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rbray89

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Everything posted by rbray89

  1. 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.
  2. Wow... These are absolutely stunning! This is exactly what I was hoping people would do when I started working on this.
  3. 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.
  4. 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.
  5. 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.
  6. Yeah, I can't seem to figure that one out... Probably an atmospheric effect.
  7. Hmmm... I hadn't thpught of that... Ill look into solutions.
  8. Alpha-7 is ready! Next up: exposing more config params and fixing polar UV warping.
  9. 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.
  10. It does nothing to alter the ground texture. It is therefor (completely Compatible with universe Replacer)
  11. I'll have to think about it. Not sure how that would work with planets like Jool.
  12. 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.
  13. 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.
  14. 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.
  15. Ah... nevermind. It looks like it may be a layer issue. Only shows up in the tracking station view though.
  16. 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.
  17. Did you install from this link? https://github.com/waka324/VisualEnhancements/releases/tag/Alpha-6 Are you running .22?
  18. I will have to look into this. Weather is something I would like to at least try to simulate.
  19. I have no problems with it. Everything is under an MIT license.
  20. Yes, the new camera method should fix it as soon as I can figure out some new problems.
  21. 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.
  22. Thanks, these kind of responses are the exact reason I'm doing this.
  23. 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.
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