Jump to content

KazanNinja

Members
  • Posts

    18
  • Joined

  • Last visited

Posts posted by KazanNinja

  1. Hello all, I've created a few KSP renders and I would like to share them.

     

    Nights On Laythe

    KAxwt3Q.jpg

     

    Sunsets On Laythe

    Sunset On Laythe 1080

     

    Kerbin

    tXUFRet.png

     

    Left Behind

    y9wul6k.png

     

    Flying Over Laythe

    Flying Over Laythe

     

    Mun Landing

    YbOWIuC.png

     

    Kerbal SLS

    T0VCfFz.png

     

    I will add more as I make more, also if you have an idea that you'd like to see rendered, I'd be happy to give it try if I think I can do it.

  2. Hi Rareden, regarding to the shots from "Voyager" specifically the one with Jool and Vall, how did you get so much detail into the craters and landscape of Vall? Are they procedural maps or something?

    Thanks, great work btw

     

  3. 6 hours ago, stupid_chris said:

    Then I really highly doubt this is the right tool for you, this is meant for quick runtime access to the height data, not to render 3D models. If you used this you would have major resolution differences between the poles and the equator and that could end up looking rather unsightly.

    Yep I also notices that, the poles are very blocky. Either way it still looks pretty good, and I can get the base models of the planets.

  4. 2 minutes ago, stupid_chris said:

    I'm not seeing the point to go to such ridiculously high resolutions to be quite honest, at *worst*, 5760x2880 should do the job in all the needed cases, but even then I'm doubtful internal resolution goes that high, I think it's 2048x1024 (or 4096x2048, this would require checking)

    I'm using these maps for 3D models of the planets to give correct displacements, like mountains, so a high resolution map would be awesome to have. I see what you mean though. 

  5. 1 hour ago, stupid_chris said:

    You have to realize that there is an internal resolution limit. This mod can't extract a greater resolution that the one used internally to create the PQS heightmaps. I don't think such high resolutions would be relevant at all. That resolution is ~11 times larger than one of those I'm using, and remember that this is quadratic, so this means it would be about 121 times longer than the 1440x720 maps. And this is per map. You're not gonna see the end of it.

    At this point it's just important to understand that larger is not always better, really the benefits of going through that are near null.

    Yes that's what I thought, after doing several different resolutions, I didn't see much change in detail. Thanks for the info, I wish there were higher resolution maps.   :\

     

  6. Direct3d is under the umbrella that is DirectX. DirectX has a whole bunch of non graphic API as well to support 2d/sounds/input/etc.

    Everything under directX is a microsoft product so designed and built only for windows.

    Wine tries to map directX graphic api calls to opengl.

    The Unity engine the game runs in has support to run openGl directly, so I would not bother with Wine.

    If your graphics drivers are up to date the main bottle neck in the game is CPU. What are you running?

    I'm running an i7 2600k 3.4ghz , GTX 980, 32 gb of RAM.

  7. Wow! Thanks for all the replies, so from what I learned, DirectX is not what I need and KSP doesn't run on it either??? Does it run on Direct3D??? (and also Wine is possible but... you know... RAM...) As for drivers, I'm running on a GTX 980 using the proprietary drivers, the performance ins't too poor, but I get around 20FPS launching a Learstar A1. (I'm not quite sure if that's what other people get either.) So should I be seeking Direct3D instead of DirectX???

    Thanks for all the help

  8. From what I've seen the Linux version of KSP uses OpenGL, not DirectX (Is it DirectX?) For me this causes more lag than what I would get if I were running it on Windows. Is there a way to not use OpenGL? And instead use DirectX?

    Correct if I'm wrong. I'm not quite sure what KSP runs on when it's not using OpenGL

  9. http://i.imgur.com/MK2GZsC.png

    Definitely inverted here. Looks like the VTOL engines have protective covers for reentry, not sure I'll add those though since it's unnecessarily complex.

    The idea of inverted reentry seems to be something which got lost somewhere along the process of designing the Lander's appearance in the film, since the earlier concept art has no windows on the top of the Lander and a thick heatshield. It's a shame cos that would've been quite cool.

    I think the reason of reentering inverted is to protect the payload that is under the Lander
  10. I made an album of the Lander and Ranger Exteriors. I'll start working on the Ranger and Lander Interiors, Ill also get some Endurance Exteriors and some Interiors. (Thank you ionif for the video)

    Ranger Lander EX: https://imgur.com/a/DNSBv

    Ranger Lander IN: https://imgur.com/a/LCMyO

    Endurance EX: https://imgur.com/a/HKt0U

    Endurance IN-Nav: https://imgur.com/a/ISRF6

    Endurance IN-Hab: https://imgur.com/a/BZacW

    Endurance IN-Cryo:https://imgur.com/a/Ezf9S

    Also for the landing pods for the lander. I think they might be the small pods on the inside on the top of the modules like this.

    7b55bc9fde.png

    And again for the Lander engines, it looks a bit more skewed and extends farther down

  11. The Rangers will be ready when Shryq has time to work on them. I don't have any control over that.

    I would make a cinematic but the computer I play KSP on isn't really powerful enough to run it on high quality and screen capture at the same time. Much as I'd love to I don't think a cinematic will happen, at least from me. If anyone else wants to then that'd be brilliant though.

    If I may ask, can I have the 3D models for the Endurance, Modules, Lander... etc? I would like to create some 3D renders with them.

×
×
  • Create New...