-
Posts
2,719 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by rbray89
-
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
hmmm... I just double checked, and the VAB is fine in my build. Did you do a clean download of .22 or an update from .21? I found I had issues with a .21 to .22 build. In any rate, there is a new MUCH improved build ready on the first post soon. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
It does nothing to alter the ground texture. It is therefor (completely Compatible with universe Replacer) -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
I'll have to think about it. Not sure how that would work with planets like Jool. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Is that an offer? Haha, I'm not an artist, I'm a programmer. If the community want's to supply a better texture, so be it. Until then, the texture that is there is the one that will be used. A few good people have already put forward nice textures. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
It's an issue with the camera that the camera I created is parented to. I need to parent to a different transform. It affects Tracking view only. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
It layers it on top, so yes, it is visible from orbit. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Hmm... This is becoming trickier than I thought it would be... So I have been investigating into how KSP renders things... KSP uses multiple cameras with different rendering priorities to show things on-screen. The reason the city lights would fade into view when on layer 10, is because the camera that renders the actual terrain and Space Center is rendered ON TOP of this layer, and as you get farther away, it lowers the alpha to eventually make it visible. I tried to render the clouds and lights on-top of this camera render, but I'm running into the issue of the clouds and lights rendering on top of the spacecraft (as that is the camera being used). A possibility would be to render the craft above the clouds and lights again, but then the issue would be that they would always render above KSP, even if it were supposed to be out of view behind it. If I tried to render PSQCity objects with the new camera, they would always be above the cloud layer! Ugh... So I should be able to fix the Z-Clipping, but the lights and clouds will still not show up until you are ~75km in the air unless I can figure out a way to add them to the patch of terrain the craft is above. Much more complex than I initially suspected this would be. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Ah... nevermind. It looks like it may be a layer issue. Only shows up in the tracking station view though. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Looks like the scale is correct, but that the position is not. The Camera is setup in the main menu, so there could be some problems there if you are modifying the scale camera. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Did you install from this link? https://github.com/waka324/VisualEnhancements/releases/tag/Alpha-6 Are you running .22? -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
I will have to look into this. Weather is something I would like to at least try to simulate. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
That could be difficult, but I'll give it some thought. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
I have no problems with it. Everything is under an MIT license. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Yes, the new camera method should fix it as soon as I can figure out some new problems. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Oh Man! I love how Jool looks! Reminds me of Jupiter. With any luck, the next release should fix how the clouds look from a distance, and it will be tweakable to get the cut-off just right. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Thanks, these kind of responses are the exact reason I'm doing this. -
Ok, I figured it out. I'll try to remember to post the exact code, but it is something like this: GameObject go = new GameObject(); Camera newCam = go.AddComponent<Camera>(); newCam.CopyFrom(ScaledCamera.Instance.camera); newCam.Transform.Parent = ScaledCamera.Instance.camera.Transform; //you may have to update newCam.Transform.localRot and localPos to (0,0,1) & (0,0,0) //now set masks, depth, etc.
-
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
OK! I figured out how to add a new camera properly. Now all I have to do is figure out what to do with lighting... You see, I realized that because the clouds are on a new layer, Kerbol has to have it's culling mask modified to include it. I did that, now, it mostly works, aside from when Kerbol hits the horizon and the lens flare causes the overlay to render the skybox and makes Kerbin semi-transparent. That's a feature right? -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Changing the grid texture will replace the alpha overlay that is used to provide fake detail. As long as it is tileable and has good covrage it should look good. -
It isn't that I want to modify it, per-se, but I want to add a planetary overlay very near the surface and I want to avoid z-fighting by adding the overly on another layer and using another camera with a higher render priority to render it on-top.
-
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Oooh! I can hardly wait! -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
So all planets are actually scaled to the planetary transform. The config files for the cloud allows one to change the sphere radius, but I didn't expect a need to alter the light sphere size. Though, they may not need to be as they are based off of the planetary sphere transform. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Haha... In the state of New Jersey it is? I really wish I could figure out how to get the camera to stop fading everything out. It removes the control from the shader and makes it all but impossible to perfect this mod. -
Hey all... I'm in need of "cloning" the planetarium scaled camera (with modified culling mask), but I have had trouble getting it to render on screen properly. Here is what I have tried: overlayCamera = (Camera)Camera.Instantiate( PlanetariumCamera.Camera, new Vector3(0, 0, 0), Quaternion.FromToRotation(new Vector3(0, 0, 0), new Vector3(0, 0, 1))); overlayCamera.depth = PlanetariumCamera.Camera.depth + 1f;//tried variety from .00000001 to 10 offset overlayCamera.cullingMask &= ~(1 << 10); overlayCamera.cullingMask |= (1 << 18); overlayCamera.nearClipPlane = .1f; overlayCamera.clearFlags = CameraClearFlags.Depth; //(with and without this or set to None) But when I try this, it seems to cull the skybox and planets if clearFlags is set to none, and will cull just the planet if set to Depth. Any Ideas? Thanks!
-
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
Initially, my light shader was doing that... Or so I thought. When I added the cloud layers in, I was surprised to see that they too faded as the camera neared; from the outside only. I realized last night that it is actually the camera performing this shading. I'm trying to work out how to use another camera (and different layers/rendering order) to fix this. If I am able to get this working, it will also fix the z-fighting problem and the lights will be able to go down to right above the surface.