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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
Well I went to youtube and uploaded... JK. Thanks! I think I'm happy with how it operates provided no one finds any major flaws with it. If that's the case, next up will be rings & asteroid belts. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Thanks! Haven't gone to any other bodies yet, so you may want to check those out. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Uploaded a vid: -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Fading Volume update & more: [TESTING VERSION]https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST8 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It is possible that RSS sets the radius too late. I'll see what I can do. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
done. {10 chars} -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Will do. {10 chars} -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, I think to take care of the blending issue, I'm going to have it fade with distance, so you will end up just seeing the 2D layer. This is what I hope to eventually implement, but it was important to me to make sure that performance wouldn't be an issue, and lets face it, 3 hexagons is a LOT simpler to manage rather than 9. I have a trick up my sleeve for making the layers fade in/out as well if I can make it work properly. Also: I noticed that there was some odd lag. KSP would run fine, if I move the view to somewhere else, it would drop down to 12FPS then back up to 50. I'm wondering if this is actually due to graphics memory being shuffled in/out of hardware, Which would explain the drop then recover. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
that file is no longer relevant. You have to go into the clouds folder. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Corrected the Latest EXPERIMENTAL release: https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST7 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, I'm pretty sure that is part of the issue above. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
wait, what? that shouldn't happen... I fixed that issue. EDIT: Nope, go re-introduced with the performance change. :/ Fixed, just need to update binaries/release. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
There is a distinct possibility that the drop when looking down may be due to the "water" bug, as I noticed that too, but only when water was in view. When all clouds were in view, but no water was, I was back to max speed. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
New Volumetric release: MASSIVE performance update. Went from 20FPS back to nearly 60: [TESTING VERSION]https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST6 Release notes has more info if interested. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... there shouldn't be issues with the title screen. At that point, volumetric elements don't even render. Could be Universe Replacer. Texture Replacer (from Shaw) is a MUCH better alternative. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
That is actually pretty close to what I do already. The problem is actually twofold. Firstly the particles are much bigger than a pixel, so sampling at a single point will be used for a larger area. Second: lighting is hard to match. The normamap on the 2d complicates it further. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
One of the things I will try and tackle if performance won't be an issue. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmm? I meant that I could enable them to cast shadows, then everything would be dark as it should be. The problem would be the area outside of the volumetrics. In-all the big problems I have are with lighting is how to light areas that are not covered with clouds, vs those that are. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, the changing lighting thing is actually easy, the hard part is edge cases/shadows. Maybe I'll just make them shadow casters and melt everyone's GPUs -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Nice! I had no idea if they would work on other bodies or not. Thanks for trying it out! Yeah, I think I'm going to have to re-visit the shaders to try and align the lighting parameters to more closely match the bodies. Especially on Eve it seems. Not sure what to do about cloud cover and shadows. It is particularly noticeable on Eve. I think it would be really cool to be forced to use RTGs there due to the thick cover. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Well, I just found a bug in my code with your help. Replace all instances of "FadeDistance" with "fadeDistance" (case change) in userCloudLayers.cfg. That should fix it for you. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Hmmm... this likely confirms it. I'm probably pushing too much work to the GPU now . I'll see what I can come up with to alleviate the strain. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah, that could be it, you are running at a much higher resolution than I am. I'll see what I can do. It is most likely GPU stress then. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
ArgumentNullException: Argument cannot be null. Parameter name: s at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at Clouds.ShaderFloats..ctor (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at Clouds.Clouds.loadCloudLayers (System.String configString) [0x00000] in <filename unknown>:0 It looks like it is having a parsing error with the config. Did you modify the config at all (texture packs, gui, etc)? One of the shader floats sections is not right. Can you post the config files? For a quick fix, re-install BOTH configs from the original 6.8.1 release. Or the whole thing.