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Everything posted by Nhawks17
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If I could model I'd do it :/ It'd be neat to have in the game.
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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]
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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?
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
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. -
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.
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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.
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- renaissance compilation
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[WIP] - RealPlume - Stock Configs - Call for Contributors
Nhawks17 replied to Felger's topic in KSP1 Mod Development
Check the release thread, this thread is no longer active -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
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. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
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. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
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. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
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 -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
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 -
WIP - Environmental Visual Enhancements Development
Nhawks17 replied to rbray89's topic in KSP1 Mod Development
Ok! Just wanted to post something just in case Thanks rbray -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Nhawks17 replied to Felger's topic in KSP1 Mod Releases
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 -
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
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WIP - Environmental Visual Enhancements Development
Nhawks17 replied to rbray89's topic in KSP1 Mod Development
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 -
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 } }
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Nhawks17 replied to pingopete's topic in KSP1 Mod Development
Update on City textures