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blackrack

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Everything posted by blackrack

  1. I'm fairly certain the volumetric clouds can drag anything underground if the settings are turned way up, I'm thinking of including a NASA preset just for laughs.
  2. I would suggest that you be more specific in reporting your issue and/or that you include screenshots. "Glow" can be interpreted in any number of ways and I'm honestly not sure if you mean bloom, city lights, ambient light or something else, or what "light points" refers to.
  3. That's funny, everytime I disappear for a few days these messages appear lmao. Anyway, I've finished everything I needed for a first version on the tech side. I'm now making configs so I can release something, hence the above video.
  4. Well done, so pqs is the detailed terrain system and the gas giants lack one. It is used to decide when to disable the old style volumetrics (when terrain is disabled they disable). I knew EVE instantiates a dummy PQS for them, I just never knew it had a separate config file.
  5. That's not it, it says here that it can't parse your jool config [LOG 00:18:10.233] [EVE CloudsManager]: Unable to parse config node: OBJECT { name = Jool_Clouds body = Jool speed = 0,0,0 altitude = 10 offset = 0,180,0 settings { Check for wrong/missing braces. Check the maintex path
  6. In your game directory there is a KSP.log file. I should add that you should try to skim it yourself for errors first, as people here don't always have time to check logs for errors. Look for entries like [EVE CloudsManager] or [EVE] with errors on or around them usually somewhere after this message Scene Change : From LOADING to MAINMENU
  7. Well you should post your log anyway, if there is path issue it will be reported in the log file.
  8. I'm not very knowledgeable on the functioning of EVE apart from the rendering/graphical side, and the upcoming volumetric clouds which will have a wiki page, however I'm not very good with the rest. What would help is that you post your log here after you get a crash. Is that what's in the dropbox .rar or are those your configs (I'm on mobile)? Also nobody will gatekeep or tell you not try something, at worse we'd tell you we don't know.
  9. That doesn't look like the stock configs. Whichever config pack you installed, make sure you installed it correctly, make sure you don't install multiple packs at the same time.
  10. Those are actually my screenshots for regular EVE-Redux, so I think he's trying to say it doesn't look like that. @CalvonVulcan Just post your log and screenshots here.
  11. Flew by this cool mountain area today while testing Have you tried it with the default EVE configs? If so include a log file and some of your own in-game screenshots.
  12. All good. It's very likely that the first release or test builds won't work on OpenGL (and so on mac). I plan to fix it of course but it's not first priority.
  13. These questions get asked a lot so I added a FAQ section to the OP, please refer to it, you will find the answers there.
  14. Actual particles would be better than this though. Only GPU intensive. Nope, this is just raymarching and checking the shadowmaps at every step. It's already a thing, and runs very well as long as you disable object/terrain shadows on it. See the previous posts with rain and large scale fog.
  15. Thank you. I haven't tested it but it should work fine, if it works with scatterer it should work with this.
  16. Was messing around with fog Spooky KSC What you see in the afterlife: I should add that raymarching shadows like this is very expensive to get good quality, so won't be enabled by default, unlike the cloud godrays which are diffuse and more forgiving to large step sizes.
  17. I will configure it so that rain mostly appears under the thicker/bigger clouds, however I'm not going to morph random clouds into big ones, at least not in the first version.
  18. Alright, I could implement it later on the CPU and be compatible with more systems, but it will come later on as it requires more work. So, I'm already running it at 1/8 native resolution which I consider to be the best performance/quality ratio, it can be done at 1/16 but the quality suffers although on static scenes it looks mostly ok. I don't expose a 1/32 setting or further lower settings as by then the image suffers a lot and becomes an incoherent mess, especially in motion. This reduces the number of overall pixels raymarched, the number of samples taken during raymarching can be lowered as well, as well as light samples, both trade speed for noise. You can improve the performance a lot if you can accept noise, especially on thin clouds. I can't say how pleasant it will be though.
  19. That sounds good, I can provide the function for doing this. Oh btw I forgot to mention but this kind of async GPU access is Directx 11 only (so windows or linux with dxvk), is that still ok? I think we could just do a single function, to which you pass a callback as a parameter, and it just executes your callback with the data when it's ready.
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