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erona

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Everything posted by erona

  1. I'm liking them a lot! I think the brightness is good (min light and RGB settings) but lowering the alpha would help them blend in better. Would look more like how someone would see them with the naked eye especially on the day side. Otherwise I am digging them
  2. Made a more circular version of the aurora. Should look more like that photo.
  3. Auroras incoming! I think you guys are really going to like these (was inspired by the ones in space engine). Just handed over the new texture to Thesonicgalaxy for him to work his magic.
  4. Thanks! That shot looks beautiful!! Perfect colors. Yeah Laythe just seems a bit dark and gloomy for a sandy beach planet with oxygen. Not somewhere I'd want to vacation at the moment
  5. Excellent!! This is great news. Is there a way I could just make the whole layer fade away right before you cross the threshold? Then you'd never see the edge.
  6. Here's what I've been working on for BA with the latest test build of EVE I don't wanna get everyone's hopes up since there's a couple issues still but I'm happy with the progress!
  7. Here's what I've been working on with the latest test build I can't get the layer to move in the current version so no video unfortunately. Rbray, I have some questions about possibly making it so a layer is locked in place relative to the direction of the sun. Basically, I need this texture to stay put at the shadow line of the planet as the planet rotates around the sun. I've been able to do this by setting the speed to exactly match the rotation of Kerbin around the sun and starting with the right offset so it's placed shadow line. However I worry that whatever beginning offset I chose may change depending on where Kerbin is in its orbit in any given time frame of someone's game when the settings are added. Also do you have any suggestions on how to prevent this hard edge line on the horizon when you're above a layer or is that something that will be part of volumetric atmospheres?
  8. A blending option like screen would be killer! No more blotting out the sun with stuff you don't want to. Here's a really really rough concept of what I'm working on. The colors are way way off right now. Sorry for the crap video quality too... Does anyone have any suggestions on how to fix the hard edged line on the horizon when above the layer? I have yet to figure out how to deal with that
  9. You're kicking some major butt rbray! Thank you so much. The new FadeScale option in this build made a HUGE difference already for the sunsets for BA. The baked in city lights looked fantastic to me especially with my new detail texture So many possibilities right now! Me and Thesonicgalaxy are definitely going to be busy once this is released haha.
  10. Ooooooh my... I am seeing a lot of potential with this. I made some serious progress with sunsets in the current version yesterday, but this dev version looks like it will add some options to make things work a lot better! Can't wait to play with it!
  11. This is looking FAAAAANTASTIC! After messing with the current release for many many hours for adding sunsets for BA, this is going to make things so so much easier to manage. rabray89, Any chance we'll be seeing offset options for the main 2D texture? I'm sure there's a fair number of things not in this dev build.
  12. I finished the detail textures for the city lights along with a matching daytime texture with buildings and such. I think you'll be very pleased with the results. The daytime one has some subtle variances with the buildings and color and from about 5000 feet I think it looks great. Thesonicgalaxy is working on getting them into his Better Atmospheres pack.
  13. Can't tell you enough how excited I am to see this pack coming together and how happy I am to be a part of it now Thesonicgalaxy and rbray89 you two are awesome people and I know first hand now how much work goes into this stuff Just let me know if there's anything else I can help you out with in the art department!
  14. Here's a cropped in preview of the city lights texture I have been working on. I wasn't able to test how it looked in the game since for some reason I can't get city lights to show up in KSP right now. Even tried a fresh install and the latest EVE version. Odd... It might need some tweaking to make it the right brightness and tile repeat.
  15. Just wanted to give an update. The city lights texture I am working on is coming along nicely. I should have something to show and/or hopefully be done with it today I'm aiming for a super hi res version for folks with a lot of memory and can scale down from there obviously.
  16. I would be happy to lend my hand on the city lights texture. I'll see if I can find some time this afternoon/evening. Assume you'll want 512x512 with alpha. PNG or TGA?
  17. This version looks perfect! I can't tell you how much I appreciate the work you have put into this. -Aaron
  18. Oh man that change will be such a welcome addition. The pure white horizons have always bugged me and made the sky feel really cartoonish. Thank you so much for putting so much work into this Proot.
  19. I'm practically speechless rbray89! The transition in daytime is perfect. They only seemed a little too dark relative to the surrounding clouds once the sun starts to get low on the horizon. I'm sure you'll have this nailed though. It's been amazing watching your progress. After breaking through the cloud layer and seeing the tops of them, I can never go back to the old version
  20. When you're going very fast, the flame starts to lengthen instead of staying the same size through the whole flight. Try it with a small payload and something like the mainsail. Once you hit a couple hundred m/s the flame is 5 times as long. I noticed it snapped back to the correct size though at a certain altitude but the smoke particle did their separate cloud clumps again.
  21. Haha wow that is quite the mushroom indeed. I'd be happy to work with you on making more custom .mu smoke files of varying sizes, speeds, colors etc. I've just been waiting patiently for hot rockets and smokescreen to finalize their config options. The latest smokescreen fixed the dotted particle issue when moving at speed but it did some weird stuff to the flame effects. Anyway, hit me up with what you might need and I'll see what I can do.
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