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rbray89

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Everything posted by rbray89

  1. IRL stuff is getting in the way recently... Shadows and then getting back to the atmosphere are the two big priorities.
  2. I'll let others comment, but performance is actually quite decent for myself.
  3. So is it agreed that the new terminator is better? I wanted to make sure that people preferred it.
  4. If you are looking for the DEV version, these are the instruction you will want to use. The OP is just not up-to-date with the KSP versioning... the "official" release on the OP should be able to be used on 24.2 regardless.
  5. Well, Biome-based selection of texture would be the likely candidate, as it just means a bit of shader work (stuff it in the shader has been my motto for a while it seems). I would like to hear your opinions on swaping out some of the PQSmods with custom components though. As a side note, I discovered a while back that KSP stuffs the planet vector equivalent of the PQS point into the UV1 and UV2 components of the vertex in the PQS meshes. I don't stuff them into tangent anymore, so that is free to do things with now. eg. we could use it to differentiate 4 different textures (or 16 multiplexed, but not entirely sure of an efficient way of doing this in a shader).
  6. I can add shader "keywords" that use c-like compile flags. Basically they end up creating several different shaders in one (4 keyword sets == 16 unique shaders).
  7. So... you guys want a texture map? Any ideas on how I could use the biome map instead (within the shader of course)?
  8. I've purposefully avoided doing that to keep the dev releases on the DL. ALT+E
  9. This. The biggest issue we'd face is trying to port their method of doing things to KSP's systems and meathods. It'd be similar to porting a windows app with GUI to linux. Difficult, probably not impossible, but not sure it is would be worth it.
  10. When I get the time, I'll have to take a look at it. For now though, I just have to say that KSP adds many caveats and restrictions to what can be done.
  11. I'd have to add a keyword to the shader so that they could be disabled, otherwise it would be the same.
  12. Some impact, but not *too* bad. I'd have to experiment.
  13. Not sure what you mean by this... There are two primary components to the cloud system: 2D sphere, and the volume particles. The particles are spawned and colored according to the 2D layer.
  14. Do you run with the basic or advanced ATM config? You may have inadvertently deleted the ATM configs that manage textures. What is in "BoulderCo"
  15. Shadows are still WIP... I was thinking of adding a detail texture to the oceans, for the scaled space object, but haven't decided yet. Mostly because there isn't a great way to decide what texture to use. Shadows are goofy. Still need to get the time to dig into why they don't behave the way I expect them to.
  16. This. This is why this mod exists. Definitely thinking of implementing a binary mechanism for city textures though. I don't think I like the "fade" part in the daytime. OK for nighttime though?
  17. It is in ALT+E. You can get to it by changing the selector at the top left from Atmosphere to Terrain.
  18. Nice! 512x512? hmmm... That is odd. I'll have to try it out. I'll have to get the editor fully tested. I had thought the terrain editor was instant, but I'll have to double-check.
  19. Yeah, I had to kill a bit of speculation unfortunately. I'm really curious as to which mod was chosen. With PQS I really do hope it gets adopted.
  20. Sounds like you guys are running with the overhaul releases. You need to state that in the post, otherwise I assume you are talking about the stable release. Overhaul is a dev release for preview and development only. If you are running into a bug, please report it in the github bug report system.
  21. Really?? Hmm... there must be another mod conflicting with it.
  22. It is still WIP. I'm trying to tackle one thing at a time. color matching to the original terrain, getting shadows that work in map view and don't hide the clouds, etc.
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