-
Posts
2,533 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by blackrack
-
I see, but in this case the elliptical glow would follow the sun around. In this case I think what you need is a similar system that would allow you to define objects like these and make them have a static direction in space and not be centered around a celestial object. Thanks, I will try to do a intensity fade-out. Well the scattering is already more prominent towards the edges, but it doesn't seem realistic to me that you'd see none when looking straight down, and judging by how dark the ocean looks it looks more like that picture is color-corrected to me. Looking straight down should look more like this:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
blackrack replied to sDaZe's topic in KSP1 Mod Development
Most likely, probably avoidable so it's likely an oversight on my part.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
blackrack replied to sDaZe's topic in KSP1 Mod Development
Just dropping in to say that the flickering edges should only happen if you are observing a far-away system in map view. i.e if you are orbiting earth and looking at titan in map view. It shouldn't happen if you're orbiting titan and looking at titan, I believe it is not planet/config dependent but dependent on distance from active ship. I'll let you guys confirm this or correct me if I'm mistaken.- 2,401 replies
-
- 1
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
What I don't understand is why you're trying to accomplish that. I guess you aren't making a sun/lens flare right? Yeah this happens a lot in dx11 and sometimes in OpenGL, I'll fix it when I can. I don't know if the sunflare textures will load in .dds format but you can try, the filename is expected to be .png so try converting to .dds and rename to .png and see if it works. Are the textures you're using big enough though that it makes a difference? Usually sun flare textures are pretty smooth and low-detail so I wouldn't expect the difference in filesize to be very important. For the fade-out, I think making them smaller or bigger will throw off the "shape" that you have carefully created by configuring the ghosts and all. Maybe making them fade-out in intensity would work better? What do you think? I thought about it before but decided the ghosts getting bigger and smaller while staying at the defined screen positions wouldn't look very good so I locked them and left only the flares to vary in size. For the jittering issue, have you checked if it happens if your ship is currently orbiting the Jool system? I would expect it to happen in map view if you are orbiting Kerbin but switched the view to a far-away system, if it's the case I'll fix it next time.
-
The default settings are the recommended ones, this update has been around for two days so no one can recommend you anything, you'll just have to experiment. What do the values do? Turn them up to make the artifacts go away at the cost of getting imprecise shadows, i.e shadows smaller than casting objects or ground contact points having no shadows. For more detail go here: http://docs.unity3d.com/Manual/ShadowOverview.html and scroll down to "Shadow Mapping and the Bias Property". What is this spatial glow effect you're trying to create?
-
Yeah it could be, extending the shadow distance means the shadow maps are more spread out and have to be smoothed more, plus there is some normal bias applied which might contribute to the smoother look. And yeah, terrain shadows are a rather simple thing but I also absolutely love how they work with the scattering and the visual look. Check what the UI says in-game (alt f10) or install manually, because this shouldn't happen anymore.
-
Parts shaders replacement, PBR, WIP release!
blackrack replied to Lilleman's topic in KSP1 Mod Development
What do these reflection probes entail? Can we just write a plugin to render cubemaps of the environment/sky and use those with the PBR shaders? Because I'd be down for it. -
@Proot I did some quick testing like this: ghost1SettingsList1 { Item = 1,1,1,1 Item = 1,1,1,0.75 Item = 1,1,1,0.5 Item = 1,1,1,0.25 } ghost1SettingsList2 { Item = 1,1,1,0 Item = 1,1,1,-0.25 Item = 1,1,1,-0.5 Item = 1,1,1,0.75 } ghost2SettingsList1 { Item = 1,1,1,1 Item = 1,1,1,0.75 Item = 1,1,1,0.5 Item = 1,1,1,0.25 } ghost2SettingsList2 { Item = 1,1,1,0 Item = 1,1,1,-0.25 Item = 1,1,1,-0.5 Item = 1,1,1,0.75 } ghost3SettingsList1 { Item = 1,1,1,1 Item = 1,1,1,0.75 Item = 1,1,1,0.5 Item = 1,1,1,0.25 } ghost3SettingsList2 { Item = 1,1,1,0 Item = 1,1,1,-0.25 Item = 1,1,1,-0.5 Item = 1,1,1,0.75 } And it seems everything is in order: I made a typo in the config file above which results in two instances being in the same location, so you can see 7 instances per ghost, however with that fixed I can see all 8 instances of every ghost, so it's most likely an issue on your end. Make sure you don't have a typo in the ghost[*]SettingsList[*] names. I was experimenting with enabling effects on the tracking station the other day so I guess I left it half messed-up. Got it Edited: Terrain shadow artifacts appear to be fixed will have an updated version up soon.
-
Have you tested without any other mods? In scatterer no shaders are loaded in the main menu or in the loading screen, everything is loaded once you get in-game. Therefore if you get a crash at any of those screens because of the dx11 command it's most likely not scatterer. Edited: as @Blacks said the new version is for 1.1.2 not 1.1.1
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
blackrack replied to sDaZe's topic in KSP1 Mod Development
Well I saw it briefly in yesterday's testing but not sure if it was in OpenGL or dx11. It's basically the same as this: http://i.imgur.com/RLAg0ko.jpg Except now the mesh is a sphere containing the planet instead of a full-screen quad like in older versions, which means the effect gets limited to a certain sphere a bit bigger than the planet. This is also why it "works" when you change the atmosphere scale to "push" the halo out of the mesh.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
blackrack replied to sDaZe's topic in KSP1 Mod Development
It's not a real solution though, It's basically "pushing" the messed up halo out of the mesh. The halo shouldn't be happening in the first place.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
blackrack replied to sDaZe's topic in KSP1 Mod Development
Can you or anyone else with the issue test if it also happens under dx9 and dx11?- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
I honestly have no idea what this is but it doesn't seem like a big issue. Yeah, it's more of a work-around really, any shaders I compile with unity 5 for dx11 cause the game to crash, I included the unity 4 dx11 shaders, which seem to work well in my case, but I expect lots of people will have problems, until I find a better way.
-
I'm fixing the issue right now so you won't have to rebuild the ocean every 5 minutes. Edited: I'm uploading a new version. Directx 11 is fixed, the ocean issues requiring a rebuild are fixed and the lends flare in OpenGL is fixed. @Proot I added a ghost image and doubled the number of ghost instances per image, I've also made the sun flare fade when zooming on the sun and added the "PQS main - extras" shader to the shaders with fixed render tags. Let me know if something doesn't work.
-
You mean like this? http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip11-scatterer-atmospheric-scattering-v00244-17042016-11-compatible-faster-loading/&do=findComment&comment=2503840 Yeah, it has too many issues to work correctly. Someone else reported this but I couldn't reproduce it, unless you have some errors in the log or you can come up with reliable reproduction steps, I can't do anything at the moment. Pics?
-
Just copy over any settings from the XML file to those that have the same name in the .cfg file. Ignore the config points, they are for in-game tweaking. For the .raw files, it's not complicated really, say you are editing kerbin's config, copy the .raw files over to ..\Kerbal SpaceProgram\GameData\scatterer\config\Kerbin\Proland\Textures\Atmo Delete any existing .half files. .raw files get converted to .half the first time that planet is loaded. It's not very intuitive, I know, but the mod is constantly changing and I haven't gotten around to updating the config tool.
-
It is indeed the issue you saw, not sure what causes it but just ignore it an launch a craft and it should fix itself. Since the move to 1.1, loading atmospheres is much faster and only takes a split second, technically there shouldn't be any reason to have effects disabled in tracking station anymore, I'm planning to enable it back, but have to change a few things there and add null checks for PQS since tracking station has no PQS.