XaiJu
cubeir
cubeir

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Vanilla RTX v1.20 (Trails & Tales)

Minecraft 1.20 Trails and Tales Update is around the corner (with the first pre-release spotted this week). This update closes all Trails of the Tale by bringing full support for the rest of new additions, so when 1.20 arrives, be at ease, everything is already finished & fully covered!

Changelogs:
• Added full support for Calibrated Sculk Sensor
• Added full support for Pitcher Crop base & Pitcher Crop
• Added full support for all stages of Sniffer Egg
• Adjustments to Amethyst block's emissivity
• Decreased weeping vines emissivity to be much more subtle
• Decreased crimson and warped logs emissivity
• Decreased crimson and warped fungi emissivity
• Fixed double plant rose top using paeonia heightmap
• Updated missing tile normal map to match dirt
• Updated redstone comparator and redstone repeater
- Updated quartz parts on redstone comparator to match other quartz blocks
- Updated stone parts on both to match stone

• Fixed torchflower last stage textures not being applied properly
• Updated pack icons for Trails & Tails Update
• Removed unused files
Bonus: I've heard you, torchflower should glow, but since they don't emit any sort of light under any conditions in vanilla Minecraft, my hands are tied, but here's a tiny pack that does it in case you're not visiting your Discord frequently.


Notes & Other updates:
In order to catch up with Minecraft's version, and to make it simpler, Vanilla RTX & Minecraft versions now match & will continue to with future updates.
This update puts an end to another chapter of Vanilla RTX updates, with 1.20.0 fully finished & Minecraft 1.20 pre-releases around the corner, Vanilla RTX's development will be slowed down for the a little while.
I'm shifting more of my focus towards RTX Reactor instead, as I have envisioned what it can become & can see great potential.
There's a severe lack of compatible resource packs for Minecraft RTX, and RTX Reactor can solve it just as well as a human would, as if they were tasked with converting all bedrock edition resource packs for Minecraft RTX.
I'm actively working on new features that can tremendously improve the look of converted packs, stay tuned for more updates!

Vanilla RTX v1.20 (Trails & Tales) Vanilla RTX v1.20 (Trails & Tales) Vanilla RTX v1.20 (Trails & Tales) Vanilla RTX v1.20 (Trails & Tales) Vanilla RTX v1.20 (Trails & Tales) Vanilla RTX v1.20 (Trails & Tales)

Comments

Hi, I checked cauldrons, apparently water texture is mixed with lava in cauldrons & when filling it potions, lava texture is displayed only momentarily. After digging a little deeper, I understood that both are a game-related issue. This was evident from that fact that even without Vanilla RTX, this issue is present on the stock/unmodified game.

CubeIR

i think i found a small bug: the water filled cauldron looks like it's filled with lava (without the glowing effect). Or is it a design choice?

Mordred

Hi, that's a known issue with the way game handles hand rendering where your hand appears to be affected by FoV settings, I suggest that you lower your FoV to somewhere between 60-70 to minimize this effect.

CubeIR

Is there a way to fix the FOV issue where it zooms really far out in the game with the resource pack enabled?

Dave

Yes, this helps narrow down the issue, I can better understand what's causing it to fix it.

CubeIR

Actually now that I think about it. My friend uses no packs and has the same issue. Though we both have the patches downloaded from past posts downloaded.

Lonelyhousecat

I am. Should I try disabling other ones to solve this?

Lonelyhousecat

Hi, I'm unable to reproduce this issue, are you using any other packs alongside Vanilla RTX?

CubeIR

i noticed 2 issued today for the new update where llamas arent able to be seen. same goes for the boars in the nether. is there a patch for this?

Lonelyhousecat

Hi, could you message me on Discord? there you can share screenshots with me and we can fix it efficiently. Xubeir#3036 If you can't, could you explain the exact steps you went through?

CubeIR

I'm having trouble getting this to work, my drivers and everything are updated but the raytracing option is still greyed out.

Okapi

Hi, It's alright, this is a common question, this post on the discord explains it: https://discord.com/channels/721377277480402985/1045014388035309578/1045014388035309578 Or here's a comparison gif: https://media.discordapp.net/attachments/1045014388035309578/1045014388706390176/Compare_animated.gif You're right, Vanilla RTX uses heightmaps, which later the game uses to generate normal maps that emboss and deboss certain pixels depending on height differences, while Vanilla RTX Normals is defining curvature on the surface per pixel, which one might say is more standard. If you have more questions, feel free to ask.

CubeIR

Only one can be used at a time, each provide different looks.

CubeIR

Should I be using both of them at the same time?

Austin

This may be a dumb question, but what is the difference between the RTX Normals mcpack and the other one that is just "Vanilla RTX mcpack"? I notice when I use "normals" the blocks aren't embossed but using the other one, everything looks to be embossed and genuinely looks better. (IMO) Thanks dude, love the work you're doing!

Austin


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