Jump to content

blackrack

Members
  • Posts

    2,533
  • Joined

  • Last visited

Everything posted by blackrack

  1. In 1.1 the terrain is missing the proper renderType tags that say "this object is opaque, apply scattering" or "this object is transparent, don't apply scattering", without them there's no way to tell and I have no choice but to apply the postProcessing effect to everything in an indiscriminate manner. You will see this issue on clouds and on rocket exhausts with scatterer but the real cause of it (the lack of renderType tags) is for squad to address. Edited: Seems I found an easy fix for this without extracting any shader files, not sure if it's a new unity 5 feature but in unity 4 I would've had to jump through a lot more hoops to do this, a fixed version will be up soon.
  2. For everyone getting shader issues like ocean flooding or effects not appearing at all please try this, I've tweaked and recompiled the shaders for unity 5, replace your shaders folder with the contents of this .zip : https://mega.nz/#!6EwjzRLA!A_5kdS463skefHlBAcboOeBUscHEPUoag13-Q-B4hkc Note that this won't fix the issue with rectangles in the sky. They're separate issues and like selfish_meme said I can't do anything for OpenGL atm.
  3. Go here: https://spacedock.info/mod/141/scatterer press changelog, and pick whichever version is for 1.0.5, they start at 0.0235 going down.
  4. Sounds like you're attempting to use the latest version of scatterer with KSP 1.0.5. Is that what you're doing? Post your KSP.log file.
  5. Everything looks normal so no idea at the moment. Everyone will have this issue at the moment when using both EVE and scatterer, no fix at the moment. I was thinking about this the other day, it's on my list of things to try though it may not be for a while as I can't justify sinking as much free time into this mod right now.
  6. @pingopete I think I fixed the color issue. There was a bug introduced in 0.0234 that resulted in some data being clamped when loaded, this carried over to later versions and also causes .half files to be encoded with clamped data in 0.024. Please test and confirm it works with both sky and pqs: https://mega.nz/#!mQxgDYYQ!l-ps7Y5LAipTQiEfbICaf_xzZ1GCSnXBtV07CF7hAdg note that with this new .dll the .half files have to be regenerated from .raw files or the colors will remain dull, I included fixed .half files for Kerbin/Earth. Edited: Looks to be working fine I'm putting up a fixed version. Quality/Performance-wise you can turn up fouriergridSize to 256 and change m_resolution from 4 to 1, these affect the performance and the quality of the rendering but the difference isn't that big. For different settings for waviness/look I think there are example settings in the OP somewhere that give a wavier ocean.
  7. The only things that seems to produce a noticeable increase in fps is disabling the ocean shaders or, in the ocean settings, changing the fourierGridSize from 128 to 64
  8. I could be wrong but I think the PBR shaders are already there, just the stock parts haven't been redone for them, so this mod should work fine before 1.2
  9. No workaround for this one, and it seems to affect users differently, no idea what causes it at the moment. Thanks for the heads-up. Alright, everyone with this issue, it's caused by some missing renderType tags in 1.1. I reported the issue to squad so sit tight and it should be fixed soon.
  10. Aren't OpenGL in dx11 completely messed up in 1.1 anyway? In any case I cannot test with either as I get fullscreen pink.
  11. It is up, also read the changelog/last forum post, a change in the format (.raw to .half) has occurred.
  12. I just uploaded a new version with 1.1 compatibility, much faster loading and effects enabled in map view for planets other than ones nearing the active ship. .raw files are not used in scatterer anymore but switched to lighter .half files, these are essentially a direct snapshot of the video memory data and will load very quickly and without any processing thanks to new unity 5 floating point texture2D format. The config tool still provides .raw files, just copy these over like usual and delete the .half files, the .raw files will be converted to .half the first time the planet is loaded, modders only need to distribute the resulting .half files, but to be on the safe side keep a backup of your .raw files in case the format is changed again in the future. Directx11 isn't working for KSP at all in 1.1 it seems so disable terrain shadows if you get the terrain shadow issue. Have fun. Try if this happens in the newest version and 1.1, otherwise try running the game in windowed mode. Edited: The performance will not increase, only the loading time, the end result is the same.
  13. This is absolutely awesome, and very helpful. That guy talking however... Yeah, in the ocean settings tab there's an alpha value somewhere, keep in mind it is faded out by distance, the same variable that controls the foam fading radius also controls the alpha fading, I forgot what I called it, probably foam radius or alpha radius. Also in the config points there's an ocean alpha variable to fade the whole thing with altitude.
  14. I was actually discussing doing this not long ago with @pingopete but didn't have time to try it yet. Another approach would be to do in the same way that Proland does it, instead of using colored lights or a "fixed" ambient light, it has a more sophisticated lighting function which uses the atmospheric data to do both effects, but adapting it would require the source code for the KSP terrain shaders be available and distributable to the public, or making replacement terrain shaders which sounds like quite the complicated task. Also traditional lights won't work (as with the ocean shaders right now). Disable the "draw atmo on top of eve clouds" option in the main menu UI. Alright, thanks for testing, I will check it out when I have time.
  15. I see what it is now. I may have changed the .raw file or one of the height variables between those two versions, are you indeed using the included .raw files or did you generate your own? If using the included ones, could you try copying the .raw file from 233 to 234 and copying over any different variables and see if that fixes it? Also, check if the .raw file's size is different by 1 kb.
  16. In the previous version of scatterer it happened when I changed the near clipping plane from 300 to 600 on the far camera and the far clipping plane from 300 to 600 on the near camera, it fixed itself as soon as I put these back to default, it's probably not the only thing that could cause this though. @NathanKell have the clipping planes changed in 1.1?
  17. Indeed, on atmosphere bodies however it kind of gives a sort of fake global illumination effect so I'm reluctant to take it out, I think RSS disables it or turns it way down and the shadows look a bit too dark and too hard. It comes with the ocean shaders and is "normal" at the moment, there's no fix yet. Thanks, it was a pain to find the issue there.
  18. I'm using the exact same approach as you with the scaled space camera's OnPreRender and OnPostRender, also boosted the sunlight intensity a little on the scaledSpaceCamera to compensate for the lost luminosity from the ambient light. As you said, distant object enhancements fixes the gray background (it has been a must use with scatterer for a while anyway). The only real issue that remains is transition to the PQS on the dark side of the planet will show a difference in luminosity but in my testing it wasn't very bad and definitely worth the tradeoff. At the moment they are built into the sky shader so not possible. Weird, sounds almost like it's done on purpose
  19. I never had this issue with the steam screenshots, so I have no idea what might be going on, anything in the debug log? Also, for the sunflare and the ocean it's "normal" that they don't show up in screenshots atm. In all honesty I'm having trouble seeing the issue, I thought the issue you had was the "mountain whitening" which you can see in the second screenshot, otherwise it just looks like your sky exposure is set slightly low. I think I'm completely missing what the issue is though so maybe you could make comparisons with an older build of the same spot/altitude, otherwise it could easily get confusing.
  20. Yeah actually i'm putting the corona back, in the past it had render order issues but now it's fixed so it will be back in the next version. I don't plan to do clouds, it isn't really a small undertaking and there's already a dedicated mod for them so I would rather focus on other things for now. Post your KSP.log file.
×
×
  • Create New...