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Everything posted by Proot
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HotRockets! Particle FX Replacement + Tutorial
Proot replied to Nazari1382's topic in KSP1 Mod Development
Nothing special right now lol, just to make it work. If possible under the new smokescreen system, to be able to work it ingame, using the SS GUI. The config works fine when I rebuild it and I do the tunnings. But when I restart the game and try to use that config the fx is wrong and On from the begining, and turns to stock when I launch it. -
HotRockets! Particle FX Replacement + Tutorial
Proot replied to Nazari1382's topic in KSP1 Mod Development
Someone can tell me what I'm doing wrong here?: @PART[solidBooster1-1]:FOR[HotRockets] //Rockomax BACC { !fx_exhaustFlame_yellow !fx_exhaustLight_yellow !fx_exhaustSparks_yellow !fx_smokeTrail_medium !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamebooster2 transformName = thrustTransform renderMode = Billboard collide = True collideRatio = 0 localRotation = 0,0,0 localPosition = 0,0,0 offsetDirection = 0,0,0 fixedScale = 1 sizeClamp = 50 initialDensity = 10 physical = True stickiness = 0.2 dragCoefficient = 0.5 timeModulo = 10 singleEmitTimer = 0 randomInitalVelocityOffsetMaxRadius = 0 angle = 1 distance = 1 emission { power = 0.0 2 density = 0.0 2 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } energy { power = 0.0 0.9 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } speed { power = 0.0 2 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } grow { power = 0.0 3 density = 1 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } scale { power = 0.0 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } size { power = 0.0 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } offset { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } force { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } logGrow { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } linGrow { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } logGrowScale { power = 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } alpha { power = 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } linAlphaDecay { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } logAlphaDecay { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster transformName = thrustTransform renderMode = "Billboard" collide = True collideRatio = 0 localRotation = 0,0, 0 localPosition = 0,0,0 offsetDirection = 0,0,0 fixedScale = 1 sizeClamp = 75 initialDensity =1 physical = False tickiness = 0.1 dragCoefficient = 0.1 timeModulo = 10 singleEmitTimer = 0 randomInitalVelocityOffsetMaxRadius = 1 angle = 1 distance = 1 emission { power = 0.0 1 density = 0.0 1 .5 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } energy { power = 0.0 0.5 density = 0.0 1.5 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } speed { power = 0.0 9 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } grow { power = 0.0 1 density = 0.0 0.1 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } scale { power = 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } size { power = 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } offset { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } force { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } logGrow { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } linGrow { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } logGrowScale { power = 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } alpha { power = 1 density = 1 mach = 1 parttemp = 1 externaltemp = 1 time = 1 } linAlphaDecay { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } logAlphaDecay { power = 0 density = 0 mach = 0 parttemp = 0 externaltemp = 0 time = 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
That would be marvelous Ryan. Many thanks in advance! and sorry for being a pain in your ass. -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
So you think in add more than one detail texture to avoid the tiling and edge inconsistency in some joints. Is that? A good solution, imho. No problem. Anyway right now, is not working bad at all, is just that the mirroring in the ecuator is too obvious if you set the detail higher than the main texture. I'm more afraid about the "offset" setting because now I can't create cloud animations beyond the horizontal direction. My Eve clouds animations in 7-4, as example, moves every cloud map in little different axis, to blend better the textures, creating a more random and natural cloud mixing. Would be that possible in the next version? -
Shaw... I was to ask about the experience-based suits as possibility, but you got it now. You are amazing. O_o Will be possible to have the double visor reflection some day? I mean, one for grounded situations and the one that we have now.
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WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
RBray, I've observed that (logically) the cloud detail texture is mirrored from the ecuator. But that is making weird and unreal shapes over the KSP Center (wich is exactly at the meridional center of the planet) ...I know that is a minor graphical inconsistency, but would be possible to put the detail without that mirroring? Oh, and the cloud offset is creating new shapes in the texture if I use it. In previous versions this was used to determine the position and axis rotation of the texture... I'm wrong ?, is this offset a new feature or a yet WIP characteristic? -
I'm back to the unemployment (now trying to get some money doing tattoos ), and I've worked with the EVE overhaul in my free time during a pair of weeks... so you can expect an update soon, but I'm afraid that all my modifications are completely dependent from his "framework" plugins. That is why I encourage the people so much to support to the mod developers and his favorite mods. Getting the game as we want it, without them, would be simply impossible. Btw, I think that the next release is a huge step forward (but following the path of the last version), so please be patient and meanwhile try to update the plugins to 0.90.0 and use the actual version. (With the updated plugins all settings and textures should work for the moment, I think)
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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Proot replied to sarbian's topic in KSP1 Mod Releases
Ok, using hotrockets as scratch I've created a new "zero" config that I like for a SRB. So I rebuild the config and when I restart KSP the new SRB effects is On from the begining and it's replaced by the stock fx when I launch it. Anybody knows what I'm doing wrong here? -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
That is a really good work, pingopete. Congratulations! I've achieved something truly similiar (under my own style, of course) in the vanilla KSP and, precisely by that, I have a question (lol): With this new system, how can you get that type of atmospheric scatterings in orbit, without convert the atmosphere (in the ground scale) in a too dense and unrealistic fog? It's that effect caused by the escales in RSS or the screenshots avoid that detail? Btw, I don't truly get what's the difference between the alpha channel and the visibility in the atmo, could you explain me that? -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Little (but important) issues: - Set the shadows to "False" (via cfg or GUI) breaks all the thing. The mod still working as can (if it can), but all goes crazy. I think this bug it's causing most of my problems from the beginning with the configs. - The shadows casted on ground by the clouds disappear if I give any priority to the particles over the main texture. That shouldn't happen or should be optional (imho) -
Seems impossible. I play right now in 32 bit, with 4GB RAM, without texture management. You should have more mods, for sure. So is not "this mod..." (or any other) is "I'm running out of memory". Try to use more agressive ATM settings or force OpenGL mode.
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lightning? sorry but I don't use other environmental packs and I don´t know about that. Can you explain me? And what do you mean when you say "no blurry" clouds? imho, clouds are blurry by definition. lol Believe me, I've improved a lot the atmo ambients: now the warp time in kerbin looks much more like a real timelapse (which means that everything is becoming more natural and realistic), I have new tricks to enhance the clouds and made it more consistent... but sorry, my cloud textures are one of the things that I love more from my pack (still looking good ingame even at 64px of resolution). So don't expect changes in the cloud particles.
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Maybe is an incompatibility with another mod. But I don't know what do you have, apart from KSPRC.
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I've still got tricks that others nor can dream... Still WIP (EVE overhaul). The sun is overlapped by the atmo, colors are not definitive... but this is close to how new sunsets could look. Please, notice the new atmo ambient, the new sunflare and the "procedural" dust particles flaring in the air, while floats to the camera. And this are only the first steps...
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Sorry but I don't want only eye-candy here, I try to be as realistic as possible with this. I know effects like that, but I don't get why minmus (a moon without atmosphere) should have "fog". I was going to release an "extras" pack, but I'm working now very happy with the new version of EVE. Rbray is still WIP, but he is very skilled and I'm doing promising advances with his new tool. We can modify now the ground and the oceans textures, as example. I think that the new version would let me do something much more close to my particular vision of vanilla KSP. For the next version? Expect KSPRC multiplied by thousand. A lot of new effects (new ice steams at Eeloo, as example, wich is much more plausible that a fog in minmus), a completely new and much better atmo ambient for kerbin and other planets with atmosphere, better ingame lighting, better clouds, better lensflare, better sun and sun corona, new parts revamps, new flames (with atmospherical grow), better smoke effects, dds textures for much (much!) faster loads and less RAM use, chatterer effects back and so on... Oh, and many little surprises like (if pizzaoverhead updates the soundtrack editor) new musical themes from Emil Persson and Yannick Bertulli. I have a little-personal dream: get a KSP so pretty and realist that your heart accelerates with every new little step. The KSP system with the beauty that deserves, where you can pass years exploring and you still finding new details. EDIT: First approachs to the new EVE atmospherical system and new oceans, now my configs are much better...
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I know a bit about lenses... but I'm afraid that my english is not so advanced to explain this right... so a short response: KSP only have one quite-simple flare; is pretty hard to get a flare that can be realistic in vacuum and under atmo too. That is why the stock lens flare is so much simpler that the customizations. Right now my lensflare is a "monster", a combination of the most photorealistic effect for vacuum and under atmo. I'm always enhancing my work, so expect improvements, but keep this in mind: you only could see a type of flare like in your pic when you look directly o near to directly to the light source. Using that type of flare right now in KSP is not the most realistic option. That could be possible only if the KSP lens flare had an extra layer for the light source. But the KSP lens flare texture only have 3 points for the lenses flares and two for the light source (one for the main light point and one "surrounding" that light point). That is why In-game you only see changes in the flares, never real changes in the light source.
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Nathan, may you explain me how works and what does exactly the "sunBrigthnessCurve" in RSS?
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WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Good to know that limit!. And what means "4E-05" in the vertical fade of the particles? (Sorry, I change the values all the time, but I don't fully understand the values "xE-xx") And by the way, difference between fadedist and inverse fade? (all speaking about the particle system) -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Right now I'm starting to tame the GUI (several layers running without problems), but I don't understand yet very well how works the fades in the particle system... By defect the particles appears following the camera as in the first (left) picture, that is perfect for the clouds, but I'm working in a new effect and I wish to know how to get the visual pattern of the second pic. I mean: using the system as works right now, I need visible particles as close to the camera as can be possible, and then a quick fade to invisibility (maybe in within a hundred meters, maybe some more). Is that possible? I've tried a lot of configs, but I can't get exactly that. The fact is I'm working intuitively with EVE from the beginning, because I don't even know what means the "xE-XX" values... lol Please Shader Wizard, help me! -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Last version works pretty well for me... In linux and windows... I must give congratulations to Rbray89, the new atmospherical system is simply near to perfection. So beside what I said before, I've found a pair of new "things": 1º Pic: you can see. The new atmospheres overlaps the near bodies. (and blocks the sun -at certain level that should be even good and quite realist, but right now at some altitudes the sun is completely blocked by the atmo) 2º Pic: is more a few questions... From where comes the dark blue near to the horizon? To be realistic that should be (at contrary) another bright fade from the horizon to the camera (very similar to the distrance effect that new atmospheres do right now), not a dark one as is right now. That is not configurable right now with EVE, isn't it? I don't know if it's a stock reminiscence or what, but right now is the most important "breaker" in the change/fade between the ground view and the space/map view. Is the most visible "gap" as you pass from the planetary scales to the space ones. Oh, and the distance fade in the under clouds seems to not work right now. The texture remains strong to the end of the view (without changes using GUI or .cfg) and makes a multiple holes effect in the change to the planetary view, instead to make a fade, in which case probably will be a not noticeable change (as is in the reality). Oh, and feels a bit heavier in performance, but maybe could be just an impression or a fault from my modifications. -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Only possible thanks to Rbray, his new EVE is like... magic. -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Thanks! I'm working on it a bit more, trying to get the most photorealistic effect. Now I'm improving the distance effects and trying new tricks in the new version. Would be even more amazing if the textures may use bumpmaps, check the ocean, despite the WIP horizon transparency I think is getting better... -
I found this showcase about the current version in youtube and I liked it, I leave it over here.
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WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Just to show how amazing is this new version: