-
Posts
2,719 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by rbray89
-
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
maths if anyone is interested: https://www.desmos.com/calculator/znnspbxpw6 x is the camera distance, y is the "opacityFactor", n is the distance the camera is along the perpendicular, r is the atmosphere radius, and d is the min distance to the perpendicular from the center of the sphere. The blue line is the Max distance until the end of the atmosphere is reached. Red is the unoptimized version, straight from the integral form, and orange/yellow is the slightly more optimized form I should be using. -
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
Technically, I never removed it, just draw on-top of it I finally nailed down the integral I'll be using to calculate the opacity of atmospheres. Hopefully I'll get this in tonight. -
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
Haha, no worries. You guys are the primary customers of this mod! -
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
Oh gosh... Hmmm... I guess with the new texturing mechanism, we might be able to do something like that. Might be able to add a "swizzling" effect for the axis. -
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
Well...so the way it works now, is that we basically have a cube projected onto a sphere. So we have 6 sides. What we are going to have to do is create 2 (or more) textures such that they blend seamlessly across the face of the cube. I'll probably expose these as individual textures to try and provide as much flexibility as possible, but it means that you guys (as pack authors) will be given a little bit more work to create textures that are seamless on more edges. Obviously, this adds a good bit of complexity, but I'm sure you texture wizards will be able to figure it out -
WIP - Environmental Visual Enhancements Development
rbray89 replied to rbray89's topic in KSP1 Mod Development
You may have to play around with the rim settings. -
The override section should only be used if you need to go against the defaults, and the normalmap settings have to be specified as well if there are normalmaps in the location pointed to. Look at some of the default configs. Most are VERY short, pointing to a folder, saying the config is ready, and that is it. If there are any normal maps not being compressed, it means you don't have a config for them, or the mod author improperly setup the config.
-
No, KSP and this mod load ALL textures automatically. Do disable loading, they must be removed from GameData. 1) There are two ways, Most normal maps use NRM at the end of the file. These are handled automatically. After loading, you can pop open the logs and search for something like "Texture is not a normal map and texture is not readable" Those have to be added to the normal map list. 2) All you have to do is add a config for each mod you have, or one giant config with a bunch of folders listed. Some mods will be leaving textures alone on purpose as they aren't rendered, but are used as lookup maps. 3) Nope. Compression and rescalling are mutually exclusive. 4) I tried doing this, but unfortunately, unity sealed the class, so there was no way for me to do that. 5) Min is just the lower bounds of resizing. Basically it was introduced to make sure icon textures didn't get shrunk to oblivion. 6) See below. I chose to avoid this so that everyone on every platform would be able to run it, and to reduce complexity as much as possible.
-
Well, actually it is all very much basic C#. We use "fixed" occasionaly to pin the byte arrays down in the lib squish port, but that was more for optimization and ease of conversion than anything else. These allocation problems usually stem from the deeper layers of unity/mono. Given that you have so much memory allocated, WAY beyond what you should be able to get to with just the textures in BoulderCo, my guess is that there is a memory leak in KSP for some other unidentified reason. I would honestly start fresh, Clean KSP install either from Steam or the zip file, and add just the ATM and EVE/AVP mod, try running that, and see where you get.
-
No large arrays are being created due to multithreading. Not sure what is going on with your KSP install. Shouldn't have issues with just the BoulderCo and ATM folders. I know I don't when I test with my two mods... did you try cleaning out the cache in ActiveTextureManagement after you moved to 4.2?