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Everything posted by HafCoJoe
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Can someone make a Magic boulder mod? Add it in as a part.
HafCoJoe replied to HafCoJoe's topic in KSP1 Mods Discussions
Hm... I really hope this would be easier to do with Unity 5. -
Question... what does "layer" do?
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WIP - Environmental Visual Enhancements Development
HafCoJoe replied to rbray89's topic in KSP1 Mod Development
Look up KSP RVE. That should have what your looking for. -
Chills... Amazing cinematography as well as plot. The effort put in is amazing! I hope you plan on creating a part two! - - - Updated - - - Chills... Amazing cinematography as well as score choice and plot... The effort put in is amazing! I hope you plan on creating a part two. This could get you places.
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Do you browse the KSP forum more than other social networks?
HafCoJoe replied to HafCoJoe's topic in The Lounge
*KSP forum only answer intensifies* hahaha -
Feel free to take the poll and discus.
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Likewise. A toggle would be super handy. Also though, Unity 5 have far more sound options than Unity 4, meaning it would be more possible to muffle only certain sounds in the future, rather than game volume.
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Agreed that would be super amazing... You'll have to ask Pizzaoverhead though. He's the sound guru . My answer would be yes, though. You could probably base it off the biome maps so that if you're under 8 kilometers it plays a different sound file for each biome. In that case you could probably easily do other planets too. Sounds doable to me. You might even want to shoot a PM to Ted or another developer on this too. It would be nice to see something like that in stock eventually.
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
HafCoJoe replied to pingopete's topic in KSP1 Mod Development
Just thinking, it might theoretically be possible to run both old EVE and WIP EVE at the same time. Thus letting you use atmosphere effects with the configurability of old EVE but the cloud/shadow and terrain effects of WIP EVE... -
Sadly I'm not a coder and I don't know how I would remove the toggle for lights. Sorry :/ Strange that Ven's stock revamp has errors with those parts... Ven's revamp doesn't change those textures at all and so it shouldn't be interfering with them. Could you tell me the changes you made so I can perform them on the OP download?
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This is amazing!!!! Nice job!
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WIP - Environmental Visual Enhancements Development
HafCoJoe replied to rbray89's topic in KSP1 Mod Development
An interesting way you could make less tiled terrain could be through using city maps as terrain, were you have multiple checkerboard-style alpha maps that set on top each other, each having a different corresponding texture. E.g. each color represents a different texture map and a different corresponding texture: The reason this hasn't been done yet is mainly due to RAM. Loading six different textures which are literally alternating white and transparent space would eat up RAM. Best of luck with your new model Rbray -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
HafCoJoe replied to Claw's topic in KSP1 Mod Releases
That would be super cool! I'm not sure how easy it would be to code that. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
HafCoJoe replied to Felger's topic in KSP1 Mod Releases
Hm... which parameters would I have to change in that case? I'm hoping to keep my edits in the individual part files (The ones with the stock engine names stored in "RealPlume-Stock\Squad"). EDIT: Also, what would be a good value to change the vRandPosOffset inside the effects files if I do end up needing to change it there? What should I change these six values to? vRandPosOffset { density = 1 0.2 density = 0.3 0.4 density = 0 0.7 } EDIT EDIT: I've been running tests on the Skipper engine and I'm noticing that the plume effect it uses (Hypergolic-Lower) doesn't have vRandPosOffset. Does it have a different effect named which serves a similar funcion? -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
HafCoJoe replied to Claw's topic in KSP1 Mod Releases
I revoke this!!! I'm not exactly sure what was going on from my end but it appears as though they are behaving properly to action groups. I redact my previous claim -
Woah... could you try deleting the citylights folder in BoulderCo and see what happens? That looks like the city lights texture but placed over everything.
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- renaissance compilation
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