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Nhawks17

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Everything posted by Nhawks17

  1. For anyone interested I changed the textures for these to make them feel more stock-alike. Its just changing the red to a darker grey. I prefer it more than the red but I'm in love with this mod [highlight] Download Here[/highlight]
  2. Hey MOARdv, is it possible to add the JSITransparentPod module to the stock parts or do they not have the proper transforms to do this?
  3. You need to save it to the actual config file and restart KSP. Changing it in the smokescreen editor doesn't change it in the config file.
  4. I can say the ones I made do not need to be merged, they all work perfectly fine in their own .cfg files. Just need to make sure the Default folder has the correct layout so the textures are replaced.
  5. Proot, I'm amazed at what you've posted so far. This is by far going to be one of the best visual mods I will use and I cannot wait for it to be done for the world to enjoy. Please take your time on finishing it and I look forward to the day I can play with these wonderful visuals.
  6. Check the release thread, this thread is no longer active
  7. Yeah but I'd be making this for stock, wouldn't want to have to make people get an additional mod when I could adapt the colors to fit the stock planets.
  8. Yeah, I'll just have to see how it goes. Turning Venus' textures to fit Eve's purple tint shouldn't be that difficult but who knows what will happen.
  9. Actually, I could use some help on something, I'll PM you the details and a download in a little while. I have what pingopete currently has in his linux build and all thats there right now is Kerbin textures and "Venus" textures aka Eve which I 'might' be able to adapt to fit Eve. Other than that, I'm not sure. I might look into creating my own textures and configs for the other planets but it all depends on how much time I have.
  10. Its all pingopete, he's the one that makes it look awesome I'm just messing with it I hope to have this fully compatible by the end of next week
  11. The layer pop-ins is actually something going wrong with Scatterer for me. Nothing RVE has caused, it seems I'm the only one experiencing the issue so I'll just have to poke it more but I have some more screenshots Clouds are ~75% compatible with stock Kerbin, I'm having to edit the textures, there are lines where the "seams" of the clouds meet and there is an obvious transition as well as some weird volumetric issues. City textures are ~45% done, I'm having to draw those from scratch so it takes a bit. But here is how it looks so far
  12. Ok! Just wanted to post something just in case Thanks rbray
  13. HotRockets and RealPlume modify the same things for the most part so no, its not directly compatible but Felger has used components from HotRockets to make some of the plumes used in RealPlume
  14. It doesn't have to be tga does it? Having it any other format should work unless the mod specifically looks for a tga file. I'd go with DDS just to go with the status quo and save people some RAM
  15. So I'm going to bump this as I can't find anywhere that this got answered, but I'm experiencing the same issue. Color detail is fine during the day but once it gets to be night, the terrain is pitch black with the only source of light coming from any city textures and for some odd reason coasts (but not always, its weird), the beaches on the coast are the color they are suppose to be but the rest of the terrain is black. The first image is what normal night Kerbin looks like and the second image is what the terrain looks like with EVE installed. If this is what is suppose to happen, ignore me and call me a fool
  16. Ok, I tried a fresh copy and it still has the same issue, I'll post the settings file that it's using just in case even though its the default one. I haven't seen anyone else post this issue so I'm guessing its something on my end that's causing it. forceOFFaniso = False displayInterpolatedVariables = True extinctionMultiplier = 1 extinctionTint = 1 mapExtinctionMultiplier = 1.5 mapExtinctionTint = 1 MapViewScale = 1 mapExposure = 0.12 mapAlphaGlobal = 1 rimBlend = 20 rimpower = 600 configPoints { Item { altitude = 1000 skyAlpha = 1 skyExposure = 0.25 postProcessAlpha = 0.78 postProcessDepth = 0.06 postProcessExposure = 0.23 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 } Item { altitude = 5000 skyAlpha = 1 skyExposure = 0.25 postProcessAlpha = 0.78 postProcessDepth = 0.1 postProcessExposure = 0.23 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 } Item { altitude = 55000 skyAlpha = 1 skyExposure = 0.25 postProcessAlpha = 0.78 postProcessDepth = 0.8 postProcessExposure = 0.23 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 } Item { altitude = 160000 skyAlpha = 1 skyExposure = 0.15 postProcessAlpha = 0.78 postProcessDepth = 2.4 postProcessExposure = 0.23 skyExtinctionMultiplier = 1.35 skyExtinctionTint = 0.9 } }
  17. Whoops yeah sorry I meant 55km and 160km. The 25km and 110km are the ones from RVE configs I was messing with. I'm going to re-download the mod and see if it fixes it. I was using a cached copy so that might've been what was making it mess up. I'll post back when I do that Thanks for the help
  18. I was messing with them before I noticed the bug and thought that I had messed something up like you said so I tried reverting to the default config and it was still happening. It has 4 config points in there, I was just saying the 25km and 110km config points is where the issue was arising.
  19. Well the transition he showed in the video was pretty smooth and gradual. What I'm experiencing is no transition going from the 25km config point to the 110km config point, its just a sudden change. I can post a video of an actual rocket launch going past it if that would make the problem clear?
  20. Is anyone else getting this rough transition to scaled space textures once they pass 110km? I'm running this on Dx9, dunno if that makes a difference. If its just me I'll have to do some poking but thought I'd ask. Thanks
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