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Proot

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Everything posted by Proot

  1. As far as I know it's mainly done by @blackrack, you can search about it some pages ago. It's just not included yet in the release. Give the man a little rest, he have a new work and so on, so I can picture that he need a bit of time to face a new update.
  2. Eerrr... nope. That is just my Kerbin texture. So not "everything" is working. KSPRC revamps parts textures and planets textures, but also whole bodies (like Minmus), PQS terrains (the grounds), atmospheres, sunflare, terrain scatters and so on... and I'll add some good old things again, like my chatterer own sounds, etc. Also, I'm not using SmokeScreen in the last versions: at contrary, I'm directly revamping the FX Squad effects using Texture Replacer. And btw, my configs and textures for SmokeScreen, using "HotRockets" as scratch, were previous to "RealPlumes" (and allowed directly by Nazari, the creator of the mod... which was the very first in do a skilled use of SmokeScreen plugin). In fact, "RealPlumes" is based in and uses the whole "HotRockets" mod, which at the same time (like @Red Iron Crown has pointed) is just possible thanks to the "SmokeScreen" plug-in. ETA: My terrains are working again in 1.1.2! I'm waiting for a compatible version of some of the plugins used, to definitely release an update.
  3. @rbray89 May I know which software are you using to split the maps in two textures? I like your system of 2 png with 3 channels! And by the way, if mipmaps are not present in the texture (png situation), generates EVE the mipmaps if you set the option as "True" in the GUI? Or is just a choice with no consecuences in that case?
  4. So the bumpmap is not necessary/can't be changed? Ok, let me re-do some changes and check again. Edit: @rbray89 Now is working, seems like my bump was messing all. Its very nice!! Could be possible in the future to have an optative mode (mixed with the old one) for 3particles+3(customizable)bumps? Under this system that could give the most gorgeus clouds ever seen! ...I'm statring to doubt about the channel system to store the clouds and the particles (dds has a very poor compression saving quality for separated channels and huge pixels are visible due the compression). And btw, could you explain how works the new system for could maps?
  5. I've seen that, and I've done my own cloud+bumpmap. All works fine except this, even when I create a completely new layer. In the layers where I didn't use normalmap the problem persist too. Also, once you have writed in the GUI space for the bumpmaps particles you can't completely delete it anymore. If you want, I can send you my logs to check.
  6. The particles seems to not be customizable. I'm getting just squares with ghosts textures... Also, the ghosts textures at the squares are not mine, are the ghost from your textures, even when your configs and textures are not installed.
  7. @rbray89 could use Eve the shader for the giant gas planets inside this mod to create procedural clods with behaviours similar to the clouds in the video loop posted by @pingopete? I mean for planets like Kerbin.
  8. Could be used the shader for giant gas bodies in the sun? That could be pretty interesting!
  9. The stock game can use three or four different shaders for terrains, each one of them with different properties. Kopernicus allows me to choose one and modify the materialTypes in the surfaces of the planets acording to the possibilities of the used shader. I was using the most "advanced" between those shaders ("PQS Main - Optimised"). The materialType in this shader had the possibility of use four different combinations of texture+bumpmap in each body, and I was using it to enhance the terrains in KSPRC. In the 1.1 version, with the change to Unity5, this shader was "nerfed" by Squad so now it have just one bump map texture available, instead four, as before. So I was not able to show my enhanced terrains. Fortunately @NathanKell has re-added the capabilities of that "old" shader in the 1.1.2 version, under the name "PQS Main - Extras". I can choose that shader again with Kopernicus, setting the materialType as "AtmosphericExtra". Sumarizing: I have my terrains again like in the 1.0.5 version of KSP, but Scatterer seems to have now some kind of problem with the layers. Some terrains appears above the post-process of Scatterer and the debug is spaming this at every load... Seems not caused by "draw atmo on top of eve clouds", but I'm still checking if any of this is my fault in any way, before take more of your time.
  10. @blackrack seems like Scatterer and the new stock shader that I'm using with Kopernicus (called "AtmosphericExtra") in the terrains with bumpmaps are in conflict in some way... No rush about it, I'll send you a pre-release so you can look the problem when you can. Take care man!
  11. I'm using a 2x2 px empty texture for that. Seems to work nice.
  12. Add optional PQS shader using all mappings (for modders). I love you Squad! Thanks!!!
  13. Not so "heated", but more like "drama-queen"... lol But anyways, again and again: thanks a lot!
  14. I'm failing here again for not take in count that Squad counts also with people like you, @NathanKell. Not just a great mind, but also a "borned among us", which can understand us perfectly. Probably my previous speeches about this topic were completely wrong in way and manners. I must say sorry, for real. I guess we all have bad days. I really love this game and this community and I just can't quit from anything of this. I just want to enjoy it and make it better, if it is in my hands. Thanks for all Nathan, thanks Squad. Eternal gratitude.
  15. You deserve it, for sure. I'm genuinely happy! And kinda proud of you! You are not just good in your tasks, but also a great person! Congrats and cheers @blackrack! I wish you the best of the lucks in your new path.
  16. I'm gonna hold my horses here. Sometimes I forget that this community has some absolutely amazing people: Thomas P., maintainer of Kopernicus, is proposing the possibility of a fix for all this. So if you want the full return of KSPRC (as KSPRC is) please, consider to support him on Patreon or Paypal!
  17. Pretty frustrated right now. I had some problems with terrains, but I was thinking I had some type of error in my configs for the 1.1. But no... @KillAshley have confirmed me that Squad have "nerfed" the terrain shader that I was using via Kopernicus. That means no more multiple detailed surfaces+volumes. The textures can remain in a similar way, but with just one bump texture for all the planet. Which basically spoils any effort for the realism at the PQS level. Hours of work in textures and configurations for nothing... a great step back in the beautfication of the game. I can't understand how to limit the PQS can be an optimization of the PQS... I hope this can change in a short term, but I can't change it. So I'll update the mod asap to this new system and take a small rest from all this. EDIT: mental note to myself... please, be less drama-queen.
  18. @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?)
  19. Sorry for the delay. I'm following this tutorial by @Poodmund before the update: more and better clouds with less memory usage!
  20. I was ignoring the real use of the alpha chanel here, so many thanks!. With my cubes, in well compressed .png there is not so much difference in memory terms, but still this is a much much better system. Now I have room for an extra HD cloud layer, using a little less memory than before. Simply perfect: huge thanks to @rbray89 for this system and to @Poodmund for this excellent tutorial. Updating to this right now!
  21. @OhioBob has been helping me with the mod. He gave me accurate data to improve the Scatterer atmospheres. Now they are better than ever, but I need to re-tweak some configs (specially for Eve). The collisions with terrain scatters are working again for most of the bodies! but sadly I can't find the problem with Kerbin. I'll probably leave that for the next version... I need to tweak some minor changes yet. The update will be probably ready for tomorrow.
  22. Oh, my, are the shadow zone in the clouds done in real time or it's just a new texture?
  23. You can add grass to the planets now, with Kopernicus, but without animations and under the the stock system (less improved).
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