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Everything posted by blackrack
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Hi Proot, the source is uploaded on github, it's in the OP. Just download it as a huge zip file, extract it, download any unity version and open monodevelop (development environment included with unity), then just open a project with it and browse to the scatterer source and have fun pulling your hair out. The thing is, the config tool doesn't just write to the .xml file, it generates new precomputed scattering tables (those .raw files) which contain most of the important scattering information like color. You can change some of the settings in the .xml file but most of them will give you weird results if they don't match what's in the .raw files. The tool only works in dx11 right now because it uses a special kind of shaders called compute shaders (these do parallel computations on the GPU) to generate the precomputed tables. These tables could be made to be computed on the CPU instead but I have zero experience with this sort of thing and it'd probably take me way too long to figure it out and do it.
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Yeah but I want to toggle it or fade it in an and out ingame. The black texture is just used for when I disable the sunglare that scatterer uses, I think it's obvious since they have the same dimensions. It was supposed to be just a quick fix. Toggle it on/off, I changed a few things to get the clouds to display but now the coronas draw on top of the sky no matter what. Controlling it would also mean I can have eclipses working in scatterer (they don't work right now). I had the same idea today but have been putting it off because it's tedious. I haven't added persistent settings yet, I'm working on the mod at a very reduced pace these days. This is totally possible, but I never really fiddled with EVE's settings. I guess I could just fade the haze out after a certain altitude. What does EVE's haze look like from orbit anyway?
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Yeah, I'm sad to report it was a false alarm, that bug only happened in unity because I didn't recompile the terrain and ocean shaders in that particular copy of the project to work without compute shaders, the atmosphere was working fine but the ocean and terrain shaders were basically loading empty scattering tables. I got too excited and posted about it because it looked a bit like what kerbin looked like from orbit and I thought it'd fix the atmosphere being too thick. I then loaded up the KSP shaders in that same project and they worked fine. Even tried adding the "bug" in the KSP postprocessing shader to see if it had a different result and it did :/ Only kerbin is supported right now (unless you use the config tool for one modified planet every time). I'm working on fixing the memory leak right now and will add multiple planets right after.
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It's about the same as the proland implementation (which scatterer is based on) with a few weather additions. In scatterer there are problems added by the fact that the shader works in postprocessing and by trying to give kerbin a realistic earth look while having the scale completely off. Thanks a lot, this will definitely be very useful.
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Thanks, I admit I sort of started feeling like that a few weeks ago, I couldn't stop thinking about the mod and ways to improve it/do things differently all the time (sometimes even thinking about it in my sleep) and it was growing into a sort of obsession. But then lots of stuff changed in real-life and it balanced itself out. I definitely understand what you're talking about but that's bound to happen with a hobby like this that really absorbs you.
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Actually I really enjoy spending time on the mod, it doesn't feel like a job, the problem is I have very limited time to work on it these days. But when I do have time I really enjoy it. Is this that mod that generates planets? Ayway, I don't plan to support mods like this yet, let me first get scatterer working well enough with the base game, that way I can keep my sanity. Edited: I just saw this pic and thought it'd be great if there was a way to change the clouds color at sunset/sunrise.
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I've had this bug reported many times but I've never had it happen. I think it should be easy to fix I just haven't looked into it yet. So everything in space goes completely black after 6km right? no stars, no sun no moon? I'll look into this, tbh with you guys I don't even play much with 1.0+. Well, I wanted to have different config files for the different planets so that people can just switch planets or copy the planets they want from packs/compilations/whatever without having to do any copypasting inside huge config files. Anyway, I'm using the new xmlreader thing (KSP.IO.PluginConfiguration) I haven't tried the old method. Anyway, is there a good example of the KSP implementation with the [persistent] tags done somewhere so I could take from it?
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Is it possible to read multiple config files from a single class? I use this https://github.com/blackrack/Scatterer/blob/master/scatterer/ShaderTool.cs lines 52-62 Oh I haven't had time to give the water shaders another try, I figured I'll take care of easier stuff first. It's not intended but I know why it's happening and it should be really easy to fix once I'm releasing a new version (Although I like the low-res ground more). You definitely changed something in the scale parameters or are playing with a mod that changes the scale of things.
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So the clouds are now visible in the sky (low-res pics because I'm on a laptop): A few issues: When the clouds pass in front of the sun, the ugly stock sunglare and sky shines through them. Since I disabled the stock sky, this is either a really weird bug or rbray implemented clouds this way to give the illusion of light shining through them. They also generally look out of place I think because they don't receive light and generally look off. Keep in mind that postprocessing still draws over them, this will take more work and I will do it another day.
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I know I haven't updated in a while but I've been really busy with a new job and most days I don't have any time to work on the mod or I'm just too tired. I will continue to work on the mod whenever I can. Right now I'll try to make EVE clouds visible in the sky (this is requested a lot and should be pretty easy), compatibility with postprocessing will come later. I'll also try to put in persistent settings and fix the reported memory leak. After this is done I'll do multiple planets. This post made me feel really good about dedicating time to the mod for some reason. If you really want to see the water ingame, I already posted a link in page 40 to a build that has it(http://wikisend.com/download/915958/scatterer.zip) just remember it's a really bad idea. As for using multiple scatterers, yes it works but it's probably a really bad idea performance-wise, also, keep in my mind if you're going to use in only some areas to create clouds it won't be visible unless seen from above or when it's between you and terrain. Altyhough that could be workedaround, it'd be too much work for really bad results. I'm investigating this now, can you confirm you only have the leak in 0.014? Previous versions work fine? How did you manage to get these working?
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For people still getting the lines bug, try disabling forced aniso from the drivers, if that doesn't do it try running KSP in "fastest" mode, if that works I'll put in a "toggle aniso" switch in the next version for people with this bug. If you want a higher atmosphere, you can already do this with the config tool. I'll make a higher one default in the next version. I knew this should happen but I didn't notice any difference or if it wasn't significant. If you can really notice the difference post some comparison pics and I'll fix it in the next release. That won't happen until I get the ocean shader working right. Unfortunately I don't have much free time to work on the mod these days, unlike the last few weeks.
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Question: How fo I debug my mod
blackrack replied to Geordiepigeonowner's topic in KSP1 Mod Development
I just have a checkbox that displays a different string based on the state of the program and lots of print() everywhere, it's not optimal but it's quick and it does the job. -
I'm definitely adding support for multiple planets and saving settings next. Edited: Oh and, are you getting performance issues with scatterer? Keep in mind I haven't updated the mod, just flagged the current version as compatible with 1.0 as I've tested for about a half-hour with 1.0 and it works the same. Edited: Experimenting with different sunglare shapes can give interesting results. I guess in the future I could use different sunglares for when the sun is rising or setting.