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rbray89

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Everything posted by rbray89

  1. Good performance numbers, happy with the looks, atmosphere and shadows working fully.
  2. I have a couple possible performance fixes in the works if I can get them working.
  3. Keep in mind, the old config structure will be deprecated, so the old packs won't work.
  4. It sounds like KSP wouldn't compose the multiple meshes (with different materials) into a single mesh. My bet is that each mesh has it's own GO (with its own meshFilter/meshRenderer/transform) and then instantiates the parent GO along with all the children. If you want one singular mesh, you are going to have to combine them yourself, and assign each mesh to a submesh within the "master" mesh (don't forget to assign the material array either).
  5. Actually, this makes a lot of sense. This would let KSP build the part out of all the meshes without moving or re-arranging them.
  6. The thing I like the most is sitting at KSP watching the cloud pass over the mountains, and the shadows rolling over the hills.
  7. Textures won't be scaled down beyond this value. Designed primarily to protect small icons and such
  8. What about the Mesh's name? MeshFilter simply contains the mesh, so I would think that the Mesh would contain the name.
  9. Now, you see this is very interesting, as this mod DOESN'T and CAN'T touch those textures. I'm very curious as to what is going on with your install. I bet you if you run with ONLY ATM, you wouldn't see this issue. There is another mod somewhere that has to be conflicting somehow.
  10. Wow... I mean, wow... That is BEAUTIFUL. You have so much talent!
  11. ksp.log is pretty useless I'm afraid... output_log.txt is what you want, from within KSP_Data.
  12. look up how to load with OpenGL. People are reporting considerable memory savings, though with this mod, there is still some work to be done with it.
  13. Firstly, make sure you have set the texture resolution to full, as I think KSP defaults to Half. If it still looks awful then you can create a config (or modify an existing config) to not rescale the texture if you are using the non-basic config.
  14. Correct to all, though I think that if I can implement a good saving mechanism, we'll move to DDS to save time
  15. Hmmm... I run Nvidia, though I also haven't tried the opengl option yet either.
  16. I'm thinking that there must be a memory leak with the openGL texture mechanisms. The logs indicate that everything should be good, (resized and compressed as they should be) but they don't seem to be. I'll have to look into it more. Could be that with openGL the textures aren't being made non-readable, but I doubt it.
  17. This was the most annoying thing in ATM. You can check what I do to handle normal maps in the different loaders.
  18. the AG channels have to be moved to the RG channels, and the A+B have to be set to full (or half, can't remember wich). to be considered a "regular" normal map.
  19. No, the shaders require AG normal maps. The game loads MBMs directly (AG) but assumes png and tga (likely others) as RG and converts them to AG.
  20. Volumetric clouds will be broken for you though.
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