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KSP2 Release Notes
Everything posted by Nhawks17
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Next version I put out will be the release version so not until there is a version of Scatterer and EVE that is stabler than they are right now Also when I figure out how to make the Jool cloud layers to not be so rough on the edges
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Also, I have figured out cubemaps! At least for Kerbin....
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Nhawks17 replied to rbray89's topic in KSP1 Mod Releases
Just want to add that the issue I was having with cubemaps was due to the fact that they were compressed, thanks for the tip @Proot -
Can anyone think of a way that'll let me separate the "bands" from the Jool cloud layer to something that looks nice? Right now as I have it its very rough and doesn't have any "feathering" to it and I can't think of anything to make the layers look nice. If you don't understand what I mean you can look how I have multiple Jool cloud layers in the Atmosphere folder. It's how I get the bands to rotate differently. I've included an image below showing the "bands" that I'm referring to.
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Don't get me wrong I understand where you're coming from, but I think it's going to stay how it is. The 2D cloud layer is semi-transparent however and if you look closely you can see details of the terrain so this might be able to help when using trajectories.
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.-. We're going to run out of places to host files at this rate. @Avera9eJoe you can just rehost the file, I can't migrate to another place until Monday so you can do whatever with it
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You can extract it to either one, it doesn't technically matter. You just need to make sure your RealPlume folder is installed as ~/GameData/RealPlume
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You can keep the configs in there. You don't need to delete them, it doesn't effect anything if they're left in there. But you just need to install it like any other mod, everything inside of the GameData folder in the download goes into the GameData folder in your KSP install I'd have to look into this, I'm not sure if the sounds can be disabled easily. After this weekend I'll be able to look into it some more. Or if @DerpyFirework knows
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I'm not too sure myself.. If you look into Proot's KSPRC config I think his particle layer on Kerbin stays in place but I'm not sure. You can look into that and see what the config is set to.
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Not yet! If someone wants to make it before I can (would be after the weekend) they're more than welcome to submit a pull request with it.
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Storms?
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Do you have any logs or pictures? I'm not experiencing it myself but I am using a newer dev version of EVE than is in the current release so you might try getting that.
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Yep! He fixed the artifacts that were showing up on OpenGL sometimes as well.
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I'm running 0.22 of scatterer and the latest dev build of EVE. It runs fine for me I just have some weird horizon artifacts that is caused by something in SVE.
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Not a problem! I'll poke it some more to see if I can see what's up. Might've mucked something up that I didn't notice.
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Yeah, but that's a bit more complicated for some
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I did run into the issue of the ullage thrusters not getting the plume applied... I am correct that it is using thrustTranform for the vector transform right?
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You can try forcing the game to use OpenGL or DirectX 11. You can also try using Dynamic Texture Loader. If that all fails there is always the 64-bit workaround but if you use that you will run into the problem of most mod developers not offering you help if you encounter a bug as it is likely caused by using the workaround.
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Ok, v0.9.4 is out. Added support for @NecroBones Real Scale Boosters mod and I fixed the "Hammer" SRB @Avera9eJoe
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You hit the 32-bit memory cap
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Nhawks17 replied to rbray89's topic in KSP1 Mod Releases
Hmmm, I did leave compression on so maybe that is the issue. I'll have to poke it. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Nhawks17 replied to rbray89's topic in KSP1 Mod Releases
Hmm, I tried messing with the texture format and it didn't do anything I'll look at the pqs file and see if it's in the correct format.