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blackrack

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Everything posted by blackrack

  1. Great, I did do a lot of changes under the hood to get it looking better. Btw does the lens flare not work for you? Also, I'm guessing terrain shadows aren't working or are disabled from that last shot. Alright, I will fix it later on if I can narrow down the original issue, but at least there's this workaround for now.
  2. I've looked it up, while it's better than some of the other integrated chips, I still wouldn't expect to handle SVE in anything but 720p. I'd say it's the culprit here.
  3. Alright. What is this breakdancing duna bug you speak of?
  4. Actually I would've thought It'd happen in the sky shader since it's higher up than the ground or in the ocean shader since it also has some horizon artifcats. Try playing with Postprocessing extinction tint and Postprocessing extinction multiplier/amount and see if that affects it, make sure to select the right config point for the altitude you're at. Also, which video mode are you running?
  5. Yeah I haven't released it yet, I'm still working on it. Considering the postProcessing needs to be drawn behind it this brings even more complications in the transition between PQS and scaledSpace. Haven't seen this particular video but I've seen some photos. The result in KSP seems pretty close https://www.youtube.com/watch?v=zWwITlAYd_A Btw that does look a lot more natural than it ever would in the stock-sized planets. Looks pretty close to what you see in the config tool/proland even.
  6. Ahh yes, the new extinction method does that implicitly. Btw check this out, looks more and more like apollo-era photos of eath imo::
  7. There's a new variable in the config points "_GlobalOceanAlpha" if you're using an older config it's value will be 0 at all config points
  8. It doesn't handle differing CB/transform names so it's CB name. I thought the differing names were only needed for Kerbin/Earth?
  9. Your game is behaving like it's switching between fullscreen and windowed mode permanently, try a different video mode or switch to windowed, perhaps try borderless fullscreen? If you're not using the 64bit workaround you've reached the limit of how much memory 32-bit KSP can use. It doesn't matter how much RAM you have free. Post the log but I doubt there will be anything in it. Really just play with the settings and see if anything affects it.
  10. Yeah, that went right over my head, I've been thinking about this too much today . I'm going to have to move my orbital shader into local space and fade it in and then switch to scaledspace I guess.
  11. It seems most of the clouds are below 5 km though, so you were right Yeah, that would be cool. One quick question though, I noticed that your clouds are composed of the "texture" layer mapped onto a sphere that you see from orbit and the particle-like volumes that you see from the ground or when flying through the cloud layer. Is there a reason you switch the sphere layer between local space and scaled space and not keep it in scaled space all the time? I would've thought it's so craft can fly through it but you seem to "create a hole" in that layer when the craft get through it.
  12. While it's true that they are rather low altitude-wise, I would think the thickest part of the atmosphere is beneath them.
  13. I will try to reproduce it, the weird thing is I can't think of anything I changed that would cause it.
  14. These seem like different issues, but looking at those screenshots you posted, this seems like an even bigger issue, considering continets have also disappeared, and not just clouds, unless he zoomed out enough to reveal them in the second screenshots
  15. Alright, another advantage I have found to this is that eclipses will also work on clouds this way, at least from an orbital viewpoint:
  16. They're still there, but subtler (perhaps way too subtle), if you look in the second set of screenshots you can see them on the left side, near the brightest area. In the first set of screenshots you can also see them near the sun's reflection. Well with scatterer you can't really control where the terminator starts or ends The extinction part works with multiply blending (you can see it tinting the clouds yellow-brown in some of the screens, the atmo color works with additive blending.
  17. Have you checked your memory usage in the windows task manager when this happens? You're the second person to report this and the guy before didn't give enough info to know what's going on. So yeah, poke around more, play with the settings, play with the features, play with your driver, check the debug log etc etc until you find something that affects it at all because at the moment I have no idea what this is. Also try forcing dx11 or opengl. Same as above, try to find some sort of clue and do a more detailed report. Edited: I found something interesting. You know how the terminators look weird when using both scatterer and EVE? By making the atmosphere draw on top of the clouds instead of under, the terminator can be made really soft. Before: After: The shadows don't disappear either, they're there, but subtler, can mostly be seen to the left, in the brightest area: In a way this is wrong as it treats the clouds as if they were at the ground level, but I find the end results looks pleasing and more homegeneous. Thoughts on this? @Proot @Nhawks17 @pingopete Also, if I go through with this, the transition from PQS to scaledSpace may be even more problematic, may have to work something out with @rbray89
  18. I didn't even know this works, I never touched the arrow keys in KSP, thanks!
  19. How did you do the perfectly horizontal spinning camera? Is this with the camera tools mod?
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