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KSP2 Release Notes
Everything posted by blackrack
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Added to the OP. Go on the scatterer UI and press "toggle postProcessing", it's not permanent though and will be back to default on scene change. If you want it permanent, at the moment you can go to all the config points and set the postprocessing depth to a really high value. I guess I should add an option for this in the main menu though. You can make custom scatterer configs for new horizons.
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No workaround right now. Possible (development) fixes are: -Disabling effects on RPM camera -Displaying the correct effects on RPM camera (will take longer) You can open an issue here if you want this to be followed up: https://github.com/LGhassen/Scatterer/issues/ Can you include logs? Also nothing else is involved? Just alternis kerbol+eve+scatterer and launch and mess around with fov?
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Hello, I tried to reproduce this but I get a slightly different issue. I tried with Sigma Dimensions and the x10.625 Galileo rescale config. Tried with orbits of 90-100 km, all the effects are visible BUT only when scrolling out with the mouse wheel to a maximum do the effects disappear. I noticed that altitudes where the camera is between 160km and around 360km the effects disappear and when around 360 km you can see the atmosphere mesh intersecting. I'm investigating this of course, however if you could provide images of the issue or a video it would help, especially for this point: Edited: So if this issue is the same as I reproduced (see above), I'm making new developments that will change how the scaledSpace effects are rendered and how the layers are handled and it should fix this issue as well. But it will take some time, meanwhile I added this issue on github for tracking: https://github.com/LGhassen/Scatterer/issues/32 Thanks for the detailed report and please check my details above.
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I fixed a minor but long-standing issues where trees appear behind the postprocessing and underwater "fog" doesn't apply to fairings. Trees before: Trees after: Fairings before: Fairings after: For any brave kerbonauts wanting to try the fix early here is the dev version: https://mega.nz/#!aBxHyJYI!vuzq4bDF9_zA9EbOZahGJk6n94qn0czSBHEvys2Vi64 These files are meant to be applied on top of the latest release files.
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This doesn't look like it's caused by scatterer. Possibly the effect is more pronounced when you have a higher framerate. Please provide versions for scatterer and GPP, maybe also test without scatterer and search for any duplicate scatterer.dll files in your GameData folder. Scatterer doesn't load any effects in the main menu and shouldn't impact it in any way. Unless your game is affected, ignore these.
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From an old exchange with @Galileo, what you need to do is swicth to the following structure @Scatterer_atmosphere:FOR[SVE] { @Atmo:HAS[#name[Duna]] { *scatterer config node* @configPoints { @Item { *scatterer config node* } } } } Here is an example here: https://github.com/Galileo88/StockVisualEnhancements/blob/master/GameData/StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/atmo.cfg
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Your configs are old and outdated, look at the config file shipped in the most recent version and do a diff and you will see that you have variables missing: http://www.mergely.com/yXNJrPXx/ From a quick look, the most important one is: EVEIntegration_preserveCloudColors = false Also, the config structure for ModuleManager patches changed in 0.0320b, take a quick look at other mods (ie SVE, GPP etc) to see how to do it correctly.
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Also not yet, I mostly posted this update to fix the refraction issues coming up all the time. Full changelog: 0.0324 -Fix nullref spam with refractions on -Fix ocean "stuck" in the screen and visible on the moon and other bodies -Fix black sky in KSC view when reverting mission -Fix halo issue and remove alternateSQRT option -Fix atmospheres visible through other planets -Fix nullref issue on planets without PQS -Recompiled for 1.3.1
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Hello everyone, I was working on a lot of bug fixes in November but haven't been active since then. It's getting difficult to keep track of issues now, and the forums aren't exactly adapted for this. Lots of issues aren't described in enough detail, often without logs, reproduction steps, mods used including versions used for all mods etc. For correctly reporting issues I recommend reading this: Please follow the template, if you're too lazy to even click that here's the copy-pasted example: Copy this, fill it in, add your log file and submit. Preferably submit your issue on github https://github.com/LGhassen/Scatterer/issues it will ease your life and mine. I will add all of this info to the OP and probably my signature. In the meantime, I released a new version with a few bug fixes I made from last time, changelog in the OP, I tested this with a few people and posted the dev versions here but got little feedback, let me know what new issues you find.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
Yes, I remember a while back the scale wasn"t handled correctly and in some cases there were black/invisible rings with some planets, mostly gas giants of planet packs, maybe these had the most dramatic scale use? I think this is covered now then. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
In this image, the polygonal nature of the ring mesh is showing, because the texture coordinates are being taken from the mesh/interpolated UVs. In my original code, I added a few lines to calculate the texture coordinates in the pixel shader, based on distance from the center of the planet, resulting in perfectly circular and not polygonal rings. This seems to have been reverted at some point, I would suggest putting it back in to get perfectly circular rings. Basically here https://github.com/Kopernicus/Kopernicus/blob/master/shaders/ringsShader.shader#L165 replace i.texCoord by something like this https://github.com/LGhassen/Scatterer/blob/master/scatterer/Shaders/scattererShaders/Assets/shaders/SunFlareExtinction.shader#L176-L180 Anyway, great work on the dust in the closeups, something I wanted to do since the beginning. -
You're right but there is enough resources out there that they could hire one experienced graphics programmer and he could implement all of this from scratch in a few months of full-time work.
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Notice also that there is no scattering effects on the mountains. As it requires depth information, I've disabled it for texture replacer so only the sky is visible. Anyway, from my own testing with texture replacer I noticed that the atmosphere may not reflect at 100km altitude but will reflect in scaledSpace (160km+), not sure why here but maybe texture replacer stops rendering the local layers above a certain altitude (the sky is rendered in the background of the local camera until we switch to scaledSpace), if your reflections work everywhere however then all the better. I figured as well that we can get away with just the sky being visible as it's mostly not noticeable for reflections. Anyway, best of luck with your mod, and if you manage to reproduce the issue let me know so I can look at it as well.
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To my knowledge it should be the opposite, scaledSpace effects should be fine while local post-processing should be messed up or disabled. I would like to see some screens of the local post-processing actually being captured in the cubemaps. You can set up the camera effects to do that, but yo would also need to re-render the scatterer depth buffer for each camera as well. I'm currently doing a bit of a hack to render one single high-accuracy depth buffer to use with the far and near local cameras (since they both share the same viewpoint), you would need to re-render this buffer for each custom camera, it's feasible. You would need to do the same with the godray depth buffer, or just ignore it and disable godrays for the secondary cameras. I would also advise against rendering the ocean for those cubemap reflections as I think the performance hit would be quite high for something you'd barely notice in the reflections. Haven't looked at this log yet but if you could link me to the exact set of lensflares and the mod that adds stars as well it would help. Please provide instructions and mods to reproduce it. I haven't investigated this, but my guess would be, after a planet is unloaded or a scene change, the destroyed ocean meshRenderers are not cleared from the array. Go ahead with the PR. Htw I haven't really been up to date with the KSP mod scene recently, but your Textures Unlimited mod looks great, I think I will go check it out.
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Hello everyone, if the current "Draw atmo on top of EVE clouds(old cloud shading, use with EVE 7-4)" was removed to allow for improvements to the scaled space shaders and a more coherent look throughout (only the new EVE integration would be left) as well as fixes to atmosphere draw orders and to streamline development, would this be an issue?
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Just to be sure, are you reporting a nullref spam that destroys your fps or a lone nullref? I followed your reporduction steps and got a lone nullref that went away and I don't consider that an issue as it doesn't affect gameplay. Visual studio doesn't like projects started in monodevelop, you need to manually change the tools version or something or just use monodevelop.
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Make sure you have 0.0321dev or 0.0322dev, i distinctly remember fixing this issue in 0.0321dev 0.0322 dev (0.0321 fixes including this bug + halo fix ): https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12213-scatterer-atmospheric-scattering-v00320-0320b-06072017-water-refraction/&do=findComment&comment=3227835 0.0321 dev: https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12213-scatterer-atmospheric-scattering-v00320-0320b-06072017-water-refraction/&page=270&tab=comments#comment-3210887 Maybe one of your mods comes with an older scatterer.dll file and overwrites it? Can you test 0.0322 dev linked above for the halo issue (overwrite your files with the files from there)