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Everything posted by blackrack
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The horizon artifacts are a known issue. However some unlucky people reported the flickering and I was never able to replicate it or find out what causes it. All I can say is, try without any other mods. Well, the transition is still very very rough in general and still needs work, unless you get something very different from the transition JT2227 posted a few posts up. Great video, but you guys just wait, I still plan to work on an 8k kerbin texture that will have a much more realistic, and non-stockalike look, I will also work on making the continent/sea boundaries better defined.
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You could have just asked me for the ocean shaders as compiling them in unity is a pain. Anyway, they are modified copies of the proland shaders and I didn't bother to modify the names/path so much as it doesn't do anything (and I'm lazy), most of them have been modified to run in dx9, OpenGL and shader model 3.0, a few others were modified because I had to do a few things differently than they are done in proland (making scattering on terrain a postprocessing shader that uses the depth buffer, splitting the extinction and scattering components into separate shaders and using the additive and multiplicative blending modes to compose them back into the original image because I couldn't figure out an easier way to get the original image halfway through the rendering without re-rendering it in a separate camera etc...) most of the shaders were butchered in one way or another except for the ocean shaders which were just made to work on shader model 3.0. Not sure why you want to do this on the fly but it's possible, postprocessing shader and extinction shaders are disabled by their own buttons and sky is disabled by setting the exposure to zero, then you can just re-enable the stock atmo with the appropriate button.
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Are you doing this with the config tool? From the mod's point of view there shouldn't be any difference between the atmo I included or any other one generated in the config tool/proland. I'll try to download RVE and do some testing with it. I'll need some more details on how to replicate the problem you're getting.
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Of course it's okay, otherwise there wouldn't be any public source code May I ask what took so long to get the code running? And yeah, the ocean performance is good (getting 60 fps on a 560 Ti here) but I'm not sure exactly if the occlusion isn't working (it does occlude ships halfway in it) it's just that it moves around with the camera. And tbh it doesn't seem much of a big problem but after wasting a few days on it with no success I decided to work on other things until I get more free time. In any case, the more people actually play around with the code and try to debug the ocean, the better it is. I'm just an amateur coder and I've learned a lot since I've started the mot but still have a lot to learn.
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The wikipedia page mentions "payload to moon - soft landing ", how is it actually possible to do a soft-landing with this thing?
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Just realized the tint parametere wasn't doing what it's supposed to (i.e, adjusting tint) and was also affecting luminosity. You can now adjust the tint/coloration without losing the "muted" look of the new shader. Here's a screen with 175 extinction multiplier and 70 tint Will try to upload a fixed version tomorrow as my internet is acting up now.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
Well, I tested with the latest version of RSS on sunday and it was working fine so it's weird, anything getting spammed in the log? Also, if you set extinction multiplier to zero you'll pretty much just have a blue atmosphere (oceans?) and no landmasses, I imagine this setting can be set to 70% or 40% to simulate a thick atmosphere on other planets (eve mabe? we'll see later on) -
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
blackrack replied to KillAshley's topic in KSP1 Mod Releases
I actually like this one a lot, more pics? Is it supposed to have an atmosphere also? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
It's actually a very minor update but thanks anyway, I have an idea for fixing the horizon break (OpenGL-only problem) but it might make the effect flatter or it might be unnoticeable. We'll see how it goes. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
This happened to me when the planet couldn't be found. Is there something RVE does differently from RSS regarding the celestialBody/transform names? -
How many times do I have to say that these just initialize the variables to Kerbin but then they get overwritten by whatever is in the config files. The point being, if the config file is gone the mod reverts everything to default. it's not actually hardcoded. In the case of RSS, these get overwritten to ParentPlanetCelestialBodyName = Earth ParentPlanetTransformName = Kerbin So Kerbin still exists as the transform name. If you're going to look at the code, make sure to actually look at all of it, understand how it works or refrain from posting.
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Transparency in itself is easy, but for the effect to actually be convincing, the principles of refraction and reflection have to be respected. Just include a scatterer folder that only has the configs and the .raw files in it (respecting the folder structure), that way if people have scatterer it will override their configs and if they're playing stock nothing will happen.
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
blackrack replied to KillAshley's topic in KSP1 Mod Releases
These look like voronoi cells -
I experimented a bit with the atmosphere shader today. Current shader: New shader: Setting 2: With EVE clouds: New shader with EVE clouds: Thoughts on this? Also I know everything is more or less getting the "sunset" tint for now but this will be fixed later to only areas actually in sunset. I'll look into it.