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rbray89

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Everything posted by rbray89

  1. Yes, provided the new terrain replacement shader is in use for Kerbin.
  2. What I've been working on: Fully configurable shaders for terrain and scaled-space bodies (better for terminators, colors, etc.) Daytime city textures Higher-vertex count spheres for RSS Using my BSc to design a proper generic module management mechanism for configs and GUIs. Is there anything else specifically you wonderful people would like to see?
  3. Haha, you guys are bending the mod WAY past what I initially intended. Kudos on that On the other hand, please don't bash it because it because it isn't doing things it wasn't built for. I've been keeping an eye on what you guys have been doing, and I've been working on making sure your lives will be easier when you decide to create a mod pack, and ensuring that more features will be added to compliment what you have done so far. Fully configurable shaders for terrain and scaled-space bodies (better for terminators, colors, etc.) Daytime city textures Higher-vertex count spheres for RSS Less-glitchy configs/GUI Generally much easier to maintain to make my life easier and faster to release new features Is there anything else specifically you would like to see?
  4. Whoa-Whoa-Whoa... "pretty damn glitchy"? I don't think so. It's working as intended. (EDIT: Knee-Jerk reaction, Sorry.) Unfortunately, working as intended and working optimally are two different things. Believe me, I'm working as fast as I can to get everything sorted out and working well. I've found a way around the "City-Lights" hover and terrain mismatch, and I figured out how to manage ridiculously big spheres in RSS. I'm also using my BSc. to design a much more generic config/GUI management mechanism, which is turning out beautifully now. As for ATM, people would continuously complain about low resolution with ATM+EVE, so I excluded it from re-sizing (though it is compressed). Due to the sheer size of the sphere, I didn't really have much choice. Unlike parts, which are very small, you tend to notice lower resolutions much more easily.
  5. EVE doesn't support rings yet. It is one of the things I want to add in the next release.
  6. Errmmm... What? To install, you just copy the contents of GameData in the zip file into your gameData folder. That is it.
  7. It is possible there is something wrong with the config files. Did you upgrade to the most current of everything? (EVE and Better atmospheres?)
  8. You may be looking at the wrong config. Click the '>' next to the config name to switch config files.
  9. You will have to use Low-res. Macs don't support the 8K textures.
  10. Was banging my head about this for a while. Thanks!
  11. We are currently using a random offset placement mechanism, so it isn't particularly uniform. There is a problem trying to use more particles. You can see this for yourself. In the eve config, you can update the number of divisions to something larger, each resulting in a doubling of particles. Performance drags very quickly when it is enabled.
  12. PQSMeshWrapper? How did I miss this?! How well does it work? I implemented my own version using the PQS surface height functionality, but it doesn't seem to work that well (hence all the terrain clipping). This could have MAJOR implications for things like cities if it really works. I meant to say anything involving Unity's core. Ie. GameObjects or Transforms. You could create wrappers and such, but all Unity's core functions would be off-limits.
  13. No you are posting as a hyperlink. You need to follow the instructions in the link I posted (http://forum.kerbalspaceprogram.com/threads/36010-Introducing-the-Ability-to-Embed-Imgur-Albums) they go in imgur tags, NOT URL tags. You DON't include the URL, just the id (yours is WJUW7) so it'd be {imgur}WJUW7{/imgur} where you replace the {} with [].
  14. Good to hear, though you should edit your posts to use the correct imgur embedding mechanism.
  15. http://forum.kerbalspaceprogram.com/threads/36010-Introducing-the-Ability-to-Embed-Imgur-Albums!
  16. pingopete: Hit "Reply with Quote" to see how I did this. EDIT: Looks REALLY nice. I like it.
  17. Nothing involving unity can be multithreaded.
  18. Hmmm... I can't see the images you are posting. Sure they are marked as public in dropbox?
  19. The reason I'm using hexagons is to limit stress on the CPU. If I had to run a for-loop every update to check to see if I needed to reap particles, it would bog the system down considerably.
  20. Possibly. We'll see. It will be a while until I'm ready to release anything.
  21. MeshWrapper? I just did a search, looks like it isn't a unity thing. What is it for? My thought was to use a projector attached to the cloud layer.
  22. I'm working on a fix for this. My plan is to have a better mesh similar to PQS that will only cover the area above the PQS, and be much higher density.
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