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KSP2 Release Notes
Everything posted by rbray89
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
... this is odd. I'll have to install ATM on my dev install to see what is going on. There is also something weird happening in the tracking station that I have to sort out as well. -
Ummm... ppm and ppi actually don't have any context (as you need a physical display surface to make sense of that info), rather you should be concerned of raw pixel dimension (ie. 512x512 px). Obviously, you will just want to try different sizes to see what works best for you. MBM and TGA will load the slowest, PNG being compressed should load the fastest. One caveat is that you will want to use 2^n square texture sizes. (16x16, 32x32, 64x64, 128x128, 256x256, 512x512, etc) to use memory the most efficiently.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
In the upcoming release, the GUI is completely fixed. I put a lot of though and effort into making sure it was programmer proof -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
next release. - - - Updated - - - GUI is the best way to modify things. I'd avoid text editing. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmm... Maybe I'll disable it then. Add other animation effects instead. It is pretty weird how ships don't move with the waves. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Well, it is "spoofed" and I didn't add it to the CB PQSController var to avoid collisions with other mods. So if the field is null, it will fetch my own implementation of PQS for the body. Hmmm... and it even has high-vertex count mesh. I'll have to try it with RSS. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Not sure what you mean about water. At a distance, it fades to the Scaled texture version. Tracking station must have some sort of coner-case taht I'll have to look into. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Whoo-hoo! Jool finally has a spoofed PQS. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, I notice that when my ship decided to do Barel Rolls. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Haha, not yet. They are currently applied to a Half-sphere mesh that is moved about. EDIT: Should I even bother with the shader based overlay? If not, It is nearly ready for a beta. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
You have to delete the old EnvironmentalVisualEnhancements folder first. Scaled space is mapview and tracking station. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Any thoughts on the current dev release? I'm looking for early feedback to tweak things. I'm going to be working on scaled space texture overlays next, and a PQS manager for bodies that don't have one. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It's that time again for another Dev Release: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/OVERHAUL-8 Added Scaled space clouds back in, as well as scaled space-terrain blending. Tweaked the ocean more. Getting closer. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Limitations: I agree... As anyone who plays KSP can attest. If it can be thought of, it can be done. Limitations only exist to the extent of a workaround or solution. Thanks! I don't have much additional to show just yet. Still tweaking and working on shaders. I want to get back to at least the functionality of 7-3 plus a little extra until the next release. Before that, will be a beta period to make sure config workings are flawless, and the new shaders are sufficient for replacing the old ones. Once that release is out, I'll have more flexibility to experiment. Shadows, rings, auroras, etc. won't likely be in this immediate release though if I want to make the end of the month deadline. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Haha, that is awesome. I guess it kinda is isn't it. Thanks! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
http://forum.kerbalspaceprogram.com/threads/59005-0-22-Release-1-Active-Memory-Reduction-Mod You are most likely running out of memory -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Actually, this is something I'm working on. Expect it in a future release. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Not yet. Next version. -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
rbray89 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Well, more like built-in shadows. I have a few ideas. I really want the moon to have proper phases. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I think I'll just stick with the current blend method for now then. City lights Alpha Texture integration it is then.