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rbray89

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Everything posted by rbray89

  1. I've tried to think of a way to do it, but as of yet, it eludes me. To fix the poles, I'll probably just edit the UV to avoid pinching as much as possible.
  2. I like the "dust" clouds, but I think I might add another layer of white clouds in as well.
  3. TGA is uncompressed, so the image is larger on disk, but all textures are loaded into memory uncompressed, so memory wise, they take up the same space. Just this way the MipMaps are generated.
  4. They have this really nice "Shader Lab" that lets you write "shaders" in a c-like syntax. Abstracts out most of the work/assembly for you. Problem is that they "compiled" shader code can contain bugs sometimes.
  5. Really? Hmmm... that is disappointing... Could be that it just doesn't like the hardware... I'll probably remove it then. Didn't add much anyways as the light doesn't move quickly enough and clouds aren't particularly reflective
  6. I've been trying to figure out how to unwrap the uv at the poles, though it seems like it is a very common problem in the modeling world. my issue is that I need it to work regardless of texture position... a seemingly impossible task. I may just end up removing a tiny bit near the top of the UV. Would mean no clouds at the tips of the poles, but small price to pay to get rid of the swirl.
  7. Out of curiosity, what distro are you running?
  8. Linux must not like my shader... I will have to install a distro sometime and test. Are you using the propriatary drivers?
  9. Oh my... I completely forgot about that. I hope you aren't offended. I can attempt to replace it if you would like. I usually attempt to provide attribution to source/content used. I added you to the list on the front page for attribution.
  10. hmmm... That would be good. I'll have to take a look.
  11. Thanks for reminding me! Edited credits to reflect.
  12. If anyone wants to try the textures out: https://mega.co.nz/#!Iwki2BLZ!dovJ1kdngPtiHcExa1Ha7TMnM9kbXzKiN52o-Vo01O0 Is there any way to expand the halo around Kerbin to reflect the actual extent of its atmosphere? My cloud layers are at around the right heights according to the formulas, but the atmosphere ends, visually, way too early. I use GIMP to change the black to alpha. Has to be RGB mode. Image->Mode->RGB then Colors->Color to Alpha. I'm not sure about extending the atmospheric halo... I'll have to look into it.
  13. Release 2 is out. Bug fixes primarily, but also TGA conversion.
  14. Maybe. The textures could probably be improved, but I'm not an artist, so I'll leave some of them as they are. Though I'll convert to TGA.
  15. Yeah, these are coming in the next release (today).
  16. Thanks! Unfortunately, I would suspect that this is a memory issue. KSP is 32 bits, and can only address up to 4GB of ram. This mod adds quite a few high res textures, and probably pushes your memory to the usable limit.
  17. Yeah, I have to figure something out there...
  18. Out of Beta! Changes include: New Planet configs (for Kragrathea's mod) City Lights config Bump Maps config items for clouds Main Menu I want to create an in-game config creator next.
  19. Wow! Thanks Lack! When I upload the new version tonight I'll have to add this in. Scale allows tiling. 1 == 1 tile (or essentially no tiling) 10 == 10 tiles, etc. Useful in detail and bump textures.
  20. Any questions you would like to have answered?
  21. in the cloud layer config file, you can remove the entries for kerbin.
  22. Hmm... I took a look at UR's source a while back... I don't recall seeing anything that might do that... another possibility is that my plugin was somehow duplicated? That would probably cause what you are describing.
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