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blackrack

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Everything posted by blackrack

  1. The way I understand it, they do 1 vertex per pixel to maximize the detail onscreen because they displace them later on. I see, but then we'd also need to have it work for aerial views, so one flat qud won't do. What do we do then?
  2. Anyone tried this? http://forum.kerbalspaceprogram.com/index.php?/topic/110001-105-water-sounds-v11-2015-11-17/ I uploaded a new version with the fixed filenames. If it's what's causing linux issues it should fix it, else it'll take a little longer.
  3. Indeed, I was too tired and just zipped everything up and went to bed. I have no idea, I've never seen that error before. Effects are disabled in tracking station and main menu on purpose, they are not needed there and would make loading times longer. This is a current limitation of the method it's using. If you look straight down at it from above or roll around it disappears. I may or may not be able to fix it. Omega is also a good setting to play with. try something like amp 3-5, wind speed 15 and omega 1.5 If you have the GPU for it set m_resolution to 1 and fouriergridsize to 256 for extra detail and sharpness. It's just your opinion, for the map view scale, I'll check it out. That just looks like you dropped a kerbal in a real photo. I'll investigate this as soon as I can. Thanks a lot! Perhaps later on, I'm considering caustics and reflections. Try without any other mods? Also try running in different video modes (dx11-opengl etc) That's cause by the EVE cloud shadows I'm using a dirty trick to get them to show on the water but it's also causing these artifacts. I could make them togglable. Try without other mods Indeed, water disappears or moves if you supersample screenshots. Disable it or just use steam/fraps.
  4. From the looks of it this will take another 15 minutes as my internet is unbelievably slow in upload. Get a drink, clean up your KSP install and chill out while waiting. Edited: Well, this bit of code is called to create several meshes https://github.com/LGhassen/Scatterer/blob/ocean/scatterer/Ocean/OceanNode.cs#L239-L287 But I haven't really looked much into or what happens later inside the shader. I cared mostly about getting it running I think the meshes may be all at screen depth while the shader does some trickery later on.
  5. That... that actually doesn't look half-bas and it looks like a modern version of the spruce goose This is clearly a winner. This one is also awesome, I'm having a very educational night.
  6. @rbray89 I actually tried the lights and they don't work indeed. Nice, I wouldn't have took you for the kind of person who goes there. Btw I actually remember when you posted that submarine. 8 sea planes, 2 carriers and 1 submarine.
  7. Haven't actually tried the lights yet but I will. the trick is, the projectors don't work. Since the stock ocean still generates geometry, I swapped it's shader out for an empty shader, actually just a color shader that the projectors work on. // Compiled shader for all platforms, uncompressed size: 0.3KB Shader "Custom/TranspUnlit" { Properties { _Color ("Color & Transparency", Color) = (0,0,0,0) } SubShader { Tags { "QUEUE"="Transparent" } Pass { Tags { "QUEUE"="Transparent" } Color [_Color] ZWrite off Blend SrcAlpha OneMinusSrcAlpha } } Fallback "Unlit/Transparent" } Then I just moved the ocean's renderqueue to be behind that of the projector. So now it looks like it works, and it mostly holds, only exceptions are when you can see shadows that are projected on terrain behind the curvature of the planet appear on top of the ocean but it doesn't happen all that often. Not entirely sure why the projectors don't work normally with the ocean shader, maybe I messed something up, but I'll get back to it later on, for now this dirty trick looks fine. If you do that the release is scrapped. Edited: >Greentexting on kspforum Very nicely done though.
  8. Yeah I do, but not really a big one. I used to get a much bigger one when I was disabling it's generation entirely but it caused the PQS system to mess up after a while. Let me know if it works, the performance boost is actually not negligible at all. We're not doing that anymore, the conditions remaining to be filled are: 8 sea planes, 2 carriers (complete with F-14s) and 2 submarines. Edited: Alright, it doesn't look like it has variable wing sweep but I'll let it slide.
  9. The whole mod has been one big learning experience for me, and yeah, I've put a lot of work into it, but it was above all very, very rewarding.
  10. It disables the stock ocean rendering and adds it's own ocean. The stock ocean is still generating quads for now because I couldn't find a clean way to disable them from within scatterer, all methods seem to cause serious problems in the PQS system. The quads are hidden though. rbray and some other people suggested a few things I could try but they involve modulemanager or kopernicus and I thought I'd look at them later. For now you could probably squeeze some extra performance if you lower the stock ocean subdivision settings (they're somewhere in the settings file I believe, there are some .cfg files around that do this). Not sure what you mean but you could always disable scatterer's ocean or EVE's.
  11. I see what you mean, scatterer can create an ocean regardless of the PQS system ("hasOcean = true" in settings file) but if it doesn't have one in the PQS it'll only be cosmetic.
  12. PostProcessing is now working perfectly with the ocean, no longer relying on the depth buffer. This also nullifies the moire patterns, but we already had a fix for these (and we still need it for horizon artifacts). Random image because I thought it looked cool. Obligatory sunset We're getting really close to release, but I still don't see my planes and my boats anywhere... Fair enough.
  13. Beautiful, 9 sea planes, 2 carriers, 2 submarines and 1 yamato class battleship to go. I was just talking about part mods for the craft thogh. Btw you should be preparing for your finals
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