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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 think that's an issue with the shader floats. Is that regular kerbin or RSS? -
Actually, this was my first foray into mods. I've dropped this to work on EVE and ATM. This may come back into the fold of EVE in the future though.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Complimentary. Right now, TR doesn't touch terrain at all. So when you would use TR to change the orbit texture, it would also enhance the ground as well. (think Moho and all those tiny planets that look like garbage up close compared to the replaced versions) -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Sound adds a good bit to the memory usage. Are you using basic or aggressive ATM? Aggressive is much more erm... aggressive with textures and beats many more MB out of them. I have a few ideas about the ocean lag (& how to save memory) but I want to get the terrain done first. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... was it still at Laythe? Did you get the log right after it happened? This is with volumes disabled? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Modding the terrain shader. Ie. changing the textures, getting rid of the mun repetition, re-using the Scaled Space texture as a high-orbit overlay, etc. - - - Updated - - - not aside from my ATM mod. -
[RFC] New Heightmap PQSMod
rbray89 replied to NathanKell's topic in KSP1 C# Plugin Development Help and Support
Interesting... I myself am adding a PQSMod that adds Tangent information to the built/updated Quads. However, huge textures like that eat up memory REALLY fast, and seeing the bugs on EVE regarding 8K textures and Mac OS have led me to believe they may not be usable on certain systems. Have you considered using a Per-RootQuad map? It would be marginally more complex, at most you would have 3 loaded at a time, and you could unload them once the Root is unloaded. You could even generate a massive regular height map in PS, and then use a Equirectangular 2 Cubic plugin or app to split it into the proper images. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ok, So I'm making some good progress on replacing the terrain shader to be more beautiful, and letting us mod the terrain!! Just have to work out some annoying transform maths. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah, Gotcha. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I don't see what is the problem here... What is wrong? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Oh, I need the log file from when it was happening, ideally, shortly after it started following you. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
WEIRD! I think there must be some sort of race condition going on that I hadn't considered before. I'll try to see if there is anything I can do about it. Do you have the output_log.txt file? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
You have to use it either in-flight or at the KSC. ALT+N is the default, unless you downloaded a pack that overrides it. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Oh, I'm sorry, yes, renaming the extension *Should* remove it from being loaded. (for some reason I assumed you renamed just the body of the filename) That is what I'm starting to think. You can check the output_log.txt file for more info or post it here and I'll try to help you get on the right track. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Well, renaming plugins does NOT disable them. They have to be removed entirely. Do the steps I mentioned above to disable volumes. If you are still running into memory issues, try aggressive. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
What?? Why did you rename the dll? If you don't want the volumetric clouds (though given your memory situation, it won't help much) You can open the GameData/BoulderCo/Clouds/cloudLayers.cfg file and remove the volume = True line near the top. What version of ATM are you using? Basic or Aggressive? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
entering it from the surface or from SOI? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... When/how did this happen? Were you coming out of mapview? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Volumetric clouds don't really cause it, but the 8K textures sure do. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... I will have to dig into this. If this works, I have no idea why the current iteration doesn't do it automatically. -
Terrain Class Color Information
rbray89 replied to rbray89's topic in KSP1 C# Plugin Development Help and Support
So I have debugged the PQS terrain mesh, and the only thing item available per-vertex is the color of the vertex, given that the terrain also uses land classes and textures for them, I assume it uses the color to determine what texture to use. Hence, I need a way to get those colors to mimic what the existing terrain shader does. AH! I think that is what I'm looking for. I'll have to see if there is some connection to the textures used. If not, this is basically the next best thing. Thanks! -
Hey Guys! I have a feeling that only Squad will be able to answer this, but does anyone have any info on fetching the terrain color information? I'm working on replacing the terrain and ocean shaders with something a tad more advanced, but I need the terrain class colors to be able to use the correct texture for the area. If I don't have them, I'll just have to end up guessing the colors used. I can't get them from the material unfortunately as I don't have the name for the shader property. Anyone have any info on this? 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
The "halo" is from the 2D layer to avoid clipping with the camera. The problem with fogging out the camera is both detection of when to do so, and what to fog out (ie. you don't want to be looking at a partial cloud and have the entire screen white-outed). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
More or less. It will be to create thick atmospheres for places like Jool where volumetric clouds look silly and don't work well, and to assist in places with atmosphere like Eve where most of the cloud overlays could be replaced with this. The deeper you go, the darker and thicker it will get, hiding mountains until you get close. Could also be used for fog or atmospheric distance effects. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Oh, Thanks!