pingopete

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About pingopete

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  1. Wow, is you pc the blue horizons super computer?! My performance with a barebones install was soso, but then my pc I'snt really that high end anymore these days. Are you using the detail texture mapped over the entire planet in that last pic? I can see the mirroring. Love a little secret ingredient in my installs too I thought up using the terrain texture as a city mask by cutting out a 64k city lights map from it effectively getting 2 64k textures in one, with only the performance drop from one
  2. Thanks, I'm using the patch provided in the thread comments for KS3P, I used this method to make them, as using all the xported document text doesn't work and isn't formatted correctly, also some value don't export properly and remain as default unless you manually change them in the cfg. I may make individual configs for different scenes but at the moment I'm just using one for all like you. And yeah I still haven't been able to figure out how people saved textures with working mips, although it occured to me that I never manually defined an alpha channel and this had caused me issues before, so next time I have a go at the city lights I'll try messing with that
  3. Hey so I gave that .dll a try, didn't seem to change anything sadly, did you try it yourself by any chance? I tried also increasing the PQS and SS far clipping plane for Kopernicus but it didn't change anything? Thanks again though for recompiling it
  4. I deliberately have left out the skybox for the time being as I wasn't sure how KSP would handle running the 64k textures as well as additional stuff like that, in the old RVE I actually exported a realistic skybox from SpaceEngine, I believe there have been several skyboxes made for KSP already, so might be worth giving those a try, I can't recall the name of the mods which I used before, sorry Sorry I haven't done any work in the way of merging this with 1.6.1 myself but apparently it is possible as others have claimed to get it running here, someone else would have to chip in with there findings
  5. Exactly it's completely broken. And ok, I guess I may just hold out then, the whole basis of this project was pushing 64k terrain or 32 at a minimum
  6. Hey guys, so I'm working on a new project that uses textures larger than the 16384^2 pixels per texture unity limit. It's probably a bit of a long shot but I was wondering if there would be any way to integrate a cube mapping system for the ScaledSpace textures being mapped onto planets, allowing us to surpase this hard limit an achieve 64k texture resolution in KSP, properly mapped to surfaces? It'd be miles better than the current only method which involved pasting terrain textures onto a cloud layer just above the terrain while in ScaledSpace
  7. Great seeing you again man! and thanks! Amazing! thank you so much, I'll be sure to test this as soon as possible!
  8. 1) not sure what you mean sorry 2) so basically the terrain 64k resolution will give a 1:1 texture pixel to screen pixel (1080p monitor) at around 300-400kms with a normal 75 degree fov, below this you get some blurring, above this texture pixels are smaller than screen pixels so you get effectively super sampling, that's terrain but the cloud has 1 pixel for ever four that the terrain has (32k) so I'm guessing that you'd need to be roughly 4 times as far for the clouds to be completely sharp, I prefer iss altitudes ~400km orbit, this looks nice with the terrain, for some reason whenever people take screen shots with rve they go to about 8000km which just wastes tons of the resolution of the textures lol
  9. OK, I assumed this was the reasoning behind dropping the wip terrai support, I'll see what's possible in kopernicus
  10. Thanks, but I've been trying those and they don't affect scatterer, I've found the exact line of code in the scatterer source code that controls it: Effects, Atmosphere, Utils, AtmosphereProjector: line 24: projector.farClipPlane = 4*Rt; I'm actually currently installing visual studios in an attempt to recompile the latest version of scatterer with this line modified to 8 or 10, but I have 0 prior experience making or recompiling .dlls. If you wanted to recompile that that'd be amazing, as I'm sure it'd take me days to get my head around the whole business. (I imagine that value being X'd by the planets radius would need to be like at least 7 or 8 instead of 4 Just so you know this is still very experimental,this wouldn't work with the 64k texture setup, I've already tried, we'd need an addition to EVE to allow us to map terrain onto earths land via cubemaps, I've posted a comment on the thread about that. Regardless it'd be cool to just see what this looks like with the 16k rss textures. Also godrays would be awesome, I looked back through the changelogs, apparently it was only removed for compatibility with MFD cameras and some ailiasting on the atmosphere
  11. CrossPost from my mod thread for anyone interested: I recalled how good scatterer's height wrapping haze effect looked in PQS, sadly I completely forgot ScaledSpace doesn't use the height map to deform the Earth's surface, and Using the Earth Object model is far to low resolution for LEO scatterer, but I found that Scatterer can be tricked into rendering the height wrapping based of the PQS height map by raising the PQS deactivate distance, while keeping the fade in/out range at normal heights. Problems: Scatterer camera far clipping plane issue Scatterer rendering ocean edges from PQS Scatterer no longer supporting godrays for terrain which would've looked absolutely insane Album : https://imgur.com/a/5Fb9KU8 Non-Spherical ScaledSpace model in Tracking center Scatterer rendering haze from PQS heightmap, over 2D (or 3D object deformed) ScaledSpace flat surface textures I can't begin to imagine how good this would look with the 64k textures if EVE could wrap cube map terrain textures to the surface
  12. I recalled how good scatterer's height wrapping haze effect looked in PQS, sadly I completely forgot ScaledSpace doesn't use the height map to deform the Earth's surface, and Using the Earth Object model is far to low resolution for LEO scatterer, but I found that Scatterer can be tricked into rendering the height wrapping based of the PQS height map by raising the PQS deactivate distance, while keeping the fade in/out range at normal heights. Problems: Scatterer camera far clipping plane issue Scatterer rendering ocean edges from PQS Scatterer no longer supporting godrays for terrain which would've looked absolutely insane Album : https://imgur.com/a/5Fb9KU8 Non-Spherical ScaledSpace model in Tracking center Scatterer rendering haze from PQS heightmap, over 2D (or 3D object deformed) ScaledSpace flat surface textures I can't begin to imagine how good this would look with the 64k textures if EVE could wrap cube map terrain textures to the surface
  13. I didn't design this to work in 1.6.1 so it's down to people to figure that one out I'm afraid, I know people here have done it so I guess try with all the latest dependancies and just figure it out via process of elimination, I'm not aware of EVE having problems going back, I have no idea about kopernicus though. I may look into it but I feel it'd be going backwards assuming mods will eventually update to 1.7.3 or above. And yeah at some point soon I'll downscale the textures for terrain to 32k and put them in a seperate zip with the main DL
  14. Pretty sure that's just the Eye Adaption, I thought this myself when looking at Earth from this exact angle - side on to the terminator, obviously you'd want the camera to ajust the aperture to the bright side in this instance but I think it always calculates it based on total screen space brightness so would average between night and dark in this instance. However I found without the Adaption it's virtually impossible to see the stuff on the dark side of Earth. Either way it was just my first shot and ks3p configs, and due to these preferences that no doubt differ between users I've left the ks3p configs as an optional extra.