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rbray89

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Everything posted by rbray89

  1. This mod should not be the cause of this. Look at the other mods you have.
  2. This is what I'm talking about: no more hard edges.
  3. Hmmm... I'll have to think about surface layers... shouldn't be too terribly difficult, though getting a proper height can be difficult. Aurora's and rings are still on my TODO list. Atmospheric effects are still very much WIP. Rolling of particles has been floating around in my head for a while, but I want to get shadows, atmosphere, and ocean working well first. Do you like the "soft" edges of the clouds now? (look at the intersection of mountains with the 2d and volume layer)
  4. I don't think it would matter, but you could try using the ATM configs you were using before with the new DLL. That will at least tell you if it is an ATM change or other thing outside of this mod's scope.
  5. AH!... I thought you were working with the stable release. Yeah, this is an issue with the dev version right now with the shadows. Still working on figuring out why it does this.
  6. If you want to try them out (packs don't work, clouds only for kerbin, etc.) use the x86-Release and x64-Release in the file list here: https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul
  7. What other mods are you running with? What version of EVE are you running with?
  8. Were any other mods updated in the process? Squad added a new texture format that broke the old version, so don't even bother with that one... And you are sure you are using aggressive?
  9. PF has issues with EVE (or vise-versa) in the most recent release and I haven't been able to look into why. The newest version that will be released in the near future may take care of that though.
  10. the release zips: https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul
  11. So this is how the pack mimics the look of shadows and multiple layers. It will end up being more seamless in future releases. - - - Updated - - - It should, but I haven't released any explicit binaries for it.
  12. OK. So it should be fixed in the "nightly" release. OH, and the new gui keypress is CTRL+E at least for now. If you haven't seen the new GUI, I really think you'll like it. It's procedurally generated, so no more minor typos or errors resulting in un-set items.
  13. Ah, yeah I'm working on the oceans right now. The Oceans use the depth buffer to check the water depth, and then the atmosphere also uses it. However, the ocean can't write to the depth buffer, so the atmosphere uses the value from the terrain. Looking into adding spherical detection to the shader. So far, so good.
  14. I can't remember if I did this in ATM or not for the cache. I think I did, but could be wrong.
  15. The other option is to convert it to MBM and set the normal flag I had lots of 'fun' with this stuff with ATM.
  16. I assume you installed a texture pack? If not, make sure that you don't have an old install sitting alongside a new one.
  17. Until I polish off the version I'm working on, it will have to suffice I'm afraid.
  18. Still chugging... not as fast as I'd like but it is still going. Have to re-visit oceans now that terrain is done, and finish up with work on atmosphere.
  19. I had considered it and am a bit worried about that. Might be worthwhile to keep in mind while working on this mod. You guys seem to have a lot more knowledge of where it could crop up.
  20. Hmmm... what if we create an orbit "body" where the original body was, then put the original body on a TINY, SLOW tilted orbit as a child of the first "body"? It seems like that would work?
  21. Unity in-general uses degrees rather than radians in Euler rotation angles for some odd reason.
  22. Well, thanks to Teknoman117 I found out how to get the original Squad PQS shaders to see the params (to get the original textures), and include them as an option if you don't like my new shaders! Still have to figure out why the lighting doesn't match up as well as I'd like, but aside from that, we are slowly getting there. Perfecting the atmospheric shader and ocean shader are still on my big to-do list.
  23. Working on a fix. - - - Updated - - - Geez that's pretty!
  24. That's precisely how ATM works. The GameDatabase texture list is used to process the textures. If it doesn't show up there, it won't be touched.
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