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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
Ok... So I am REALLY excited. I think I have a few cool things up my sleeve. In order of expected release: 1: Fix for polar UVs. A real fix. None of this pinching/smearing gobbledygook. Thank an idea I got from reading up on tri-planar shaders. 2: Real volumetric clouds. 3DTextures/Shaders. None of this particle-always-face-the-camera gobbledygook. (though I will have to check to see if the KSP version of unity supports this. 3: I thought of how to do real asteroid belts/rings without melting CPUs/GPUs. Imagine rendezvousing and grappling hooking an asteroid with KAS. -
You can try my active texture compressor. Compresses all textures on load to save lots of ram.
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I'm up for this. I think if we get everyone behind this it could be VERY good.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
My thinking is that if I DO get weather simulation working, it will be with shaders, NOT CPU. This is the kind of thing that shaders excel at. I would use a small render texture with all the channels representing something. Red for temperature, Blue for humidity/precipitation, and green/alpha for pressure likely. Using this, it theoretically shouldn't be too hard to use light from the shader input to "heat up" areas that are lit, "cool" areas that aren't, and generate precipitaion/cloudcover based on input textures (planet heightmap) and humididty. Wind could be read by looking at the green/alpha as a vector. The cool thing is that this should be hardly any CPU if I manage to do it correctly. -
Oculus Rift + vireio Perception + KSP within reach.
rbray89 replied to Archimid's topic in KSP1 Mods Discussions
Yeah, I was thinking that a couple cameras could be cloned from the existing cameras, and an Update call would sync them to the proper locations, and they can be set to draw only to one-half of the screen, so in all, it wouldn't be much effort I would think. Though, I don't have one to test. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
I was definitely considering it... -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
VisualEnhancements (the mod) -
Really glad to see everything worked out for the best. I'm betting that I will be trying this out really soon.
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Oculus Rift + vireio Perception + KSP within reach.
rbray89 replied to Archimid's topic in KSP1 Mods Discussions
I was thinking a bit about creating a plugin to add native support. Wouldn't be too difficult in my opinion. You should note that images linked to drop-box accounts cannot be viewed in-place. You should be moving them to an image service (like imgur). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
That makes sense... The camera rendering the overlays exists between the near and far camera... so if you zoom out enough to have something on the far camera, it could appear behind the clouds. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
You can alter the config to lower the minimum light. Either load it manually or use ALT+N -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yup, that is configurable as detail distance in the shader floats region. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
The bug was recently reported by a user a few posts back regarding changing the rim and min lighting. The values weren't recovered during config load. This wouldn't affect performance. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Right. For now, you can only really try them out and get a feel for what they should be like and provide feedback. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
New release! Fixed loading bug for shader params Improved volumetric cloud generation. Get it here:https://github.com/waka324/VisualEnhancements/releases/tag/Release-5-3 -
Can my plugin load a c dll with dllimport?
rbray89 replied to Xty's topic in KSP1 C# Plugin Development Help and Support
I'm not convinced that it is, given that unity runs Mono, not .net (though they are both c#). Try looking into the mechanism Mono uses to load them. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Are you running with the real-size mod? if so, you have to open up the common config and multiply the planet cuttoff values by 10. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
OOh, that would be awesome! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Sorry, I don't have any. I tried to strike a balance between memory usage and resolution. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Should be fixed. There was a loading bug where the shader floats could never be loaded. https://github.com/waka324/VisualEnhancements/releases/tag/Release-5-3 -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Are you running. 22? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Not really... It is faked volume. Pretty standard to use particles to achive the effect. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Preview of dev volumetric clouds.