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blackrack

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Everything posted by blackrack

  1. Well, rbray was working on a "universal" planet shadows shader, however they don't work with the scatterer atmospheres which why I'm doing these now. You could check with him If his implementation works with rings. However I was also experimenting with my own rings shader a while back which handles it's planet shadow internally. This was a quick try and I haven't finished it yet but I plan to get back to it http://i.imgur.com/b0UR1Xc.png http://i.imgur.com/0BkSC62.png (ignore the clipped polygon up top) Edited: Progress on the eclipse shader Here are what eclipses in the kerbin-mun system look like with different size settings for the mun and the sun
  2. WIP eclipses shader for the atmospheres. Different results depending on sun and planet sizes and distances. Looks terrifying already. Pics of ground level view to come.
  3. Here we go, gas giants bug fix: https://mega.nz/#!XY5TEYoa!wy6lgQT5VFPRfjPSEOK8NsKOd8ZWsDZq6B6WVz0PkI0 I'll try to fix a few other bugs then put up a proper release. Edited: And this should fix the artifacts/aliasing caused by the rim exposure/ rim extinction settings: https://mega.nz/#!PAAGlZAQ!bA_ygq2zNQG42XcersTRGJiElB5vJpyBZF06CBOnuds Can anyone test this and confirm whether it works? That's also a bug, I'll fix it when I can. The Z fighting is "normal" for now, I will have a workaround for it later.
  4. Working on it as we speak, check back in a bit and I might have a fixed .dll From your screenshot that looks like the cloud shadows working like they should. Don't know about the black lines around KSC though.
  5. Indeed I am now also getting this bug. I haven't been able to find the cause yet though. Well I haven't really digged much into it yet, but the trees are probably possible also, so maybe in the future. For now the features I'm looking into for the near future include light shafts, multiple light sources, eclipses/planet shadows with proper atmosphere lighting and improved scattering shaders. Probably won't be releasing anything new or doing much bug fixing before 1.1 though, as I expect it to completely break everything anyway. Here's hoping 1.1 will be released within the next two weeks.
  6. Hello. Don't know who to annoy so let me just tag @Avera9eJoe
  7. Thanks, I'll probably just use the Kopernicus Parser. Thanks a lot! I still have many more ideas in mind, so wait for it
  8. This is just for testing right now so they are pretty bright, but of course they'll be configurable. Though I imagine light from Jool should still be relatively bright. Every light source in game, not sure if it's feasible or if it's worth it performance-wise right now.
  9. Possible water reflections on laythe's nightside/twilight: Notice I'm now getting the water artifacts everyone has been complaining about for a while, maybe now I could debug and fix them. I will take a look at EVE's config structure, I admit I haven't been putting much thought into usability or ease of access so far.
  10. It should be, originally I introduced extinction with no way to tweak it, then I introduced extinction tint but it had a bug and was working differently, after that I fixed the bug and it's been the version included since then. Edited: Hmm, what's this? Possible planetshine/multiple light sources? Sorry for bad compression.
  11. What exactly is this "old shading" you're talking about? The only difference I can see is that the second screenshot has a lower extinction or extinction tint value, maybe experiment with those? No fix for this currently, and tbh probably there won't be. Ah yes, I haven't got around to attempt to fix this. This is causes by gas giants, just disable jool from the planetsList file and everything will be back to normal. It's not possible right now. I'm thinking about it or a similar system though. For the 5 pixels above the horizon, there's a setting in the UI, it's called experimental view offset or seomthing like that, play with it. For the flag, I will fix it later. The fog is indeed drawn over the ocean though, you can toggle postprocessing on and off and see how it is. There are multiple causes for this, in some video modes it may go away over terrain but still remains on the edge between ocean and horizon. Doesn't really have a fix for now that won't cause other problems. Though in the future I'm planning to build the scattering effects directly in the terrain shader, and other than some other new effects this should allow, it should fix the black lines on the edges.
  12. This is due to Jool, gas planets seem to be causing issues with the new version. I haven't had time for th emod recently but I will be back soon to fix this among other things. I think he means that the stock ocean failed to be disabled, will try to fix it soon. I haven't had time to check this yet, but I will be back soon to fix this and other issues. This is a known issue, for the menu not appearing, if you're on linux you have to use a different button I think, not sure I remember right but it might have been right shift or left shift instead of mod/alt, you could try a quick search in the thread. I haven't had much free time recently but I will be back soon, hopefully then 1.1 is released also and we have some new toys to play with. For the ocean it's a known issue, I'm planning to fix it but I have no idea what causes it at the current time. The flames behind the plane I should be able to fix for next version. Thank you so much for the very generous contribution, this pretty much pays for a new GPU. A huge thank you and thanks to everyone who supports the development, I will be back soon to continue working on the mod and I have plenty of ideas in mind, hopefully also 1.1 will be released soon and will offer even more possibilities.
  13. The other one is for aerosol particles, the particles that scatter light uniformly at any wavelength, the mie scattering thing we were talking about.
  14. I will fix this soon. Great screenshots, well done. It's also pretty cool that nassault gave Eve green sunrises in that old video from way before we had atmospheric scattering. Anyway, not sure which effect you're talking about but if you're talking about the really intense fog-like haze that's mie scattering, if you want to change at which altitude it shows up you'll have to fiddle with the config tool and change particle height. Keep in mind however it will cause plenty of artifact lines unless you get the values right, also, what may look right at 10 kms high will look like total overkill at sea level, but you're welcome to try anyway, config tool is linked in the OP, you'll have to copy the .raw files generated to scatterer's folder and the settings into the planet config file. In the future I may have a solution to generate configs directly ingame which should make fiddling with this sort of thing much easier. You can change the mie scattering general strength (mie G) and directions (beta_msca) too Not sure why that happens but sometimes switching ships or reloading a game fixes it. And sometimes it's the EVE ocean shaders interfering with it.
  15. Probably a gtx 960, though I might not actually go through with it because I'm going to be back on the move soon and won't be using my desktop PC.
  16. Don't worry I still have my laptop which runs it okay, I'll be back to continue working on scatterer soon.
  17. That's what I was thinking too. I can't test it myself right now but could you give this quick .dll a try? https://mega.nz/#!HBRDUagB!eMI3cHpBsPSeZltbRshNCgVGr9HWGXYUynme_oZo2CU Could you also check if it fixes the black sun during sunsets/sunrises that looks like an eclipse?
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