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About rbray89

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    Shader Wizard

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  1. I think I can get this done over the long weekend.
  2. It is set up so that whatever was x is now red,y is now green etc. So I guess yeah, it needs to match. It isn't so much being ignored but more along the lines of "this isn't easy to answer in a short period of time kind of question" Long story short: there is no "quick" way to increase the cloud cover. I hope to be able to address this in the future. In the meantime I'd recommend SVE for configs and textures as it seems to strike a good balance for cloud cover.
  3. Yes, this is in play in the latest BoulderCo Package. It is just the two textures and the texture config for them.
  4. That's actually the point... Just as Eve is supposed to be the Venusian proxy, it has a thick atmosphere of very dense clouds. To land, I recommend either going in blind and then targeting your approach once through the clouds, or better-yet, use scan-sat to see the body through the clouds.
  5. Fixed the link. Thank you for pointing it out!
  6. *SIGH* Did you read the OP and ignore it or just not read it at all? I need logs to diagnose things. http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  7. Did you get the latest release? The mun shouldn't have lights on it anymore.
  8. rbray89

    Depreciated SVE -Do Not Enter-

    No... there is only one set of geometry for clouds...
  9. rbray89

    Depreciated SVE -Do Not Enter-

    Enhanced shading to the particles so that they have a "scattering" and "spherical normal-map" effect.
  10. I don't know why in the world you'd want to do that... It would look pretty terrible... but you'd want to do that you'd want to change noiseScale to very small values. I think it should work if you make them 0. All GPU.
  11. rbray89

    Depreciated SVE -Do Not Enter-

    Yeah... Once I realized what I had created I was rather surprised it works so well. It does require people to tweak it for the best effect, but as you've shown, it can look fantastic when used properly
  12. That is odd... One thing you can try is using the "Debug" build instead of the "Release" build. I setup pre/post build commands for the different projects. _BuildManager should create the .mdb files using the mono pdm2mdb util. Then substitute the KSP.exe file with the Unity dev build runtime: Not sure why other mods would affect this, but this is likely a small order issue with the Remove function. So I've brought in the changes from the amazing @Waz into the mainline. You can get the new clouds here: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/PRE-1.1-3 I'd like some feedback before they get merged into the standard release.
  13. RGB=XYZ in that order one set is for + the other for -. Yeah, this was to try to provide a way to supply the dev builds without publishing a new release all the time. I really didn't want to add the build products to source, but there wasn't any other good way of doing this. The current build process is to use the Unity 5 compiler. Unfortunately they removed cgbuild in Unity 5. Hoping to find a better build process for Unity going forward. See above. I think I'm going to get rid of the interim builds in the repo to make it easier to push/pull/clone. I think I know where this is coming from now... The PQS texture isn't fading out... I think this is an easy fix.
  14. Updated: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.1-2 Bug fix for rando city lights, enhanced cloud shading.