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Reveral

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  1. I'm not an expert, but after tweaking playing with this and other mods settings, shaders and textures, it seems that KSC is like its own module. You know how there is 3 different modules in EVE overhaul for editing planets? Clouds/Atmo, CityLights, And Terrain. My guessing is that for possibility to change anything in KSC would be the forth one. Seems to me that city lights is actually an overlaying planet textures. So I thing changing anything in KSC would require hard work, additional mod, independant of what is already done. Whole runway together with a buildings is like one structure placed on the planet. Structure liek a bubble into its own univerceBut I'm just speculating. Dont take my word for it.
  2. Did a 64bit workaround one month ago. Sens dess have been modding and testing KSP with various mods modpacks, att the same time testing the game by playing short missions. Untill now I havent noticed a single issue. But then again I havent played career mode yet. Ah yea one bug might be that 1 in 20-30 KSP launches, main menu gets grayed out when you about to quit the game. But that havent been an issue
  3. I start up KSP for you. to check the setting. OMG I'm so lazyyyy... Edit nr 1532: _DetailDist Set it to 0 in terrain. On every planet you have terrain setting On. Take it off Kerbin too, including ocean
  4. EVE WIP plus scattererDoes not represent the finished project. But possibilities with clouds sandstorms and changing textures WIP
  5. rbray89 could you look up one issue? I dont know if anyone repported it before. One of the EVEs plugins makes ground texture on every planet shaky. It is small high frequency shakes, but defenetly a problemm if you building moon base or any ground structures. I'm 100% positive it is something in EVE. I'v done many tests with and without plugins. Deleted terrai.dll havent helped. Il continue testing Edit1: I removed All shaders from the mod, and removed Allmost all plugin.dll's. The dll's that still in place are Utils.dll and ShaderReplacer.dll - Ground still shaking, thou I removed all shaders. Removing ShaderReplacer.dll makes ground stable again. Edit2: Yea. ShaderReplacer.dll is the culprit. I guess it embeds few shaders inside if I learned correctly(like 14 or something?). Something in there is broken
  6. You kinda can make most part of AVP pack work with this version of EVE. It what I was trying to do for last 2 weeks. You just have to translate old cfg files to new system cfg cystem. Then you need manually to look up all dependand mods forum threads and look for latest versions. Things that dont work is LensFlare, because doing anything with .asset file doesent work any more. Also I would recommend delete terrain CFGs from terrain part of EVE overhaul, both from Kerbin and Mun because it doesent work properly yet, and will mess up a bit. Reason is because terrains part of EVE messing up stock KSP terrain textures. Example as soon as you plug in any kind of texture to it, - Stock steep, mountan textures disapears or goes black, and all overall ground textures goes to much darker mode. Which will make visuals wors, plugging in midtex custom textures, like cornfields would fix that, but you cant do that, because then your cornfields will be visible from space as a tiles, including from ocean. I guewss you could use kopernicus if you really want to make ground textures look nicer. What you should do, is 1st. install this EVE first, delete terrain in gui from Kerbin and Mun. then ckick apply then save. Alt+E is for ingame gui. In gui create clouds for any planet you want, then create atmosphere, tweak all corresponding values like colors, density and such. all the cfgs from AVP that you would use, will not work with this EVE, but you can take the values from old cfgs and translate them your self into GUI, or new cfg file. 2. After you done with clouds install TextureReplacer, mostly for changing skybox. 3. Install latest Scatterer plugin. Tweak lightning in scatterers gui, so your planet does not look like a ghost. 4. Distant objects 5. planet shine 6. chatterer. Remmember, all the CFGs from this mods that dependand of EVE will not work. You have to translate all numbers and cfgs by your self. It is easy while you get a hand of it
  7. here is one minor bug by the way. I know that terrain part is still work in progress, but anyway. Alpha channel in _color in terrain material does not respond to changes. Everywere else alpha channel works fine
  8. rbray I noticed you missed P in the name of this shader Compiled-ShereTerrainLighting.shader Was it supposed to say ShPere instead of Shere?
  9. You actually already can. Just make your own height texture (normal flagegd) and put both textures in EVE overhauls terrain editor. and turn some values to right numbers so details look right
  10. ^^ That what I ment. Planets textures, normal maps and models will still be the same. Shaders like reflective surfaces, that some mods using are actually inbuilt Unitys shaders. Some custom shaders will have to be reworked, but att least no need for creating new textures which you doing now for the planets and stuff. Some plugin files will have to update their code. And I think mods with ingame UI will have to be updated. Also I understand people have their personal lifes which is priority. I'm my self doing this just two days a week, on my free time. But other then that, I dont believe there is a heavy lifting to be done to adapt most mods. Not like everything will have to be reworked. Bones are the same. And I actually think that update to unity 5 is a long way out. Like end of 2015 or something.
  11. I'm pretty aware of what happening http://forum.kerbalspaceprogram.com/content/345-KSP-and-Unity-5 and I'm not looking to start a fight but, have you even tried to create your own KSP mod? Specially from 20 different packs some of which is not compatible and another part not 100% compatible, and another part is only half done Work in progress? Well i'm doing some rework on most of that mods for my own use, and I'm doing it right now... Do you even lift bro?
  12. Doesent it really matter on textures side? Textures you can coat on anything. Allmost all plugins already works with DX11 KSP. I dont think they will have to redo much on the plugins, maybe just update names for some shaders and some values in the plugins. But for me personally it is textures that I want
  13. Hello. Rbray jsut updatined EVE so color editing now works from config files, so there is no need for recolored by hand textures. Which is good. Because all those extra textures is a heavy weight for game. Right now i'm working on fixing everything so it works with current rbrays eve build. Att the same time I'm tweaking everything, colors clouds, sandstorms, auroras, so it will looks beautifull, not just random. Att same time doing same with scatterer. After I feel comfortable with visuals to start playing KSP my self, I defenetly upload my configs and everything on dropbox and message you the link

  14. YeeeeeY! Coloring works! Now I can get rid of those heavy extra textures, and just use the config to color! Thank you rbray! You are gold!
  15. They have different .dll ' s thou. Which means they work independetly of eachother. It is quite possible to combine effects. like when you making a color blending two different colors in aquarel. basicly, they are the same, but different color
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