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ItsJustLuci

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Posts posted by ItsJustLuci

  1. 11 hours ago, Avera9eJoe said:

    If you want to use Cubemaps right now you can try out EVE, it has support for cubemap textures right now, and there is even the mod RVE64k that adds 64k cloud and surface textures to Earth in RSS. It isn't a permanent solution, but it does have the feature right now if you are interested in doing something with it :)

    Hey! I am actually working on something somewhat similar here but I am facing limitations in software, and personal knowledge/experience. The other major thing is that I can't make ground textures, neither can RVE64k, what that mod is doing is loading textures as clouds so they appear as terrain from orbit. Pingopete expressed  (paraphrasing out of memory here) that it was basically impossible to get them working at ground level due to the way ksp does textures, which is why I made this thread. However, if you do have experience working with textures I would really love some help over at my other forum post because I am trying to make 64k textures for at least 4 other planetary bodies, maybe more to come soon

     

  2. On 6/14/2020 at 11:47 PM, Katniss218 said:

    Yes and no. The camera behavior is very weeeird.

    I've seen reports of that in some peoples' installs, but in others it works fine (including me), the version of the mod doesn't seem to matter (and it shouldn't, as I didn't change anything that'd affect that). It's weird.

    It also was broken in my install for some time, but it fixed itself at some point, which is even weirder.

    And.. It IS mentioned in the big wall of disclaimers :D 

     

    I think ksc switcher was to blame in my instance, uninstalled it and I haven't had the bug since. not that that makes ANY sense but ok :P

  3. 2 hours ago, Superfluous J said:

    We already have it for the skybox, so why not?

    exactly, thank you!

    2 hours ago, spicyspace said:

    I vote yes, this would let mod creators make beautiful textures! :)

    the tools to develop cubemap textures for mod developers are... complicated. I'm trying to figure that out myself rn, and will post a tutorial when/if I am successful

  4. 13 hours ago, Katniss218 said:

    Ah yes, the main post can actually contain useful info :prograde:

    It's not like this wall of bullet points there for a reason or anything. :D

    well played... :D Is it a known bug for the camera to start underground on existing saves? bc I have to zoom all the way out to see anything in the starting menu (the view of the cape after loading a save)

  5. 1 hour ago, Elon Musk the god said:

    @Kerbal enginner bird boi RO isn't officially supported but I've been able to get it to work(Kopernicus doesn't work so use the modified version from the visual pack from this video, its in the description)other than that I just used the latest versions of all the mods and it worked. However RP1  doesn't work. Hope this helps.

     

    I've gotten an rp-1 install running on 1.9.1 but trust me you really don't want to do it. unlike the old versions of ro/rp-1 saves do transfer so you can always update once support is official, but kopernicus on 1.9.1 lags to hell and back and renders the game unplayable in my experience

  6. Hello, 

    I am looking for help from anyone with the necessary knowledge of software to help me make cubemaps out of files equal to or in excess of 65,536 x 32,768  resolution. I would like to find a program that would allow me to distort the geometry of an equirectangular scan (2:1 resolution similar to what stock ksp uses) into a cubemap. I have found software that can do the later, but not at the resolutions present.

     
    DdmbbPA.png

    Currently my plan is to export textures as separate color channels as seen above. This means that instead of 5-6GB exports I can get away with 1-2GB ones. From here I would like to convert their geometry, then recombine them and export them as DDS cube-faces. If anyone knows of any software capable of handling this task, please let me know. I believe my pc can handle it, but my knowledge is simply too limited with these sorts of things. But that is why I am reaching out to you people, as I expect there is a lot I do not know yet.

    Any help is greatly appreciated,

    -Luci

  7. 11 hours ago, jrodriguez said:

    What Pingopete did was to use Scatterer to render de Cubemap when orbit altitude is achieved. However, you will not be able to see the 64k textures from ground.

    To be honest I'm not using the 64k Cubemap because it doesn't make sense to only have 64k in orbit. KSP surface texture maps doesn't support cubemaps or 64k textures so you can only use 32k max.

     

     

    I can't even get past 16k but maybe I'm doing something wrong... well either way, I just started a conversation thread with the devs about this. I feel it wouldn't be too hard to implement support for cubemaps, since kopernicus can't do anything until ksp supports it. 

    so here goes...

  8. Hello there,

    I was wondering if it would be possible to implement cubemap support for planets into an update at some point. I really would love to see this, since the DDS format (a texture format used by most if not all unity games) has a max resolution of just 16k. This works fine if your planets are kerbin sized, but when you have bigger planets it can look somewhat stretched. With cubemaps in theory you could have textures up to 64k in resolution in addition to having no stretching at the poles. this would allow for much greater quality and clarity in the textures of larger planets:D.

    Thanks so much for your time.

    Here's an example of what I mean. For anyone who may not know, cubemaps allow for this kind of clarity. but currently this is done by a mod called RVE64K for RSS using a workaround, so it doesn't load properly when not in orbit or in the map view.
    GyhPNZH.jpg

  9. 59 minutes ago, Xt007 said:

    Maybe no 1.9.x Kopernicus means they're waiting for 1.10.x, maybe it's a soft boycott for all the unfixed bugs Squad has been forced to relegate to the community to fix, maybe it's a soft boycott for Take Two's handling of Star Theory, maybe the maintainers who don't get paid have decided the investment of their time is better spent elsewhere.  All we know is until a new release comes out those of us that want to play a modified solar system are on 1.8.x and all others can enjoy the new versions of the game. 

     jesus has a working version of kopernicus for 1.9, not perfect but good enough

  10. 20 minutes ago, Nightside said:

    That makes sense. A rectangle definitely does not stretch over a sphere gracefully. I have seen hi-res surface textures used before, but I don't know the source or methods. 

    cubemaps, in my experience at least. RVE64k does it that way, and I want to basically do what that mod is doing but for almost every rocky body in the solar system

     

  11. Just now, Nightside said:

    Looking through the Real Solar System Github and wiki is a good place to start. That said, aren't most textures just a regular 2D image, projected onto a surface? Why would you need a cubemap? I'm certainly no expert on this stuff though.

    thanks for the idea, and as far as cubemaps are concerned I kinda have to. Unity limits filesize of textures somewhat and I'm doing 64k resolutions. this means I have to use 4x16(ish)k res files, in addition to two at the poles which helps w texture stretching

     

  12. ok, I've been trying to get multiple other 64+K textures up and running, how on earth did pingopete get cubemaps working for surface textures, I'm so lost... I have a ton of face (Xn, Yn, Zp etc) textures done but no earthly idea how to assign them to a planet...

    Is there a tutorial out there I missed, I've been looking around for a week or two

     

    EDIT: also what TUFX profile is pingopete using? asking for a friend ;) 

     

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