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rbray89

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Everything posted by rbray89

  1. Well, the scaled body texture is always loaded, but it doesn't have a rigidbody for physics.
  2. Not yet. Might make a "radar" mode where instead of just disabling the clouds, you get a night-vision style view of the ground/ocean. - - - Updated - - - Yeah, I'll add support for auroras and other effects in the near future.
  3. Let me know if it happens again, I've never seen anything like that before.
  4. not built-in. RuBisCo created a config for them: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-1-EnvironmentalVisualEnhancements-NEW%21-VolumetricClouds%21?p=1070777&viewfull=1#post1070777
  5. Sounds like it is a memory issue. What does your resource manager have to say when you are running KSP? Lots of Mods?
  6. I'll have to double-check. What textures are affected? (main or detail)
  7. The billboards? Not really, nothing is exposed in the configs for those. That will be next though.
  8. I think I may have improved the particles in Astronomer's pack: https://drive.google.com/file/d/0B1BU16LO_gj3UHZhcy12UmlzREE/edit?usp=sharing
  9. Ah, well, the problem stems from trying to seperate the cloud layers. If they aren't seperated, you have this weir overlap or gap that doesn't look nice. As for the Random offset, it would be a lot more complicated than that to accomplish what you wanted in your original post and look nice. If you update it every frame, it will jerk arround alot, and it won't look like smooth rolling clouds. If you update it every minute or so, all of a sudden it would change speed. Again, not nicely. You would have to create some sort of "speed-change" mechanism to make it work smoothly. Not sure if it is worth the effort.
  10. It really shouldn't be incompatible. Someone would just have to make cloud cover config for it. - - - Updated - - - What is inside BoulderCO and what is inside EnvironmentalVisualEnhancements? - - - Updated - - - You can delete it without issues.
  11. It isn't so easy... to do this, we would need something a lot more complex than a static texture. I'm not sure if Unity would even support a large render texture like that.
  12. be careful installing. Delete BoulderCo entirely, install one mod at a time, merging the contents of the two. - - - Updated - - - Haha, sounds good!
  13. KSP actually converts the rg normalmaps to grey-alpha for unity, so when you pull textures, it should be specified that they be pulled as normalmaps when doing a fetch. ie. GameDatabase.Instance.GetTexture("texture", true)
  14. Grey are usally "heightmaps" not normal maps. They are then converted to normalmaps by programs like Unity, gimp and PS. Normalmaps are RBG indexed for direction.
  15. Yeah, Right now a lot of the values for particle size and placement are hardcoded. They'll be expose in future releases.
  16. The layers are in the right order, but due to z-fighting, the lowest is showing issues. You may have to raise it. I'll be adding support for "Layerless" clouds for things like mist/fog/dust storms. White in itself is not an issue. You have to make sure the alpha is set to 1, and the texture you are using has full alpha (no transparency) for it to work.
  17. What do people think about "thick Atmospheres?" Jool doesn't work well with volumes because it has so few layers, and is so deep, so I was thinking about adding a new class for volumes that handles thick atmospheres. Basically three clouds layers that follow the ship down, get darker and less transparent the deeper you go. It may also be used for eve as well. Thoughts?
  18. Running with a Mac? If so, you may have to go with the "low Res" version. - - - Updated - - - Running with RemoteTech? Apparently that can cause this.
  19. Odd... I guess Jool has no PQS. I'll have to figure out what to do there.
  20. Ok, sounds good to me! I'll have to get some good textures to match though. - - - Updated - - - Oceans are coming with my terrain changes.
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