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Knight of St John

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    Waterfall Painter

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  1. True. I disable that mod so it doesn't interfere with my own lighting. As HB said, try the deferred rendering mod.
  2. A new release is out! Stock Waterfall Effects 0.8.0 I am currently working on compatibility with ReStock. If you install this version of SWE, and the WaterfallRestock mod together, all engines should now be configured correctly. In future updates, any remaining compatibility issues should get ironed out. Fixed misalignment of the plume for some ReStocked Engines: Rapier Dart If both WaterfallRestock and StockWaterfallEffects (SWE) are installed, some SWE plumes will now override some of the WaterfallRestock configs for the following engines: Vector (more updated version of the SSME plume + additional options for other plumes in the part menu) Mammoth (more updated version of the SSME plume + additional options for other plumes in the part menu) Nerv Rhino Skiff Skipper (A plume config made by @Zorg for the BDB RS68 engine) Spark If you don't like some or all of these overrides, you can delete the corresponding config files in GameData/StockWaterfallEffects/Mod Configurations/ReStock/WaterfallRestock_overrides.
  3. Those plumes use a volumetric effect, which is different from most other plumes. It relies on the depth buffer to tell the plume if is being clipped from view by other parts. This is needed to make the plume look decent when it hits other parts or the ground. For some reason, a very limited set of people's hardware doesn't play nice with this effect, and instead of detecting that there are parts in front of the plumes (using the very same depth buffer), it thinks nothing is clipping it, so it renders it in front of everything. I have no idea what causes this. it may be that you have different hardware or settings than most people... but I have way too little time to figure out a fix for this. sorry As mentioned by @Zacspace, It's likely because you are using mac or linux, for instance. I tried looking at this. Kerbals are handled differently than craft parts, when it comes to engine and light effects, so I couldn't solve this easily with waterfall.
  4. Yes, this has been always the case for restock textured rapiers. I think I can probably fix this... but it's more a matter of finding time and motivation for me haha.
  5. That's weird. That plume wasn't even altered recently. It seems to be interfering with the sun flare, which is scatterer?
  6. Yea, I'm subscribed, so I noticed. Thank you for the free advertisement Yes, there is, and you can do it it mostly through config file editing, and a little bit of scaling of the templates in the in-game waterfall editor (top right corner). You just have to look at how I configured the vector with multiple templates, then do the same thing to the terrier, and after that, go in-game and rescale/move the new template so it fits to the terrier engine bell.
  7. Well, here we go for another release: version 0.7.0 New features: • added new plumes to the Rhino and Skiff engines • landing gear lights now have waterfall effects too Together with the newest version of the waterfall mod, the following bugs are fixed: • some plumes aren't visible at night or in planets shadows • some plumes are visible through parts
  8. Using a custom mesh would certainly be possible. you'll have to import it into unity to test them in combo with the shaders waterfall provides. Though, there is also something to be said for making a mesh generator script in unity itself that generates the vertices and triangles where you want them. For both these option, I think your best bet is to use the additive dynamic shader, but i'd have to check if the code can work with non-cylindrical meshes. Furthermore: if you are comfortable working with shaderlab, it's also possible to write a custom shader that uses the existing cyllindrical mesh (used by the additive dynamic shader), and deform the mesh in the vertex shader pass. Any of these options would be a possible route for you. Using the older additive dynamic shaders, it is rather finicky to get them to look decent from extreme angles (like straight behind) but we've found a few ways of dealing with this in our plume designs. However, these tricks aren't really usefull for the distortion effect, so we're kinda stuck with what we've got there. Not to long ago, some new volumetric shaders were added that look good from all angles (because they use a ray-march-like algorithm), so I've been using those in my more recent designs. I've been thinking about maybe doing something similar for the distortion shader, but that's probably a major time investment for me. So, not sure if I'll be doing that.
  9. Both of these are bugs in one of the shaders that waterfall uses. In the shortly upcoming update, they will be fixed. I believe that these issues will also be dealt with in the coming update, though I was not responsible for the fix. I guess you can test it when the update arrives. same story here. Will be fixed in the update.
  10. Well, personally, I just use the realplume configs for the SRBs. I dont really feel like waterfall can add that much more to them.
  11. I gotta say... it is a little confusing...
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