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Everything posted by blackrack
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Yeah I think I saw that effect before, anyway, it's nice to see you actively participating in the modding scene.
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Do the windows reflect everything? Sky, planets etc..?
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I was actually looking for the normalmap for the currently rendered scene. If you're familiar with the "toggle depth buffer" button in scatterer it's similar but it looks like this https://bitwisegames.files.wordpress.com/2011/04/thesphere-normals.png, it tells you which direction each surface is pointing. I need it to determine the reflected light correctly. Don't worry though, rbray already sent me a way to do it.
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Thanks, you're right about texTile though, turns out it's included in proland. I'll try the method you sent me for getting the normalmap, I hope the precision will be enough. Unless you have the sky transparency set below 100% or you're setting a really high alpha cutoff this shouldn't happen in any of the old builds. In the new version it's not unlikely though, you can already see a similar picture I posted about 10 pages back http://i.imgur.com/sPkqPMy.jpg Edited: I guess since you're seeing clouds in an old build you already have transparency lowered so that explains it.
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Can anybody familiar with shader code tell me what the following line does? fn.xy = texTile(_Normals_Tile, IN.uv, _Normals_TileCoords, _Normals_TileSize).xy; Pink pods fix should work for all renderes. Full DX11 and OpenGL comaptibility should be possible, I just don't intend to work on it until I have the more important stuff worked out. Edited: Anyone ever tried getting the scene normalmap in KSP?
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I think I'm on to something (for real this time). So basically, the current KSP postprocessing shader just takes the terrain color and adds some scattering on top of it. While the proland shaders approximate light reflected off the terrain then add that, as well as the scattering on top of the terrain color. If I can figure out a few things, I should be able to add the reflected light component, do a few adjustments and finally fix the postprocessing (and the foggy view from orbit) for good. I did a few quick tests, here's what the proland shader looks like (ignore the water shader): And here's what it looks like if I modify it to just add scattered light on top of terrain color (what scatterer does in KSP right now) Same comparison from lower altitude: You can tell the lower pics look very similar to scatterer at 100% opacity. How did you even get the eclipse? They're not supposed to work in scatterer except for when sometimes it glitches and you see an eclipse where there isn't one.
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Does anybody know how to load an array of string or list of string using the configNode storage method? I'm following http://forum.kerbalspaceprogram.com/entries/1265-An-Adventure-in-Plugin-Coding-7-Thanks-for-the-Persistence but it doesn't seem arrays/lists don't seem to work. Plus I can't actually load a class directly and assign it to the current class, instead I'm using ConfigNode.GetValue with every single variable. Edited: Nevermind, I got it working.
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So is there an actual problem with the mod's ram usage or is it the combination of EVE + scatterer? I intend to support OpenGL better but later on. It's possible, you probably just used a different format or something, when in doubt, just open up the sunglare I included in photoshop and paste your new sunglare over it.
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That looks good indeed, mapview is just the scaledspace object though, which is flat. Postprocessing needs the detail of the PQS to work so it won't be as easy as enabling it for now. But I will add separate settings for orbit and ground if you want. Breathtaking indeed, when the clouds are no longer getting drawn over by postprocessing it'll look 10 times better.
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I noticed this, and tbh it's been putting me off the forums a bit lately. Even in a huge thread people should at least try to read the 5 first and 5 last pages before posting. Looks like I forgot to disable the effectin mapview (it's useless anyway, it's just the atmosphere you see at the edges of the planet).
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Dear god proot, that gallery is amazing. And indeed, rbray has already told me a way to fix it, I'm not sure how long it may take me so I'm going to implement multiple planets first. Also, great sunflare. And for that shot with the moon, did you lower the atmo transparency? Yeah, I've kind of been putting off fixing this since it doesn't really hurt the game in any way. Looks like it might be time to mod the stock trees...
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For everyone getting the pink missing textures thing just download an old version of scatterer and stick the "replacement shaders" folder into the new version, that should fix it for now. This will get you back to the old low-res terrain, if you don't want low-res just don't replace any of the shaders that have PQS in the name. Alright, I haven't really been keeping up so I missed this.
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I made a new version. Here are the main changes: -Lowered memory usage (I expect your feedback on this) -Added persistent settings Settings can be saved with the save settings button or they get saved automtically when the scene is changed. -EVE clouds are now visible in the sky (postprocessing still draws over them though) -Added toggle aniso button for people who are still getting the lines in the sky when using OpenGL (if you don't have the bug don't use this, if this still doesn't fix the bug try disabling aniso if you have it forced from the drivers) -Terrain should no longer be low-res -Fixed some minor bugs I know this isn't much of an update, but I haven't had much time for this. On the upside, adding multiple planets should be really easy. Whatever is causing this is also causing the "blue ceiling" effect, in unity the transition is completely smooth but in KSP you can see an atmosphere line after a certain altitude. Btw your profile image is the exact wallpaper I'm using right now.
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Sorry for dropping in out of the blue, but is this compatible with 1.0.2? And with the new DDS textures do we still need this?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
blackrack replied to rbray89's topic in KSP1 Mod Releases
Hey could you post some screens? I always thought cloud shadows would add a lot to the game.