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rbray89

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Everything posted by rbray89

  1. [quote name='purpleivan']I have what seems like identical behaviour here, but in Windows not Linux. [url]http://i.imgur.com/oSaQgiTl.png[/url] This started as a problem that would occur after a period of time (30 minutes to an hour) after launching the game and would sometime disappear after entering one of the buildings at KSC. However it now appears to be permanent from startup onwards. This occured with both the build I downloaded on November 15th and the [URL="https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.05-2"]latest build [/URL][/QUOTE] I think this should be an easy enough fix... I have an idea on how to fix it.
  2. [quote name='purpleivan']I have what seems like identical behaviour here, but in Windows not Linux. [url]http://i.imgur.com/oSaQgiTl.png[/url] This started as a problem that would occur after a period of time (30 minutes to an hour) after launching the game and would sometime disappear after entering one of the buildings at KSC. However it now appears to be permanent from startup onwards. This occured with both the build I downloaded on November 15th and the [URL="https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.05-2"]latest build [/URL][/QUOTE] Logs? [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='purpleivan']A quick update. With the previous couple of reloads of the game this evening I found that both the Space Center and VAB views had the dark Z-fighting issues, but on the load I have running now, only the Space Center and not the VAB has that behavour, even after switching between them a few times.[/QUOTE] VAB is no longer affected by shadows. Still need those logs.
  3. [quote name='Poodmund']Has the way that the speed variable works been affected in this latest release? EDIT: Ah, answered my own question, it now requires three parameters on the x,y,z axis.[/QUOTE] Bingo. You could create very swirly clouds indeed now :) My plan is to also provide a new axis of rotation as well.
  4. [quote name='blackrack']Quick question to whoever would know: Does the water PQS/PQS sphere thing have a different fading altitude than the terrain PQS?[/QUOTE] Don't think so.
  5. [quote name='Astronomer'][url]http://www.htxt.co.za/wp-content/uploads/2014/06/elite-dangerous.jpg[/url] (bottom left?)[/QUOTE] Yeah... Something with lines of latitude and longitude, where landmasses and oceans have been reduced to lines, as though looking at a map or atlas.
  6. Grab the new release here: [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.05-2[/url] Still don't have clouds in the main menu, but it should help out those with issues with the initial release, as well as those who use the GUI. Note, that progress will continue in the MASTER branch, not Overhaul.
  7. I'll have to look into linux... In the meantime, grab the new release here: [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.05-2[/url] Still don't have clouds in the main menu, but it should help out those with issues with the initial release, as well as those who use the GUI.
  8. New version should have the offset added, and the volume clouds should be a bit more varried.
  9. [quote name='blackrack']Ah wait, so you're thinking of making a custom map view basically. Ahh, should have said so at the start. Well, the first thing that came to my mind was a high-tech/holographic planet and orbit view with the background being the operations room/control center àla XCOM [url]http://static-3.nexusmods.com/15/mods/151/images/482-1-1400737231.jpg[/url] Probably not a good idea though as the room is quite detailed :p[/QUOTE] Bingo. Abstracting things to bare minimum. Pretty views should come from those sending craft to the places :)
  10. [quote name='blackrack']Not sure what you want to accomplish with this. I just unload planets that are far away because the memory usage of precomputed scattering tables loaded into rendertextures is quite high. If you are trying to optimize the memory usage you could probably load some low res textures or drop the textures on far away planets (still you'd have to benchmark it for different resolutions to see if there is much to gain). For lowering GPU usage I wouldn't really know, I'm not really up to date with EVE-overhaul and the different shaders you have except for the clouds.[/QUOTE] Nah... I was thinking that for a map, it looks too nice :) It should be like a screen you would see at NASA depicting orbits. Not super detailed, and certainly no clouds or atmosphere. And the background shouldn't be stars, it should be a grid or something like that.
  11. [quote name='blackrack']Well for mapview I just use (MapView.MapIsEnabled) as a condition, for the tracking station (HighLogic.LoadedScene == GameScenes.TRACKSTATION). Will that do? I get the impression you're asking about something more.[/QUOTE] Yeah, I know about those... I was considering something a bit more... eg. exchanging the shaders for something less photo-realistic and/or blurring planets far from Kerbin without craft orbiting/exploring them.
  12. [quote name='blackrack']I'm planning to add different exposure settings for the "halo around the planet" and the atmosphere that you see directly over terrain so this shouldn't be a problem in the future. Actually I disabled the activation on purpose in map view because it made browsing the map view laggy, might make it togglable later.[/QUOTE] So I was actually thinking of providing an option to mostly kill mapview and tracking station graphics to bare-bones... Have any thoughts there?
  13. [quote name='Speadge']haha.. you got me ehmm.. just ignore me :-/[/QUOTE] The new zip files still have the odd issue of nested GameData folders I have to solve though.
  14. [quote name='parameciumkid']Yay! New patch imminent with hyperbolic colors and fully-functional GUI fields (I too thought I was going mad when the Offset didn't work ^^; )! P.S. Some advice for wayyy, way in the future: Currently Unity (and by extension KSP) allows the loading of customized shaders by creating them at runtime from a text string. This, however, is deprecated in the current edition of Unity (which 1.1 will likely be using when released), but in future versions, possibly later this year, that functionality is going to be removed to enhance performance. For the sake of future-proofing, I recommend researching the use of Asset Bundles for shader imports. Don't worry about it for now though ;)[/QUOTE] Well aware of this. However I don't have a Unity Pro license for U4, so I can't generate asset bundles for this release. This is what I'll be doing once KSP is on U5. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Speadge']hi, why do you keep a gamedata folder in your plugin-folder? is that intended? [CODE] x86-EVE-Release.zip\GameData\EnvironmentalVisualEnhancements\Plugins\GameData\EnvironmentalVisualEnhancements\Plugins\GameData\EnvironmentalVisualEnhancements\Plugins\GameData\BoulderCo\Atmosphere[/CODE] sth else: since the release you added a bunch of shaders - they seem to break my textures. KSC has no land / green, everything seems to float. and in the mapview the planets are all purple. when i take the less-shadered version 1.05.1, it seems to work way better... [url]http://i.imgur.com/Q3DkpIH.jpg[/url][/QUOTE] What extra shaders? I don't see any extra shaders in the release... Unless you aren't deleting the old version before installing the current version.
  15. [quote name='Speadge']hi, why do you keep a gamedata foler in your plugin-folder? is that intended? x86-EVE-Release.zip\GameData\EnvironmentalVisualEnhancements\Plugins\GameData\EnvironmentalVisualEnhancements\Plugins\GameData\EnvironmentalVisualEnhancements\Plugins\GameData\BoulderCo\Atmosphere[/QUOTE] EDIT: WAIT... not intended... That is odd. I'll have to fix that. That is not right.
  16. Updated the OP. This is super important for those of us who develop mods. Please respect the tenant of reading the OP, and then providing logs when you have an issue. I don't even really mind seeing the same issue posted multiple times. But when I see it posted multiple times without any log files, screenshots, and hardly any description ("I installed it but it doesn't work!!!") a tiny little bit of me dies inside (specifically the LSB for us computer nerds). From OP: [B]Going forward, I will no longer even RESPOND to posts regarding issues that don't have a good description, a screenshot (if applicable) and a log file.[/B] Right now, I have completed: Mun city lights problem Weird cloud glitch when reverting to SC from Map Shadow intensity value (toned down a good bit by default) >256 color value allowing. MANY GUI improvements for modders who use EVE: Invalid value highlight, better error handling, a new tooltip system (but not many actual tooltips), etc. WIP packages for the brave: [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-Configs-Release.zip[/url] [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-EVE-Release.zip[/url] Next up: Features applied to main menu Config Parameter clean-up Release 1-05-2
  17. [quote name='Pronoes']OK scratch Linux. Got frustrated and sacked it off. Windows version now! 64 bit hack. Everything works beautifully except for... [url]http://imgur.com/a/LK4AW[/url] Uniform clouds. I've seen this issue before on the boards but after 4 hours of on and off searching for a solution and messing around, again I'm stumped and am resigned to asking if anyone knows a fix. [url]http://i.imgur.com/0mgQDpx.jpg[/url][/QUOTE] You need to increase particle size and/or count.
  18. [quote name='Poodmund']I'm trying to use the same cloud texture at different offsets on different cloud layers but whatever values I put into the offset variables, the texture does not seem to get affected. I looked through other example configs and they all seem to use 0,0,0. How is the Offset feature supposed to be used?[/QUOTE] It isn't used at the moment. Next release will address all parameters not currently being used by either implementing a fix or removing the value.
  19. [quote name='Astronomer'][url]http://i.imgur.com/Ohr5QK8.png[/url] Just doing some testing. Also I wasn't able to plug the line from earlier versions to make the framework gui to appear in-game. Is it an upcoming feature for the current version?[/QUOTE] ALT-0. I would also pull the version from [url]https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-EVE-Release.zip[/url] to get the new GUI updates and fixes. This is very close to the next release.
  20. When did you pull this? Should be fixed as of yesterday.
  21. This is what overhaul was. You can move to it, as this is what will be in development going forward, and uses the config mechanisms developed in overhaul.
  22. Just so all you kind folks know, as I make changes and commit them to github, the working version can be pulled from https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-EVE-Release.zip and https://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/x86-Configs-Release.zip Right now the city light and weird space center clouds bug should be fixed in these versions. These files will be continually updated, but expect NO support on them, as they are constantly being worked on. - - - Updated - - - Yes, go into your KSP graphics settings and set textures to max.
  23. You might be using an old download. This a problem with the initial release. I had to update with a hotfix shortly after it was discovered. - - - Updated - - - Can't wait to take a look! Let me know if there is anything you'd find useful in the GUI or features you want in the shaders. I'm improving the GUI for the next release along with a few shader tweaks that will allow for more options.
  24. Nope. It is just that now the clouds are lit appropriately with everything else.
  25. 1) Did you modify configs? 2) Are your textures square? 3) Do your textures utilize transparency properly? Post your textures.
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