Save the text document;
TFC+water and leaves should now be identified by light and shadow.
Chocapic13 v6
Unzip Chocapic13 v6.zip file;
Find and open gbuffers_water.vsh in the folder;
Find in the middle (line 93): if (mc_entity.x == 8.0 || mc_entity.x == 9.0) {{
Add the following code later, before 9.0 right brackets (}):
|| mc_entity.x == id#.0 || mc_entity.x == id#.0 || mc_entity.x == ID#.0 || mc_entity.x == ID#.0 || mc_entity.x == ID#.0 || mc_entity.x == ID#.0, replaced ID#to freshwater, salted water and hot water (Including the ID number of flowing and static).Note: The ID number may be generated in each world.If you install NEI, you can search for water and move the mouse to the block in the result to get the correct ID number of your world, as shown in the figure:
NEI shows that the ID number of flowing idle water is 536, but not everyone is 536
Save the text document;
Water in TFC+should now be identified by light and shadow.
This light and shadow does not allow you to define multiple IDs for leaves.It can cover the original leaf block ID, but TFC+uses two leaves ID ("leaves" to cover many trees, "Leaf 2" covering many fruit trees and bamboo).No matter which one you choose, some trees will not have swaying leaves.The specific method is as follows:
Find and open gbuffers_terrain.vsh in the folder;
Find on the top of this page (line 17): #Define Entity_Leaves 18
Replace 18 to the ID of TFC+leaves.Note: The ID number may be generated in each world.If you are installed, you can put the cursor on some leaves to view the correct ID number, as shown in the figure:
Waila shows that the id of the leaves is 480, but everyone's ID may be different
Save the text document;
(Part) TFC+leaves should now be identified by light and shadow.