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rbray89

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Everything posted by rbray89

  1. HexSegDiv is the number of times to divide the sides (internal and external) of the hexagon to place a particle. Each is a power of two, so it is an exponential field.
  2. Yeah... Jool has no PQS system to attach to. I didn't realize this early enough to find out that volume entities don't work there, so I have to make something that will work instead.
  3. in the EnvironmentalVisualEnhancements folder there is a config. increase the division and radius values.
  4. Another DEV TEST update: Camera depth is set automatically: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/OVERHAUL-5
  5. If you do this, volume clouds won't work. remove the "scale" and max_size line in the original config.
  6. The DEV Test release for now requires you to open the GUI, go to the terrain manager and hit "Apply" to update the cameras to use the depth buffer.
  7. The map for now uses all color for city lights, but that will soon change to use RGB for determining what detail texture to use.
  8. Ok, another DEV TEST build: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/OVERHAUL-4 Release Notes: Working on the depth-based ocean shader. Preliminary. Still needs: Main tex integration Filter for angle of view Animation Detail optimization EDIT: YOU have to open the GUI, go to the terrain manager and hit "Apply"
  9. the plan for the main image is to be used as a landclass map, including cities in the alpha.
  10. Looks like it isn't being cleaned up properly :/
  11. If lighting is increased, it will decrease the emissive lighting of the texture. Not much you can do there I'm afraid. The tiling is a side-effect of altering the tangent info. It will have to be ignored until I replace the ocean shader.
  12. HUH? Did you modify configs or anything like that? This is a TEST release too, so don't go updating if you aren't willing to be a guinea-pig
  13. New TEST update: Includes NathanKell's textures, Scaled space texture, and cities no longer show up under water. https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/OVERHAUL-3
  14. You just HAVE to complicate things Lets see how fast I can do this.
  15. RSS will work well with EVE eventually. Right now the dev version seems to compliment it well.
  16. Exactly. I figured it would be easier to make texture maps using those. I'm also planning on using alpha for cities, and R,G&B for the other texture mappings (grass, sand, snow). EDIT: Another thing I was considering was to use Alpha in the city texture for use with lights instead of a dedicated texture. The issue there would be less color variation. Thoughts?
  17. Hmmm... that is odd. I don't modify the PQS structure at all. The only thing I swap out is the shader. EDIT: Looks AWESOME BTW.
  18. This one I'm not sure about. I'd have to look at the shader to see if I expose enough variables to do this.
  19. Yeah, I'm really sorry about that, but the old config mechanism was an awful mess (more of an ongoing hack to begin with) and had to be replaced given that awesome folks were using it to do crazy things . This new system will work perfectly out of the box, and will mean I won't have to fiddle with the GUI now that it is in place (ah the wonders of c# reflection!) when I add new modules (rings, ocean, volume atmosphere, dust/storms/etc). Given what it will entail, it will be a while until it is out, but I'll ensure the wait will be worth it.
  20. So positions are tied directly to UT-in game, so you won't have to worry about alignment between games. You'll have to toy around with the "rim" settings to make the edge less hard.
  21. faster/easier updates, better terrain features, better RSS compatability, faster release times as the GUI is a lot easier to manage. Changing and tweaking the terrain is a feature I'm also working on. Need to get this working well before I continue on volumetric atmospheres.
  22. it could be that the fields are formatted improperly... make sure when filling them in, nothing turns red. That, or something like a texture field might be empty.
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