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msnbcorp

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Everything posted by msnbcorp

  1. Hi, little question : does the MK3 version of your mod work on 1.2.2 ? CKAN say no (but install it ...) and this topic seems to say yes. It's not clear for me. Just saying that because my loading log launch many error on your MK3 mod (texture not loaded) example of the log : etc ...
  2. Little question : When i launch the scatterer menu ingame i see that scatterer consider only its own configuration (the .cfg in the scatterer path). Is it normal, do i have to set it to the SVEscatterer path manually ?
  3. Maybe, but i didn't manage to find informations about the meaning of config parameter in EVE. If you have a source of information anywhere about these cfg parameter, i would be glad to read it My though is that it's not the texturing resolution the problem. As on other planet or in flight on certains points we can see very very good cloud quality that are at the same distance. Yes i think it's more due to the parameters of rendering themselves. I have tried some change but without knowing it's not easy.... Maybe i should try your evolution settings/mods when it is available ^^
  4. Hi, i have a question for Blackrack. I have trying to debug a problem in texturing currently. And it appear that with scatterer and the normal/shadow bias it is OK. BUT, it is mainly OK with the ground rendering (near plane). I have tried to understand the alt point rendering of your mods and very little is say about ground. So after bit of investigating i came directly to ask my question : Why the near plane rendering of shadow (etc) in your mod is so different between near plane and other plane ? It is strange that this "cut" is so sharp. between the two rendering mode. If i want exactly the near plane rendering of shadow in the second plane. How can i do ? If you have an idea ^^ edit : viewing some old post of you on this : And other information. It appear that it could be possible to adjust the PQS size of near plane. Some of guys says that it could be done in the main menu of your mod. But i don't really find it, old feature i imagine ? edit : find that you activate it in your last experimental version. It could be a workaround for my bug but my questions remains on the difference of processing between terrain shadow in near plane and other plane ... i prefer having the exact same render rather than messing with plane.
  5. I should try to have fun with EVE options i guess, but with no doc it's very difficult to know which parameters does what. If you have an idea of where i can find this ...
  6. I have digged into some technical documentation. It appears that this kind of effect is linked to the shadow management and seems to be the "Shadow Acne" problem. Could also be linked to the fact that filter are deactivate on DDS texture in unity. That could agrave the effect maybe. A post and a mod fix under unity to activate trilineear filter : https://forum.unity3d.com/threads/dds-textures.81549/ Knowing this body of evidence i tried few thing : using the terrain shadow of scatterer to use normal bias and shadow bias which is a common solution to shadow acne. And trade DDS to PNG. No mipmap generation i imagine and less problem about DDS texture. Result : PNG only -> little bands but still here PNG + Scatterer + little higher bias in the catterer windows -> No glitches at all The last problem is that png have no mipmap here ... but i still working on this.
  7. Hum sorry, i don't mean to contrary you on your own mod but, honnestly i can't lie , i don't see here the same texturing quality for the rendering. Yes this is the same textures and it's SVE. But the rendering on this post seems to have the details less "faded/melted" than my KSC view ^^
  8. I trust you but some other users on this topic seems to have succeed with better rendering from the ground (at least from "one" ground :p) . Don't know exactly how ...
  9. the rendering from the ground currently in my version (many thing on the ground, it's just Kerbal Konstruct stuff experimentations) or this : In my opinion, and i don't know if it's the normal rendering with EVE+SVE, the cloud are very ... pixelised and blurry. Don't know exactly why. I have tested many thing (other clouds etc...) and this is the classic EVE+SVE. Don't know exactly if it the intended rendering or if something is messed up... I have seen screenshot on this topic and videos from top of cloud where the rendering is far from that so... don't really know ... in fact i work pretty much with terrain aspect of ksp and never considere the cloud rendering ^^ Thank you for helping
  10. OK, no problem And for the explanation, my curiosity is still here ^^
  11. Ok, it give the same error, and i tryed too with the last version of your master on github. same thing : Here's the log : http://bfs.ensea.fr//files/271b7c39c3e061c2318ea151e4b3aa2d/KSP.log the error begin line 82348
  12. Hi Galileo. I was looking for explanations in the lasts page of the topic but i didn't find it. Just for my curiosity : why dds + dx11 give these stranges pattern ? isn't it possible to have a png/tga version ? i remembeed that i fixed the problem with these king of conversion when i was playing under opengl...
  13. Ohhh, sorry, at it was on github i assumed that CKAN have the latest version as it is noted as 7.5.0 on CKAN. Did CKAN had the wrong versions ? edit : i have made a dif and the zip of the latest version is exactly the same as the CKAN . Do you mean i need to clone the master to have the last last last versions ?
  14. Hi everyone, just reporting the same problem that the guy one page before. I was debugging an other mods when i run into these 2 lines : [EXC 19:48:21.824] NullReferenceException: Object reference not set to an instance of an object principia.ksp_plugin_adapter.PrincipiaPluginAdapter.OnGUI () [EXC 19:48:21.826] NullReferenceException: Object reference not set to an instance of an object principia.ksp_plugin_adapter.PrincipiaPluginAdapter.OnGUI () Don't know why exactly but it seems that in some case during loading principia launch nullreference exception Just to let you know
  15. Hi ! I was just searching for low poly tree for some experiment when i run out into this post. Does these works exist yet on the internet ? I would be grateful if i could use this
  16. I have changed the permission of the directory and it still happen. Besides, the bug does not happen on the first loading, it happen only on the second loading if i go back to the menu and reload. So i dubt that it could be cause by security issue... edit : i have find a quick fix for that : just reload the last save from the ingame loading menu when the bugged game is loaded... it reload it without error... really don't understand why ... still trying to tracking it.
  17. Yes thanks. Here's my logs : http://bfs.ensea.fr//files/82c27c7e8c3faa8a9c478810b75286ce/KSP.log http://bfs.ensea.fr//files/a3230b74197aeaa6068f0684b330b546/output_log.txt not dropbox but still direct link from my personnal servs (you should do a right-clic save as, as it open directly for you a ~15mo log it could be hard for your browser :p) It's a heavily modded install but as i am tracking mod incompatibility .... The multiple errors begin lign 78969 of the KSP.log
  18. Hi, on my version i noticed a lot of "Error processing part maxTemp : "partname"' in the output log. What could be the origin of this error ?
  19. Ok, i'm stupid, i just forgot that sun is just a simple "point" light source... Thant you for your answer ^^.
  20. Yes thanks. Here's my logs : http://bfs.ensea.fr//files/82c27c7e8c3faa8a9c478810b75286ce/KSP.log http://bfs.ensea.fr//files/a3230b74197aeaa6068f0684b330b546/output_log.txt The two logs are only for a first loading and then a return to menu and second logging (yes there is a lot of mod, but it is mainly part and the classic scatterer + eve + planetshine and i try to figure out where is the bad mod interactions ) The final/second loading happens at the "end" of the file. I think the bug happens at the line 322177 in the output log. Where konstruct fail to load cfg file from save. But really don't know why this happens. the text : It seems that it can"t access some .cfg, i think it's the problem ... Ho and i have a little question : is there a way to place easily static thing with KK in game ? or moving them ? Here i have multiple prop to place and it's exhausting to quit and reload etc .... maybe via the console ?
  21. Ok, thank you for taking time to answered, and very good job again. I have read the code by the way i have some question. If i understand you "simulate" in a way the illumination. But you don't really emit light from planets ? Isn't possible to transform directly the bodies into lightsources (turn them into other sun, in fact ) . I imagine something prevent you for doing that, but what ?
  22. Of course, sorry my english is very low, so my writing could feeels like i'm rude. I didn't mean to . I (try to) reformulate : i'm not a graphist, but if i want to find very high quality model of clouds for kerbal ... where could i search for it ? if you have any idea, i take it Of course after testing it could be an adding for the original mod, it's the idea behind, not a request only for my little me . In fact i try to improve a lot the feeling from the surface of kerbin. I have made some work on it and i have tried several cloud models in the past. But none change the relative quality perceived from the ground. It's why my first question. Sorry again for the "rude feeling" of my question.
  23. Hi, i have a bug related to Kerbal konstruct. When i load my game for the first time all is OK and modifications that uses Kerbal Konstruct are all here. But if i go back to the main menu and relad my game ... pouch, nothins that uses Kerbal Konstruct appears ... Is someone have an idea .... i take every suggestion Ho, and other question : do you think it is possible to extract the model of the classic "tree" of KSP ? for using it in a Kerbal Konstruc mod.
  24. Ho yeah but i HAVE SVE XD. Sorry i didn't precise that. And it is still not enough The cloud from high-mid altitude are OK, but from KSC looks horrible ...
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