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Galileo

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Everything posted by Galileo

  1. That is an old config for the old EVE. KVE/old EVE is garbage and I wouldn't suggest running it next to the updated version of EVE, if im being frank. A duplicate is exactly what you just posted. 2 cfgs for the same body. Each cfg defines the body as Kerbin. It would work but you would get double effects and not the intended look.
  2. You can delete nodes if a planet has duplicates cfgs. Or if a planet pack adds new planets and has their own cfgs shouldn't conflict, like SVE and OPM. Rule of thumb, planets can't have duplicates.
  3. Kopernicus has broken all terrain scatter (boulders, trees, plants) and I explained what is wrong with your SVE in the scatterer thread.
  4. Once kopernicus is fixed, it will be even better.
  5. Well, it's an OpenGL thing for sure but doesn't seem to be an issue for all OpenGL users for some reason. This isn't a new issue, that is the reason the alternate sqrt option in the first place, so I'm confident blackrack will figure it out as he kind of already knows what causes the issue.
  6. It sounds like you are on the experimental version still. If that's the case, you need to use the latest release of scatterer. (v.0.0320) redownload and make sure you install it, and not an old version. Also, normal procedure when reporting an issue: Post logs. Can't help you otherwise
  7. Ok, well I was hoping it was SVE so blackrack wouldn't have to fix anything, but now it's not looking good SVE 1.2.4.1 was not developed for this release of scatterer. It disables the ocean shaders and keeps them disabled by default because the last version of scatterer (0.0300) had the floating terrain tiles in KSP 1.3. That had been brought up multiple times in the thread. I have not updated SVE yet for this version of scatterer, however, there is a version on the OP with working ocean shaders. It was for the experimental version of scatterer but works with the latest official release too. EVE doesn't have scatterer atmospheres. What you are seeing is the default scatterer configs at work. Glad you found that you liked them better.
  8. For this particular situation, I recommend the clone tool then blending it in
  9. No because skyboxes are applied differently in game they are in fact, a box that we fly around in. So, no poles.
  10. Nope it's the exact same in photoshop, nearly exact steps need to be taken in photoshop. I always go to photoshop first, Gimp is growing on me though for certain things. No, that's the only way to achieve good results. The way you are asking about will result in awful looking textures.
  11. Filter>Distorts>Polar Coordinates edit the pole, then Filter>Distorts>Polar Coordinates and deselect the To Polar option. This will revert back to a rectangular map with a distorted polar area. flip the image and repeat.
  12. Yeah, I reread the the OP and got that. I think I read threw the other comments and came to that conclusion on my own. KIS and KAS are good, but it's limited and slow like I said, but, if all you want is to add an RCS here and there, it's good for that for sure.
  13. Yeah, but it's not what the op wants exactly. He wants a VAB style editor. I know what KIS/KAS does and its an extremely slow process in comparison to the VAB. More realistic? Sure. Just slow. And limited.
  14. There once was a mod in development that would let you do this. The VAB gui would open while in flight, and you could edit the vessel like you would normally. However, it was very buggy and the development was dropped and removed. With that being said, there isn't a mod that works the way you want it unfortunately, but, like above, kis/kas and the construction mods will have to do. It may not be in flight, but it's the closest thing.
  15. As far as I know, there hasn't been an official release since 1.1.3, but there has been mostly working dev versions posted.
  16. @OhioBob and @JadeOfMaar know the answer to this. I should too but it seems to have escaped me.
  17. Full scale systems like RSS will still have seams unfortunately. Ksp limitation, not kopernicus.
  18. EVE does not support those feature anymore. Those tabs are just in there by default. SVE and SVT are two different mods made by me. One is for clouds, one is for terrain. They are developed at the same time And compliment each other.
  19. It's bundled in SVE and SSRSS but all have different amounts of noise and effects. GPP will have it when I eventually update it
  20. I think AVP's lightning is awful and looks more like artifacting from a dying GPU. It's far too fast and frequent and doesn't resemble lightning all that much. This is apparent from the continuous complaints about it or the complete misunderstanding of what it is supposed to be. I did some work on lighting a while ago and got a much better effect. heres an example. It's a wip but still miles better than AVP in my opinion.
  21. Then it's probably on his end because this issue is obviously not going to be caused by just textures
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