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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
W Then it wouldn't affect ships. I have another idea in mind. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Oh, now THAT is just clever. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I have lots of things to do with the config mechanism. The only thing I hadn't thought about was the layer naming. Possible. We'll see if it makes it into the next revision. Shadows are something I have planed. However, they won't block sunlight or anything, and they won't stack on layers unfortunately. May only be able to set one as a "shadow caster" Cumulous clouds are something I want to implement, but it will have to wait. Looks like I am going to revisit basically the entire structure of the mod. Given that it has evolved so much, I don't see any other way to proceed as it is. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Can't wait to see them! - - - Updated - - - It's called Z-fighting, and I hope to have it fixed in a future version. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
The use case for this is for planet-wide fog/atmosphere. Think Jool and Eve. Maybe laythe, but less thick. -
Better Atmospheres Development Thread
rbray89 replied to Thesonicgalaxy's topic in KSP1 Mod Development
That looks really spiffy. It will look a lot better once I get that terrain shader implemented though. No more ugly clipping. -
Did you remove ATM to see if it really was the issue? Doesn't look like it is: NullReferenceException: Object reference not set to an instance of an object at MuMechModuleHullCamera.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) CMC: False AMC: True COA: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at MuMechModuleHullCamera.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
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Better Atmospheres Development Thread
rbray89 replied to Thesonicgalaxy's topic in KSP1 Mod Development
My next shader will do this. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Unfortunately this is a bug in KSP. Sometimes the PQS system just dies and your craft will just sink. Happens with or without this mod. -
Adding PQS to Jool
rbray89 replied to rbray89's topic in KSP1 C# Plugin Development Help and Support
Ok... so I have SOMETHING started... I'm now seeing this: [WRN 12:29:21.193] Cannot find preset 'Default' for pqs 'Jool' [WRN 12:29:21.197] Cannot find preset 'Default' for pqs 'Sun' any ideas? -
Adding PQS to Jool
rbray89 replied to rbray89's topic in KSP1 C# Plugin Development Help and Support
That's what I was afraid of. The thing is, from what I could tell, the bodies were simply cloned and then the parameters modified. So those are setup with all sorts of things we don't really need and may interfere. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I mean building placeholders. Some colored squares on the textures . At least until I can figure out how to implement procedural cities in a performance friendly manner. -
Hey Guys! I'm looking at adding a PQS to Jool to manage things, but can't seem to figure out how to do it. I've tried a variety of permutations, and to give a glimpse of what I've tried: qs = (PQS)cb.transform.gameObject.AddComponent(typeof(PQS)); PQSMod_CelestialBodyTransform cbt = (PQSMod_CelestialBodyTransform)cb.transform.gameObject.AddComponent(typeof(PQSMod_CelestialBodyTransform)); cb.pqsController = pqs ; GameObject go = new GameObject(); PQSCloudTest lcc = (PQSCloudTest)go.AddComponent(typeof(PQSCloudTest)); cbt.body = cb; cbt.deactivateAltitude = 200000; go.transform.parent = pqs.transform; Any ideas? Thanks!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Interesting. I'd like to see some "Buildings" though instead of the lights - - - Updated - - - between 256 and 512 would be good. Thanks Proot! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Will do. We'll have to get some texture for daytime/nightime though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Textures that would look good as a tiled ocean basically. Ideally a couple, one for really up close, another for farther away, Maybe even another for orbital currents and stuff. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yes and no... I'd prefer not to. You don't need 8K textures. These detail textures are only 512*512. All the color is assigned by vertex. The terrain just seems blocky due to distance from the craft. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
That is the plan, though I've been having issues finding suitable textures. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Glad to see you figured something out while I work on it. In the meantime, I'll share some of my terrain progress: -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It's on my plate, but I can't guarantee a fix soon. I have a few thoughts about why it might be doing those things, but nothing certain until I can check it out. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
You'll need to bump the radius up to something like 10Km For now... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
This is due to the HUGE sphere and the layer being an approximation of one. The "dips" are very large. -
Terrain Class Color Information
rbray89 replied to rbray89's topic in KSP1 C# Plugin Development Help and Support
So I eventually figured it out. There are only two detail textures. One for mountains, one for everything else. Looks like it uses the normal to lerp between the two. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Only on some planets? Was it a re-size or add? Only in map-view? I need all the info you can provide.