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rbray89

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Everything posted by rbray89

  1. Hmmm... I'll have to look into why. On a side note, the atmosphere is ready to be taken a look at. I still need a better space transition, and the scaled space side isn't implemented, but so far, I think it looks pretty nice.
  2. You have to take your unity shader (simple/surface/cg) and compile it in unity, then take that and inject it into the Material( String shaderText ) constructor (http://docs.unity3d.com/ScriptReference/Material-ctor.html) and then you can get the shader from it. I embed by shaders as a resource, but you could very-well use a text file.
  3. Awesome! Thanks! This is a huge relief. I was afraid afraid I would cause huge FPS differences, but I guess I'm still in the clear
  4. Thanks! So... I need some feedback, especially from people with less than stellar graphics cards... I need performance metrics (anecdotal is fine if compared to the "mainline" release of EVE)! I have a fairly beefy laptop, and can't seem to get KSP to phase it, so I need your help in determining if the new shaders are overkill or appropriate. I'm doing some pretty hefty computation in them, so I need to make sure they will suffice for older computers as well So if some brave souls can install the current overhaul nightly (https://github.com/rbray89/EnvironmentalVisualEnhancements/blob/Overhaul/x64-Release.zip?raw=true) and give it a whirl and report back (FPS, better/worse than current release & by how much, Machine specs) I'd very much appreciate it
  5. These are the texture format types available for use. Given that I can't find ANY documentation on the use of EAC_RG (1-byte encoded), I'm not particularily inclined to use it. Note that while DXT5 can't fully utilize the bytes it has per pixel for the AG component, under the right conditions it comes pretty close (either zeroing or duplicating the values... can't remember which)
  6. Unity shaders already expect GA format for normal maps. You can set compression enabled (via ATM config) for normal maps, but I am not about to be the judge for weather the RGBA or DXT-5 normal maps are better.
  7. Scaled space shadows and detailing fixed. all other shaders are now detailed in the same fashion. There will be a minor issue that creates a seam until I add in some mitigation code for it.
  8. I changed the shaders for clouds to render detail very differently... no more overlap.
  9. The first are a known issue. They only exist between scene transitions. The "Not readable" issues are from the DDS loader. It assumes textures don't need to be readable and makes them unreadable to mods. This will cause you problems with the volumetric cloud cover.
  10. I think I see the issue... They might be "working" but not even close to being aligned with the clouds, and likely very fuzzy?
  11. Any ideas why the detail for cloud shadows broke? I can't think of a reason why they should have... I was actually thinking about the detail application recently, and think I have a solution in the works.
  12. Figured out why the shadows are off, Fixed it in the mainline.
  13. Alright, Might have an idea of why the shadows are off... Any way I can put a planet on an incline to the sun the way RSS has without actually loading up RSS?
  14. Thanks guys! It's been hard to find the time, but we are slowly getting there. I Just polished off the shadows, so next will be the atmosphere and then the ocean.
  15. I thought KSP used _NRM? If it is only *NRM then that I can fix easily. Currently there is not a way aside from adding to the list, but it should be simple enough for me to add a regex check there as well.
  16. Technically, ATM 3-8 is designed to work that way. We override the KSP resource loaders, and in the instance of loading textures in directories not managed by configs, we simply load and compress (but no locking of reading).
  17. I have to agree with RoverDude. As a modder, I chose the MIT license as I myself have needed in the past to use code commercially, and would welcome any other commercial product (and open source) to use my code to benefit their own projects. Anyone who makes a living developing code can attest to how frustrating encountering the GNU or GPL license can be. That being said, in the context of the KSP community, I'd be pretty miffed if someone came along, forked my repo, and started taking it in a direction that I hadn't intended, or tries to use it to "compete" with my original work. I'd say that we should all strive to abide by common sense (and courtesy) to recognize that modders have a vision in mind with their creative work and to try to honor their wishes when it comes to KSP.
  18. So far the effect in the EVE overhaul is in it's infancy, and requires that I replace almost all of KSP's existing shaders with those that have the "RenderType" tag in them. It uses the depth buffer, geometry, and some math to create a color overlay. I have a couple ideas on how to improve the effect, but still need to actually get some time to work on the features.
  19. Thank you for doing this. I've been wanting to get it into the next release of EVE, but time is stretched very far for me right now.
  20. I would recommend doing this in a shader. Doing the math and then writing the texture in the CPU would take ages. EDIT: If you get this working, I'd like to talk. I haven't been able to find good planet-wide noise generation mechanisms.
  21. you have the BoulderCo folder installed with all the configs? Do you happen to have Texture Replacer installed?
  22. Debug reporting is currently broken. The best solution is to use the resource monitor on your computer to see savings for now.
  23. But it still troubles me, so I must troubleshoot. What OS and KSP architecture (x86 or x64) do you use?
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