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Everything posted by blackrack
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How can I display wireframes ?
blackrack replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
It looks like you're adding the script to the nearCamera only, add it also to the far one. There is no easy way to apply it to the vessel only, you will need to write a custom shader and replace the parts shaders with it. -
How can I display wireframes ?
blackrack replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
It's very simple, just add this script to your camera https://github.com/LGhassen/Scatterer/blob/master/scatterer/wireFrame.cs In scatterer I add it to the near, far, and scaled cameras. -
Haven't read that much into it, but from the looks of it, it will not help, this trick is done inside the "anti-aliased" shader by comparing it's fragment depth (anti-aliased) to the raw depth buffer depth (no antialiasing). In scatterer the main effect is a post-processing one and only has access to the depth buffer.
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Anything weird in the log? Are errors being spammed? In the last version, you can set the body that acts as the sun separately for each planet. Tell me about it, I'm knee deep in growing pains right now... Anyway, for the volumetrics, I think it would be better to have an option to have scattering and skyIrradiance settings also, technically if you match these settings to those of the 2d clouds, both should be consistent in color. I tried it this way but thought the performance hit wasn't worth it and the visuals were good enough with just extinction on the volumetrics, I guess not in all cases. For the clouds color, it all depends on how much the multipliers are set to, really, any multiplier set too high will overpower the original cloud color which is normal. A high color multiplier will make any clouds look white, high scattering multiplier will make it take the atmosphere color and so on...
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
Can I see a log or some screenshots? Don't have any idea why the rings wouldn't be there. PQS isn't a factor at all for rings. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
blackrack replied to Thomas P.'s topic in KSP1 Mod Releases
What would set the gas giants apart? They should work anywhere. -
I did, it is no longer needed as the ocean no longer clips randomly with the coast (which it was supposed to fix). It was also messing with re-entry effects so I got rid of it. Essentially it is now just leaving the default values of the game untouched, but if you really want it back I can put it as an optional parameter in config files or w/e. I don't know what you guys do, but I'm perfectly happy with a gtx 780 and 8gb of RAM, in fact, I'm beyond happy with the GPU actually, it literally can do anything.
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What seems to be the issue with the oceans?
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- planet pack
- kopernicus
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On second look at your log [Scatterer] Custom sunflare cannot be added to ProximaCentauri System.IO.IsolatedStorage.IsolatedStorageException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\CVO\CVO_scatterer\config\Sunflares\ProximaCentauri\sunSpikes.png".