-
Posts
4,944 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by HafCoJoe
-
It's only present when Scatterer and WindowShine are both installed though; it doesn't occur when it's the only thing installed: I can't think of any reasons why WindowShine and Scatterer would behave like this, but nonetheless they are the culprit after removing all else, and then repeating on a stock install.
-
@Ger_space, Stratzenblitz pointed out to me a rather annoying bug and I pinned down to be an interaction between your TextureReplacerReplaced reflection plugin and scatterer of all things... The terrain flashes extremely quickly when underwater with Scatterer and WindowShine are installed: As I demonstrate it also happens while the game is paused. Any ideas?
-
Greetings! Could a mod please move this thread from Add-on Development over to Add-on Releases? It's finally out for show
-
Well it's almost 4:30 but I'm finally able to let Spectra v1.0 out of the bag. Gnight everyone
I'll be up sometime in the afternoon...
-
I tested and that new release works perfectly with Spectra; in fact it actually works better seeing as it fixed the terrain scatter issues It's not in the release though; if you want to you can simply remove and replace the two folders that come in the kopernicus download. That being said, you might want to just wait as I should have a groundbreaking update coming sometime within the next four hours.
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
HafCoJoe replied to Thomas P.'s topic in KSP1 Mod Releases
Congrats on the release! I noticed that you have an outdated version of ModuleManager in the zip though? -
[1.3.0] Andromeda Visuals: Daydream [0.3.5]
HafCoJoe replied to Matchlight's topic in KSP1 Mod Releases
Those would be lightning strikes- 685 replies
-
- clouds
- andromeda visuals
-
(and 3 more)
Tagged with:
-
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Hey @WazI was curious about a few things related to textures and performance - are png images converted to .dds during load? I'm curious because a lot of cubemaps textures are .png files to so the channels don't blend in compression. If they are all converted in loading it would be better to save the RAM and file size and go with .dds... Relating to performance, it feels as though new EVE is more GPU intensive than the pre-reboot ever was. I'm too reliant on the Scatterer-EVE integration (and cubemaps) to go back to KVE but I'm curious if there was a performance drop with the reboot? -
Honestly I'd prefer to turn off eclipses on moons than have it look this bad. Everything would still eclipse properly on Jool/Kerbin/Laythe; it would simply remove the marble glow by making non-atmospheric planets no longer eclipse. EDIT: Huh. It seems as though Scatterer is drawing eclipses by painting the atmosphere black instead of the planet? I copied the config from Duna to Ike and it's doing eclipse to the atmosphere I pasted in. From this I can extrapolate that Scatterer only adds eclipses to the atmospheres it adds itself; it doesn't directly add anything to any planets without configs (though it might be breaking their effects via EVE-integration). @blackrack I'll ping you here just for interest We chatted about this a while back being able to enable and disable scatterer effects per planet, and it could be that I'm just not doing it right. In a nutshell though: The Scatterer-EVE integration option is causing lots of havoc to the layer2D glow effects when they are eclipsed by a different body (I.E. Duna eclipsing Ike, Kerbin eclipsing the Mun, and Jool eclipsing any of it's moons causing the planet to look like this in the dark). I think that disabling Scatterer-Eve integration on the planets without a scatterer config will fix this issue, but I don't know how to. I'm guessing I need to add a line into planetlist.cfg? 2ND EDIT: I added a module for Ike in scatterer's planetlist.cfg and disabled Eve-integration on it, but nothing happened in game; still broken effects.
-
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
HafCoJoe replied to pizzaoverhead's topic in KSP1 Mod Releases
Dude... good stuff- 779 replies
-
Update: It's definitely EVE-Scatterer integration causing the issues. Turning it off or removing scatterer makes it completely vanish. However the EVE eclipses look dreadful... I took that image without Scatterer. I've been using the Scatterer eclipses since they have a faded edge. My guess is that if I could disable EVE integration on all the planets without an atmosphere it might fix this whole issue, and let me use Scatterer eclipses. Though I tried and failed at doing that in configs. When it comes down to it though, I'd much rather keep the ugly eclipses I have now than use the EVE eclipses. It's far more intrusive seeing a massive black dot than seeing the glow IMO. The other solution would be to remove the glow configs... wait a second. Testing something else.
-
I've been using your mod as an example and for testing took both your shadow configs. The "shadows.cfg" is the same as it is in standard EVE if I'm not mistaken, and the only change to the "Scatterer_EVEShadows.cfg" I'd need to make is changing the top bar to say "Spectra" instead of "StockVisualEnhancements? The thing is, there aren't even any Scatterer configs for Vall or the rest of the non-atmospheric bodies. The glow is an old Layer2D "feature" from EVE 7-14 before Scatterer was around, and I asked Blackrack to try and get them compatible with Scatterer a few months back (And he did! Hence them being in Spectra). You probably have more knowledge on this than I do but I don't know if it's as simple a solution as that. I'll uninstall Scatterer though and see if the glow still mess up like that. EDIT: I pinged you on Discord too if that's faster?
-
It's on all planets with glow effects I think it's an issue with Scatterer trying to integrate the glow effects with it's settings. Laythe doesn't have a glow layer so you don't see it there - Vall is probably the easiest moons to see eclipsed so it's most prevalent there. I'm uploading a new version now, actually
-
Version 0.8 is live This update adds three major things: Major performance improvements. I'm getting around 20-30 frames more with this release. Lightning added to Eve, Jool, and Laythe. It's still WIP so I'd love any and all feedback on this! Revamped and improved clouds on Eve. What I hope to add next: A typhoon that travels around Laythe's equator? Still need to do some tests though.
-
large triangle? The stripes only have rectangles, a triangle would look very out of place. Besides like I said above, I don't have the artistic skill
-
Nope, The current texture is as streamlined as it gets. I wasn't able to make an improvement on it through edits
-
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Aye, It isn't that noticeable if you land at the equators anywhere around 45 degrees of inclination it's a real bother though On Eve it's most noticeable because of the far detail fall off I'm just as surprised as you -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
There's been an issue with detailTex that's been bugging me for a while now and I finally got down to figuring out what's causing it... @Galileo I bet you've run into this issue too. I labeled corners on the detail texture and it seems as though the DetailTex is warped into square faces and then wrapped around the layer2D texture. Note that DetailScale is 3 so there's 3x3 tile on each face. Thyis means that while all the sides have the same tiling, they only "match up" on one side since the other faces are rotated either 90 or 180 degrees. I laid the textures flat in this imgur embed to demonstrate clearer. The arrows mark adjacent faces and the off-green box highlights the one wrapped face that's correct. You can open the second image in a new tab to see all the faces that don't line up: Two ways I see to fix this: Make detail textures not tile as a box (I.E. make them tile the way surface textures do) Use a detail texture that's patterned, that way it that tiles regardless of rotation (I.E. a checkerboard or something non-organic) As it stands, it's really ugly to look at from orbit and there isn't a user-end fix to my knowledge. Is this something doable? @Thomas P. I'll ping you here too since you might have a word to say on tiling?