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blackrack

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Everything posted by blackrack

  1. Ah I see. That is indeed a lot of work, perhaps investigating why the mapdecal isn't working would be more time-efficient.
  2. Linx provided ways around this in the parallax thread, the easier option is a map you can paint in parallax to tell it where not to spawn scatters, the other one was to modify KK to add a mapdecal.
  3. I'm gonna say it TAA is the only true AA. Try looking at swaying Parallax grass with 8xMSAA, SMAA or FXAA, see how much it shimmers, then compare with TAA and you'll understand what I mean.
  4. Could work with dynamic maps but there's no such thing in kwp at the moment, see here There is only some data around launch sites.
  5. You still need a certain resolution map for best results, and although a single 4096 texture is enough for stock sized planets, RSS-scale will probably need higher res maps. Though even with very low res maps you won't see pixelated clouds, instead the distribution will look somewhat uniform. You still need textures for map view but those don't have to be 64k Yeah it will work It's still there Sadly no, this is just how dim the game's lighting is by default, that adding the overcast layer on top completes the illusion.
  6. They are based on texture maps and configs. It can't do contrails but I plan to test making volumetric smoke/plumes with the system at some point, may try it then.
  7. They will, at first they will reuse the current cloud shadow system until I can rework it. Also plan to have volumetric clouds receive shadows from at least one other layer, to have those sweet high altitude clouds casting shadows on the lower ones. Will share some images soon.
  8. Couple of test shots: Timewarp is your friend, you can easily go from this To this I don't remember seeing a setting like this for city lights, maybe edit the texture.
  9. I only quickly skimmed the conversation but perhaps @Dreiasaiycould post his specs and a log file so we could check for any nullref spams or issues, assuming his specs are up to speed.
  10. You can enable them yourself by adding collideable=true (I think) to the tree configs. I did this the other day then proceeded to crash into a tree trying to takeoff from a random place on kerbin.
  11. I guess haven't updated anyone in a while so you all might think this project is dead. I haven't been very active in the summer but I'm getting back to working on volumetric clouds now and they are very much alive, though I still have a lot to do Some random screenshots I took this week (though not showing any new features for now)
  12. Thanks a lot to both of you for putting in the time. If you look on my dev branch I've already replaced every ReferenceEquals there 50a2f8e , haven't merged to master/released yet because I haven't had enough time for testing. This one should be included as well though I will check it later. @DeliriumTrigger I honestly blew you off because you seemed quite rude and unwilling to narrow it down when I suggested doing so. If you still have the issue isolate the sunflare causing it (remove the others) and look for what's causing it: Is it the config itself? Does the default config cause the same issue? Is it related to the transparent body potentially missing a component? Does it work another body? Is there another ModuleManager patch somewhere else overriding the config?
  13. The configs look good and the log is humongous with no immediately visible issues. Your best bet is removing flares one by one to narrow it down and then just changing stuff and seeing what happens.
  14. I see on discord that you found the issue. Next time try to update the flare settings from the UI, that should save you a lot of time when testing configs.
  15. No idea about the first one but the second one is harmless (integration code for upcoming volumetric clouds that just disables for now without any side effects).
  16. Just pushed a small bugfix update, most notably fixing jittering UI elements with TAA and the above mentioned seams/artifacts caused by "adjustScaledTexture". Enjoy.
  17. Not at all noticeable. It only applies to atmo/clouds though. If you add an actual sun with kopernicus (so that it will light up ships and terrain) it will be a bit slower.
  18. Specifically it's due to different land and ocean settings for this feature and the detection of coasts being a bit off. So a simpler way is to have the same settings for both.
  19. Not a known issue. Are there any other visual mods installed like tufx? Seems like an interaction issue or maybe an outdated eve version.
  20. I think it was as easy as enabling the camera's depth texture via https://docs.unity3d.com/ScriptReference/Camera-depthTextureMode.html So find every camera you apply the effects to and apply it like this https://github.com/LGhassen/Scatterer/blob/1bca4720cf9bad0062aa6fc11c894b90622de7f6/scatterer/Effects/Proland/Atmosphere/Utils/ScreenSpaceScatteringContainer.cs#L124 I can't really tell which anomaly you are referring to
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