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blackrack

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Everything posted by blackrack

  1. Alright, 1.2 version is uploading. I tested on windows, opengl, dx9 and dx11 all work, please give feedback on linux/mac. Included are also the ocean spazzing out fix and multiple lens flares support. The only feature that seems to have broken is the "disable scaledSpace ambient light" but I will take care of it. Overall 1.2 seems to be a solid improvement. Edited: Download link: https://mega.nz/#!SUgRjaDR!wUBVqQLQdmzl-UTmYrio4EsRGgwd3xffp9mkXIlhdCY Spacedock doesn't seem to have a version number for 1.2 so mega only for now. For adding lens flares, go inside "Sunflare" folder and copy-paste the "Sun" folder as many times as you want, change the folder name to that of the celestial body you want to have a flare. Every flare has it's own textures and settings. Enjoy.
  2. Hmm, I thought the devs said to use 5.2.4 to build assetbundles anyway and not 5.4 (which this guy is using), maybe that's my problem. And oh, what I meant was that the shaders now appear to be compiled at load time which might add some delays and other unpredictable issues. Edited: Ok, it works with 5.4, thanks @Poodmund 1.2 release soon. If I find the time tomorrow I might attempt a quick 1.2 fix for EVE if no else has.
  3. Anyone know anything about asset bundles? It seems that now, shaders can't be pre-compiled anymore, which might be a huge pain in the *** for everyone involved from mod-makers to end-users.
  4. I'll try to finish up a few things before ensuring compatibility with 1.2, I'll probably support it once the official 1.2 release hits.
  5. Ok, @vwr0527 I think I fixed the ocean, please try this version when you can: https://mega.nz/#!vEhQhC7Q!fEORoIeHg8kGl9_2ADJ8YJ0dqE15AI0-dFH_tuUtOkw Also paging @Galileo @Citizen Joe @TheCrimsonCorndog Btw this version maybe buggy in other ways, it's not a proper release.
  6. You should, I think it's the most "magical" area in computer science. Anyway, I have no plans for such a thing for now but I made some progress integrating scattering effects with EVE clouds last week. However with the new update and rbray apparently disappearing, things might get a bit more complicated.
  7. Working on it, I'm suspecting it's a parameter lagging behind by one frame or a precision issue, but couldn't pinpoint which yet.
  8. Ah yes, the sun's name is hardcoded to "Sun" in scatterer, so if it can't find it, sun-related things don't work. I'll add a variable for it or make it auto-detect or something. Better disabled imo (ie disable scaled space ambient light box ticked ). Usually I make the features that I think are worth it on by default.
  9. The "experimental viewdir offset" setting in the configpoints was supposed to fix this but I didn't test very well and once you reload the effects or go to the other side of the planet it messes up. You can try to fix it by making the values negative or changing them but it's unstable. I will get back to it at some point.
  10. Ah that's great. I personally didn't have any free time to look into anything, I made some progress today on the scattering integration for EVE clouds, it's coming along nicely but there are still problems to solve and things to figure out. I'm planning to release it together with planetshine. At this point it's starting to get really crazy how many features I think about and want to do VS how much time I actually have to do them. These past days I've been thinking about how to get the game's shaders working in deferred rendering mode so I can try this sweet real-time global illumination technique (which a variation of can be seen in action here, for those who don't know, sonicEther actually implemented this for minecraft a while ago http://i.imgur.com/qzkObRF.jpg and then built a stand-alone unity package on it which looks really good I think http://www.sonicether.com/segi/, try out the free demos, they're awesome). Try a different video mode, e.g dx11 or opengl. It might be related to kopernicus and the "white kerbin" bug, ask @Galileo how he fixed. Other than that you might have a duplicate scatterer install, duplicate config entry for the same planet or an old EVE version but all of these I find unlikely. Are you using any other mods? Check without them.
  11. Ah, you mean this: It's the result of applying the scattering on the clouds and also applying extinction on the light reaching the clouds from the sun, the way it should be really. Last time it still had some issues, it's on hold at the moment but I will get back to it.
  12. It's only accidental if scatterer changes the underwater scenery, it's unintentional. I have already thought about ways to accomplish a few underwater effects, including a realistic water surface as seen from below, caustics, and underwater light scattering and darkening, but it will be a while before I try any of these.
  13. Just displaying the terrain normals and I already feel like the terrain geometry has more detail than the stock shaders show: This image may not look like much but I will be tinkering and experimenting with terrain shading soon. I will not be touching the geometry of the terrain, but I believe it's possible to get some kind of procedural shading going and completely avoid using a bunch of low detail textures, as well as improving the terrain shading in general. We'll see how it goes. Thank you. It does look very realistic indeed, if someone replaced the top part of that image with the sky from a KSP screenshot, no one will know the difference. The water and the atmospheric scattering come from Proland, a research prototype on rendering planets in real-time. If there is anyone you need to thank, it's the researchers that worked on it for years. I could never come up with something like this on my own.
  14. In the current way it's implemented (not released yet) you can have different lens flares so nothing stopping you from changing the colors with photoshop. I'll try to remember to add a color setting though to make the whole thing easier.
  15. I literally answer these 2 questions every other page, If you're not willing to put in a small effort don't post here.
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