Jump to content

rbray89

Members
  • Posts

    2,719
  • Joined

  • Last visited

Everything posted by rbray89

  1. I only do it for the textures that are used directly by this mod.
  2. You can probably resize the kerbin1 texture, or try my memory reduction mod.
  3. hmmm... You said OS-X? Must be a unix limitation. Linux folks probably see the same thing.
  4. Delete the old folder. Don't just overwrite it.
  5. This will be added to my texture mod, then Shaw can take a look and incorporate it as desired.
  6. Just this mod, but my other mod will have the update sooner rather than later.
  7. essentially. I made a code change that generates mipmaps for pngs so they can be used with my mod.
  8. Could be that the mod needs to be re-installed. Try deleting the old folder entirely and re-installing.
  9. That seam is not related to the shader. It is likely not a seamless texture or probably a weird config issue. Try deleting the old folder completely and re-installing. I moved to a PNG for the main texture, and added code to force mipmap generation.
  10. Ah... you don't rename the bodies do you... The textures can be used from any folder, so you can keep the textures in the distribution of your Alternis mod. I would just have to figure out how to determine which layouts to use... It would probably just be easier for you to re-distribute textures/config/dll files.
  11. You could solve this by adding "fudge physics" with something along the lines of "gravitational effects cause warp to slow down or malfunction" so that once you have x ammount of gravity, warp stops. Much like how timewarp currently works.
  12. Sure, the license permits basically any distribution. If you want, I can add a section to the config as I did for Krag's Planet Factory mod, then all you have to do is supply the textures into your mod's folder.
  13. KW is pretty hefty. I have to set aside some time for the updates to the memory reduction mod. I plan to make all other texture reduction packs obsolete with a single DLL
  14. I didn't want to do that, as it would require people to go in and manually delete it to save space. You can take it from 6-4 though. If you aren't using it yet, I highly recommend you try my active memory reduction mod.
  15. It's more noticeable with the bumpmap where light is approaching at an angle.
  16. Thank you Papics! I don't have hardly any artistic ability, and I can never decide what looks better, so I created the GUI in hopes people could help out with the artistic side. I think I'll be able to integrate all these changes into the next release. I've been trying to mess around with the GIMP in hopes of separating the cloud layer into two, but I was never able to really make it look nice.
  17. The color can be changed in the GUI. I even added the alpha component in there in case people want to make semi-transparent layers.
  18. I liked the two layer clouds as well... But my Shopp`n skills stink, and I was able to make two less cloudy layers, but couldn't make them seamless. I think I'll be looking at the other bodies next. I think the colors need to be updated too, but that will have to be in an "artistic" update.
  19. I spent several minutes trying to find it, but I was never able to in my build. Created a test sphere in unity and then saw it. I have a fix in the works it looks like. It is caused by the shader not knowing what mip-map level to use due to the atan2 discontinuity. Should have it taken care of tonight.
×
×
  • Create New...