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blackrack

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Everything posted by blackrack

  1. Have some eyecandy Yes, although you won't be seeing waves changing shape and forming into foam as they approach the coast, it'll be more like waves clipping up and down the coast but it'll look good enough. My laptop (i3-U 1.8Ghz and gt 740m) cries with the ocean on but it's a pretty basic laptop. Don't worry about this, it's well known that the 200km boundary causes lots of issues, it's where I switch the camera's clipping planes and it's a pretty bad idea. For the next version I have a different idea in mind but you'll have to wait. Unfortunately the waves won't be interacting with the ships. I could definitely make it translucent and then post some screens here and we could all discuss it, once I get around to it. Proots posts always get me.
  2. Thanks a lot man. The surface has animated waves, their speed and height is configurable. The water color is also configurable but the reflected color matches that of the sky and the sun has it's own reflexion. There are also some gridsize and resolution settings, these control the overall quality, I set those a little low so the reflection looks a bit blurry in my screen. The ocean looks and moves similarly to the one in this video but doesn't have that jarring tiling effect.Let's just hope I can fix the few remaining problems with it.
  3. I managed to fix a problem where the water randomly disappears at some angles and when closing in on it so here's a little close-up: (don't worry if the reflexion looks a little low-quality, I have it set to lowest quality so this laptop doesn't burn up) There's still the problem with the water moving around but I'm working on it. I guess I'll have to test it out with kopernicus then. Edited: Also, with the new blending method stellar objects are visible in the sky even at 100% opacity. This allows to see the moon without having to sacrifice the sky's color by loweing alpha to something like 70%, but it may also look somewhat unrealistic, as the dark portions of the moon shouldn't be visible at all. In later versions I could still roll it back to the old method for when on the ground if you guys think it looks better ( see this pic http://i.imgur.com/7Y2rjUI.jpg proot posted about 10-20 pages back for what the moon and the sky looked like with lowered atmosphere alpha). If i'm not mistaken, new blending method should also have fixed the "space cuts to black after a certain altitude" bug some people were getting.
  4. What is the exact problem? The sun rendering over the sky or the artifacts on the sun? If it's the first it's definitely a render order issue, should be easy to fix but we'll have to see how the copernicus dev does things.
  5. I just fixed the blending issues (look at the stars near the horizon), ignore the artifacts in lower left, these are caused by some stuff I'm testing for the reflected light. Ceiling effect (non-smooth transition to space) is now also fixed
  6. Originally the mod was just for atmospheric scattering effects but I'm already working on including some of the other stuff in Proland because it's relatively easy since I have most of the framework set up. Ocean shaders are halfway done (check around page 38-40 for a sneak peek) but they had issues with moving around and I haven't worked on them since then because they took too much time. I don't think I will be able to do forestry though. Anyway, I don't plan on merging the mod with any other mods, but I'm trying to make it compatible with EVE and then anyone can include it into a visual pack if they want to.
  7. My shaders already work the same in unity 5, I doubt I have to do much work at all unless they change lots of stuff in the game logic itself. I'm doing this when I get some free time.
  8. What do you mean exactly? I think it doesn't get simpler than "effect is covering up the planet in map view", plus, no one reads the OP anyway. You just download the config tool linked in the OP, the link is at the end of the post.
  9. Wait, I thought I persisted that, will check it later. it'll also probably help to have it enabled by default in OpenGL the first time you use the mod. Yeah, don't worry about that, that was more about the sticky, but thinking back about it I think the sticky is not the main source of exposure.
  10. Where did this rumour of me giving up on the mod even originate from? Of course I'm not going to kill the mod, that'd be silly, but it'd definitely help if people could read the thread, or even in some cases try the mod before they start complaining about something they saw on a screenshot.
  11. Alright, that's it, remove the sticky, we're done here. (Moderator edit: The above was in response to a now-deleted post.)
  12. If you try to remove a single shader the whole mod will stop working so it won't work. I'd say the culprit is the postprocessing shader, it's the most complicated and the one with the most problems.
  13. I already use rendertextures in my mod so I'm a little familiar with them, I've read about replacement shaders and how they can be used to create custom depth/normal buffers but have no experience with them. Thanks for the pointers, I'll Try doing that. One last question, does forcing deferred rendering cause the camera to render a full size Gbuffer or is the only easy way to do that in unity the shared 32bit (16/16) buffer?
  14. This bug is reported every page or two, I haven't put up any fixes for it so please stop reporting it, I'm very well aware of it. The mod is far from being ready and it's best not to expect to be able to play the game normally with it, it's going to mess the game up one way or another (though i'll try to put up a fix as soon as I get home). Also with no conflicting mods, I'm still unable to open the GUI with Alt-F10/11, nor MOD-F10/11 (Alt is usually remapped to RShift on Linux). That's with 0.014_Experimental as well as 0.015. And with 0.014, I couldn't for the life of me find the [Kerbin]Settings.txt, so I copied them over from my default KSP install after the first run of tests. 0.015 does have the config directory though. Persistent config was added in 0.015 and you can't rebind any of the shortcuts yet. I'll try to add shortcuts rebinding but the graphical issues are probably OpenGL-specific. I don't plan to fix these issues right now because I'm still adding and removing stuff in the shaders all the time and I'd have to spend a lot of time updating/fixing the shader every time.
  15. Does anybody know of a way to render the PQS unlit/unaffected by sunlight? I don't want it to be dark, I just want it to display the texture color without any light or shadows like this: It doesn't necessarily have to render this way, I just want to get the raw color information and pass it to a shader.
  16. Well, at least the mountains are getting this nice lighting effect and the banding is gone. By the way, are there any mods that improve kerbin's textures or the scaled space object's look? I'll add modifiable shortcuts. Can you test with 0.14 and report on whether or not you get the same issues with pink stuff? Also, try testing with no other mods. I always compile with unity 4 anyway.
  17. The loading animation pink bug has been there for a while and it doesn't really take away from the game so I'll fix it later on. If you don't have any pink parts/buildings it means the fix is working.
  18. Still lots of work to be done here. reflected light off: http://i.imgur.com/oEUmTzF.jpg The normals buffer is causing extreme banding due to 16bit precision, also the normals direction is off (should be solvable) and the effect needs lots of tweaking. So far really not satisfied with the results. Try the forceOFF aniso button for the rings. Does anybody read anything these days?
  19. Scatterer only supports kerbin right now but the coloring on some of these artifacts look like something scatterer could cause if you mess with the scale settings. Soemthing really weird is happening, but if you're going to report a bug like this better first disable all the other mods.
  20. So how are the reflections rendered exactly? Is this a feature of texture replacer? How does the shader work?
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