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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
I'll have to look into those. On a side note, any idea how to remove a PQSMod entirely? I'm trying, but it looks like one I created is still getting called Will do. Really want these shaders done though Hmmm... Yeah. That would work. And as for blending? I was thinking of making it such that cities are a "binary" feature. On/off. Though I don't know how nice that would look. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Oh that is easy to change. The colors are really just placeholders. Like I said, it needs an artist's touch -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Alrighty then. Will do -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Erm... not sure exactly how I should feel about that. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... just tried it out. I'm going to hazard a guess and say that you are changing the clip distances? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Not exactly sure what you mean, but yes, they could be disabled. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Among other things, yes. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I don't have a firm release date. Basically, the things I want complete: Shaders (ScaledSpace, Terrain, Ocean, Atmosphere) Test and eliminate bugs from GUI Desired: Rings Auroras Expect less than a month, but more than a a week. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
No clouds in scaled-space yet. Is the near-water issue only in RSS? Do you do anything odd with "Camera 00"? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
possibly a detail texture with a negative distance? You crazy people like to do odd things like that -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Trying out the new shaders... still needs some work I think. Thoughts? -
Hey Guys, I just noticed this while writing a shader to replace the existing water shader. There are no shadows generated on the "near" camera on water. Anyone have any ideas why this might be? I couldn't find any answers on the Unity forums or anywhere else for that matter. They show up fine on the "far" camera though, and on land. I also tried to alter the rendering path to forward, but it looks like it was already set to that. Any ideas? Thanks!
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I just now thought of something. What about unloading the body textures while in the VAB/SPH/KSP (anything not Flight or TrackingStation)? It would increase loading times certainly, but should free up memory in those scenes.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Just happy to be doing something fun and interesting -
Planet Surface Frame of Reference
rbray89 replied to DaMichel's topic in KSP1 C# Plugin Development Help and Support
I was thinking of tackling something very similar to this. Like the shuttle runway flight alignment system. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
The clouds seem better formed and higher resolution to the current release. Also, the transition 'hole' from 2D to 3D seems better managed (wider angle???). The city lights from orbit are a little distracting on the dark side. The tight, grid-like texture of them seems to make them flicker/shimmer - especially in 'densely populated' areas with high contrast (yellow/black) present. You can see this on the day side, but it's less apparent due to the reduced contrast. Anti-aliasing settings don't affect it. Dropping detail scale to 15 reduces the effect somewhat when viewing a city at a right/obtuse angle angle but, obviously, looks absurdly oversized (unless Kerbals have boulevards the width of a football field). I'm wondering if the texture needs de-pixelating somewhat, or if the overlay texture is causing it? I may have a crack at experimenting with that (should I ever find time). Clouds don't render when zoomed out during orbit, in map or title screen. Texture on the mountains is lost at a distance. Getting some weird z-fighting issues where the grass texture meets the KSC hex structures - most notable on the runway mount. I note that this is present in stock KSP, but the choice of matching colours/textures by SQUAD minimises its appearance. Is it possible to have the terrain detail texture be applied to the KSC hex structures as well? The ocean texture is a tricky one. The new texture doesn't seem to permit shadows to be be cast onto it (rather, they trace the seabed), so I found it really tough to instinctively know my altitude by sight. Sure, there's an altimeter, but shadows really do make a difference to intuitive flight. I don't really know how you get the transparency thing to work at certain angles/heights, but the effect is subtle and effective. However, I get this line at low altitudes: http://i58.tinypic.com/pr7n7.pngNot sure how you'll prevent tiling as, even at lower detail scale values which work up close, the titling is still visible from orbit. Awesome! Thanks! Restore to default? Ok. By default, PNGs don't load up as mip-mapped, so they "twinkle" from a distance. I'll get this in the next release. Yeah, I have to add options for shader integration and/or map view overlays. See Detailing. No, I can't re-texture that, at least not easily. But I can try to match color/lighting, which I will try to do. Shadows aren't in the default shader, which is something I'm trying really hard to fix, but at the moment looks like it is not possible. (Lighting does affect it though) The line appears in the default as well. It is an issue from overlapping camera clip planes. Detailing: Multiple levels of tiling will solve this. From the top-most layer, you will have one detail, zooming in, it fades into another detail ( and possibly another). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Another ocean update (slight vertex deformation for waves. You really have to be in the water or on the coastline to notice. DEV TEST RELEASE: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/OVERHAUL-7 Next up is more ocean animation and proper detailing. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Enhanced the ocean shader once-again. Got rid of Fresnel in exchange for second pass that adjust vertices Still needs some tweaks, and definitely an artist to tweak colors. DEV TEST RELEASE: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/OVERHAUL-6 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
How many mods do you have? It won't use quite that much, but it does add quite a few high-def textures to the build. Are you running with ATM? http://forum.kerbalspaceprogram.com/threads/59005 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... yeah, I'll have to fiddle with clarity I think to make it look "right" Maybe use a inverse square function instead of linear. The dual-camera setup is really annoying. It has made getting everything to look nice a LOT harder. (hence the non-depth opacity when up-close and in water) Can't imagine how I could (easily) fix it though. I still have to add detail fading and another detail texture on-top of the closeup detail. Animation is also up-comming (think actual waves). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, the color for those squares is a shade of grey for some reason. I am removing the vertex color from the shader entirely. It is supposed to be a "feature" though if you think it is too light, you can change the _Clarity field in the gui to increase it a bit. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... the Water Clarity can be toyed with in the gui to change it. The shader was replaced for the scaled space bodies, so if that looks good, then I'm happy. (You'll notice no rim lighting and a more evident terminator) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Was it random black squares? I found out that the vertex color info isn't properly initialized sometimes, so I just removed it. It isn't in the latest release yet though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ok, I'll do that. What are your thoughts on the depth features? Is it realistic enough? Are close-ups ok? Due to the dual-camera setup, I had to do a little "magic" to make it play nice, so up close, it uses a Fresnel type of shader, but once you are a good distance away, it goes back to depth. And what about the mapView/scaledSpace? is that OK? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hey Guys: I really need some feedback on the new shaders: Scaled Space (Map view and tracking station) Ocean (Squares not fixed yet, upcoming fix though.) What are your thoughts? (TEST RELEASE)https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/OVERHAUL-5.1