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Proot

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Everything posted by Proot

  1. 1. Not in a temporary way. You can delete the volumetrics in the config file, but that delete the volumetrics in any situation. It's how the EVE mod works. 2. Try to multiply the numbers for the distances in proportion (3.2x). I guess that should do the trick, but I don't know, I play in stock. Thanks! All the scatterer configs are modified, but Duna is hard Because it has very high elevations. It still need to be tweaked.
  2. Pre-release version, updated to 1.1.2, available here: http://spacedock.info/mod/690/KSPRC%20-%20Renaissance%20Compilation:%20artworks%20remake Still have several issues, but let's test it. No changelist, I must add several things yet. As example Kopernicus Expansion is not available yet, so Jool texture is just a "placeholder". And beware with the terrain scatters outside Kerbin!!
  3. @Waz that is pure awesomeness. If this can be implemented it will be a revolution.
  4. You both have options in the mod GUI. Check it and play a bit with it to get your dessired look.
  5. I was wondering about the .dds format for the mipmaps (it's good for some effects at far distances), but is not important for me at all... In fact I hate the lossy quality of that format, so don't worry at all about it. You are probably right about the ghost's resizing, it's probably much better option to do a slow and long fadeout. Also, I'll check about the jittering issue, because I think you are right. Anyways I see it as a minor issue, so no hurry about it. As always, many thanks for your attention!
  6. No hurries at all, but I must admit that I miss a lot the shader for giant gas bodies. Once you have a good procedural giant gas... you don't wan't to be back to static textures never again, lol. Thanks for this great addition to the game!
  7. @blackrack, may I convert the sunflare textures to .dds? Also, when you have time, I have a small suggestion for the sunflare ghosts: as you go far from the flare, the ghosts should have a slow fade-out and/or decrease the size at far distances from the sun. Right now the size is always the same, this is more or less accurate until you reach to Dres, Jool or beyond. But then the flare ghosts remains too big for the flare size at those distances. You can try to look to the sun from Eeloo and you will see quickly what I mean. Oh, and a small issue's report (if it is known please forgive and excuse me): the atmos at the Joolean system and beyond (except, precisely, for Jool which is working fine) are experiencing some type of fighting, which is doing some type of blink and movement at the atmo layer. (noticed under dX9, I still must check at OpenGl and dX11).
  8. @Waz, that is very clever, and the demo looks damm good.
  9. Clouds are clipping with "terrain". Try to rise the main cloud texture, this issue happens at Jool when texture is too near from the "surface".
  10. Man... I usually don't use parts packs, but this is simply as gorgeous as very well developed. Many thanks and congrats. This deserve to be stock, totally.
  11. Not very long ago, I was able to do this without difficulty... I hate when I don't save some findings... so dumb from me. An option to chaining together two or more layers would be great, but don't worry at all about this if it's not in your plans.
  12. @rbray89 I want to rebuild an effect, but I can't find the way again... The thing is I want to stack two layers, at different hights, moving at the same time and in the same way. How I should do that?
  13. @blackrack It's me, or your shader for the shadows it's enhancing the stock shadows too? (it look smoother, less sawtoothed) Anyways, I just love how the lighting works currently. Great work!
  14. I don't want to be rude at all, but Scatterer is in the Add-on Development forum, labeled in first place as WIP ("work in progress"). Imho, you can't expect zero issues. That is unrealistic.
  15. Yup, the 3rd ghost appears with the 2nd ghost texture, and the first 4 instances of 2nd ghost dissapears (despite that the secound 4 instances of 2nd ghost seems to be working fine and with the correct texture).
  16. @blackrack , great update! All seems to works fine for me under Dx9, even the terrain shadows. But something seems wrong with the new 3º ghost: I've created a new texture for it, but it's using the 2º ghost texture always, and does dissapear the first four instances of the 2º ghost texture.
  17. @rbray89, I'm working in a fake system to simulate rain with the current Eve version... But if you want new challenges, what about vertical particles with vertical movement to do that? (snow, volcanos, rain, geysers...) A lot of possibilities! Also, could be doable a new type of layer with the lighting options of a city-ligth layer, to re-create auroras at night sides? And about clouds... I don't know if this could sound dumb to you, but I'd been thinking in how to enhance the clouds shapes under the actual system... I don't know if you can understand my point, or if this is even doable. My idea is to do the particle size smaller or bigger (from X to X range of size) depending on the position which the particle occupy at the grid in relation to the 2D map layer and/or detail. (Like in an equalizer?) The closer is the particle to the "visible" border of the main 2-D map and/or detal texture the smaller should be, but as you goes inside the 2-D visible shape the particle goes bigger, creating a more "natural" shape to the eye (less repetitive/tile perception). Also you can expand that system, with "2-D" particles facing the camera and fading to a bigger visible range, to expand the "3-D" particle system and avoid the "gap" between the particle system and the 2D layer. If this sounds crazy, or just very daring for my small knowledge, just forget it, please...
  18. A lot of people lately seems too used to have this mod "by pieces", so them seem to don't know how this works or what is included... I just love Scatterer and @blackrack's work, Scatterer is in continous developing and is always improving. Scatterer is included in the current version and will be included too in the future, always with my configs and texture changes of course. I don't include anything if it's not with changes. Imho, to redistribute an active mod whitout substantial changes is not very fair with the main author. Thanks to @OhioBob I have great enhancements for my configs in the incoming version. I'm just waiting to the Scatterer update, as the rest of us, to get compatibility with my updated terrains. At the end, what I did is just possible thanks to the devs of plug-ins for modding. I always say the same: they are the real magicians. EDIT: I'm waiting too for KE, to have -among other things- procedural clouds at Jool again
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