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KSP2 Release Notes
Everything posted by blackrack
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Ok, I don't know why you have this but it seems like you're using and older version of KSP or your shaders are messed up and lacking the renderType tags for some reason. Try this .dll file, In the main menu there should be a new option "ignore rendertype" tags, activate it and see if it helps. Keep in mind however it will causes some issues with transparent objects not rendering correctly with the scattering effects, and it doesn't fix the real issue which I believe lies somewhere within your installation. Edited: Sorry that .dll was messed up, try this one: https://mega.nz/#!zIZADDTB!4nNLIAiowMn6uLGJ1f9QDB8GbKXqgScaQ90-Y9xDYDs
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Nope, post pics, I don't include easter eggs yet. Edited: Saw your album on imgur, http://i.imgur.com/C4WpOTK.png this indeed looks different but I have nothing to do with it. In the KSP graphics menu settings I belive there are switches for fallback terrain shaders and SM3 terrain shaders. Edited: Today's neat little trick: I disabled the ambient light on scaledSpace objects that was causing dark sides to appear lit. Dark sides are now dark, mun displays as a crescent, eclipses look better, mun isn't visible against the sun etc etc... Here's a quick before/after album: It makes the celestial objects a bit darker though so i may have to turn up the scaledSpace light intensity a bit, however last time I checked it was tied to the PQS light intensity so we'll see...
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Just open up your gfx driver and play with things like allow mipmaps, and mipmap bias and the like. I suppose it won't make much difference though so you could stick to dx11. And in KSP you could also try playing with the rendering quality slider. Hmm, weird, are you using the fallback terrain shaders? Are you using the SM 3.0 terrain shaders?
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You can put back the sunFlare.shader file from V0.0233 into 0.0235 and it should get back to working in OpenGL. Mysteriously, 0.0235 fixed the sun flare for some and broke it for others, the hunt continues... Yeah sure, post some pics. And yeah I think OpenGL is in general slower for everyoen than either dx11 or dx9. Hmm, that is super weird, considering I manually render a custom depth buffer and don't rely on the built-in KSP one. It's also pretty blurry and that halo effect is weird. Have you tried a different video mode yet? Are you using any other mods? And I'd also be curious to see what that depth buffer looks like in motion. You didn't answer on whether you tried without the other mods you're using or not.
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First off, what rescale mod is that that you're using and have you tried with just a stock game? Second, you have enabled the super secret craft_WaveInteractions flag (which is secret for a reason, it doesn't work) and it's causing issues, disable it in the same way you enabled it. As stratochief said, this isn't enough for me to find what the issue is, so all I can say is keep playing until you find some kind of pattern, one doomed space station doesn't say much.
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This should be due to the new "draw atmo on top of EVE clouds". Test if it doesn't happen without it. If it doesn't then we're all good, I'm planning to make modified versions of the EVE cloud shaders with the scattering done directly inside them and revert the scatterer sky to how it was, that should look as natural as it gets.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
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I can't think of any point in adding just the sky from scatterer. Especially since you'll have to load all the precomputed atmospheric scattering tables anyway so you won't see any memory or load time savings compared to scatterer. The hexagon is a limitation of the stock sky system, as pizza mentioned you can also see it without this mod.
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Actually fixDrawOrders() is entirely removed as of 0.234. And 0.235 is just 0.234 with the .dll so don't bother if you already got it. So really, I think you got the wrong output file. Unless I uploaded the wrong .dll, let me check. Edited: It was indeed the right .dll but I just found another issue which may cause the scattering to draw under the clouds before the transition to scaledSpace is complete. Anyway, @pingopete check you have the right log file because that shouldn't appear.