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KSP2 Release Notes
Everything posted by blackrack
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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.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
blackrack replied to Gameslinx's topic in KSP1 Mod Releases
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. -
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)
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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?
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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