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Everything posted by rbray89
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WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
Yeah I really should have thought about this from the get-go. Luckily it is a pretty easy manual change to make in configs. I had to do this to be compatible with module manager, but it should let people do some cool things going forward I hope. The texture updates are the most exciting though, given that we can now either use similar memory for better looks, or lower memory and similar resolution. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yup! I posted a proof of concept on reddit a while back... https://www.reddit.com/r/KerbalSpaceProgram/comments/3s3m9g/working_on_celestial_shadows/ This is fixed Think better lighting for clouds -
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
Alrighty... So a slew of updates coming soon... unfortunately, there will be a big config change, but it will also allow better ModuleManager support. The new format is something like EVE_CLOUDS { OBJECT { name = Kerbin-clouds1 body = Kerbin altitude = 4000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex { value = BoulderCo/Atmosphere/Textures/Clouds type = AlphaCubeMap alphaMask = ALPHAMAP_R } } ... TEXTURE_CONFIG { OBJECT { name=BoulderCo/Atmosphere/Textures/Clouds format=RGB24 isCubeMap=True texXn=BoulderCo/Atmosphere/Textures/CloudsXn texYn=BoulderCo/Atmosphere/Textures/CloudsYn texZn=BoulderCo/Atmosphere/Textures/CloudsZn texXp=BoulderCo/Atmosphere/Textures/CloudsXp texYp=BoulderCo/Atmosphere/Textures/CloudsYp texZp=BoulderCo/Atmosphere/Textures/CloudsZp } } You'll also notice that the _MainTex has a new form... this is an optional form for textures where more parameters can be edited. I've also added a new Texture Config Manager that allows detailed control over textures. No more relying on ATM and whatnot to ensure textures shipped in EVE configs are setup properly. These two changes allow us to introduce cube maps! This should address high-res issues on Macintosh machines (2k*2k textures look GREAT as it is) but will also allow some crazy levels of detail when using >2k textures. To save memory, we now allow alpha mapping (using RGB of textures to map to alpha). This allows us to use the same texture for multiple cloud maps! It just has to be created properly, and I would recommend using RGB24/RGBA32 as the format to avoid loss with Compressed textures. If you do use the uncompressed versions with alpha mapping, the memory will be the same, but the quality should be noticeably better! Expect pretty poor quality alpha if using DXT, but a QUARTER/THIRD of the memory usage when combined with alpha mapping. The GUI is also very slick now, being almost entirely procedurally built, allowing me to focus on other tasks rather than GUI maintenance, and I've been building lots of awesome functionality into it, so hopefully it will save me lots of time going forward. I'll probably post this update within the next week, along with a nice surprise! After that, I'll be working on lighting. Specifically celestial shadows and clouds. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Alrighty... So a slew of updates coming soon... unfortunately, there will be a big config change, but it will also allow better ModuleManager support. The new format is something like EVE_CLOUDS { OBJECT { name = Kerbin-clouds1 body = Kerbin altitude = 4000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex { value = BoulderCo/Atmosphere/Textures/Clouds type = AlphaCubeMap alphaMask = ALPHAMAP_R } } ... TEXTURE_CONFIG { OBJECT { name=BoulderCo/Atmosphere/Textures/Clouds format=RGB24 isCubeMap=True texXn=BoulderCo/Atmosphere/Textures/CloudsXn texYn=BoulderCo/Atmosphere/Textures/CloudsYn texZn=BoulderCo/Atmosphere/Textures/CloudsZn texXp=BoulderCo/Atmosphere/Textures/CloudsXp texYp=BoulderCo/Atmosphere/Textures/CloudsYp texZp=BoulderCo/Atmosphere/Textures/CloudsZp } } You'll also notice that the _MainTex has a new form... this is an optional form for textures where more parameters can be edited. I've also added a new Texture Config Manager that allows detailed control over textures. No more relying on ATM and whatnot to ensure textures shipped in EVE configs are setup properly. These two changes allow us to introduce cube maps! This should address high-res issues on Macintosh machines (2k*2k textures look GREAT as it is) but will also allow some crazy levels of detail when using >2k textures. To save memory, we now allow alpha mapping (using RGB of textures to map to alpha). This allows us to use the same texture for multiple cloud maps! It just has to be created properly, and I would recommend using RGB24/RGBA32 as the format to avoid loss with Compressed textures. If you do use the uncompressed versions with alpha mapping, the memory will be the same, but the quality should be noticeably better! Expect pretty poor quality alpha if using DXT, but a QUARTER/THIRD of the memory usage when combined with alpha mapping. The GUI is also very slick now, being almost entirely procedurally built, allowing me to focus on other tasks rather than GUI maintenance, and I've been building lots of awesome functionality into it, so hopefully it will save me lots of time going forward. I'll probably post this update within the next week, along with a nice surprise! After that, I'll be working on lighting. Specifically celestial shadows and clouds. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I maintain a separate thread for development that includes the GUI key-combination. The reason for this is simple: some people probably shouldn't be messing around with the GUI. Those who find the development thread at least demonstrate the ability to search out other avenues of information. This is important as there are LOTS of parameters in the GUI, and I simply don't have the bandwidth to answer everyone's questions regarding them. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
There is a fix for this ready to be released soon. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
"Kopernicus" "RSS" If you are using RSS and others, you'll need to get config files that use the new body names. Look up RVE. -
I feel like I'm so close. I just need to figure out what is throwing a null reference exception in PQS.ResetSphere () PQS ocean = sphere.ChildSpheres[0]; ocean.parentSphere = null; ocean.transform.parent = null; FieldInfo field = typeof(PQS).GetFields(BindingFlags.Instance | BindingFlags.NonPublic).First( f => f.FieldType == typeof(PQS[])); field.SetValue(sphere, new PQS[] { }); PQSMod[] mods = ocean.GetComponentsInChildren<PQSMod>(); foreach (PQSMod mod in mods) { mod.transform.parent = null; GameObject.DestroyImmediate(mod); } GameObject.DestroyImmediate(ocean.gameObject); PQSMod_CelestialBodyTransform cbt = sphere.GetComponentsInChildren<PQSMod_CelestialBodyTransform>()[0]; cbt.secondaryFades = new PQSMod_CelestialBodyTransform.AltitudeFade[] { }; sphere.mapOcean = false;
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Techincally that would be Kopernicus. Needs to rename the Mun and Kerbin main-menu bodies. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Right now, cubemap support is a BIT iffy, but I hope to fix that soon. Basically, in the textures that support it (main texture of clouds only for now) The box gets checked, and that expands the options. The Type is changed to the cubemap type desired, and then the texture is set. Right now I plan to support 3! different cube mapping techniques. The first, is where -/+x, -/+y, -/+z = RGB in two different square textures are used to compute alpha. This method is a bit buggy right now, and results in visible seams. The next, is where 6 different square textures are stitched into the different sides. (-X, +Z, +X, -Z, +Y, -Y) Should work, but eats up lots of memory due to being uncompressed. Future: Same as above, but alpha-mapped so that the uncompressed textures can be "Compressed" to just re-map R/G/B/A to alpha. This will achieve the same memory savings as though they were compressed, but should offer significant quality improvements. I primarily wanted to get this release out there so the clouds would be visible in the main menu Yeah, I'm aware... the only person who can address this is blackrack. -
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
This does not help me in ANY capacity to help solve your issue. What version are you using? Logs? KSP Version? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
For the most part, but there is some weirdness with cloud shadows.