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rbray89

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Everything posted by rbray89

  1. Hmmm... as for the making non-readable, it is likely there for platform compatability.
  2. Ah... I think the thread I was reading must have just pertained to iOS then :
  3. ... 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.
  4. From what I was reading in unity, the textures also need to be square to avoid automatic re-sizing.
  5. (Haha mine?) It is less than ideal. If you do that, Unity automatically fills the remaining 2048x1024 with useless pixels. So while it isn't "bad" it isn't really great either.
  6. 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.
  7. In the upcoming release, the GUI is completely fixed. I put a lot of though and effort into making sure it was programmer proof
  8. next release. - - - Updated - - - GUI is the best way to modify things. I'd avoid text editing.
  9. Hmm... Maybe I'll disable it then. Add other animation effects instead. It is pretty weird how ships don't move with the waves.
  10. 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.
  11. 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.
  12. If you use the unity KSP tool it will export it automatically I think. The file should be named something_NRM.png
  13. Yeah, I notice that when my ship decided to do Barel Rolls.
  14. 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.
  15. You have to delete the old EnvironmentalVisualEnhancements folder first. Scaled space is mapview and tracking station.
  16. 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.
  17. 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.
  18. 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.
  19. Haha, that is awesome. I guess it kinda is isn't it. Thanks!
  20. http://forum.kerbalspaceprogram.com/threads/59005-0-22-Release-1-Active-Memory-Reduction-Mod You are most likely running out of memory
  21. Actually, this is something I'm working on. Expect it in a future release.
  22. Well, more like built-in shadows. I have a few ideas. I really want the moon to have proper phases.
  23. I think I'll just stick with the current blend method for now then. City lights Alpha Texture integration it is then.
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