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Everything posted by HafCoJoe
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Likewise it's been a treat to learn through the (be it very basic) mods I've set out to run Hah, now that you mentioned it in your second point I've had the same findings with film and music ever since I started drumming and studying media arts. Once you learn how to do something, you never see it the way you did before. I feel it'd be fun to run through other games with you.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Woo! Glad to see your Mac and Linux builds came out well Stretch marks - That bug is such an eye sore... at least I know I can't do anything about it means I can focus elsewhere Texture weighting - Hm, I've been using KSPRC textures which for the most part tile surprisingly well. This texture might be an exception though - I get that in order for things to not appear tiled like that you really need to have 'evenly weighted' textures and not just seamless on the edges. You need to have a balance in color throughout the texture or else it'll always have visible tiling. Sadly though that's not easily doable unless it's a solid color (Or like, a noise texture). Just means I need to work harder on tiling though. Thanks for all the info I can sleep a bit easier now - I think I'll be including an edited version of SVE (Just moving around filepaths, nothing more than that) within the Spectra download, but also having installation instructions on how to install KSPRC textures if users so want to. With KSPRC I can have a bit of old school fun, so to speak.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Sweet - is there a chance you know what's causing textures to stretch sideways, or if there's a way to avoid that? I think it's just a Kopernicus bug but I could be wrong. Also another question.... (sorry) It's only really visible in brightly colored planets but is there a way to fix this other than just scaling up texture size from the surface? I'm surprised to see that the nearTiling doesn't appear to fully fade out at high altitudes, rather it just becomes harder to see unless the planet is fairly bright.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Another quick q - Well, more like a I think I'm right but want to make sure sort of question: '[low/mid/high]NearTiling' = how how much close-up textures tile '[low/mid/high]MultiFactor' = how how much orbital/far away textures tile Also (I think) smaller numbers make the texture bigger - I'm not sure exactly what units it's measuring though?- 1,019 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Ach - moving question to SVE I seem to mix those acronyms a lot -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Awesome - I've got photoshop already so I'll just install the plugin and work from there. Thanks- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
HafCoJoe replied to Galileo's topic in KSP1 Mod Releases
Hey, can I ask what it is that you use to make bump maps for your textures? I've got some pretty good textures though they don't have normal maps and it is really screwing with how they look on the surface. I've got a handful of plugins for paint.net but any settings I put in always turn out garbage- 1,019 replies
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Yep I'm already planning on adding all of those (ty for reminding me of reentry particles!) except for Ven's revamp - as much as I love his models, I'm not including it it because it changes how parts behave. I'm running this modpack to work the same as a stock install, but with the most enhanced visuals I can make.
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Visual Compilation "Adventure is nearest when farthest from home." More videos: Fan art: More Fan art Official pictures: Pictures without Scatterer (performance mode): Hello, Avera9eJoe here! This is Spectra, my ultimatum of a visual pack. A well optimized and yet breathtakingly beautiful revamp of all celestial bodies in KSP, with a pick-and-choose features setup so that you can tailor the mod to what you want. Fly through the geysers on Minmus and Eeloo. Soar across Laythe's glittering bioluminescent sky. Skip across the dust on Minmus, Pol, and Vall. Descend through Eve's mystic clouds. Or like they say, die trying. Spectra is designed for: Performance: While made to be pretty Spectra is as optimized as possible. It runs very well on a high end system and there are ways to squeeze out extra performance as well if need be. In terms of pure FPS values, it's a dead tie with SVE. Beauty: This pack has the greatest visuals I could create, and is perfect for film-making, or sight-seeing. Stock: Spectra does not effect the stock parts, colliders, or physics. All that it adds is purely visual, meaning that craft files and saves with it installed behave exactly as they would in a clean installation, only prettier. Nostalgia: Many visual packs have risen and fallen since EVE was first created in 2012. I asked numerous visual pack authors for permission to use some of their effects, and included many of the best concepts of each into Spectra with an additional level of streamline and polish. This makes Spectra a visual compilation of all great packs that came before it. KSPRC's surface textures, Stock Visual Enhancement's storms and lightning, Better Atmosphere's planetary glow, Astronomer's colors, it's all there. You can view the credits at the bottom of the page to see this in more detail. It's a lot to live up to, and so I hope it meets your expectations. Spectra adds: EnvironmentalVisualEnhancements • 8k clouds to Eve/Kerbin/Jool/Laythe • Auroras to Eve/Kerbin/Duna/Jool/Laythe • Vibrant glow to all planets • Bioluminescence to Laythe • Geysers to Minmus/Eeloo • Fog to Minmus/Vall/Pol • Dust storms to Eve/Duna Scatterer • Sunflare (Custom version of Sunflares of Maar's Phi sunflare) • Atmospheres to Eve/Kerbin/Duna/Jool/Laythe • Oceans to Eve/Kerbin/Laythe ―――――――――――――――――――――――――――――――― Download: Spacedock Official add-ons: RVE64k Kerbin clouds for Spectra (CKAN) (SpaceDock) KSPRC city lights (CKAN) Notice: I recommend installing via CKAN as it is fast, simple, and additionally shows my curated list of recommended mods. Spectra is backwards compatible all the way to KSP v1.3. Licensing: Spectra is licensed as MIT, meaning you are free to edit and redistribute everything in Spectra so long as you give credit where it is due and don't add a more restrictive license. What's mine is yours, and what you do with it is everyone else's. ―――――――――――――――――――――――――――――――― Bad performance? Try these: Remove some extras RealPlume, DistantObjectEnhancement, and Scatterer all tax your GPU. Removing one or more of them (Or any of the other extras) can improve your frames. Remove Scatterer Spectra has backup atmospheres that enable when Scatterer isn't in GameData. Removing Scatterer from GameData will slightly dampen your visuals, but greatly increase your performance. I usually run without Scatterer when not recording because I value my frames. Don't like Spectra but still want to try visual enhancements? Try Stock Visual Enhancements Try Sci-Fi Visual Enhancements Both of these packs are beautiful and unique in very different ways. I highly recommend trying one if Spectra doesn't suit your fancy. Troubleshooting: The sky is all white: This is a Scatterer bug. Try re-downloading and reinstalling Scatterer. Re-download is important. Duna is completely blue (more than in the trailer/pictures): You probably clicked `save` in the EVE GUI. Pressing save breaks some of my ModuleManager configs. Don't press save and you'll be fine. If you do press save, reinstalling Spectra will fix this. Credits: @Benzo Kerman Building almost exclusively the release to 1.6.0 @blackrack's Scatterer Atmospheric scattering and tinting with custom configs. Ocean shaders. @JadeOfMaar's Sunflares of Maar Spectra uses a more stockalike version of Jade's Primus sunflare. Inspiration: @Astronomer's Astronomer's Visual Pack - Interstellar V2 - I can't thank you enough for what you've done for your ground breaking work on the aesthetics of KSP. Thank you! Bioluminescence on Laythe @Proot's KSPRC v1.0.5 - concept image post by @drswagboss from December 2015. Focus your eyes on the textures from low-orbit. Surface textures Ablation on Moho Green-tinted Eve Warped clouds on Laythe Geysers on Eeloo @Galileo's SVT and GPP - Your works are incredible... Thanks for all the help and advice. Lightning Terrain scatters @erona's and @Thesonicgalaxy's Better Atmospheres - The original mod that added glow to non-atmospheric bodies. If you said this is where it all started, you wouldn't be wrong. Blue Duna Cloud textures @panzer1b's Sci-Fi Pack - Your pack is incredible! If you don't have the PC to run Spectra, definitely try SciFi. Proving that planet glow can still be done in new EVE, and look even better than before.
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I don't quite know what this means but judging by the like on the OP I'll take it as a complement?
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Late means everyone who bought after April of 2013
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
HafCoJoe replied to Waz's topic in KSP1 Mod Releases
Hm :L from a texturing perspective, adding noise only really works for things that don't have patterns. You might be able to add a bit of it to city textures but it wouldn't be much improvement unless you double or quadruple the quality - something which quickly leads to 8k+ textures which doesn't work well with Unity (or your PC...). Don't know how much more could be done. Just my own opinions though - Galileo may have different -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
HafCoJoe replied to Thesonicgalaxy's topic in KSP1 Mod Releases
I don't think I get what you mean sorry. Come again? -
xD I got the windows joke it gave me a chuckle lol - Well, the windowshine parts would cause a small amount of lag because they create new cameras for each configured part to capture the real world and convert it to a cube map that it reflects. It could be that if you have a low end PC or a laptop it may be effecting your game more? Inside the configs it should have this: %interval = [Number] The number is how quickly in seconds the camera updates it's location. If you set it to 8 then WindowShine with update it's reflections every 8 seconds. I think I have it set to 2 seconds right now because I felt it was a good compromise between performance and aesthetics. Changing it to higher numbers should make it perform better though, if that's something you might like to try. Also you're running on a MAC which might or might not change anything. Unsure as I don't use one
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