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Everything posted by HafCoJoe
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Ah... this is a good post I usually mention the Volta as my prized craft, but in this case I think it's my Mk2 Orbiter that's really survived the test of time. I built it back in v0.21 and it still runs to this day; granted with tweaks and changes made after heat-shields and fairings were added. It's the craft in the final moments of this video: EDIT: Ugh... the audio quality in that video is really bad...
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
If you want to use normal textures then you just don't set up a cube map config - if you open up Better Atmospheres you can use his configs as an example? You just drop the textures somewhere in GameData and then in the cloud config you link the maintex to the image location, I.E.'BoulderCo/Atmosphere/Textures/cirrus' would be the filepath for a texture called 'cirrus', that is located in 'BoulderCo/Atmosphere/Textures'. CubeMaps have an extra config step involved that you just skip if you want to do plain equirectangular projections. The advantage however with cubemaps is that you can compress an 8k texture into two 2k textures, effectively taking up one quarter of the space that a standard 8k texture would take . In addition they also don't have nearly as bad artifacting around the north/south poles since the cubemaps are joined across edges, not warped across a single point at the poles. - As a note to my progress, I think I've pretty much got the basics on how CubeMaps work, and within the week I'm hoping to integrate them inside Spectra. When Scatterer updates it's going to be state of the art -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Hm, Kerbin doesn't have the "_UVNoiseStrength" line. I'll add it, set it to zero and see what happens. EDIT: Yes... it goes away if I set UVnoise strength to 0. Now we know the culprit -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
I know for certain it's not the texture I'm using if that's what you mean by looking for seams. It's in every single cube map texture in default EVE - it's also reflected in cloud shadows, quick comparison of Duna I'll do a quick recording of it to show -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Hm, I've got a bug to report which I don't know has been mentioned yet. I'm seeing a grid appear in a cube map cloud texture: You can open it in a new tab and zoom for the full size image. There's a grid that flashes faintly as the clouds move forwards or as the camera moves (probably Z fighting). It's also easy to see from low orbit... I don't know if other people have seen and reported this or if I'm the first. Note also that I'm playing in 2560x1440, a possible cause to why I can see it so clearly? -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
I'd try installing manually. What version of KSP are you running too? -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Sorry to post twice in a row but I did a bit of sloothing I think some of you might find useful: I was actually able to create a cubemap texture from the usual 8k equirectangular textures that KSP/EVE usually uses. For anyone else that wants to make some, here is the channel set up for each texture: X = Red Y = Green Z = Blue texP = X positive, Y negative, Z positive texN = X negative, Y positive, Z negative AKA: Oddly enough the Y planes are swapped in the two images but that's the only confusing portion with it. RGB converts straight to XYZ which is quite handy. Nicely done @Waz Result: My next step is to learn UVNoise, or how it relates to the six separate face textures inside "BoulderCo/Textures"? EDIT: It looks like the six separate face textures are basically four 8k cube maps distributed into six 2k images? The red channel in all six seems to be city lights. The strange part with those six textures is that they also have alpha... and also some black mixed in alongside the usual RGB channels. I don't have a clue how Waz did that -
Oh! Yes I do - it's the only thing right now that is broken in WindowShine. Are you offering to fix it? I'll send you a PM in just a second
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I'm not quite sure I follow sorry?
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Hey Waz, can I ask what program it is that you're using to convert textures? Is it CubeTheSphere or something more advanced? -
That moment when someone talks about a feature from another mod and it happens that KCT already has a button to support it :') Seriously though magico you've done a brilliant job on this. It's impressive not only just how much this mod does, but also how well it coexists and adds on with the rest of the mods out there
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With that all said though I'll probably remove my multicolored glows and turn on integration for the time being... - people are more used to the beautiful terminators and to quote @million_lights on this topic, "It's better to steal a kids present that he doesn't know about than steal one he's already got!" But Vall though... It won't have a shift to teal until Layer2D is re-added
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Aye I wrote that pretty fast sorry In a nutshell, I use Scatterer to give planets their realistic haze and atmosphere, but I use EVE's Layer2D glow to add accent colors. If you take a peek at Laythe or Duna in my current release of Spectra, you'll notice that I added a feint color shift with Layer2D at the edge of their atmospheres. Duna has a blue glow and Laythe green. Likewise on Kerbin and Eve though unfinished. If EVE-Scatterer integration is off then both effects stack nicely to give the planet a scifi-esque, oldschool glow. However when EVE-Scatterer integration is on, the Layer2D effects break something and turn all cloud layers black, and kill all Layer2D and Scatterer effects. The takeaway is that disabling Eve-Scatterer integration on a planet by planet basis wouldn't help me because I have to use both Scatterer and Layer2D on the same planet to create multicolored atmospheres. The godsend would be to somehow get them to both work alongside each other and still have EVE-Scatterer integration enabled... though I haven't a clue if that's possible. Perhaps disabling Scatterer-EVE integration on Layer2D would fix it? I'm just grasping at straws There's also an unrelated EVE-Scatterer integration bug I found were cloud layers and terminators change color correctly but the volumetric particles stay solid white but that's not related to Layer2D so I'll chat about that later on I think EDIT: I made a lot of changes to this message after posting this... sorry I probably added more if you read it before the edit time v
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Great news - prerelease v0.4 is out! This release has added completely revamped clouds on Kerbin, as well as a new, very thin layer of clouds on Duna. However, Laythe is now void of clouds until I find the time to add them there. I'd love any and all feedback on the new Kerbin and Duna clouds. Remember once again that this is still a pre-release and so features coming and going with each release is to be expected. I hope I can get around to adding lightning and Bio-luminescence soon, but first I'll need to fix up Eve and Laythe.
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The Name Change Thread (WARNING! ONE TIME ONLY!)
HafCoJoe replied to Souper's topic in Kerbal Network
Yo nice Avatar! You might want to give a single definitive "Change my name to this: _______" or else the mods won't know what you want it changed to? Rucomania is cool imo -
The legend returns...
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What new part do you want?
HafCoJoe replied to Ferdoni's topic in KSP1 Suggestions & Development Discussion
The bionicle references are on point -
When in doubt, try it out The 'ol kerbal motto
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Just don't install a pack with Kerbals?