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Everything posted by blackrack
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The approach I was using last time is just not the right way to do it (basically just offseting the ocean level for seaparate parts every physics frame, which is flawed for multiple reasons). Last I checked nothing in the water physics changed from last time I attempted this and I'm still convinced I'd need to write my own buoyancy engine to get this working correctly. Which is not a simple task and also a field I know nothing about. I would have to spend a long time just researching and experimenting. And while this is interesting I'm not going to do it anytime soon
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The one I posted above will work, however copy thr configs from the other experimental build, I didn't realize I left the ssrss configs in there. You also need to put settings for cloud color multiplier, extinction multiplier and scattering multiplier, copy them from the previous experimental version.
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No, that is part of the kopernicus ring shader (still unreleased), what you should see with scatterer is the ring shadow on the planet and not the opposite, I should've made it clear. Edited: Seems to work with the default ring shader. I haven't tried with clouds yet though. But while we're at it, why don't you guys try my modified Kopernicus with the ring shader as well: Modified scatterer with ring shadows (recompiled to be sure): https://mega.nz/#!nMAzGDDY!kzcS9D3ek_MWmni5IKyTmVLdmrMgW8RmyO6morb7UGk Modified Kopernicus with ring shader and planet shadow on ring: https://mega.nz/#!3VRwTApR!Yq77_1nhHSXY1LA1n06V8YQgQfmc15q3LTejXdlFPXs Known issues: -Planet shadow on ring will be coming from the wrong direction if you are looking at it in track station or in mapview when your ship is orbiting a far away planet. You'll need a ship orbiting said planet with rings to be sure, this will be fixed. -Rings and ring shadows may show some aliasing. -Ring shading may look very bland if rings are more or less coplanar with sun direction Also, remember to disable the unlit option in kopernicus. Pinging @Galileo
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Oh I just checked the log and realized I missed something. I will make another version soon. Edited: @Galileo try this for the ring shadow: https://mega.nz/#!XFYiVKra!5kqG-oNjpnh3npgZ423uQAi4mey6S1wrzlzIx4HKmyI Oh, and about auroras, so currently in scatterer they show up only the lit side correct? In EVE do they show up on both sides or only on the dark side? Also, assuming they show up only on the lit side would it be better if they showed up at the dark side only?
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Can you send me your output log? Is the option for Kopernicus ring shadows enabled? Are those rings on Jool? Do they have any inclination at all? If they're perfectly parallel to Jool's orbital plane you will see at best a straight line shadow on the equator or just a bunch of aliasing dots (it's quite unfortunate imo that almost everything stock has zero inclination, although it makes sense for accessibility reasons)
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No it's fine, I already use blitting in the ocean and the custom depth buffer. It's fine really the blit operation in itself isn't expensive. This blog looks like a good read btw. I will see what I can do. I feel that a lot of people here highly overestimate my abilities though Edited: I have a new experimental version I'd like you guys to test. It includes -Improved EVE integration, new cloud shaders appear to be working well for me now with SVE ( @Galileo please check if you still have issues on your side) -Ring shadows (new kopernicus ring shader isn't released yet but you should now be able to see ring shadows on the scatterer atmosphere even with the old ring shader) -Removed ocean and postprocessing effects from Texture Replacer's reflections (they looked messed up) -Fixed OpenGL on windows -Fixed ocean reflections and whitecaps Link: https://mega.nz/#!DNhFQRob!r-A6X2ziBsH9Q1H5ldbYtoNaO0p1XoP8gFM9aTtDzfs (also added in the OP)
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OpenGL is broken on windows, use directx11 I'm planning to do this at one point, but there is a whole bunch of stuff I need to get done first for this to work correctly. So what needs to be done here? Are these features that were never finished or just never ported to newer versions of the game/kopernicus? And btw what is this footprint feature? is it what I think it is? Does anyone have screens? I will take a look, I thought everything was working well from what you guys said last time.
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Just got ring shadows working, here is a quick image dump using saturn from @Galileo's SSRSS. Sorry for bad compression The rings and the shadows are a bit aliased and a bit rough but I suspect mipmapping or manually doing something similar should fix it. Shadows are also a bit weak, may need to boost them a bit instead of just using the ring texture alpha value. Also, I still need to fade the rings into fine particles/noise when zooming in on them.
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Close on the second line, trying to figure out shadows. What you're seeing on the planet is the UV coordinates (technically only one coordinate needed for the ring texture) of the point on the ring that that is casting the shadow on the planet, completely black areas on the planet are areas not receiving any ring shadows. Map black to the right of say, a ring texture like this and white to the left, then take (1-alpha) and it should be good. All that's left is to do a texture fetch, however it seems I can't grab the ring texture directly from the ring material itself. Getting a grey texture instead so might have to use C# reflection again. Will post more pics when I make more progress.