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rbray89

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Everything posted by rbray89

  1. They're back! I'll be uploading a new release soon.
  2. [quote name='blackrack']Just fixed the edge/shimmering issues of the new depth buffer. Also got rid of the old horizon break and other artifacts OpenGL has. [url]http://i.imgur.com/xMfdyN6.jpg[/url] I'll be cleaning this up and making a release soon. It looks like this may have some performance impact though, I will check again tomorrow, maybe I messed something up. Scatterer isn't supposed to hide them, probably the additive blending makes them more visible also, nothing you can do there.[/QUOTE] Looks lovely!!
  3. [quote name='Sigma88']Technically I'm not editing the configs manually, I have a recolor mod that changes the color of Eve (planet) and Jool and I wanted to change the color of cloud layers using a MM patch. with this new setup it's not possible to generalize, I would need to target each layer by type. to give you an idea, this is what I did with the old EVE config structure ([URL="https://raw.githubusercontent.com/Sigma88/Sigma-EveRecolor/master/GameData/Sigma/EveRecolor/Configs/Eve_Clouds.cfg"]link[/URL]) [spoiler=explanation][code][COLOR=#000000]@CLOUD_LAYER_PACK:HAS[@CLOUD_LAYER]:FOR[SigmaEveRecolor] [/COLOR]{ @CLOUD_LAYER,* [COLOR=#ff0000]// this part targets all cloud layers that exist[/COLOR] { @DEFAULTS:HAS[#body[Eve]] [COLOR=#FF0000][FONT=Verdana]// this part targets only eve's (planet) cloud layers[/FONT][/COLOR] { ....... [COLOR=#FF0000][FONT=Verdana]// this part changes the color [/FONT][/COLOR] } } }[/code][/spoiler][/QUOTE] Pretty sure MM allows for more expansive searches. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Paul_Sawyer']Hello! I'd like to share some observations on the problem that [B]TyrannoFan[/B] reported some pages ago - about clouds staying still and then jumping to the next position [spoiler=like this][url]http://i.imgur.com/J3tO2r9.gif[/url][/spoiler] It seems like this happens on old saves, that were created before installing this mod, and disappears on those that were created after. Here is the log and two saves that I ran it with - Old and New. [URL]https://www.dropbox.com/s/ft98c0ni1n88rwl/output_log.txt?dl=0[/URL] [URL]https://www.dropbox.com/s/luvmfj7374fcrpe/New%20Save.sfs?dl=0[/URL] [URL]https://www.dropbox.com/s/hsarqwbvzd3un5e/Old%20Save.sfs?dl=0[/URL] The mods installed here: EVE Distant Object Enhancement FAR KAS and KIS HullCamera InfernalRobotics for 1.0.4 Procedural fairings for 1.0.4 RemoteTech SCANSat TextureReplacer TweakScale UbioWelding I also tried it on clear install and it showed same behavior: jumping on old saves and moving smoothly on new. I hope it will help.[/QUOTE] This is very helpful! Either I found the bug and fixed it for the next release, or this is an issue I can't fix caused by Squad somehow.
  4. [quote name='Sigma88']out of curiosity, is there a particular reason why each cloud layers use a different node type? for example: [code]Kerbin { [B][COLOR=#ff0000]Kerbin-clouds1[/COLOR][/B] { ... } [COLOR=#ff0000][B]Kerbin-clouds2[/B][/COLOR] { ... } [COLOR=#ff0000][B]Kerbin-clouds3[/B][/COLOR] { ... } }[/code][/QUOTE] Those are the names. Please use the GUI. Don't try to edit configs manually. It is error-prone, and one of the banes of my existence.
  5. [quote name='blackrack']But if EVE is using the depth buffer, won't that break it?[/QUOTE] Possibly... Though I don't expect it to given the results from earlier. Worst-case we loose the nice edges around where clouds meet geometry.
  6. [quote name='blackrack']Everything you added seems solid and runs well, I restored the default depth buffer and it got rid of the black horizon line you see on your screenshots, but it also restored the moire patterns and other artifacts, I'll get rid of these later or make the new depth buffer an option (high CPU usage when used with EVE mod). [/QUOTE] One thing you could do is manually disable the depth buffer on the Camera when using a custom depth buffer.
  7. [quote name='releansol']Thanks for your big work rbray89! This raises the Kerbal Experinces so much! But personaly I don't like the new Citypatterns (sorry to say that). I find, they are to big. I'don't like to see Streets in a lower Orbit. So i tried some old .png from Astronomer Pack, but they didn't work. Is there a way to change the Textures oder can even I smaller the scaling or do you have more assets?[/QUOTE] _CityOverlayDetailScale in the GUI
  8. [quote name='Mitchz95']Does this include the eclipse shadows that were teased a while back?[/QUOTE] Not yet.
  9. [quote name='KerbMav']Is the BoulderCo.cfg out of date btw.? Because EVE does not use this folders structure anymore? Does this have any notable effect though or will ATM compress anyway? [CODE]ACTIVE_TEXTURE_MANAGER_CONFIG { folder = BoulderCo enabled = true OVERRIDES { BoulderCo/Clouds/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false } BoulderCo/Atmosphere/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false } } }[/CODE][/QUOTE] Those Overrides should probably be removed if you want to see lower memory usage now.
  10. [quote name='pozine']That's exactly what I did. It said invalid name every time, with every name I tried.[/QUOTE] Ah, yes... ok. so with the bodies that don't have terrain (eg. Jool, etc.) you have to create a new config entry for them. Just create a config file (or files) with something like this, substituting Jool with whatever body you are creating configs for. Remember you can name the files whatever you want and put them in any directory: [code] PQS_MANAGER { Jool { deactivateDistance = 175000 } } [/code]
  11. You have to name it (add something in the name box) then press '+'
  12. [quote name='PolarizedBear']I seem to be having an issue with EVE. When I load up a new save, It seems to be like kerbin is completely gone. The shape of it is still there, but it seems to be glitchy and transparent. [URL]http://imgur.com/a/y3ic5[/URL] I only have a few mods installed, but is there a chance that any of these are conflicting? FAR Kerbal Joint Reinforcement Atmospheric Sound Enhancement Collision FX Texture Replacer Outer Planets Mod/Kopernicus EVE Also here is the [URL="http://www22.zippyshare.com/v/uwpc7RKG/file.html"]output_log.txt[/URL] Thanks. Edit: It looks like removing Outer Planets Mod and Kopernicus makes Eve fully functional and working. But I would still like to have both in my mod list[/QUOTE] Yeah, Kopernicus is spamming the logs with errors. Definitely something up with it. Apparently it is causing issues with Scatterer as well.
  13. [quote name='jlcarneiro']Although I'm still having some glitches here and there with this version, I'm thinking of sticking with it for good (we must move forward, right?). Specially if Fwiffo is kind enough to help me to implement [URL="http://forum.kerbalspaceprogram.com/threads/55905-1-0-5-1-05-3-Nov-10-2015-EnvironmentalVisualEnhancements?p=2305445&viewfull=1#post2305445"]his changes to city lights, auroras and lightning storms[/URL]... (Hint! Hint! ;)) But, before, I'd like to ask: regarding resources, compared to the old version, is it hungrier?[/QUOTE] It probably eats a *little* bit more CPU and graphics time given the new features and updates, but it should definitely help with memory (not leaving textures readable) ATM may have to be updated to account for this though if people still use it.
  14. [quote name='Srpadget']Well that's weird... I just updated from a very old but still serviceable version of EVE (I can't find version number info anywhere, but I believe it was still the same version I originally installed back around 0.24) to the latest-greatest-newest version. My "update" process consisted of deleting the existing BoulderCo and EnvironmentalVisualEnhancements folders from GameData, and copying the newly downloaded versions of those two folders from x86-EVE-Release.zip and x86-Configs-Release.zip. I did nothing to the contents of the two folders, just copy/pasted. I have double- and triple-checked that both BoulderCo and EnvironmentalVisualEnhancements are present in GameData, and that both folders have contents. (I can't swear that the contents are complete/correct, of course, but they should be exactly as downloaded.) Upon starting KSP, in the Main Menu sequences, Kerbin has no clouds (a bit of a surprise, but not a dealbreaker). All appears normal (clouds and lights, as appropriate for local day/night) in Space Center view and Tracking Station However, when flying a mission, either clouds or lights appears not to load most of the time. WHICH of the modules fails to load appears random after an admittedly-limited number of tests. Sometimes there are clouds but no lights, sometimes lights but no clouds. The missing feature is missing from both Staging and Map views, and will change if I quit out of one save and go into another. Quitting out of the game is not required. It can also change if I quit out of a save and go right back into it again. I'm not sure a screenshot would be helpful; the description above pretty much covers it. Directions in the OP also note that help requests should include output_log.txt, and includes dropbox as an acceptable option. I have not had much luck adding Dropbox links to forum posts, but here is an attempt at doing so: [url]https://dl.dropboxusercontent.com/u/36651676/output_log.txt[/url] (For what it's worth, the bits and pieces of the new version that I get to see appear to show a lighter, gentler touch and are much much prettier than the old version I've been using!)[/QUOTE] Hmm.... and if you remove your other mods do you get the same problem? I think I found a possible culprit. If you want to see if the fix works you can try using [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-Configs-Release.zip[/url] and [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-EVE-Release.zip[/url] [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Fwiffo']Here is some very subjective feedback on EVE and some of the visual enhancement packs out there. [URL]http://tinyurl.com/EVEFeedback[/URL] Posting here, in hopes the person working on the next mod that will receive the "sexiest-looking visual pack award" might take some of these thoughts into account :-). It's a wide PDF document; zoom out or scroll right![/QUOTE] Some things we can't address... I explained the black borders already. Basically, the OpenGL implementation with Unity doesn't have as good of a depth buffer as it could, and results in z-fighting. To try and combat this, we adjust where it thinks it should draw, but this of course results in draw overlap where two geometries meet. The only way around this would be to read from the depth buffer, but that would cause other issues.
  15. The EVE in progress has a new rotation mechanism. Should be entirely possible to make Uranus on a 90 degree axis of rotation now. [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-EVE-Release.zip[/url]
  16. [quote name='Poodmund']With the latest releases adding features, the old configs became non-working because additional parameters required for fields were not added or set at like a 0 or 1 as default. You have to manually amend them to the correct format. EDIT: Is there a trick or method to stop this banding effect? What should I be changing to reduce it? [url]http://i.imgur.com/PlZ4W2I.png[/url] Pulling my hair out trying to get rid of this, is it possibly an OpenGL issue? Is it just a case of finding that sweet spot between your layerVolume area size-division ratio?[/QUOTE] Is that layer super low to the ground (or the particles huge?)? This happens when the particles are close to ground. The "banding" is particle getting chopped in half by the ground. You can try raising or shinking the particle sizes to combat this.
  17. [quote name='Proot']Ok, I've found that my problem is not with Scatterer o EVE... if not both. However those problems are non related. So, the problem with EVE seems to be with changes in the config system of the last version. But I can't find what I need to change to correct the issue. The log is flooding with this constantly: [WRN 16:57:26.647] WARNING: Vector3 entry is not formatted properly! Proper format for Vector3 is x,y,z [WRN 16:57:26.650] WARNING: Vector2 entry is not formatted properly! Proper format for Vector2 is x,y Which one are Vector3 and Vector2? Are those the new values for axis rotation? Where are they and which value could be a good scratch point? (I'm gonna download your configs to check the changes in your config files anyways)[/QUOTE] Hmmm... looks like squad's parsing code isn't as rigid as I thought it was. I'll have to address that. Speed and detail speed is a vector3, and particle size and area are vector 2 now.
  18. WIP UPDATE: Cloud rotation can now use multiple axis of rotation. This should be useful when making storms like hurricanes or trying to fake odd rotational angles of bodies (eg. Uranus). Still need to implement a mechanism to lock a rotational axis to the body rotation to gain full control over rotation.
  19. Cloud rotation can now use multiple axis of rotation. This should be useful when making storms or trying to fake odd rotational angles of bodies (eg. Uranus). Still need to implement a mechanism to lock a rotational axis to the body rotation to gain full control over rotation.
  20. [quote name='blackrack']I honestly wouldn't think it would replace the default depth buffer. If it did the results should be the same also since I'm reusing what unity uses to create a depth buffer,just higher precision in OpenGL.[/QUOTE] The only difference was that before, your fixes, the shader was replacing the particles, making them think later that the depth was 0, making them transparent. This is still good news overall for OpenGL.
  21. [quote name='blackrack']What do you mean replacing the built-in depth texture? The regular depth buffer?[/QUOTE] Exactly. I can't imagine why my cloud particles would fade out like that otherwise (they read the depth buffer for soft-drawing).
  22. [quote name='blackrack']Hmm, can I have two rendertype tags in the replacement shader? Do I need to copy it in two different subshaders and give them different tags? Edited:You already answered this a page ago, multiple subshaders works but multiple tags doesn't. [URL="https://mega.nz/#!idYiECiR!EGIfls2jtkl5tLzTAi5Z2FMHk0spvmg6C7yrpT1atDQ"]https://mega.nz/#!idYiECiR!EGIfls2jtkl5tLzTAi5Z2FMHk0spvmg6C7yrpT1atDQ[/URL][/QUOTE] Cool, that is good to know. Out of curiosity, it seems that whatever you are doing is replacing the built-in depth texture. Is that intended?
  23. [quote name='Manwith Noname']Particles are good but.... [url]http://steamcommunity.com/sharedfiles/filedetails/?id=557917762[/url] I'll throw EVE back in and report if the blue rectangles appear. I should just clarify this perhaps, KSP32 (Win 8.1 x64) DX9.[/QUOTE] Ocean is of type TransparentCuttout... You'll need to add the RenderType to the tags in the replacement shader or do the ocean radius math fix thing in your sky shader.
  24. [quote name='blackrack']I actually used "Opaque" because I read somewhere that will replace the opaque shaders but I was getting nothing, went ahead with null while I debug it and then forgot about it. Didn't know about "RenderType", does this take the type from the replacement shader itself? I guess this would fix it then.[/QUOTE] [url]http://docs.unity3d.com/Manual/SL-ShaderReplacement.html[/url] Basically, it looks through the tags and plays match-up to what is set in the shaders. So you have a replacement shader that looks like this: [code] Shader "Custom/DepthTexture" { SubShader { Tags { "RenderType"="Opaque" } Pass { ... [/code] Then call Camera.RenderWithShader(MyReplacementShader, "RenderType"), it will use the RenderType tag as a mask, ignoring all materials that don't match it. In this case, the shaders replaced would have to match "RenderType"="Opaque". I believe you can add multiple sub shaders with different tags, and add multiple tags to a subshader, but don't quote me on that :)
  25. [quote name='blackrack']I'm not sure but I think the transparent objects might be writing to the custom depth buffer, I added the "Opaque" tags but they didn't seem to work, better stay away from the new custom depth buffer for now (replace scatterer.dll and compiledatmosphericscatter.shader with those from the current release on kerbalstuff, delete compileddepthtexture.shader, keep the other files).[/QUOTE] What does your Camera.RenderWithShader or Camera.SetReplacementShader call look like? For replacementTag it should be "RenderType". Using null will rendder everything which is what it looks like is happening.
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