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Electrocutor

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Everything posted by Electrocutor

  1. Would there be a way to arbitrarily set the depth buffer to a much nearer far plane, while still only using a single camera? Or have it prioritize precision nearby? I also wonder if allowDynamicResolution would help. I see that DepthTextureMode.MotionVectors holds 4 times more data than the other modes, but I'm not sure the resultant depth texture would be useful to what needs it.
  2. That looks like your normal map has issues. And if you're not using a normal map, you need to enable the TU_BC5_NRM keyword because the default "bump" that unity assigns has one channel wrong.
  3. @Shadowmage Is there any cfg syntax that can be used to add a reflection probe to the MainMenu? Using my plugin that uses procedural application of TU to everything, the visors of kerbals look very wrong with no reflection probe. Also, could you add a _SpecAlphaInvert property that would apply to either color.a or spec.a maps depending on TU_STOCK_SPEC? The use case is for transparent shader, the alpha channel is generally exactly inverted to what you want for smoothness.
  4. @Shadowmage For transparency, here are the options that stock shaders use: most have _Cutout property default 0.5 Queue: Transparent, RenderType: Transparent Queue: AlphaTest, RenderType: TransparentCutout Queue: AlphaTest, RenderType: Opaque some use alpha:fade some use alpha:_Cutout some have ZWrite On, some don't some have ZTest LEqual, some don't some have a Pass{} with ZWrite On, ColorMask 0, then later only ZTest LEqual I don't think there is a need to cover everything, but the ability to use _Cutout would be most useful ---- I'm also trying to figure out what SurfaceOutput.Specular does. That is what the _Shininess value is put into. For the time being using _SpecColor *= _Shininess seems to make the surface look how it does with stock shaders. This is the actual shader code (from PartTools): inline fixed4 LightingBlinnPhongSmooth(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten) { s.Normal = normalize(s.Normal); half3 h = normalize(lightDir + viewDir); fixed diff = max(0, dot(s.Normal, lightDir)); float nh = max(0, dot(s.Normal, h)); float spec = pow(nh, s.Specular*128.0) * s.Gloss; fixed4 c; c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten); c.a = s.Alpha + _LightColor0.a * _SpecColor.a * spec * atten; return c; }
  5. The TU transparent shader is locked into zwrite=true, srcblend=alpha, dstblend=oneminusalpha, and doesn't have a cutoff option. This can lead to some cases where it doesn't work.
  6. @Shadowmage It's been mentioned to me that the most likely reason for banding is if the color precision is off, for example blending the depth (16-bits per pixel) into a normal texture (8 bits per pixel).
  7. I forced all materials to use Texture2D.normalTexture, which is a completely flat default, here is the result: https://i.imgur.com/deKfXgb.jpg I also noticed that the reflections are 180 degrees off; is that a bug with stock? [Update] I think I figured it out. The TU shaders are broken/unbroken if TU_BC5_NRM is not enabled. The exact criteria eludes me yet for when it should be on and when off; as the format of the normal is not the deciding factor. Can you not use the built-in UnityCG.cginc unpacking? Perhaps I found the hiccup? fixed3 normal = UnpackNormalTU(tex2D(_BumpMap, IN.uv_MainTex)); should be fixed3 normal = UnpackNormalTU(tex2D(_BumpMap, IN.uv_BumpMap)); If you want to see the issue yourself, you can also just set the _BumpMap to null or Texture2D.normalTexture so that it will use a completely flat one. i.e. old format must have 1.0 on A, new format must have 1.0 on R, then everything plays along happily together.
  8. This mod doesn't do anything. You have installed a configuration file from somewhere that uses this mod that causes the issue. You'll want to let that mod author know so they can look into it. Usually if parts turn black it's because you haven't enabled reflections in the game settings. @Shadowmage I've been tinkering with some blanket implementation and procedural diffuse-to-albedo algorithms, but I've run into some oddities (with stock parts of course). Could you please see if you know what's going on here to give me a direction?
  9. Over at the Unity forums, they chalk the banding up to the near and far clip planes on the camera: Shadow might need to allow these setting tweaks via config. Otherwise, perhaps setup the near/far clip to be dependent on zoom level?
  10. I've not messed with it, but it should be things like turning lights on and off. If you disable the event then it wouldn't be an option.
  11. TUFX is basically the replacement for KS3P. KS3P is based on the official v1 unity post processing pack; TUFX is based on v2. v3 uses Unity's all new rendering pipeline, so it will probably never make it into KSP. https://forum.kerbalspaceprogram.com/index.php?/topic/192212-19x-tufx-post-processing/
  12. Where did you find the resolution for the missing AnimatedIntake module?
  13. @DMagic Could you please add a NEEDS[UniversalStorage] to the relevant parts? You have already done so for UniversalStorage2; or perhaps they could just be removed since I don't believe the authors support the first version anymore?
  14. @DMagic It looks like KSPedia stuff needs a recompile. [ERR 08:21:06.529] The AssetBundle 'file://C:\Games\KSP 1.9.1\GameData\SCANsat\Resources\KSPedia\scansat.ksp' can't be loaded because it was not built with the right version or build target.
  15. Near Future Aeronautics: [ERR 08:20:40.560] DDS: DXT3(32x32, MipMap=False) - DXT3 format is NOT supported. Use DXT5 [WRN 08:20:40.560] Texture load error in 'C:\Games\KSP 1.9.1\GameData\WildBlueIndustries\001KerbalActuators\Icons\Gear.dds' [ERR 08:20:40.649] DDS: DXT3(512x512, MipMap=False) - DXT3 format is NOT supported. Use DXT5 [WRN 08:20:40.649] Texture load error in 'C:\Games\KSP 1.9.1\GameData\WildBlueIndustries\001KerbalActuators\Parts\Utility\SampleArm\BaseUnit.dds' [ERR 08:20:40.659] DDS: DXT3(512x512, MipMap=False) - DXT3 format is NOT supported. Use DXT5 [WRN 08:20:40.659] Texture load error in 'C:\Games\KSP 1.9.1\GameData\WildBlueIndustries\001KerbalActuators\Parts\Utility\SampleArm\Mk1StationArm.dds' [ERR 08:20:40.670] DDS: DXT3(512x512, MipMap=False) - DXT3 format is NOT supported. Use DXT5 [WRN 08:20:40.670] Texture load error in 'C:\Games\KSP 1.9.1\GameData\WildBlueIndustries\001KerbalActuators\Parts\Utility\SampleArm\Mk1StationArmEmiss.dds' [ERR 08:20:40.751] DDS: DXT3(512x512, MipMap=False) - DXT3 format is NOT supported. Use DXT5 [WRN 08:20:40.751] Texture load error in 'C:\Games\KSP 1.9.1\GameData\WildBlueIndustries\001KerbalActuators\Parts\Utility\SampleCrane\KonstructionKrane.dds' [LOG 08:21:17.017] PartLoader: Compiling Part 'NearFutureAeronautics/Parts/Nacelle/nfa-intake-largeshock/nfa-intake-largeshock' [ERR 08:21:17.020] Cannot find a PartModule of typename 'AnimatedIntake' The MiniAVC also throws errors on the WildBlueIndustries stuff. Angel-125 does have a newer 1.8.1 version of actuators on github. The missing AnimatedIntake module seems like it might require an additional dependency of B9AnimationModules. Adding B9AnimationModules does not correct it, though. NearFutureSolar: [ERR 08:21:30.948] Material doesn't have a texture property '_SpecMap' *there are a ton of these @Nertea Is there a way to setup the RPM-only internals to fall under MM so they can use NEEDS and only try to load if you have RPM installed? They cause a flood of logs for the missing prop models and such. (MarkIVSystem/Spaces/mk4cockpit/mk4cockpit-internal-rpm/mk4cockpitIVA-rpm, MarkIVSystem/Spaces/mk4cockpit-2/mk4cockpit-2internal-rpm/mk4cockpit-2IVA-rpm) After installing all of your mods (Restock, NearFuture, MkIV, HeatControl, etc), there seems to be 3 B9 resource registrations that duplicate a name somewhere (I would assume this is non-destructive though): [LOG 09:25:02.095] Generating field configuration for type B9PartSwitch.TankResource [ERR 09:25:02.099] B9TankSettings: The tank type OX already exists [ERR 09:25:02.099] B9TankSettings: The tank type LF already exists [ERR 09:25:02.100] B9TankSettings: The tank type LFOX already exists
  16. @Sigma88 Have you noticed if these last couple revisions of PQS actually add any new features or if they're just fiddling with textures and how it shades and such?
  17. Sure. It'd help a ton if you could come up with a list of technology advancement nodes you want to use: things like wood & steel -> aluminum -> composites for structural or whatever. They would encompass countless parts depending on their application. I could try to come up with nodes myself, but it would be unlikely to fall in line with your original thoughts on how to categorize things for ETT. Doing a couple quick tests, I should be able to use the magic of ModuleManager to apply these on a grand scale, covering all parts regardless of stock or mod so long as they fit certain criteria. My first thoughts for stat improvement is: new-50%, improved-80%, advanced-100%; this would provide for a very notable improvement in functionality on existing parts as you progress through the tree, but would need to make sure it doesn't cross any practicality thresholds. Certain types of tech may need more or less than 3 improvements as well, but it seemed to me a good generic starting point. First Thoughts of Improvement Types: Structural Materials (mass, impact tolerance, g-force tolerance, heat tolerance) Thermodynamics (heat tolerance, ablator per mass, heat transfer rate) Charge Density (electric per mass ratio) Combustion (thrust, fuel efficiency) Cryogenics (liquid fuel/oxidizer per volume, mass) Gyroscopics (force per mass of reaction wheels) Software (SAS modes) Hydraulics (gimbal range, piston efficiency and max force) Electromagnetics (servo/rotor efficiency and max force, generator/alternator efficiency, wheel efficiency) Aerodynamics (drag, max lift) Chemistry (ISRU efficiency, fuel efficiency) Analytics (science efficiency)
  18. I just use low 128 most of the time unless I happen to have some parts with large reflections on them, like a giant glass dome.
  19. He means the actual in-game settings. Squad defaults KSP to have the majority of visuals turned off or at low quality.
  20. @Shadowmage Do you intend to include your lightweight atmospheric scattering shader along with the post-process stuff?
  21. @Probus ETT is bar-none my favorite tech tree, although there are quite a few things I'd do a bit differently, the concept is sound. If you're intending to put time into this again, would you be open to the idea of using part upgrades to reflect advancing technology. For example, have battery nodes in the tree to go through Lead Acid, Nickel-Metal Hydride, Lithium Ion, etc and have that reflect in the mass and charge of anything that contains battery power.
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