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blackrack

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Everything posted by blackrack

  1. [quote name='Pronoes']OK scratch Linux. Got frustrated and sacked it off. Windows version now! 64 bit hack. Everything works beautifully except for... [url]http://imgur.com/a/LK4AW[/url] Uniform clouds. I've seen this issue before on the boards but after 4 hours of on and off searching for a solution and messing around, again I'm stumped and am resigned to asking if anyone knows a fix. [url]http://i.imgur.com/0mgQDpx.jpg[/url][/QUOTE] Is this with the latest scatterer version? Most people can't seem to get it running with RSS.
  2. [quote name='TyrannoFan']Is Duna supposed to look like this? I think it looks way too bright especially on the dark side. [url]http://imgur.com/a/dtDTw[/url][/QUOTE] Not sure why It looks like that on the dark side but it does in the current version, also it's probably too bright because the extinction shader is bugged on Duna. If you think it's too bright lower the exposure or try to generate a new config with the config tool (not an easy task tbh).
  3. Is it true that Eeloo was originally supposed to have an atmosphere?
  4. So, is it just me, or the electric propeller parts are overpowered? Part of me thinks they should use a lot more electricity than they do.
  5. [quote name='Nhawks17']Can you post some pictures? I have no idea what you're referring to. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Just an update status passing through....: If you didn't notice Blackrack has released multi-planet support for Scatterer! This means the old EVE-Overhaul version will be discontinued as I can now apply actual atmospheric effects onto the planets now. This also means I will be pulling back the Release version into a developmental version (nothing is effected user end I'm just going back into the 0.x.x versioning instead of 1.x.x) for my organization. Also, I'm approaching the end of the semester at Uni so I know for a fact I won't be able to do a lot between now and the middle of the week. I want to get to work on it so I can get an update out but classes come first :( Stay tuned hopefully I'll have something out by the end of the week :D[/QUOTE] I have to say, now that multiplanet support is released, I'm expecting great things from the people who maintain visual enhancement packs :)
  6. [quote name='Jovzin']blackrack great to see you updated scaterrer and did some upgrade to that Skytone mapping. I still want to ask and what about tha water you once posted in this thread ?[/QUOTE] I get this question every 2 pages, it's probably next on my list, if I can fix it I will release it. Edited: 500 downloads and no complaints thus far, I'm impressed.
  7. [quote name='judorange']Hi, Thanks for the update ! Unfortunately I can't get Scatterer(with RSS) to work : here is the [URL="https://www.dropbox.com/s/uaruv8f4j2r7ibd/output_log.txt?dl=0"]log[/URL] (dx11 + EVE[1.05] + RSS[latest dev from github + latest dev of Kopernicus]). That's on my "main" install so there is a lot of mods. Also, log with [URL="https://www.dropbox.com/s/ue836hulyyri4g4/eve_only.txt?dl=0"]only EVE[/URL] and [URL="https://www.dropbox.com/s/01amkaqbbrjck90/scatterer_only.txt?dl=0"]only Scatterer[/URL]. There is a lot of Am I missing something?[/QUOTE] It's a known issue, RSS compatbility appears to be broken for most people.
  8. [quote name='_Augustus_']Wait. You're planning for multiple-star compatibility? O.O[/QUOTE] In the distant future. Edited: Just uploaded a fixed version that solves the black celestial objects/objects drawing in front of atmo bug.
  9. For now, no. You can try creating your own config points to disable the effects at the altitudes where banding appear but it's not really a proper solution.
  10. It looks like I might be busy this week, I wanted to fix the transition from ground to orbit, and also the various artifacts before making a release. But rather than keeping you all waiting, I thought I might as well release what I have now. As it's already not too bad. The big feature being multiple planet support. A few things to keep mind: -Ground and high orbit both look beautiful but the transition between is ugly and wonky, I'll work on this. -No custom textures release at this time, so Kerbin will look more bland than some of the screenshots I showed -I deleted Jool configs by mistake and I'm too tired to re-do them now, so for now everyone has to make do with the light-blue-green Jool and the blue-green Jool. DO NOT COMPLAIN. -Duna has some horizon artifacts -Laythe is reusing Kerbin's config -RSS compatibility is dodgy, for some people (including me) it works, for others it doesn't, it's something I will fix soon -The mod should use 300-400mb of RAM and OpenGL but not more, this may be further slimmed down later. -The mod no longer uses .xml files for the planet settings, instead each planet has it's own settings in it's own folder in a settings.cfg file, it now has both the config points and the atmospheric properties settings. The config tool hasn't been updated for this yet so you may need to copy the relevant values manually if generating new settings -Affected planets and at which distance they get loaded and unloaded is stored in a new PlanetsList.cfg file -If generating custom atmos, the extinction shader may break, I wrote on this, some values seem to work fine. I believe this is a problem with the extinction shader so I'll look into it later. I will be uploading a build to Kerbalstuff in a few minutes.
  11. Pingopete please free some space in your inbox. Edited: oops, posted in the wrong thread. Guess I better go get some sleep.
  12. Just got rid of the last conflicts in draw queues when rendering multiple atmospheres at the same time. Everything is ordered fine now All that's missing now is rbray's awesome whatever-this-is-called. Also, the blue-green Jool is a placeholder, I personally like it but I can imagine there being an uproar if I release it.
  13. I'll make this an option. Edited: We space engine now (decided to stick Kerbin's atmo on Jool for testing, it doesn't even look half bad, will try custom, greener configs soon)
  14. Effects are disabled on the tracking station right now, I might enable them later though I don't really see the point, I want the tracking station screen to be snappy and load fast
  15. NathanKell himself said the transform name should be left as kerbin (hardcoded) and the celestialbody name is earth. I don't know how you're getting this to work but something else must be broken somewhere. The op doesn't have false information.
  16. You can just compile the code from the "multiplanetSupport" branch, it might be a bit buggy but multiplanet support works. I haven't released it yet as I still want to tweak some things and fix a few problems, otherwise my thread (and my inbox) will get flooded with the usual "this no work, this flicker" posts.
  17. Btw I noticed something really weird the other day, while testing multiplanet support I noticed memory was never freed after unloading a planet (from scatterer). I was doing everything correctly so this was completely weird. I decided to just call the collector myself after each unload operation and it just worked, memory was being freed correctly and everything. So what the hell, does KSP never call the collector on it's own?
  18. Not sure actually, but that website doesn't seem to convert bump/whatever to normalmap Edited: normalmaps are working, but they're kinda weird because they are tool generated and they don't reallymake that much of a difference. The process was also a pain. Anyway: Also, reaslitically speaking, how overkill would it be to have a 16k kerbin texture? That should be about 160mb as a .dds file.
  19. Using good old textureReplacer and photoshop Currently generating normalmaps with crazybump, will layer them at the same time I layer on some detail so in theory it should work ok. I really want to try using satellite images for this so probably will keep away from exporting SE terrain. Proot gave me some good pointers already. Let me try this method then we'll see. Edited: Anyone knows how to convert from KSP's normalmaps format (weird gray with alpha channel) to regular RGB normalmap? This would ease the editing process.
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