Jump to content

blackrack

Members
  • Posts

    2,533
  • Joined

  • Last visited

Everything posted by blackrack

  1. I'm actually still only using the cube method for the PQS and then I fade it out for a simpler version of the sky shader with additive blending applied to the scaledspace mesh, looks good enough and I disabled all the silly stuff I used to do (extending the PQS view distance and the camera's clipping planes). I haven't given the postprocessing shader a new try with the scaledspace meshes but I assume it'll look just as flat as the last time I tried it. What's a PQSMod? Anyway, your cube method for the postprocessing is pure genius
  2. Does this look like a good temporary solution for the orbital view? Edited: Also, no more z-fighting and weird stuff at high altitude as well as a smooth transition to soupy ocean level.
  3. Scatterer-Eve compatibility (thanks rbray for the tips) Pics are with the default low-res clouds so don't look as good (can't wait till Proot gets his hands on this), I'll be making a release soon.
  4. So, is there a way to give the cloud layers this kind of coloration around sunsets?
  5. Well I hope the asset bundles will do the trick, I already considered using them once for compute shaders. But really SQUAD could just add a proper way.
  6. I use the text constructor to load shaders and as far as I know rbray does the same too. Unless the devs add a proper way to import shaders this would effectively mean all shader mods are dead.
  7. Very nice find bac9, though it probably won't work for a round planet and for the view from orbit. However I could adapt their occluded scattering/godrays implementation and it could make a great addition.
  8. In all honesty I have no idea, I'm going through a really busy period at work and since last week I haven't had any time for the mod. I might have some for it on sunday but I'll probably put it towards continuing on postprocessing-EVE clouds compatibility and not hunting down the mysterious water issue.
  9. I did this a while ago http://forum.kerbalspaceprogram.com/threads/115408-WIP-Scatterer-atmospheric-scattering-mod-%28v0-0151-20-05-2015%29?p=1848985&viewfull=1#post1848985, there is also this laythe screenshot http://i.imgur.com/FAswdO2.png It only affects one planet at a time, default is kerbin, but you can change it to Eve for example (make sure to type the planet's name correctly with caps at the start). The only thing you need to do is type the planet's name in the box in the config tool before pressing generate. If that doesn't work, try going in the cfg/xml file yourself and manually editing the planet's name. If that still doesn't work then I messed something up between different updates.
  10. I answered this a page or two ago already, it won't affect a craft for now. Don't know about the splashes, haven't looked into it yet. I guess I could set up a script later on but it's not a priority on my list. For the sounds there is already a mod.
  11. Once you get past a certain distance the effect is just this water color and reflection http://i.imgur.com/U7oD7Uh.jpg, no more waves are generated, this could be easily made to work at a high distance or in scaled space, in fact, this is what proland does to improve performance, once past a certain distance the water is disabled and the water color and sun reflection are rendered directly in the terrain shader. I did some progress on the water shader but there is still a huge issue I haven't figured out and so I might take another break from it and do something else first. I've already started working on full EVE compatibility but haven't had that much free time to put into it yet. I've actually been putting off multiple planets because it's a bit of a "chore" to do and I wanted to do the fun stuff first, there's also that reflectedlight thing that should get rid of soupiness from orbit. To summarize I'll probably have full EVE compatibility ready this week-end or somewhere in the middle of next week and after that it's either fixing the water or adding multiple planets. You're right about the blur at the horizon, I always see it happening in real-life and can never tell where the sea ends and the sky begins, especially if I'm looking at it from a mountain. I can see this being feasible in the postprocessing shader. To get smooth results I always make sure to multiply the default Rt and RL values by the same coefficient, I basically don't change their ratios, and then I play with HR until it looks right, HM is more forgiving but generally gives a really cloudy/heavy atmosphere feel. Because the atmospheric model used in proland requires physical correctness, artistic control can be really limited but keeping the default ratios of Rt and RL generally results in good results, this is how I do it anyway. Also, if you're getting the round patches past 200km, ignore these, these are caused by my "experimental" idea of changing the camera's clipping planes once they reach their limit and the way I do it right now is really messy, it doesn't mean your atmosphere isn't right and it'll probably work fine in future versions.
  12. Yeah sorry, It removes the pink textures on gameobjects but some people do report a messed-up UI on OpenGL. What you could try is download the 0.014 version (go to the kerbalstuff link in the OP, click changelog and download 0.014) and copy the replacement shaders folder from 0.014 and drop it in your current version.
  13. What kind of GPU do you have? From my testing I'd say as long as you have a gtx 460 or better you shouldn't be getting any slowdowns from the water. Also, keep in mind the water is still broken in a really bad way and I'll just post it for everyone to test as soon as it works better. I've also started working on full EVE compatibility yesterday.
  14. Keep in mind that that object is contained entirely in the shader, to do something similar in KSP you'd have to either get the wave height and position information out of the shader (I think this isn't feasible or really tricky, maybe rbray could shine some light on this), or do all of the wave calculations outside of the shader so you have all the required data in your program to move the object up or down. This could be feasible with the proland water shaders, I haven't looked much into it but the guy who ported proland to unity did something similar in one of his projects but it was dx11-only. You can read about it here if you want http://scrawkblog.com/2013/06/04/ocean-with-brdf-lighting-in-unity/ scroll to the end for the waves thing.
  15. It's possible but don't get your hopes up, it'll be a real pain to integrate and to replace the current terrain system with it. You could probably write a whole thesis on the work you need to do to integrate it in KSP.
  16. Alright, was the blue blob drawing on top of the planet on the other side when that happened? Alt-f10/f11 brings up the settings GUI, change the alpha there.
  17. I think it's more that people think this kind of thing is impossible in unity. I used to think it was too, simply because I never saw anyone do anything graphically impressive in unity before I started really looking, so I assumed it was a very barebones engine. Almost anything is actually possible in unity. Messing with the settings in the config tool won't actually help in this case. This is caused by the sky shader drawing on top of the planet, which wasn't supposed to happen originally but it looks good enough if you dial the opacity down to 50%, unfortunately that version doesn't have separate settings for mapview or orbit. I have fixes for all these problems and the blending issues and will try to upload a fixed version soon. Also, what is happening in the second screenshot? Sun drawing through the planet? Was your ship on the planet's surface or in orbit when that happened?
  18. The current terrain is rather unnatural so having a better terrain generator would definitely help a lot, also, the trees and forests would take kerbin to a completely new level so yes, there'd be substantial benefits from the integration. Keep in mind the water isn't ready yet though, it still has huge issues. There isn't one right now but there will be a setting in the next version to do that.
  19. Blocked by clouds, no. Similar reflection from moons is possible but it's not implemented right now. It'll take a real miracle to integrate the terrain renderer or the trees but with everything else I'd say we have about 40-50% of it.
×
×
  • Create New...