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Everything posted by rbray89
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Note that there is a maximum of 4 casters. If you went beyond that I don't think it'd work. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
A config needs to be added for those bodies. Same as the Shadows Config. Yeah, I think that's a little out of scope here. Maybe one of the cinematic mods does something? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It's definitely doable, but I'd suggest that most monitors have the ability to do this natively -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Migrating all the shadows and lighting to a universal system. After that I'm not sure. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Not really implemented. This feature was covered by scatterer, so I dropped it for the time being. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Its a change I'll have to make to get lighting and (celestial/cloud) shadows to play nice anyways, so realistically I have to do it anyways -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Exactly. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I'd recommend looking for visual packs for better textures. Those I have were quickly assembled and are less than ideal. They also usually address your tiling concerns as well. I'm more focused on enabling cool features and I have little to no artistic ability As for the coast, there isn't much that can be done I'm afraid. It is a stock issue completely unrelated to EVE. -
Shadows should be built-in to EVE already.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
You have to use a pack for the new bodies. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Don't know. Log wouldn't really help in this circumstance... Double checked the shader code, looks fine. Nothing that should cause the light side to show up in the dark. My immediate suspicion would be: 1) Installed incorrectly (anything from using old files to wrong location) 2) Your example may be flawed. Try using 0 alpha instead. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I use GIMP. The option for the mipmaps will determine if mipmaps are there or not. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Of course it is! You can always extract just the minmus portion and use that in its own config file though. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Still working on it. I have to move to an entirely different mechanism, which makes things difficult. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I use channel separation, so I don't want the images to be lossy. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, unfortunately there are lots of these kinds of limits... -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
rbray89 replied to pingopete's topic in KSP1 Mod Development
The GUI works. No one else has issues. It is ALT+(ZERO). If you are on Linux you may have to use other modifiers (LEFT/RIGHT ALT/CTRL/SHIFT) along with the 0. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
The bumpmaps aren't actually used... Forgot to remove that. So the issue only shows up after creating a new layer using the GUI? There aren't any problems with just using the configs? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Particles have changed. I also added a new option for cloud maps. Take a look at the new Kerbin configs. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
rbray89 replied to pingopete's topic in KSP1 Mod Development
GUI has moved to ALT+0 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
This is one of those things that is kinda hard to solve. Working on it though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Glad you like them! To reduce the number of textures (and help draw calls), I mapped RGB to XYZ as a single texture. You may need to take a look at the textures and configs in BoulderCo to see what I'm doing. Alright, that is seriously cool. I hope to add an option for the layers to "move up" at some point. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
There is a new dev update. New cube map system available, as well as the new shading. https://github.com/rbray89/EnvironmentalVisualEnhancements/blob/master/AnyCPU-EVE.zip -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It wouldn't work as well for something like kerbin unfortunately... I've looked high and low for something that will approximate procedural clouds, but I think I'm going to have to invent something. It's known. Squad never added the proper render tags to ignore it. Eventually I plan to overhaul the lighting system and I'll get to this. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah... that is due to the scale of the universe... I can only use floats so even this scaled system will run into the floating point limit. 4 casters is the limit. So systems need to only use the closest/largest bodies in their shadow config.