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Everything posted by rbray89
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Yeah, I was looking at that. I bet I can draw to the graphics buffer, We'll have to see. Haha of course! Though it isn't code I'm borrowing, it is the concept.
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Could be done easily: http://forum.unity3d.com/threads/17488-Start-a-external-process
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Working on lighting. Once I have that setup, they will blend perfectly with the existing clouds. -
Holy Crud! You just gave me a BRILLIANT idea! All this time, I've been re-loading textures already loaded by KSP. There is no reason why I couldn't load up the TextureDB with my cached textures first right!? This could speed up loading time tremendously!
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Haha, I'm not a Mac user myself, but ouch. I would be quick to remind you that OSX is actually gaining a LOT of traction in the gaming community. They should definitely not be discounted as a user base. You are correct that Linux users have an 64 bit binary to run.
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Haha, what about Mac users?
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Yeah, you can ignore what I was saying about the possible issues. I don't think they will cause problems with the way you are actually doing the replacing.
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Just took a look at how you are doing it. WOW. You are not doing at all what I thought you were doing. I didn't know you could hook into DirectX calls like that. Clever! The way I was thinking of implementing it would be more system agnostic. Using KSP callbacks for loading and managing textures, replacing them with the "placeholder" thumbnail when not in use. I was also playing around with the idea of using a MEMORY cache in an external process using RPC or such to fetch the texture to get around the single-process restriction. Don't know if unity can launch separate processes though BTW: If you don't mind the MIT license, ATM handles JPG, PNG, Targa, and MBM texture loading with correct NormalMap conversion. https://github.com/waka324/TextureCompressor/blob/master/TextureCompressor/TextureConverter.cs
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I had considered doing something like this, but I don't like the idea of increased loading times between vessel swaps, and the mod incompatibility would drive me CRAZY. I haven't looked at your source, but if you are doing what I think you are doing, this would mess up any "partless" mods (eg. TextureReplacer, RasterPropMonitor, VisualEnhancements). This would also be incompatible with the "Distant Orbital Objects" mod as well. (it creates a "dummy" model of un-loaded vessels to look at when too far away)
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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 probably won't be doing much with any kind of "transition", at least for a while. The 2D clouds are necessary for cover outside of the 3D blanket, and I can't expand the 3D cover too far for risk of performance issues. Right now I'm working on lighting, and that is showing some progress. I'm really digging flying over the ocean with the clouds though. Its a whole other experience, especially from the cockpit view. I didn't think that volumetric clouds would really add that much, but I think I'm proving myself wrong. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Mixture of both. Ah, I could see how the cover may not be big enough for RSS... may have to play around with volume settings. I can't really lower density settings, else they don't look very good. I could look into a fading mechanism, but for now, they will have to pop, as having more than 3 could cause performance issues. I have to do some testing though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Its specific to the clouds mod. GameData\BoulderCo\Clouds\UserCloudLayers.cfg -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Still need to get lighting working though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Did you modify one of the config files? You can delete the user config file to make sure the settings are default. There may be an issue with saving the layers then. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I've been trying to think of workarounds for the "hole" but I can't figure anything that works really well. It is there to avoid clipping. Yeah, The texture packs aren't updated yet. I know Proot is working on his though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah, It's also in the release folder. Done. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
The volume issue is fixed. My bad, code leftover from cleanup was causing issues. I hope people like it. I really do. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It's new, so that instead of the entire cloud layer fading as you approach it, only the area around the camera does. This is to avoid a nasty clipping effect that appears otherwise. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah, found out why, some test code was still in there. Fixed now. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Were you on Kerbin? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Updated volume test release: https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST3 Clouds will follow craft and spawn as needed. Orbit issue is no longer present -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
No, I'm afraid they won't look like that. You'll be able to try it out soon enough though.