blackrack Posted April 12, 2015 Author Share Posted April 12, 2015 Alt F11 doesn't close the window in Linux so the window stays up all the time.For now just use the newer version, it has a smaller window.Looks positively amazing.Sadly, I play using in dx11 forced mode. I know this messes up a lot of shaders, so I must ask:-Is this compatible with dx11?This works best in dx11. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted April 12, 2015 Share Posted April 12, 2015 (edited) With the new version yes, I can get in the game but ALT-F11 doesn't close the window.EDIT- Edited April 12, 2015 by Mecripp2 Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 12, 2015 Author Share Posted April 12, 2015 With the new version yes, I can get in the game but ALT-F11 doesn't close the window.I'll add a button in the next version. From your second screen it looks like the mod isn't working (stuck in wake() state). You're running on linux right? Which version of the game are you running? Quote Link to comment Share on other sites More sharing options...
Thomas988 Posted April 12, 2015 Share Posted April 12, 2015 From your second screen it looks like the mod isn't working (stuck in wake() state). You're running on linux right? Which version of the game are you running?I'm having the same problem, too. However, I have Windows 8, KSP 0.90 and the latest version of the mod. I've even set the rendering settings to "Fast," but nothing is showing up. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 12, 2015 Author Share Posted April 12, 2015 (edited) I'm having the same problem, too. However, I have Windows 8, KSP 0.90 and the latest version of the mod. I've even set the rendering settings to "Fast," but nothing is showing up.http://i.imgur.com/sGpb4yB.pngI'll check this out, does the old version work normally?Edit: It seems I have forgotten to include one file in the new version here it is now complete:http://s000.tinyupload.com/index.php?file_id=12532677761757698937Huh. Just downloaded the mod (finaly ) and saw, that there is no source included. I think, if you offer compiled binaries, the forum rules requires a link to the source (GitHub f.e.) and a license. Would be good If you'd show us the source. (So that a) the mods are happy and others could search bugs / provide fixes.) I'll include a source, but first I'll have to clean it up, I wouldn't want you all laughing at my duct-taped code yet. Edited April 12, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 12, 2015 Share Posted April 12, 2015 well here are some shots under DX9 32-bit exe w/W7 x64 and all graphics settings enabled and maxed out:Sunrise. Wow.Daytime. Can see the lines, can also see them at night but during sunrise/sunset they aren't really noticeable. Also, the sun bounces around a lot when moving the camera about. not a big deal for images, but for videoOrbit. Yea needs some work here still. Map view however looks just fineOverall a good start tho IMO Quote Link to comment Share on other sites More sharing options...
Elthy Posted April 12, 2015 Share Posted April 12, 2015 This looks like the beginning of something big...Good to see there are other people able to do graphics magic after Rbray seems to be gone. Quote Link to comment Share on other sites More sharing options...
Arron Rift Posted April 12, 2015 Share Posted April 12, 2015 Out of curiosity, could this one day create "blood moons" like the one Saturday before last? This is where the moon passes in just the right angle so it gets hit by many of Earth's sunsets at once. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 12, 2015 Author Share Posted April 12, 2015 Also, the sun bounces around a lot when moving the camera about. not a big deal for images, but for videopress "transform from cam 0 to cam 1" Quote Link to comment Share on other sites More sharing options...
BoomShroom Posted April 12, 2015 Share Posted April 12, 2015 (edited) Well recently I haven't been going to space so that orbital ugliness won't be bothering me much right now. I am curious if there are similar effects on Eve, Duna, and Laythe, or if plan to mess with those later.(EDIT) Well I went and popped this in so I could ride my P-40 into the sunset. I was rolling the craft to pass the time until I got to the mountains and the sky went bonkers.It isn't as severe out of phys warp but the sky still shifts around a bit. Edited April 12, 2015 by BoomShroom Quote Link to comment Share on other sites More sharing options...
djnattyd Posted April 13, 2015 Share Posted April 13, 2015 I'm getting some weirdness going on with this. The sun appears as a black disc with a glowing centre and no scattering is applied at all. I'm using Kerbin 365 which may or may not be conflicting however. Quote Link to comment Share on other sites More sharing options...
Bartybum Posted April 13, 2015 Share Posted April 13, 2015 KSP has needed atmospheric scattering for ages. So glad someone's finally bit the bullet and taken it on themselves Thank you so much dude! Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 13, 2015 Author Share Posted April 13, 2015 I fixed up the line artifacts and the messed up dx9 and opengl shaders from orbit. Transition from atmosphere to orbit is now smooth. I also fixed the sky getting messed up when alt-tabbing or switching from/to fullscreen.Right now the problem is the atmosphere will start looking like this after a certain altitudeSimply using alpha channel just makes the planet look like it's covered with a blue overlay filter and the continents don't look good at all so I'll need to figure out something else. For now you can play with the exposure, alpha and alpha cutoff settings.There's also a minor problem with the sunglare in space but it'll be fixed. The shader is also not always closely following the camera, this is because I'm using graphics.drawmesh right now, using a regular meshrenderer doesn't allow me to control which camera the mesh is rendered to and as a result it ends up occluding everything more than 500m away, I'm hoping I'll get around this by using a different mesh shape.New version is in the OP. Quote Link to comment Share on other sites More sharing options...
KYKYPY3A Posted April 13, 2015 Share Posted April 13, 2015 Awesome progress in such a short time. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 13, 2015 Author Share Posted April 13, 2015 Awesome progress in such a short time.Well, to be honest, the hard part was getting the shaders to work in dx9 and ogl at all, compared to that, it's smooth sailing from now on. Quote Link to comment Share on other sites More sharing options...
Thomas988 Posted April 13, 2015 Share Posted April 13, 2015 I see you edited the OP today, blackrack. But I'm at school and can't preview that update. What's new? Quote Link to comment Share on other sites More sharing options...
Kartoffelkuchen Posted April 13, 2015 Share Posted April 13, 2015 Awwww my god it's so fantastiiiiiic!:0.0::0.0::0.0::0.0::0.0::0.0::0.0::0.0:Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 13, 2015 Share Posted April 13, 2015 Ok the lines are gone, but now for some reason it suppresses EVE clouds during the day. At night they show up, but still no volumetrics. You can see them rolling past the mountains during the day but they only show against the terrain not the sky:Sun in the sky while in atmo is no longer bobbly, but as you did mention it still needs some work up in orbit:This atmosphere after sunset though is awesome! Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 13, 2015 Author Share Posted April 13, 2015 Ok the lines are gone, but now for some reason it suppresses EVE clouds during the day. At night they show up, but still no volumetrics. You can see them rolling past the mountains during the day but they only show against the terrain not the sky:Well, in this new version I disabled the stock atmosphere's renderer, that's the most major change, if EVE relies on that for some reason then I guess I could wait until high up in the atmosphere before disabling it (when lower in the atmosphere it's occluded anyway).I see you edited the OP today, blackrack. But I'm at school and can't preview that update. What's new? Mostly fixes and a few improvements here and there. Quote Link to comment Share on other sites More sharing options...
SmallFatFetus Posted April 13, 2015 Share Posted April 13, 2015 Oh, one can dream... Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted April 13, 2015 Share Posted April 13, 2015 Now that's pretty. But, I gotta say, your name is really disturbing. Quote Link to comment Share on other sites More sharing options...
Climberfx Posted April 13, 2015 Share Posted April 13, 2015 I have to agree with that Gaalidas... Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 14, 2015 Author Share Posted April 14, 2015 Does anybody have any experience with the way the cameras in KSP handle depth buffers? I need to know if KSP's default terrain shaders write to the depth buffer. I know KSP uses multiple cameras and it makes rebuilding a coherent depth buffer difficult and yadda yadda but since I'm working on atmospheric scattering, it only applies to the farthest objects and would only require the depth buffer of the farthest camera.I know rbray was working on something similar, but if possible, I'd like to not have to replace the stock terrain shaders with other shaders that write to the depth buffer as rbray did something similar but it did not look good in the end.Oh, one can dream... We'll get there eventually, don't you worry.Now that's pretty. But, I gotta say, your name is really disturbing.I have to agree with that Gaalidas...I made that name up when I was 12, I do not think it means what you think it means. Quote Link to comment Share on other sites More sharing options...
Climberfx Posted April 14, 2015 Share Posted April 14, 2015 Hey BlackRat, i think we was talking about SmallFatFetus... Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted April 14, 2015 Share Posted April 14, 2015 But now that you mention it, that name is a bit odd too... but I blame my sick brain on the people I'm hanging out with right now. It's not my fault, I swear. Quote Link to comment Share on other sites More sharing options...
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