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plonk

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About plonk

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  1. Yes! Fix confirmed. Great work @R-T-B, thank you very much! Replacing the sunflare works fine, too. Astroniki's sunflare is back!
  2. Actually, terrain geometry is occluding the flare, too. I should have posted better images. Added two more to the gallery linked in my previous post. While providing new sample images, I've discovered another oddity: if moving the camera towards the ship (see image #4 vs.image #5) the sun (not the logical lightsource itself) disappears. Edit: I cannot pinpoint situations where the flare disappears while the sun is over the horizon (like img #4 & #5), yet. I'll report as soon as I see the pattern
  3. That's totally understandable. Sure thing! Have a look at the images on Imgur Big thanks for your efforts!
  4. It's so good to have scatterrer back scattering! KSP simply feels wrong without it. But on my install, lenseflares are still occluded by geometry. Interestingly, in map view lensflares are rendered correctly. I tried unofficial Releases V1.41 nvidia shadow hotfix, and V1.3, both with dx9 and dx11. My machine is pretty old and limited though, having 8G RAM and a GTX660 with 2Gig. Despite of this, the occlusion issue didn't occur with KSP 1.8. Anyone out there, running KSP 1.9.1 with scatterer on an ancient GTX660 without this bug? KSP.log on paste2.org
  5. If I may add, most decent editors can record, save, and exec saved macros (e.g. Sublime Text). You have a pretty good usecase for them here. Text replacements via RegEx can also come in very handy every now and then.
  6. Hi, and welcome to the forums. Sure. It's essentially derived of the configs I've found in this thread. I don't remember anymore which user provided the base works for this particular config, so thanks to all users that provided configs. You should also try out others' configs, and modify or merge them. Be sure to check the output of the debug console (alt F-12) or the KSP log to identify unsupported config sections/shaders. For example, I run into problems if I try to use Eye_Adaptation. Hope this helps,and here you go:
  7. Not really, but some kind of. You need to prepare mask images and config files for the parts though. See another Mod, namely TU Stock Recolor which is part of the TU Recolor Depot available here: It comes with a simple GUI that enables you to tint (not replace) colors, adjust reflectivity and metalness in the VAB/SPH. It's not too comfortable to work with, but it does the job. Here's a screenie of TU + TU Stock Recolor in action, running on my old GTX660. I've assigned the chrome, grey and green colors using Stock Recolor's unified switching GUI. Here is an example of a mask
  8. That's, great. Meanwhile I've began to read into how Unity's graphics works, but there's no way of trying things out at the moment. Sadly, spare time is rare. I didn't install Unity, or Visual Studio, yet. And if I'd do, I'd have no Idea how to set up an environment to test KSP mods and shaders. So please let me rephrase: " Maybe someone can give a pointer / links to a condensed guide to get started modding KSP and its shaders?". I'm probably going to make a fool of myself again, but I've been using Notepad++ without syntax highlighting, and found out most using "search in files"
  9. I'm neither a KSP modder, nor a gpu-shader wiz of any degree, nor do I know much Unity3D specifics. But I do know pretty much of the maths and many techniques involved in CG, and I'm experienced in C-like syntaxes (A couple of years ago , I've developed some CPU based raytracing and raymarching visualisations of x-ray CT and MRT volume data [C/C++/Java], and have played a little with WebGL). So I went on a little adventure, reading "alien code", after I've downloaded the built-in shaders' sources (here, took Version 5.4.0 built-in shaders) and digged through the code. I dug through small
  10. That sounds a little odd, probably because I've wrong assumptions about rendering in KSP/Unity. My first bet would have been, that the information stored in the sun's shadow map would suffice to decide if a point is lit directly by it's light or not. At least in (unoptimized) theory, shadow maps are geometry agnostic, too. Looks great anyway. Guess, I'll browse the Unity docs for a while, to get a rough understanding of it's rendering pipeline. Just out of curiosity. Thanks!
  11. Looking for advice: I noticed, that specular highlights from the sun appear in shadowed areas. They are dimmer than in lit areas, but they are still very visible. Is there a way to dial their intensity down when in shadow, maybe via config?
  12. It took almost a whole day of tweaking configs and NRE's, but now I've got KS3P running fine in concert with Scatterer + EVE + PlanetShine + Texture Replacer +Textures Unlimited on a GTX 660 (DX11 for TU). It makes me very happy to see this running on my aged hardware! A big thank you, @The White Guardian for this great mod. And some big thanks to all you guys posting configs to learn from, and start with!
  13. After a saturday of fiddling with configs and NRE's, I finally got it all working: Scatterer + EVE + PlanetShine + TR with visor reflections + KS3P + TU in KSP 1.6 on a GTX 660. Framerate is not the best, but it makes me very happy, to see this running on my aged hardware. A big thanks to @Shadowmage for this awesome mod. I do not want to play KSP without it anymore!
  14. Take a look at the OP, under Current Major issues. There's a link to the unity docs.
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