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rbray89

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Everything posted by rbray89

  1. Ah, I'm too used to perl regex expressions it seems. It has been a long time indeed since I used c# regex.
  2. Yeah, and I'm not sure why. I thought I was being clever with the regex solution, but it doesn't seem to work. I'll have to address that soon.
  3. It should have alternative code. Using the regex to handle it instead of the duplicate entries.
  4. ATM has been updated. I think I forgot to edit the title though.
  5. Shadows, Atmospheric volume , are the next two items (yes, it will look similar to that), then re-vamping the terrain and ocean shaders. After that I want to add more dynamic shading to the particle billboards so they have more of a "sunset" look.
  6. Ah, will do. I was hoping to get some time at some point to re-vamp the ATM mechanism (something similar to LOD) but real life is getting in the way in a serious manner EDIT: Also, many, many thanks!
  7. Not entirely sure... Haven't really tested it out on any other body. It shouldn't alter the color, but it will change the terrain shader/textures.
  8. Still in-progress. Currently a viable option is to just stick to the original shader for now while the kinks are worked out. The shadow system is proving to be quite fiddly with the shader. I'm basically trying to map an equirectangular image to an orthographic spherical projection (See: http://en.wikipedia.org/wiki/Orthographic_projection_in_cartography) but I'm having difficulty getting it to be properly sized and without distortion. The atmospheric shader should be much more straight forward, but I want the shadow system working properly first. The good news is that once that is operational, It will all be super stable and look fantastic.
  9. figuring out how fast 1m/s will be vs a small rotation coefficient is much easier, and ports between RSS much better.
  10. I think you have the basic idea, but are missing the point. This is WIP. I still have lots to do to get everything working as originally desired. I had to create a basic replacement to make sure other features would work, and same goes for ocean. Same for everything basically. Please be patient, it is a DEV release, hence why it isn't on the first page.
  11. So the test is basically having a projector follow the outside of the sphere oriented to the sun, pointed at the same direction as the light is. So as the sun moves, the projector moves. The projector is currently just displaying the texture, like a flat map (imagine a projector with a single static transparency on a sphere), so it doesn't take into consideration the actual position of the clouds. Essentially, the demo was to just make sure it will actually end up displaying as it should. So far, it looks good, so I can progress with more work.
  12. what is in BoulderCo/ActiveTextureManagerConfigs/BoulderCo? If ATM isn't doing this, I have no idea what is.
  13. Which release are you running? If you go to the mapview in flight (not tracking station) do the city lights appear?
  14. Ideally we should be looking in KSP_Data/output_log.txt for more information.
  15. Umm... I can think about it, but I can't think of a good way to solve it right now.
  16. Something (another mod) is make the texture not readable. Volumetric clouds won't work properly. Not exactly sure what you mean by this... Geosynchronous? Or counter-planetary rotation? Keep in mind that the clouds are children of the main body, so to keep them in geosynchronous orbit is easy, set rotation to 1. Counter-planetary is (really) hard, as the rotation/frame has to line up exactly to the opposite of what the body is rotating at to keep it "still". Even a tiny amount off will mean it would drift over time. "You're killing me smalls!" So to sum up (I think you may have mentioned this) due to precision error when calculating how much it should be rotated from the m/s value, using the circumference, yatta yatta, over time, the multiplication doesn't line up. I'm not exactly sure what I can do about this. I could in theory round each calculated value to a more discrete value, so they could line up. The problem being that there are times they could be on the "wrong side of a round". The other option here would be to go back to rotation speed instead, but that removes a useful reference frame. Thoughts?
  17. AHA! I'll look into why the case is off and can't seem to find the library. Thanks!
  18. Not yet. The new shaders/shadows are on my list though.
  19. This will be handled with a depth based fog/atmosphere shader
  20. Mind you, you can also tweak the colors in the GUI for the terrain section.
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