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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
Yeah, these are related to memory. I'm really looking forward to the 64-bit version. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
That is the max resolution... I'll see what I can do to make it look better though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I should have a fix for it in the next release. And a pleasant surprise for those that don't want to have to edit the config manually. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
He soon will be able to... sooner rather than later with any luck -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Haha... Good to hear! I tried for about 30 minutes to replicate the problem before I gave up... Big screens are always better -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I'll check that out. The alpha channel blends with the main texture, but only when you are close enough to see the datail. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I'll have to look at that more in-depth. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yup, that's right -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Also, thanks so much for pointing that out! I probably never would have thought of that on my own. Very new to graphics/modeling programming. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Volumetric clouds that can be flown through are comming. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah... Makes sense. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yeah, probably. The clouds will be generated via particle emitters, so you will want to use round particle textures. -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rbray89 replied to rbray89's topic in KSP1 Mod Development
I hope you got the release from the Showcase forum. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Yup If it isn't cloudy, just fast forward a bit. It will be. You can switch to map view and time warp until you have huge cloud cover overhead, then go back to flight view, and look up Volumetric effects are commented out right now. Currently I'm only generating a single test cloud, but it looks promising. I want to expose all the shader parameters to the config and a "dev" gui, so I'll probably add a button there to generate those test clouds in the next release along with all these changes. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
hmmm... Interesting. Do you have a video? Are you running with Release-4? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
it would scale the texture... so instead of it using the full y, it would only use the top 1/10th of the texture. A brilliant fellow a few posts back created several layers of massive spheres with a "line" texture. I plan to add native support for rings though. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
And I just committed a realization that shaves ~20MB off of the memory usage. Should be in now. I think the clouds also look MUCH better now too. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ok, Linux users: I think this release should address your issues. The Tangents look like they were being initialized in your versions, as I saw the exact same thing when I added tangent code. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
I just tried tiling the image in paint (after setting the BG to black) and it looks like there are some noticeable seams. I passed it through the GIMP seamless mapping, but it isn't as good as making it truly seamless. If you can get back to me in time, I'll use an updated version, otherwise I'll ship with the "seamless mapped" one. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
They shouldn't be... they are rendered by the map camera, not the one I create, so there should be no issues with overlap. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
That would be because the MipMaps are being properly generated... hmmm... I guess I could try changing the shader a bit. I know a few people actually didn't like it as they thought it looked unrealistic (you can't see lights from Earth on the Moon). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Ah... that could probably cause the shader issue with all the Linux folk. I was under the impression that only normals had to be assigned. I'll add that in tonight. Thanks for pointing that out. I imagine that it might cause the issue. Only one way to find out though -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
Also, as for the first image, I think I was a bit confused due to how it looked... I assume you were at one of the poles? I have yet to figure out a good solution for those. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
It might not be the above fade out that is the issue. I use Camera Position relative to the origin and vertex to force the alpha down to nothing once outside the sphere to prevent the undersides of the clouds from showing once above them. struct Input { float2 uv_MainTex; float2 uv_DetailTex; float2 uv_BumpMap; float2 viewDist; }; void vert (inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); float3 normalDir = normalize(mul(_Object2World, v.normal.xyzz).xyz); float3 modelCam = _WorldSpaceCameraPos; float3 vertexPos = mul(_Object2World, v.vertex).xyz; float3 viewVect = normalize( vertexPos - modelCam); float3 origin = mul(_Object2World, float4(0,0,0,1)).xyz; -> float diff = distance(origin, vertexPos) - (distance(origin,_WorldSpaceCameraPos)); o.viewDist.x = saturate(.035*distance(vertexPos,_WorldSpaceCameraPos)); -> o.viewDist.y = saturate(diff) * saturate(saturate(.085*distance(vertexPos,_WorldSpaceCameraPos))+ saturate(pow(.8*_FalloffScale*dot(normalDir, -viewVect),_FalloffPow)));; } void surf (Input IN, inout SurfaceOutput o) { half4 main = tex2D (_MainTex, IN.uv_MainTex); half4 detail = tex2D (_DetailTex, IN.uv_DetailTex); half3 albedo = main.rgb * (IN.viewDist.x + ((1-IN.viewDist.x)*detail.rgb));// * 1.5; o.Albedo = albedo * _Color; half avg = (IN.viewDist.x + ((1-IN.viewDist.x)*detail.a))*main.a; -> o.Alpha = avg * IN.viewDist.y; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); } -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
There is a value in the common config that has to be modified. It has to be scaled to whatever size Kerbin has been scaled by. You should be able to ask the guys in the Real Solar System mod for the exact values, or just try increasing it by some reasonable factor (10x?) yourself.