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Everything posted by rbray89
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
That fixes the clouds disappearing. I don't think it fixes the camera issue. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah... Pretty sure you can work around it by deleting the PartFX.dll, but I haven't tried it. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Items in vab have to be blurry... that is how this mod works. It shrinks the textures until they are needed I'll have to look into the parachutes though. Is that a mod using them? Do you have any mods that use/add parachutes? -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It shouldn't... What models is this happening to? Do you have logs? -
I think I may have a solution... It would use something similar to what you do with the ocean. A mesh applied on screen, moved to the locations on the depth buffer, and the depth buffer normals extrude the secondary mesh. Downside is that you'd need both a depth buffer and normals buffer. EDIT: The issue stems obviously from not all vertices being connected to each-other. In regular objects this of-course is to maintain proper normals rather than sharing them and making them inaccurate at hard edges (your cube example). In the case of terrain however, the surface is made up of disjointed quad objects, meaning the vertexes could never be connected. I think the secondary screen mesh should work though. You'd probably have to filter out the cases where the vertex doesn't hit anything, but you already do a good job in the ocean anyways.
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I can't replicate the alcor issues. All the textures show up in perfect detail. Make sure your texture settings in KSP are set to max, and try deleting the cache folders in C:\Users\rbray\Documents\ksp\ksp-x86-1-0-5\GameData\DynamicTextureLoader\Plugins if you were running an older version at some point. The slight artifact is a result of re-loading the textures and saving as PNG. It results in "double" compression. I have a couple ideas on how we could get around this though. Ironically, the artifacting is due to the original textures being dds (compressed). If squad never added the dds loader they'd look better -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I can't reproduce this. I believe it is due to the garbage collector doing its thing. Sounds like you are hitting the memory limit due to stock mem leak. -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
rbray89 replied to EnzoMeertens's topic in KSP1 Mod Releases
I sent you a message for a full fix for odd deformations. You should be able to merge it to your master from the commit. https://github.com/rbray89/KerbalKrashSystem/commit/52cc3a549d29b2bec108bed58e6112888e7c36d2- 735 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah... so it's the normalmaps? what format are they in (PNG?TGA?DDS?) -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Kopernicus only loads body textures on demand. This is for parts. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I can't replicate this. Try deleting the cache folders in C:\Users\rbray\Documents\ksp\ksp-x86-1-0-5\GameData\DynamicTextureLoader\Plugins I can't replicate this. Try deleting the cache folders in C:\Users\rbray\Documents\ksp\ksp-x86-1-0-5\GameData\DynamicTextureLoader\Plugins I can't replicate this. Try deleting the cache folders in C:\Users\rbray\Documents\ksp\ksp-x86-1-0-5\GameData\DynamicTextureLoader\Plugins -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
rbray89 replied to EnzoMeertens's topic in KSP1 Mod Releases
This should provide the best deformations yet: https://github.com/rbray89/KerbalKrashSystem/blob/master/Source/KerbalKrashSystem/KerbalKrashGlobal.cs It should be a lot faster (transforms contact points and distances rather than vertex) and uses distance from contact point to determine how much to deform, so it looks a lot better too. I gave up on grouping the vertices. The procedural deformations made the grouping pretty much irrelevant.- 735 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
This is usually caused by the machine running garbage collection and freeing unused resources in the background. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
what texture pack? -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
rbray89 replied to EnzoMeertens's topic in KSP1 Mod Releases
you should be using MeshFilter[] meshList = part.FindModelComponents<MeshFilter>(); there is a big difference between this and the FindInChild mechanism.- 735 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... It shouldn't do anything like this... I'll have to look into it. -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
rbray89 replied to EnzoMeertens's topic in KSP1 Mod Releases
Yeah I saw this in your recent upload. I was going to mention that it wouldn't quite work... the easiest way would be to iterate over the part.partInfo.partPrefab and reset all the vertices.- 735 replies
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