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Everything posted by Proot
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You can delete the Planet Shine folder and reinstall the original Planet Shine, with a more stock light. About all the rest, excuse my absence, I'm working with the new EVE for the next version of KSPRC:
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WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
For my tests I'm using it along with RPM, Toolbar, Hyperedit, MechJeb, Texture Replacer and Tweakscale. I can add a pair of extra layers to kerbin (even using 3 new particles, independent from the cloud ones) without many problems and runs quite well, but with more layers the things goes too crazy for me: more than two extra layers seems to turn the layer order in a very important thing (but I don't get how it works, because it don't seem a matter of altitude or similar) and the plugin starts to do strange things... Depends on how you placed your layers, some layers can do it well, others not, even sometimes some layers seems to override others... In the first version of the overhaul in this thread (the version with the shader issue) all it was a bit more unstable but I have come to use up four extra layers. Now the GUI seems more stable for me, but more than two new layers makes the plugin goes wild. All layers keeps appearing as "Invalid..." (not fully visible) in my GUI. Stock ones or new layers. -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
My ships are doing strange lighting changes in vacuum, maybe the shadow from clouds are still affecting it? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
Good to know, thank you!. But I'm not very sure about how works the order of layers in the overhaul version. It is really important for something or just for maintain the order? -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Truly impressive Rbray, now this is even better! But I'm not capable to work with the GUI: if I try to modify the enviroment, further away from escale and texture's path all becomes crazy. A pair of my initial layers as example: aurora { altitude = 20600 speed = 200 scaledOverlay = Geometry layer2D { detailSpeed = 6 shadow = False offset = 0,0,0 shadowOffset = 0,0,0 macroCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/aurorauplayer _DetailTex = _DetailScale = _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _FadeDist = 8 _FadeScale = 0.00375 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } scaledCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/aurorauplayer _DetailTex = _DetailScale = } } layerVolume { texture = BoulderCo/Atmosphere/Textures/aurorauplayer offset = 0,0,0 size = 2500,4500,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/4 _LeftTex = BoulderCo/Atmosphere/Textures/particle/6 _FrontTex = BoulderCo/Atmosphere/Textures/particle/5 _Color = 1,1,1,1 _DistFade = 1 _DistFadeVert = 4E-05 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } Clouds { altitude = 4250 speed = 30 scaledOverlay = Geometry layer2D { detailSpeed = 15 shadow = True offset = 0,0,0 shadowOffset = 0,0,0 macroCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail _DetailScale = 14 _Color = 1,1,1,1 _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _FadeDist = 8 _FadeScale = 0.00375 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } scaledCloudMaterial { _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail _DetailScale = 18 } } layerVolume { texture = BoulderCo/Atmosphere/Textures/kerbin1 offset = 0,0,0 size = 2500,4500,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _Color = 1,1,1,1 _DistFade = 1 _DistFadeVert = 4E-05 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } What I'm doing wrong? EDIT: Oh, and all layers appears as "Invalid N..." (is not fully visible). Even the stock ones. -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
You are the one, man. -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Would be possible to include the skybox darkening feature from DOE? Adds an amazing and very photorealistic effect of inmersion when the sunflare is present. -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Obviously is not your fault at all, just informing. I understand that several mods modifying similar values can make appear errors. But I thought you were going to include DOE inside EVE... -
WIP - Environmental Visual Enhancements Development
Proot replied to rbray89's topic in KSP1 Mod Development
Rbray, seriously, I'm working with the new version... and it's a pure awesomeness. I have a little request: the GUI seems to be yet a bad place to make changes... kills the frame rate and makes all layers crazy when you introduces changes (not happens when you change the settings via .cfg). It's only me doing something wrong there or it's a non polished feature yet? Oh, and (despite the planet light issue in this new version) I think that the lastest versions of DOE, Planet Shine and Kittopia seems to not be fully compatible... I'm suffering wrong, strange and strong illuminations in the planetary view (all bodies), the skybox fade to dark (DOE) seems to not work and the vacuum light config in PS seems to not work at all. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
Yes, it's working. But I'm speaking about a "photorealistic trick" that I do in KSPRC. Check this pic from the last version, using EVE 7-4. Look at the bluish tone in the atmosphere: Is a blue transparent layer that disappears as you go close to the planet, intended to achieve this photorealistic effect: Look at my previous pics of Kerbin in the overhaul. I can try to do the same with the color in the planetMaterial, but the transparency doesn't work, so I can get Kerbin blue tinted, but in a pure-complete blue. I can't set transparency. I could to do the same effect with the layers, as always, but in the overhaul the blue layer affects the clouds strongly and the lighting seems too "flat" (maybe due to the specularity issue, as I was saying). Excuse my bad english, it's hard for me to make me understandable. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
I'm using the planetMaterial color to simulate an atmospherical effect of distance in the map view, in a bluish tone. (I do it in the 7-4 version too, adding a layer, but in this version looks weird in this way, maybe caused by the specularity issue) The fact is that I can change the color in the planetMaterial -1,1,1,1-, but the alpha -1,1,1,1- (transparency of the color) seems to not change. Thank you very much about the ocean's info and all the rest! Kudos, Rbray89! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
Rbray, I have some new questions and notes about the new overhaul and my first modifications to the enviroment: Is the ocean transparency solvable in the configs or is a WIP characteristic in this revision? It's only me or some configs inside planetMaterial isn't it working yet? (like the alpha channel in the color) I think the specular light in the map view seems misaligned, it's blocked in front the camera instead to reflect to the camera. So sometimes does the correct lighting, but others not, specially when you flip to the laterals of the planet, and even more where the textures have shiny zones -like oceans- (curiously the lighting seems to work right over the matt -terrain- parts). I think that is why oceans have visible lines in the shadow frontier in the map view (not caused by planet shine mod, as I was thinking before). That effect is visible too in the poles where sometimes the lights and shadows create a cone shape. See the difference with the correct lighting in the oceans of Eve (non modified): Are bright auroras possible in night side in this version? I've tried to do a few new particles for the auroras and seems a very exciting feature, with a new world of possibilities. Speaking about... would be possible to add options to scale the particles, lock his axis or even make them movable to up/down in the main texture (instead to only radial)? That would open us the possibility to create a lot (a great lot) of new things... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
rbray, is it worth working in changes with the overhaul system or the settings system in the final version will change? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
Ok, a more careful review of the overhaul: - First of all. I love it. - A suggestion for greater realism in the clouds: like clouds are created in the camera position now (much better imho), I suggest a fade between the clouds texture and the particles. In the point where the particles finish the texture of the clouds should be 100% visible and in the central point of the particles (camera point) the texture of the clouds should be 0% visible. Or in other words: only particles near to the camera point and a fade of the cloud map to visibility at the point where the particles ends. That could avoid the cloud and particle overlapping, which now reduces the realism. - In OpenGL mode (and occasionally in d3d window-mode) the horizon shows thin inline gaps. In d3d fullscreen all seems perfect. - The atmosphere fade to the space is now much more realistic but makes a kind of donut shape while you ascend. Can you make that fade more subtle or maybe thicker to avoid that? - The atmospheric ambient remains blue during nights and overlaps the clouds (affecting the bottom color and the interiors of the more stronger particles). - Mun, in the map view, appears light burned. - Weird shadows appear in the planets in combination with Planet Shine (I use it to get a better and more realistic ingame lighting). An amazing job Rbray, seriously. Kudos. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
A little feedback about the new overhaul: - Works pretty well for me. - I L-O-V-E how this new version manages the light over the bodies, much better. - Beauty atmo effects, but the blue haze is too strong. Overrides the horizon line too much (imho). - I suggest a powerful reflection effect, in a glass way, for the oceans at mid/far distances. Close to the level of reflection in Eve's oceans. - It's only me or sometimes the shadows of the clouds seems to work and not? (maybe is too subtle?) -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Proot replied to RoverDude's topic in KSP1 Mod Development
May I suggest a texture animation in the "bubble"? http://forum.kerbalspaceprogram.com/threads/97751-PLUGIN-0-25-Texture-Animation-Util?highlight=texture+animation -
I have seen this problem out there, but I think is related to the game version, so is external to the mod. For the moment Texture Replacer and EVE (released) can't replace ground surfaces. Oh, and ObsessedWithKSP is right, KSPRC and VSPRC are not completely compatible, so you can choose two options: use my texture replacements and the VSPRC ones together, counting that the pods and a few parts are not compatible, so you should install only one option for each case... or use KSPRC and VSPRC together but independently, in which case you should not install the texture replacements inside "TextureReplacer/Default/Squad" from KSPRC, obtaining only the KSPRC ambients, but with the VSPRC parts.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
Proot replied to pizzaoverhead's topic in KSP1 Mod Releases
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Proot replied to Ven's topic in KSP1 Mod Development
Nope, that is because you are using KSPRC and SPR. The textures from KSPRC are intended for the stock pods, but Ven's Stock Part Revamp replaces the original models, so the KSPRC textures (via texture replacer) don't fit on Ven's parts. If you prefer this models you should delete the corresponding folders in GameData\TextureReplacer\Default\Squad\Parts\Command -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Proot replied to Ven's topic in KSP1 Mod Development
I love it. -
If you don't have another mod for your configuration files. If you have actualized drivers, the texture quality at max, antialiasing at 8x, but you still having that problem... maybe the adjustments for your linux video settings (for your radeon) are overriding your KSP settings? Edit: Are you using ATM? Try to use the "Trilinear" filter instead "Bilinear" if you're using Active Texture management mod.
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I can see the problem, but I don't know why you suffer that. (I use Win8 and ElementaryOS and I can't reproduce that on my linux...) Have you tried other modified configs for KSP? What is your video card and driver version?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Proot replied to rbray89's topic in KSP1 Mod Releases
100% agree with being patient. EVE is one of my top favorite mods for KSP... from its beginnings. Make possible a new and fresh experience in every new version. KSP is much more fun, spectacular and beauty with EVE. 7-4 version is a great, great, great work... and function perfectly well with 0.25 KSP. I have a great hope in the next EVE too, but we must remain cool, be grateful and as constructive as we can with Bray. Especially while he is still working on this despite having less time for KSP. That don't have price. As if it has not been clear Rbray, we love you. -
Please, use the OpenGL flag to avoid the memory problems. 0.25 seems to be more expensive in memory terms (maybe for the new parts?). Many thanks! 1) (I suppose) 2) Yes. 2.0 is planned with updated plugins an probably the "extras" pack. Noted. The speed of the clouds in Kerbin is a pending matter for me... I wish to achieve the most realistic speed (could be amazing to make a more time-lapse look for the warped time -obviating the linear movement of the clouds, of course-). I think that Cetera speaks about the green glow over the Eve atmosphere. Is not set by PS, is set by EVE. Moho, by proximity to Kerbol, is a kind of Mercury, so I've imagined it suffering a huge amount of solar wind all over it (but barely visible). But don't have atmosphere, so don't have auroras. Eve is like Venus, the next one, but have atmosphere this time. So I've imagined Eve suffering a huge solar wind too. But in this case having a weak and very pushed magnetic field. I think this could produce a kind of "planetary-size aurora" in the sun-side (more pushed by the solar wind), which is that green glow over the sun side of the planet. But I'm thinking right now... That despite all this, I've forgot the cusps on the auroras of Eve. (noted, for the next version) Do you like that idea, people? Is my idea about "planetary auroras" not realistic or maybe is placed too low? I admit scientific corrections with all my love, I'm trying to make this as credible as possible.
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Ha, ha... Completely normal. There is a subtle difference in the size of the eyes. I don't realized, until I had to change the textures of the heads... I think is clearly intentional and very intelligent by squad... I mean, I suppose that is a symmetry breaker on the kerbal fisonomy. A very intelligent step in the design, in order to do more credible and more natural the kerbal beings. Excuse my horrible english and my weird-spaniard date method! Small license for the off topic: Despite I love the metric system I can understand the changes of units or things like that, but I'll never understand the reason to say the month before the day.
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