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Everything posted by rbray89
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Could you provide some info on what you did to re-create this? Did you alter the config? Lack's changes are built into this build. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Jool is weird and flickery when you get close though... need to figure that one out. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Updated to Alpha-9 because I still didn't like quite how the clouds looked. Much Better now, and actually uses alpha so color in textures can be used. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Updated to Alpha-8 -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Well... Yes... Though right now I'm focusing on perfecting clouds. I'll add it to the possible list. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
They shouldn't... Last night I pushed some updates, but they shouldn't have changed that... Is this Alpha-7 or a dev-build? -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Oh! That is good to know. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
the user Lack has posted a package of textures and config files to enhance the build, providing clouds for Duna, Eve, and Jool. On that note: Lack, do I have your permission to bundle your config changes and textures into the build? -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Lots of people here have used it with Universe Replacer without any issues. The textures aren't that big, so you shouldn't have any problems with it. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
The textures for Kerbin are there... You might want to wait for my new build later today. Should fix some issues people have reported. mipmaps are a way for textures to scale detail at distances to avoid flicker... the "Try" I mention is for me to try to get it to work -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
I just wanted to drop by for a quick update: I have not uploaded the code yet, that will likely be later today though. For the next update (hopefully today): I figured out the "buttcrack" issue as it has come to be known. It was caused by the shader and the rim diffusion... still don't know why, but I switched to another rim detection mechanism and it is gone now. Moved to layers 2 & 3. No more issues with missing trajectories. Hooray! I figured out a good way to stop the overlays popping up over nearby bodies. This will come in the next update. Still looking into how to fix the flare overlay, though it should be MUCH less noticeable with the next update. Soon (Today-Next couple days): The UV polar mapping is still on my plate. Expect a fix within the next couple days. Cloud lighting, specifically how dark they are. I think it is a lighting issue. I will attempt to resolve this soon. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Yeah... I think I have an easy solution for at least one of these as well... The first is due to the render order (camera ontop of bodies == overlays on other bodies) and it should be fixable by dropping the alpha with distance (won't be able to see the clouds anyways right?). The second is due to the coronal layer rendering below the cloud layer, making it seem as though Kerbin is transparent. This one is trickier and haven't been able to solve it in anything other than the map view, where I push the layers into the scaled cam. Might have to try and detect the flare change and do the same. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
No, The Unity game engine uses a bitmask to determine layer rendering... 32 layers at most (0-31), so the most we can do is find some that aren't used in the places we want to use them (GUI, VAB, etc), or find some that currently aren't assigned. (or rendered by the main camera). -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
This should be fixed pretty quickly in the next build. I know the issue, just have to find some suitable layers that won't interfere/be interfered with -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
How would everyone feel adding rings/asteroid belts? -
Clouds: http://forum.kerbalspaceprogram.com/threads/52159-PLUGIN-ALPHA-7-City-Lights-and-Clouds-on-Kerbin-Others
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Hi All, I'm looking for a list of GameObject layers that KSP uses. I'm adding Cameras and objects, and don't want to accidentally render the GUI in the middle of my scene. Is there a nice list of all the layers that KSP is using for various objects? Right now I'm using 28 and 31, but one of them seems to be used for trajectory paths. Thanks!
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[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
I just discovered that from an earlier comment. Good thing it's an Alpha I'm trying to find another couple of layers I can stuff the planet overlays on, but I'm having difficulty finding info on it. Some I tried were REALLY interesting. Everything from navbal, Space center, or GUI overlays would magically appear on screen in weird places. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Wow... These are absolutely stunning! This is exactly what I was hoping people would do when I started working on this. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Ah, and as for the config question, the "speed" determines the rate and direction of texture movement. Move it up or down to speed it up or slow it down. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
The textures should be sampled per pixel, but a few things I could think of might cause this: 1) The texture is just too small and the filtering isn't good enough to produce good results 2) The "mixer" texture isn't tiling properly 3) The lighting is being handled more poorly than I'd like. This could probably be fixed by adding more detail to the sphere. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Ah, yes, that is probably due to the layer I chose... Does anyone know if there are any free layers in KSP that can be used? I need at least two. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Yeah, I can't seem to figure that one out... Probably an atmospheric effect. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Hmmm... I hadn't thpught of that... Ill look into solutions. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Alpha-7 is ready! Next up: exposing more config params and fixing polar UV warping.