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KSP2 Release Notes
Everything posted by blackrack
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OpenGL has plenty of artifacts right now. Not sure what it could be, either you're using opengl or one of the many mods you have installed, plus you seem to be above the altitude where things mess up. You can already see the stars at night. I had the same observation the other day. It would definitely work but I'm still experimenting and looking for a more elegant, all-around solution. I would implement it if Ic an't find anything better.
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Good to see you're enjoying this. Performance seems to be different for every PC and it may play weird because of othermods so you're going to have to test it yourself. My thoughts exactly. Thanks, so which .cfg do you like more? I can see you're using the newest version but this was supposed to be fixed a few versions ago, if you have a mod that forces anisotropic filtering to apply to everything it might bring it back, or maybe you're forcing aniso through the drivers?
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I added a new setting that allows the highest mountains to retain their colors, this allows for the snowy peaks to be seen from space, however it doesn't look very good because of the low-quality textures. Before: After: Yeah the movement thing is a well known issue, I'm considering ways of fixing it. The graphics packs thing is the reason I made the config tool. Edited: I did some additional tweaking and I'm going to need you guys to tell me which looks better. Old config: New config: Old config from space: New config from space:
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I see what you did there. I made this config in two minutes so it doesn't look very good and the color and atmosphere height are way overdone but here you go: obligatory album music If anyone wants to try this config or "reverse-engineer" it http://wikisend.com/download/727486/Eve%20haze%20config.zip
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For me personally, the effect in the map view is not a very important feature, especially since it hides the continents and makes it difficult to see where you're landing but it will be added after the mod works in scaled space. About the clouds, not sure, the way postprocessing works in unity it may not be possible. If I can get the clouds to write white to the depth buffer after everything else is done writing it'll work but I don't know if that's feasible, we'll see how it goes. This will be the object of the next update.
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I made a config tool, it allows you to change the atmosphere properties, generate new .raw files (this is the precomputed data that the shaders use to render the effect inexpensively in real-time) and an .xml file that goes into the mod folder. This tool only works in dx11 because it uses compute shaders, it gives you a nice 3d preview, you just adjust the settings and hit generate, transfer the .raw files and the .xml file in the tool folder to the mod folder and you get a new atmosphere. You can set it to work on any planet by typing it's name in the planet name field, the planet you choose gets the new atmosphere and the other planets retain stock atmosphere. However, most planets have their problems, laythe doesn't write to the depthbuffer so postprocessing is messed up and duna is messed up in several ways but it sort of works if you scale up the atmosphere. EVE seems to work well. RSS should now work ( I tested with 6.4x KSP and it works), however in my experience, it doesn't look good because these mods make the terrain extremely flat. Two UI settings are very useful to both RSS and stock planets that aren't Kerbin, Atmosphere Global Scale allows you to modify the scale of the atmosphere, as if the planet was bigger or smaller for both the sky and the postprocessing, postprocessing scale is the same setting but for postprocessing only. Black circle around the sun is fixed but may act up with some custom configs. Postprocessing is now enabled by default and doesn't mess up when switching scenes or opening map view. Here's an example of what you can do with the config tool: And the result in KSP: Hope you guys can come up with some good configs, I'll be adding the links and a few explanations in the OP shortly. Have fun. Edited: I also switched it to .NET 3.5 so this may fix a few issues some people are facing.
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I'm adding a way for it to automatically detect and rescale accordingly, this will be accompanied by a manual scaling setting you can use to finetune things or if something goes wrong. I have been away all week-end but I'll be releasing a new version shortly with RSS compatibility, a config utility so yu guys can try different things and start making configs for differentplanets/mods and the fixed sun. You guys could play with these until I fix it to work with scaledspace and add it to multiple planets. The new version is supposed to run, but I haven't had any feedback so I assume it's working. Nice video, anyway, you seem to be puzzled about what post processing is. Post processing just means the effect is added to the frame after the frame is done rendering, like an image effect you'd add in photoshop. The haze is done this way. This has two main implications: 1-The effect applies to everything and it's much easier to make it work with everything than setting up a separate shader for every element. 2-The effect is applied over a rendered image so this may not always play nice, clouds for example would turn completely blue the moment they pass in front of a mountain. It's mostly for debugging. The "toggle postprocessing" button is the only one you need.
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Yes, it should be working out of the box, and for the postprocessing you just press toggle once, right now you're not getting any haze, what you see in the first image is the skybox rendered to the second camera so it renders in front of all the far away stuff. The part of the skybox that is underneath the horizon looks like water/sea. Haze isn't working at all for you and I'm not sure why.
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godspeed Glad you guys are enjoying this, the one thing that would remain missing then is true volumetric clouds. Notice how much of a difference the clouds make to the feel of the scene: I'm compiling against 4.0, 3.5 doesn't compile for me, errors everywhere. Are you sure KSP uses 3.5? I thought they upgraded with unity. And if you're talking about the haze messing up when you change scenes without disabling it or after using the map view, that's not a compiler error, that's a minor thing that I fixed but didn't think it warranted an update
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If you don't see the PQS in the depth buffer then the mod is not working for some reason. I usually get the sideways horizon after messing with the toggle postprocessing butoon in mapview. Edit: better remove all mods to narrow it down, if it doesn't work in a stock install then something has gone seriously wrong.
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If you're on linux or OSX, download the fixed version I just uploaded to kerbalstuff, or the fixed .dll linked a few posts up. Keep in mind that only the sky works in opengl right now, haze doesn't work because of an issue with texture reads inside dynamic branches in opengl, to get around this I'm eliminating branches (expect a performance cost) but I still keep going over the arithmetic operations limit.
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Looks like there's an inverted "/", is this like a platform-specific thing? Hold on I'll check why it works for the rest of the path. Edited: Replace your scatterer.dll with this http://s000.tinyupload.com/index.php?file_id=42296570119783257966 Report back if it works and I'll update the link in the OP. Also, right now the haze shader doesn't work in opengl but you should at least get in game and get the sky shaders.
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Right now you can't turn down the intensity, you can scale it up or down but it messes up because it's related to the planet's scale. Right now the only solution is to generate a separate scattering table for the ground with the settings turned down. I haven't tried it yet but it may or may not result in decreased performance. I tried the easy way by just editing transparency but it doesn't look good at all.