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KSP2 Release Notes
Everything posted by blackrack
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Yeah I changed a bunch of stuff to make it work with camera and telescope mods won't work properly when the PQS is active though, the postprocessing shader will still cause wonkiness but the SS one should be fine. Could you post some screens of the issue you're getting? I'll try to replicate it later. Edited: that album is pretty much photorealistic.
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Rbray confirmed this is an issue with EVE, http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v00234-10032016-highly-improved-memory-usage/&do=findComment&comment=2450945 You can sort of fix it by moving the camera around in mapview.
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I answer this one every couple of days, so what GrugInAus said, the most effective fix is forcing dx11. Btw it's also posted in the beginning of this page. Alright, but the weird thing is it works fine for me on OpenGL so not sure atm. For now you can put back the sunglare.shader file from the previous release. For the disappearing water, it says in the menu you may have to restart your game when you change the option. I don't write these things for no reason you know.
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For the scaledSpace issue, this should take care of it :https://mega.nz/#!eYRCXb5b!71N_-G6QMk3nk3SNu_CMFvv5z5wHUaoHi2YbQRKdUp4 let me know if any other complications come up. The transition isn't smooth for RSS though and will have to be adjusted manually. Otherwise you could wait for me to go through with my idea of adding scattering to the EVE clouds shaders and make some RSS configs. For the lens flare, it's working fine in OpenGL on my end, so maybe it's a linux thing. Nevertheless, I will try to change some things around and see if I can get it working.
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I'm thinking the ring shadow translucency could be taken directly from the ring texture alpha value.
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I think if you force directx11 you can enable terrain shadows and get rid of the artifacts, try it. For the clouds if it's the same issue rbray just talked about just wait for an update from EVE, or go into map view and orient the camera to look in roughly the same direction as your ship then quit map view.
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Yes, it's a limitation with the rendering of transparent objects. However, a while back I was experimenting on making my own, custom ring shader http://i.imgur.com/b0UR1Xc.png http://i.imgur.com/0BkSC62.png That was still a very early prototype (note it handles shadowing natively), but if I go back and finish it, it will render correctly through the atmo. It may also be possible to make the ring render it's shadows on the atmosphere/planet surface.
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@Poodmund heads-up: The planetary rings should now be fixed http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip-scatterer-atmospheric-scattering-v00233-04032016-highly-improved-memory-usage/&do=findComment&comment=2450926 Please test them out when you can.
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Alright, I'm uploading a new version, the fixed planetary rings are there, telescope mods will also work fine in scaledSpace now, however the postprocessing shader will still interfere with them when PQS is active. The option to draw the atmo over EVE clouds is there, it will make the terminators and the orbital view better in general, it will also make the eclipses appear over clouds but it has some issues of it's own: As you can see, the clouds on the edge are overly tinted because the atmosphere shader thinks they are actually behind the curve and therefore, is applying a lot more extinction. The transition from PQS to scaledSpace also has some problems. If you don't like it you can turn it off from the main menu or turn it off for a specific planet from the planetsList file. If you don't use EVE you should also turn it off. In the future I will try to come up with a better way to do this, perhaps even work with rbray and make modified versions of the EVE cloud shaders which will have scattering rendered directly and correctly inside them (should also look better from the ground). This release should also fix the lens flare shader on OpenGL for those who still can't get it to work (@pingopete please test if it's fixed)
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Planetary rings are fixed: With one issue: They will appear over the atmosphere when seen from angles like this: However from inside the atmosphere they will display correctly, so if you add rings to an earth-like planet the rings will still render correctly in the sky. Given that the atmosphere and the rings are both transparent objects, it can be difficult to sort them, z-sorting can only be used against the planet (what you see above) as you don't want transparent objects writing to the z-buffer, and sorting purely using renderqueues can't be applied as the ring is both in front of and behind the atmosphere at the same time, unless seen all the way from inside the atmosphere. But this is good enough for now until I come up with a better solution. First thought that comes to mind is splitting the ring mesh in two and sorting them based on which half is in front of or behind the atmosphere, but there might be a simpler way I'm not aware of. Another trick that can be used is, well, shrinking down the atmo so it's edge is above the planet and this problem isn't visible anymore, that's more of a duct-tape solution
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Are you on the latest version (0.0233)? There was this issue with the sun flare not working in OpenGL but I thought I fixed it 0.0232. Do you occasionally get a random pink square near or on your craft when launching or switching to a craft in orbit? Edited: Also, you can test if it works with the stock game.