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tajampi

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Everything posted by tajampi

  1. Oh ok! Going to start working on every stock (and some modded ones maybe) engine, this is going to take a lot of testing, but well, i have time. Thank you Cheers!
  2. Hey, sorry for inactivity! (Note that everything i say is just what i believe is happening!) I believe i can do nothing about it. I'm not sure, but it may be caused either by floating point precision problems, or by the "clip planes" of the main camera. I believe it's the last one, as you can see planets from far away (possibly more than a million kilometers), the "far clipping plane" is really huge. As far as i know, it causes issues with lighting, and shaking. Take a look at this , that's using a far-plane of '10.000', and KSP is possibly using a way bigger number. As you can see, shadows mess up. In KSP shadows are not really rendered far away, you can't actually see shadows from 200 meters or so, that's why shadows are not shaking. I don't have an idea why lights are rendered that far at first, but who knows. It may also be Krakensbane changing your location before/after the actual rendering happens, messing stuff up. It may be interesting to disable lights during the frame Krakensbane fixes stuff, will make a little test to see if that fixes anything Cheers!
  3. Hey! Long time since I last played KSP, so sorry for inactivity I have been working on implementing some kind of compatibility, but i can't find the color codes in the RealPlume's configs. If color codes are defined by configs (or particle textures), it could be fairly easy to implement it simply by changing configs. But if they are stored, or generated by code, code must be written to get the color from the 'Particle System' Unity component. If anybody with SmokeScreen/RealPlumes experience is willing to help, please contact me. So, where are the colors stored in the configs, if they are? Cheers
  4. Hey! I'm working on EngineLight compatibility with RealPlumes, and i have decided that the best method to integrate it is copying the Engine particle color, and applying it to my light. The problem is that EngineModules do not seem to have any particle system, and i'm not sure where the engine particle system is at. Thank you in advance!
  5. Yep! It should work with any resource! Finishing Ludum Dare, will soon resume Engine Light development! Cheers!
  6. Thank you Adding the vídeo to the post! Sorry for inactivity! No news about the mod, I have been working on some other projects. I've planned a Real plumes compatibility patch, it feels weird to see the trail changing color and the light keeping white Will start working on it after i finish Ludum Dare (4 days!)! Cheers!
  7. Hmm, i have no idea why it's not working. Maybe the light is too weak to be noticeable... Or maybe the modules don't even apply. Will try to catch what's going on! I'm going to the countryside for a while (about 1.5 months), and i won't have any stable internet connection, sorry if i'm not able to upload anything. (I suppose i will be able to connect though) Cheers!
  8. Hey all! I'm wondering if it's possible to get the vessel size (the one you get on the VAB, in the info tab) from the KSP api. (Calculating it from code should not be hard, but i suppose it's better to use something the KSP API gives you) Cheers!
  9. Going to test what may be going wrong. It might be due to the realistic trails mod, it may change the engine module. It is intentional, you can enable their light at the "patches.cfg" file, look for this part and delete it completely: //***************************************************************************************************************************************************** //This one deletes the module from jet engines (anything using IntakeAir): @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[IntakeAir]]]:FOR[EngineLight] { !MODULE[tjs_EngineLight]{} } I've started to work on the global lighting, it's a complex proccess, i will be calculating a 3D array of light concentration around the vessel & later on, placing lights at the places with high enviromental light concentration. I have "pseudo-coded" the thing, now to translate it to C# If i manage to get the update working correctly, i will tweak the engine lights down (no more saturation!), and let the global lighting do most of the job Cheers!
  10. After messing around with some atmospheric shaders in Unity, my artworker side turned on, and i wanted to "port" the shader to Blender. It's really simple, Cycles volumetric shaders are really good! Here is the result, rendered in few seconds, it's actually quite fast, but jittery (Could use more samples): The only problem is the scale. On all those renders, the planet scale is only 1 unit wide, which results in a "fat" haze, i suppose bigger planets can get a better looking haze. Here is the node setup, just in case anybody wants to use it (I know, it's confusing...): Note: The clouds used in the render are KSPRC clouds! Check Proot's Pack Feel free to use it on your renders! Cheers!
  11. Hey! I don't really have much time to make all the screenshots, but i will probably make a few today. Feeling like 'lens flaring' Cheers! - - - Updated - - - ... Pandoras Kitten's ship over the earth! (It was hard to find auroras which looked good, and drawing them was near impossible, so i used the best one i found, sorry if it looks a bit bad) - - - Updated - - - Another one! Beware, name creativity is under 9000! Waterlubber's kerbals viewing Jool:
  12. Ha llegado el día... en el que ElRubiusOMG sube un video de KSP (No es broma...)
  13. Released new version 1.4.0! ·Added effects to decouplers!
  14. A cool update is coming! I'm adding lights to decouplers too, they emit some bright particles, but they don't actually make any kind of flash! EDIT: Also, should i release it inside EngineLight? Maybe it's better to release it as another mod, not sure... Cheers!
  15. Go to the download link, then changelog, you will find there all the versions! Cheers!
  16. Sorry for not replying! I have been working on a project! Glad it works
  17. Released 1.3.5! ·Added an IVA multiplier for reducing light on IVA ·Added a purple light to the nuclear engine when HotRockets is installed More updates coming soon! Cheers!
  18. It's possible, just fairly hard, as it will require some investigations on what layers are IVA stuff at, etc... I have implemented a multiplier you can modify (on the patches.cfg file) that reduces the light on IVA, works nicely! I will be releasing soon, uploading all the stuff... EDIT: I am also adding code for disabling SQUAD's engine light that's by default on some (or all, i'm not sure) engines, so release will take a few minutes more EDIT2: Apparently so little engines have a default light, it's not worth implementing code for disabling it, for now! Releasing in a few minutes, finishing testing, and uploading! Cheers!
  19. I will be adding a disable on IVA feature on 1.35 (I suppose I will release it in some hours)! EDIT: I may look into enabling shadows, as an option, but I suppose it will lag a lot! Cheers!
  20. Hey all! Sorry for inactivity! Been working on 1.4, the Config is implemented, the GUI not yet. I will be releasing 1.35 before with some patches and fixes! (Like propellers from some mods emiting light, etc...) Cheers!
  21. Hmm that's weird! Is it happening for only a very short moment? Maybe it's Krakensbane recentering the world, messing cordinates... I have had it to happen with stock lights, but only on heavy timewarp, not at realtime. Going to try to reproduce it!
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