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Everything posted by Astronomer
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Lost In Space - (In Celebration of Neil) Cinematic
Astronomer replied to ABAthedude's topic in KSP Fan Works
Hey, I really liked the part where the craft spins around as the camera flashes on and off. Really reminds me of an alien trailer. Thing is - Paradise is the current title for the next Prometheus film. Thus the font I made specifically for the poster of my upcoming update. The font is still subject to change. A trailer for that update could definitely benefit from this technique as seen here: Would you be interested in making a horror-themed video? I know I'll be making one, but you seem to be more familiar with those kind of effects as I saw in your other cinematics. -
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
Astronomer replied to Halban's topic in KSP Fan Works
Not exactly a recent video, but that's the only one I have to contribute atm. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
They won't disappear. The cutoff is sudden around the coast though - nothing I can do about that. Yeah, that's what I'm thinking. A modern version and a +1000 years version of the pack. Update: If things go the way they are, the pack will weigh more than KSP itself. Update: Don't worry - multiple resolutions will be provided as not everybody has an x64 processor at this point in time. Here is a picture of Venus: And here is my vision of Eve: Less sand, more rocky planitia. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
Well... now I am really tempted to put a face on it. BTW, I am thinking of making it look more alien looking. What would you guys think of more alien looking cities? There is much I cannot do with just a texture, but this would be the best possible outcome imo: Maybe some day... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
There is no resolution problem with making it just as detailed. The problem is tiling which will become much more apparent than it would on Kerbin when you get high. And you know I the game won't use the resolution any much higher than it already is. Guess I'll have to either make another texture but at a different scale (same res), or just stick to this and see what happens. I have not tried this on RSS. I will once I make it tileable. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
No. However, that was done for the testing purposes. I will work on the city overlay texture once I know what the detail image is, so I know what the scale is. This is why I am leaving that for the last. Also, the detail texture will be larger than 8k. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
Took this screen yesterday. This is Paris (it looks alien enough to me). I'm in the process of making the Paris texture seamless. This will take quite some time considering its sheer size and level of detail. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
So far 10k worked just fine for me. I still don't know the exact limit, but it isn't much of a change as I know 12288 isn't working. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
Made me check my mod page. I updated the V3 BETA info. Thanks. Now what worries me is that we can't use textures larger than 8k. This isn't so much of a big deal for the Kerbol system, but for RSS it really puts things off. Sure, the scale can be adjusted, but tiling becomes an issue. Is there really no way to make larger textures work? A 16384x16384 texture should do the trick. Or is this a unity related issue? If you want to simulate the entire Earth, don't be surprised to have to push the boundaries of your machine. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
I'm planning on supporting it, but vanilla KSP will always be my main focus. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
That, is precisely what I am trying to achieve lol. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
You're right, normal maps never left my mind ever since they got cut. It would def help the issue. But it's only now that they really seem necessary. Here is another test. Not gonna go with this one for sure, but still - worth a look. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
( á° Üʖ á°) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
Just a test. Trees seem a bit out of place too. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
I banged my head against my time machine too hard. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
I can give you the "alright" fraction of what I have done so far under a few conditions. I wouldn't consider it to be payable yet however. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
True! It would give us even more freedom. At the very least, there should be a snow texture for the north/south pole. If we could also apply it to the mountains that would be great. At the moment, the poles are grassy. As for the rock texture, the angle is 90. Being a cg image, the scale is non-existent. However, it looks like a 4m photo of a huge rock. I filled in the missing information to make the scale work. What 8k feels like [WIP]. http://gifmaker.cc/PlayGIFAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&file=output_DTBD3I.gif&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33 Higher resolution: http://gifmaker.cc/PlayFrameAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
I just made an 8k rock texture. xD BTW, did you get the resolution issue solved yet? -
5/10 I saw you and that kravatar around for a long time.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
That's so easy. Replace the main texture in the city lights folder with an analagous one for earth. Also, 12k textures don't work regardless of file size. Me sad. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
As suggested on reddit, I am requesting support for Cryovolcanic Ridges on Eeloo. The ability to use a custom texture for the brown regions of Eeloo would do the trick - I have the textures already. -
8/8 hello m8. Ur testin 4 me is gr8. If i kip dis ap il reles my mod l8. H8ters gonna h8.
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0/10 You'd know all about avatars.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Astronomer replied to rbray89's topic in KSP1 Mod Releases
Rama did render those things inside a cylinder. In ksp they'd have to be rendered outside a sphere, constantly moving. Multiple bodies will have these things rendered, meaning you have multiple instances of those layers all moving independently. Just pinioning it out.