Jump to content

Poodmund

Members
  • Posts

    1,988
  • Joined

  • Last visited

Everything posted by Poodmund

  1. I am glad you were able to fix it. I hope you like traversing the OPM system now with these visuals! Honestly there are a few packs out there that do a terrific job at giving the stock planets great visuals such as the stock EVE Configs, SVE and KSPRC. @MrMeeb is also in the process of reincarnating Astronomer's Visual Pack for the new EVE builds; because of this, I do not feel that spending time working on the stock planets is beneficial. However, again, I cannot recommend the aforementioned packs enough.
  2. Very nice, I especially like the Hale ground texture and the Sand texture is very well tiled. Blurry ground textures have been the bane of KSP for a while.
  3. However, packaging dependencies can cause issues for other mods if you do not keep up to date with releasing new distributions when your dependencies update.
  4. The license file included in the AVP-Interstellar distribution states the same as what the OP stated.
  5. You can also use http://hugin.sourceforge.net/ to convert between the two, rotate Cube Maps and all kind of things. Also, @Proot, can I just confirm that the pqs.cfg has been updated to the latest EVE syntax so I do not have to include an overwrite with my visual pack distribution? I did not hear back last time I asked so I am just checking.
  6. For my dev build I am using blackrack's latest release build and also the updated .dll files that he has been posting in the Scatterer thread since then. The updated Scatterer files should not make this mod 'work', they will only fix minor visual bugs. As far as EVE is concerned, I would use rbray89's latest dev build from the GitHub repository. Looking at that NulRef, am I safe to say that you are also using another visual pack mod? In other news... I whipped this up yesterday in time for the next build release. Please ignore the rings not rendering in front of the planet or the lack of shadow projected over the rings behind Sarnus/Urlum, this is due to Scatterer and 'Blackrack' is aware of this issue. I am not great at making videos or anything like this but I just wanted to capture some raw game footage to stick in the OP as it is a bit barebones at the moment when considering the latest 'looks' of the visual pack. v0.1.3 will be coming soon and will 'probably' be the last pre-release... then on to v1.0.0!
  7. Thanks for your feedback. I am currently working on preparing a v0.1.3 release... here's a sneak peak of Sarnus. Please ignore the rings not rendering correctly at this time. This is an issue (I think) with Scatterer where the rings pass behind the planet and also appear lit in the planet's shadow.
  8. I personally use SmartGit as a Windows UI. You basically create a new repo on your GitHub account, clone the repo in SmartGit, create/edit the files locally where you have specified the clone to be, then commit and push them to the remote repo on GitHub. That's very much simplifying the method but there are plenty of tutorials/YouTube guides out there if you want to look into it further.
  9. I couldn't test that situation (I couldn't set up an orbit/alignment case to test ), I would think its almost very-improbably as what I found is that it depends on altitude of orbit/proximity to body??? Heres a video of whats going on: https://vimeo.com/153108435
  10. Using the latest dev build and files that you have posted here, Blackrack, I have just noticed I am getting this old bug again: http://i.imgur.com/2WFN83j.png, where the Scatterer effect renders ahead of any planets in front. I though that this got squished a while back? EDIT: After a little poking (and I know this is technically outside your remit but) this seems to be happening when orbiting Urlum (Outer Planets Mod) and a body is passed between it and the camera. When I switch the craft to orbit Polta the 'mask' effect immediately disappears. Is there something that should be added to any further added bodies to remedy this?
  11. Of course, I know that rbray is also contributing to Kerbal Krash System quite a lot too so... yeah. With 1.1 Soon™ also I would not put it past mod authors to be taking a backseat until its out to be honest. I know I would. Anyway, issue logged, if you have any further details you'd like to share then leave a comment on the repo: https://github.com/rbray89/EnvironmentalVisualEnhancements/issues/42 EDIT: Also @Proot, congrats on your 1000th post above too.
  12. It happens when the PQS Fade is initiated, the Cloud Layer renderer seems to stop working until PQS has been 100% faded in. I reported this with a description, logs and a video a while back but not sure whether it was seen. Anyhow, I will log it as an issue on the Git repo. AFAIK, it might be worth waiting for a fix to be committed rather than trying to fudge KSP's own workings to get around it as it may introduce more issues than solve.
  13. You created a Git repository for the previous version of Planetshine. GitHub is probably the most reliable and up to date way of hosting your mods in my opinion. Why not utilise it more by releasing to your dev branch?
  14. I too can attest to how handy working with a Git Repo is. It makes local managing of your files easier too.
  15. Sounds like you still have Scatterer enabled around Jool. Remove this entry from the \config\PlanetsList.cfg Item { celestialBodyName = Jool transformName = Jool loadDistance = 50000000 unloadDistance = 100000000 hasOcean = false } Presently, Scatterer cripples frame rate when effects are loaded in for Gas Giants. So in orbit around Jool or any of its Moons you will experience your FPS drop.
  16. Potentially. rbray89 made this commit to the EVE Git Repository titled, 'Window Updates'. rbray89 hasn't been too active in this thread as of late so I am not sure what the push did: Link Its looks as if the rendering process has changed... give it a try and see?
  17. Errrr, not exactly. I mean, it will still work without Scatterer. It may look different that what I intended for bodies to look like but feel free to use it and if you like how it looks, then great! If Scatterer is giving you lag only around Gas Giants, be sure to remove all entries for them in Scatterer's PlanetList.cfg file.
  18. Thank you. I understand your concerns and yes I kind of agree... my old Tekto used to look like this: ... using Eleusis La Arwall's configs for AVP-Interstellar and I would like to get some thick, fuzzy atmosphere back but it is difficult to achieve now with the new EVE format. I have some ideas though. If you are going to try this pack out, I forewarn you that I hope you are either using a 64bit capable executable or like running close to a 32bit memory limit as I have no optimized this yet for low RAM usage.
  19. With regards to the old-EVE/new-EVE thing, it is hard to create any visuals that add the "atmospheric-glow" that was achievable with the old-EVE. For my clouds, head over to my thread and tell me what you'd like to see different as I am still at the stage where I would consider a major redo of what the moons look like. I have a few ideas to try and get around the atmo-glow but need some time to put it into practice.
×
×
  • Create New...