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blackrack

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Everything posted by blackrack

  1. From your log It looks like you are loading something with them pre-activated, or something is activating them. Anyway, maybe try to test if you get the white sky while avoiding to use this part?
  2. @Gameslinx Were you playing with the new mk2 lander can doors when this happenned? It seems there is a big bug when activating them that kills most of the scatterer effects. I will investigate... It seems that this DragCubeSystem starts removing my commandbuffers and scripts from the cameras when the door in mk2 lander can is activated.
  3. Upon closer inspection of your log file, I see this error [LOG 10:21:40.599] [Scatterer] Multiple config files detected, check your install I see you have these config files [LOG 10:21:48.346] Config(Scatterer_config) scatterer/config/config/Scatterer_config [LOG 10:21:48.341] Config(Scatterer_config) BeyondHome/scatterer/config/config/Scatterer_config Shouldn't you have only one or the other? Shouldn't you have a ModuleManager patch overriding the stock one if that's what you want for your mod? Try deleting one of them. Although I'm not sure this is the cause, there were times before were people with duplicate installs had white sky, worth a try. Can you retest with the previous .dll also, this would be weird as the fix is still there in the new version. That's probably because it's from the days before the new parts. Search for their *.mu files in the Squad folder and add their paths in the ModuleManager patch you are using.
  4. 8x ingame, no AA settings in scatterer. When I said that scatterer supports AA it means there is no longer aliasing when AA is active, in previous versions there was. It works on dx9, dx11, OpenGL and GLcore. The answer is one post above you.
  5. Uploading a new release. Changelog: -Fix refraction/transparency artifacts in the ocean at altitude (swirly appearance) -Fix unnaturally bright scattering on the ocean and a small pop while transitioning to orbit -Fix white sky bug in some situations -Add trailing zero in version number for CKAN Should be up in a few minutes
  6. look in the OP for how to report a bug correctly, preferably include screenshots. Should work in 1.5.1 but I can't guarantee it. In the screenshot, you have stock EVE, latest scatterer, and for the part shaders Textures Unlimited with some moduleManager patches for stock parts (can't remember where I grabbed it but probably this https://spacedock.info/mod/1841/Textures Unlimited Default Stock Config - Unofficial) The screenshot is taken at around sunrise. Anti-aliasing set to 8x. Screenshots was taken at 4K using F1 (button to take supersampled screenshot). Just stock EVE
  7. I quicksaved and loaded many times, in different situations but could not reproduce it. I'm guessing what the cause may be, based on the log, so try this dll: https://mega.nz/#!DARg1QIL!wIk8mWRNc0vIkixjNYy4K9YR4R2rTMjsYcEO324o3P8 If it doesn't work, I would suggest you try to narrow it down, lowering the number of mods, and trying to identify a situation in which it is easily reproducible.
  8. Nope, same feature, as long as the atmosphere is loaded, you could technically see it from anywhere if you get the alignment right.
  9. Thank you, but it sounds like too much trouble for you, you have already done enough Yep, if you look in the album I posted you will see I had one from the mun surface.
  10. Uploading a new version which fixes the z-fighting (flickering squares on the terrain when high in the atmosphere) bug and the bug where the atmosphere is overlayed on ships in orbit. Enjoy
  11. Working on this, for now you can start the game in Dx11 mode and these will be 99% gone. They can't be disabled anymore, due to technical changes, disabling them will no longer save any performance, so I chose to keep them on, to simplify the code as well. I can try to fade this out however when ascending to get rid of the swirlies/artifacts. That's just how it looks. I haven't been to space myself (maybe one day) but this is how I see the earth looking whenever I look at untouched apollo pictures Outerra has a fairly realistic atmosphere model and seems to support this as well Same with google earth when you zoom far enough Imo most pictures circulating on the internet looking like this must be color-corrected for "maximum visibility", as they do with satellite images the contents clear.
  12. @Galileo I don't know if it was you or someone else who asked about the duna canyons, as I can't find the post now. Basically scatterer can now handle non-flat scaledSpace models, which is why you get that effect on Duna's canyones. But there is a setting that makes scatterer treat the planet's scaledSpace model as if it was flat, flatScaledSpaceModel = True in the planetsList file. They will be back in time, the current implementation is a bit limited and messes with the other features I wanted to have for this release. It will back when it's improved Wait for SVE to update. You can use this repo I created to track changes: https://github.com/LGhassen/ScattererConfig/compare/acbda29a...master You can see what changed here and use it as a guide. I have noticed this effect and it only happens with TU or TR in certain situations with the sky shader. I will investigate it. The small black artifacts are probably z-fighting, I will see if I can reduce it. 1) Please post screenshots, the scattering config is a bit brighter but other than that I'm not sure what you have. 2) This seems to be z-fighting, I will see if I can reduce or fix it. For info, scatterer no longer uses depth buffer for the main scattering effect, but instead adds the effect to every object in the scene, this allows it to play well with anti-aliasing (as there is no good/correct way for depth buffers to handle anti-aliasing). The second pass scatterer adds still needs to compare it's depth to the depth of the object in the scene, and with limited precision you get those artifacts, the solution on my side would be to trick the depth value reported by the scatterer effect to be a bit smaller. 3) The menu is only really intended to flag changes for when you change scenes, behaviour in the KSC scene itself is undefined and could be anything so just ignore it and change scenes when you changes those settings. This is not a bug, it's just not a feature. I live in France now, so that might be why. Thank you and thanks to everyone who donated, this is a big help right now for me, thank you all
  13. New release is up. It contains the new lighting, anti-aliasing, tsunami bug fix, ocean shadows, and manyother features and fixes. Full changelog and download links in the OP/spacedock/github. I have as well now a bitcoin donation address in the OP, I'm going through a difficult period so any help is welcome. Enjoy Note: In the screenshot, you have stock EVE, latest scatterer, and for the part shaders Textures Unlimited with some moduleManager patches for stock parts (can't remember where I grabbed it but probably this https://spacedock.info/mod/1841/Textures Unlimited Default Stock Config - Unofficial) Full Release album: https://imgur.com/a/gLhsAT1
  14. You have to create a custom shader and use it for the particles. The real magic happens in the shader. You then need plugin code to use the custom shader AND to be able to copy the background to a texture and distort it in the shader. Alternatively you can use a "grabpass" in the shader to copy the background (google it) but it's crazy expensive (slow). I recommend reading this to get the general idea https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter19.html on how to achieve refractions.
  15. For black horizon, on current version, yes, on next version no. Is ks3p updated? From looking at the mod's thread it seems like it is still using unity 5.4. The volumetric clouds error you can discard, just means you don't have EVE installed or a volumetric layer. The other error with sunflares is more worrying, try starting scatterer with sunflare shader disabled.
  16. That's just the atmosphere extinction, that's nomal for the latest version. In the next (unreleased version) I've toned it down and made it much less high. Current version works fine in 1.6 no? What tweaks are you looking for? Hmm, so here is what causes this. The reason is in local space you have mountains and a lot of features, but in orbit the planet is spherical, perfectly so, and the tranistion between them is just fading out the moutains and revealing the flat sphere. Either in the current version or the next, fading out the scatterer effect will not look right and will always reveal brighter and whiter mountains, believe me I tried. So I can't and will not fix it. However a solution is to make a scaledSpace object (ie the orbit model) which matches the local space model (the one with mountains), and then everything will be perfect! Especially so in the next version of scatterer. If any modder maintaining a visual pack or a planet pack wants to fix it, this is the way to do it, and will look perfect in next release (due to new way of handling the effects on scaled Space objects, but will not look better in current). This is not scatterer's job to fix, since it essentially requires changing the model of the planet.
  17. Yep, because the eclipse is just a multiplicative filter which darkens what's behind it. It doesn't integrate with the lighting system which means it has no notion of ambient or directional light, it doesn't darken the light component, it darkens the surface after it has been rendered.
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