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blackrack

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Everything posted by blackrack

  1. Thanks for testing, I'll be fixing this soon. Edited: That looks pretty terrifying.
  2. Hmm, really? Alright, well, less work for me.
  3. Alright, I'll see what I can do. Btw @daniel l. keep in mind additional light sources will not work with the stock sky but will work with stock planets, terrain and water, it's one of the reasons I wanted to add this to the scatterer sky. Hmm I'm not sure why it would still happen really, I'll try to send you a modified .dll you can test with.
  4. Quick question @Nhawks17, when you put clouds on Jool, do they display correctly from laythe or do they still draw over laythe's sky?
  5. It's not, planetshine is still planned. Really the "source code" was just copying the sun's Light component and changing it's intensity and moving it around, not exactly something @Thomas P. would have trouble with. Why doesn't multiple suns work in Kopernicus?
  6. Well I'm not sure, I was just thinking about using the same method as the godrays method I'm using or the improved one rbray suggested with the projected grid. Only limitation I can imagine is that it might be tricky to make them visible from the inside, like is currently the case with terrain godrays. I was watching this https://youtu.be/mXTxQko-JH0?t=1496 and it seems the method they're using is a lot more complicated with a fur-like shader. They also tried a godrays method but they don't get in detail on why they dropped it, they only mention it drawing on top of the UI but they probably ran into the same limitation or something else.
  7. Does anybody else feel the stock re-entry/mach effects are big performance hogs? Right, try the oceanRenderQueue field in the UI.
  8. Thanks, I wasn't satisfied with the existing lens flare system, it was too simplistic and I thought that some small changes could make it a lot better. I also tried implementing another feature where additional spikes would rotate and grow around the sun as it moves around, to make it seem less static, but it didn't look good, I'll probably give it another try later on. I didn't actually remove them (though I didn't like them either) so not sure what's going on, could be because of the new method to disable the ocean, if that's the case it's safe to say they aren't coming back unless you want the performance hit back.
  9. You can just disable the ocean, the godrays and the shadows and you'll have the "lite" version, really there wouldn't be a point in releasing a separate version for that. So are you asking for a standalone lens flare shader or just multiple star support? In the case of a standalone shader, keep in mind you won't have the lens flare change color during sunsets/sunrises.
  10. Alright well, what else do you have? Anything in the debug log? Any other symptoms? And post your platform and renderer.
  11. Alright, that's pretty accurate, I'll look at it. Edited: @Theysen @stratochief66 Grab this https://mega.nz/#!yc4yABLR!CpbBgK_9BVFyabsBZX1OkjwkvQwy-KYEJjQmsQbSBtw or revert to the previous .dll (the one with the memory savings), this time change both entries in the planetsList file to Earth scattererCelestialBodies { Item { celestialBodyName = Earth transformName = Earth loadDistance = 5E+07 unloadDistance = 1E+08 hasOcean = True eclipseCasters { Item = Moon } } } It seems with either the newest version of RSS or Kopernicus the differing transformName is no longer required, maybe @NathanKell could confirm this. Edited: I've updated the downloads with the memory-improved version
  12. Not yet, but it sounds like a great and easy to implement feature, what's a kopernicus pack with multiple suns? Could you make a video of the strobing perhaps?
  13. Ok hold on, I'm going to download RSS again and check. Edited: @Theysen I'm not sure if I had an outdated build of RSS earlier or if I broke something without noticing but this should fix it: https://mega.nz/#!yNZ3QSiR!v6ubutztkYOk2_cEip6uH-itMw1OiRo1IuK0fv6NDQU If you get any other issues or if you start getting new ones report them also.
  14. You have something wrong in the planetsList, really, there are nullrefs in the log in the fixDrawOrders() method. The sunflare only updates after the draw orders are fixed, post your planetsList file here.
  15. Right, you have a ton of nullrefs in the log, you should at least start by looking at the log. Change the scattererCelestialBodies section in your planetsList.cfg to this scattererCelestialBodies { Item { celestialBodyName = Earth transformName = Kerbin loadDistance = 5E+07 unloadDistance = 1E+08 hasOcean = True eclipseCasters { Item = Moon } } } In other words, remove all the celestial bodies that aren't actually in RSS. Next rename the Kerbin folder to Earth, that should do it.
  16. I really don't see any reason why it would work in stock but not RSS, even with default sunflare size I still see the flare in map view in RSS. If you don't see the sunflare at all in mapview you have a big problem. Which other mods are you using? Which config are you using for scatterer with RSS?
  17. Well it works with the mountains on Kerbin so that's not really it Anyway, I'm guessing that's Just raycasting in scaledSpace working, but not quite matching up to the PQS. I had the same problem on Kerbin before I decided to just use the depth buffer. I'll make it so the depth buffer renders for checking occlusion even on planets without scattering effects, perhaps with a reduced resolution in this case.
  18. Why do you think I'm assuming spheres for the lens flare? It works via raycasting and checking the depth buffer, but I guess the depth buffer isn't rendered for planets that don't have scattering effects, I'll fix it for next updates.
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