rbray89

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About rbray89

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    Shader Wizard

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  1. I'm preparing to make an EVE release for KSP 1.2 once it's released. It would of course be much cleaner if it was from your repo, so please let us know if you're still in the KSPiverse. Thanks for EVE in any case, it really became a valuable mod with the proper 64-bit - now we can have visuals AND parts :-)

  2. I think I can get this done over the long weekend.
  3. 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.
  4. Yes, this is in play in the latest BoulderCo Package. It is just the two textures and the texture config for them.
  5. 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.
  6. Fixed the link. Thank you for pointing it out!
  7. *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/
  8. Did you get the latest release? The mun shouldn't have lights on it anymore.
  9. No... there is only one set of geometry for clouds...
  10. Enhanced shading to the particles so that they have a "scattering" and "spherical normal-map" effect.
  11. 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.
  12. 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
  13. 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.
  14. Hello.  I did read you page and am not sure how to provide that information for you, sorry.  I do have a question though.  I wanted to download the E.V.E. mod.  it looks great.  But I have not yet because I looked through all the kerbal space program files and can not find the installation file.  Is that the "gamedata" folder I should unzip it in?  I really would appreciate any help with this. I don't want to put the file in the wrong place......auuughhhh.  Thank you

                                           Chuck