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Posts posted by rbray89
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3 minutes ago, curtquarquesso said:
This tends to get asked a lot. Any way that info could go in the OP?
I prefer a case-by case basis... Exposing the GUI directly would lead to (in my opinion) too many people messing with things they probably shouldn't mess with
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10 minutes ago, InfectedGrowth said:
Quick question: what is the hotkey for the UI editor? Did it change from alt+n?
ALT+0
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6 hours ago, Axly Kerman said:
Oops. Sorry to have bothered you. <>
No worries, let me know what you find.
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2 hours ago, Axly Kerman said:
2 CTDs within 6 minutes including restarting KSP. Both happened when exiting VAB. 64 bit.
rared log directories from the two crashes http://s000.tinyupload.com/index.php?file_id=07083539857338456640
If I should have included more than the two directories (2016-05-01_172138 and 2016-05-01_172712) I apologize.
You are running out of memory. Looks like it might actually be caused by Kerbal Alarm Clock:
5/1/2016 5:26:41 PM,KerbalAlarmClock,API Ready (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 673616. DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 673616. DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 673616. DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 673616.
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2 hours ago, Poodmund said:
I can use the X offset to adjust the Longitude but when adjusting the Z offset is does change the original latitude of the texture but it still rotates around the Y axis pole on the equator so you get a warbling effect.
Beware the incoming massive .gifs...
^ Works fine with no Z offset.
^ With a offset at Z the texture rotates around the Y axis pole sitting at 0 Latitude which creates a standing wave like warble.
Getting confused here. I ideally want the Z axis to work for the the offset but then not apply when the rotation is applied.
If I were doing this, I'd do it this way:
- Texture on Y axis.
- Offset of x,z,0
- Speed of x,z,0
- Rotation Axis0: 1,0,0
- Rotation Axis1: 0,0,1
- Rotation Axis2: 0,1,0
You just have to remember that you aren't using the body's axis, you are using the CLOUD axis. You have to imagine the axis being moved around.
This also means that you could do NON-X/Y/Z axis too... Say you want the clouds to swirl around the planet, you can do so by messing with Axis0 and Axis1 and speed/offset of x and z.EDIT: Thought I'd explain what you are seeing in your second GIF as even I had trouble visualizing it.
What is happening is that when you rotate on Y, you change where your X and Z axis are.
This isn't much of an issue when you only use X to rotate after your Y, but when you think about it, you end up with something like this: -
1 minute ago, Poodmund said:
@rbray89 I am trying to replicate a hurricane by using one cube face with the hurricane texture's, storm eye directly in the center of the texture. I apply it in game, say as the Top Face and change the rotationAxis1 to be 1,0,0 so that the texture rotates with its axes through the eye... creating a spinning storm. I can change the speed of the rotation of the storm by increasing the speed parameter as 0,x,0.
This is all desirable but when it comes to locking down the eye of the storm to a specific place over the planet/moon I am having trouble. I can change the Z value of the offset to change the Latitude of the storm but as I have locked down the other two axis of rotation into the same plane I cannot then change the offset of the X or Y to change the Longitude of the storm so that I could, for example, have two storms 10 degrees South of the equator, but on opposite sides of the sphere.
Any ideas?
The axis of rotation are applied in order... As are the offsets. So what you can do:
- Place the texture on the Y axis.
- Rotate on Z or X using offset
- Rotate on Y axis using speed.
This will get you a spinning texture at wherever you rotated the Y axis to be.
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4 minutes ago, Warezcrawler said:
with same version number?
Yeah, it was lazy of me, but it wasn't game-breaking so I didn't bother pushing a "real" update so to speak.
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5 hours ago, Warezcrawler said:
In space flight I get a lot of null reference errors, which I believe is related to EVE, based on there is a dll called "Utils.dll" in EVE.
[EXC 11:17:01.668] NullReferenceException: Object reference not set to an instance of an object Utils.DeferredRenderer.OnWillRenderObject ()
It comes many, many, many times in a row. I have had flight where it did not appeare, but I'm unsure of what is causing it.
Can anybody conferm this error?
This may simply be an old install (there was a quick patch put up shortly after release to address this).
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Now that we have command buffers, it should actually be surprisingly easy to do. I have a few things I'd like to add before I get there though.
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Also, with EVE, I made it so the cloud layers can rotate on up to 3 axis, and an option to "kill" (negate) planetary rotation. What this means is that you could set an axis on X or Z with body rotation killed to create a Uranus style rotation.
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2 hours ago, SquaredSpekz said:
Celestial Shadows? So Mun creates shadow on Kerbin?
Exactly! Be on the lookout for it. Craft aren't currently affected yet though.
2 hours ago, Tricky14 said:Hi, bit of technical feedback here. Eve is good, but nearby planets and to the ground the textures and light sources kind of tend to scale poorly.
I was wondering if megatexturing might be a better solution for EVE. It's supported in Unity 5 and allows you to maintain detail at all distances at no significant memory increase. Tradeoff is a larger download size, but I don't think that will hold many people back from EVE at this point.
I actually do something similar in the shader (the large equirectangular format has been replaced with a multi-map system. Textures can now be represented as 6 (or 2) textures where RGB components equate to the different sides of the cubemap, or one channel in the 6 textures is used for one alpha mask). The problem isn't actually the mechanism, it is my awful textures (programmer not an artist) If you open up the textures in GIMP or PS you'll see what I mean. Other pack authors actually know what they are doing in graphics packages. I just supply the backend Right now my textures are 2k (actually scaled from 1k without any detailing), but they could easily be bumped up to 8k (for machines that can handle it)
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20 hours ago, pingopete said:
Jupiter with clouds!! Thanks again rbray
This is simply beautiful. Wow.
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26 minutes ago, m4ti140 said:
Well, I didn't have other problems so far, besides occasional shadow glitches and I cannot run dx9 without running out of memory (32-bit system). I guess I'll have to give up on visual mods for now, thanks anyway.
You *CAN* use openGL from my testing.
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19 minutes ago, m4ti140 said:
OK, I've got a really interesting problem in D3D11 mode (32-bit). Instead of the volumetric clouds I get an expressionist painting in the sky:
Don't use DX11. It is in a pretty unusable state at the moment.
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10 minutes ago, pingopete said:
seem to have hit some kind of weird limit/bug when adding cloud layers to certain planets (non-stock e.g. Jupiter, Saturn, Uranus) @NathanKell @rbray89 that causes the game to get stuck at the space center screen :/
Don't forget to add a PQS Manager entry for non-PQS entities (gas Giants). There is an example there for Jool.
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9 minutes ago, MetaframeNL said:
I guess its the volumetric clouds, so i have to disable that because i can run it in high after the clouds. So the search to find the keys for the GUI begins here!
(alt-N?)
ALT+0. Navigate to the clouds config, and either disable the volume clouds (radio button) or lower the Area values. Don't forget to hit apply and save.
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2 minutes ago, Cooly568 said:
I think it's Size and Area, so Division = Area? Thanks anyways!
Sorry, just Area. First value sets the size of coverage, second value is density.
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3 minutes ago, Cooly568 said:
Heya, so apparently what I've been doing recently is going around asking mods about little, issues.
So uh, derp, sorry. Anyways...
I've been trying to run a lot on my laptop, and the volumetrics really kill the FPS, by kill, I mean, 20 FPS, and without the volumetrics I'm looking at a steady 34. But my question is if theres a way to, say, lower the volumetric density? To still to get the volumetrics without a ton of FPS hit? I swear you could do it in much older versions of EVE, but, not sure.
ALT+0 and navigate to the clouds config. There you'll see in the volumetrics section two config items for IIRC Area and Division. Area controls the size of the spread, and division controls density.
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1 hour ago, blackrack said:
So... I got a real job with a major software company, I didn't do great in all the technical questions but apparently making and maintaining a mod like this is a huge selling point.
Thanks for everyone who supported me and supported scatterer over the past year, it means a lot to me.
I will be back with more neat stuff once things settle down.
Congrats! I hope this doesn't cut into your modding time *too* much
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8 minutes ago, Ser said:
I have a huge performance hit on 1.1. Mainly when looking (or getting into) volumetric clouds FPS drops from 30+ to 7. This starts once the view is just over the horizon. Removing Scatterer doesn't help. Tried all quality variants with no much difference.
Nothing like that happens when using plain EVE so I tend to blame volumetric clouds.
KSP x64, game settings maxed out (except for lighting and shadow cascades). Core i5, 8Gb Ram, GeForce GTX550Ti w.1024Mb RAM.
What could be done to improve performance?
I'm working on a few small tweaks that may help performance.
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Working on the crashes.
Unfortunately it seems as though the unity upgrade borked one of the functions I was heavily relying on. I have to refactor a LOT of code to get this to work, and early testing shows that it may not be possible.
I'll keep you all informed here of any progress. -
14 hours ago, Fizwalker said:
Cripes, sorry that you have to post the help requirements sooo many times rbray. Privates will be Privates tho.....
I wanted to make sure no one could use the excuse "I didn't see that"
14 hours ago, Iamsodarncool said:Is there any way to disable clouds in map view only?
Not at the moment. I have plans for this however.
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33 minutes ago, Poodmund said:
Will this have a benefit performance wise with Volumetrics or will it still be invoking the same amount of samplers as 3 separate?
Unfortunately it still has to sample the texture 3 times, but I won't have to do other expensive operations to blend them, so it will be a tiny bit better.
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5 minutes ago, Proot said:
@rbray89 KSP/EVE uses the mipmaps here? I mean: worth it to generate the mipmaps to lighten the memory usage? (I've seen the option in the EVE gui too, generates EVE the mipmaps for the dds if it is not present in the texture?)
Yes, the mipmaps are used in all instances.
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
in KSP1 Mod Releases
Posted · Edited by rbray89
Shadow configs are required for them to work. What pack are you using? Logs? Screenshot? (Help me help you)
The celestial shadows *should* be fairly accurate with regards to umbra and penumbra. Not certain with RSS though. Things that could trip it up would be things like scaling issues and Kopernicus not setting radii correctly.
As distance increases from the Sun, penumbra becomes less and less. The only reason we have penumbra is due to the size of the light source. So if your sun is only a sliver of light, your penumbra will basically be non-existant.
So yeah, in many circumstances (eg. Jool) the size of the sun isn't large enough to create MUCH of a penumbra (it is still there if you look carefully). Kerbin-mun creates a sizable Penumbra on the other hand. Most of the images online demonstrating Umbra/Penumbra aren't good representations because the scale is WAY off.
EDIT: Added code for the curious. v is the point of interest, R is the Solar radius, r is the body radius, P is the Sun position p is the body position.