TinyPirate Posted April 29, 2015 Share Posted April 29, 2015 Hey! Blackrack! I featured Scatterer in my 2 Minute Mods series. Hope you like the video, and please feel free to share around, use, and so on. Quote Link to comment Share on other sites More sharing options...
Bizz Keryear Posted April 29, 2015 Share Posted April 29, 2015 Since this mod is constantly worked on and yet still has to get a version that is stable and or fully working how you implement one of those amazing update check tool into it ... like e.g. CKAN?Other than this ... keep up the amazing work .. and thank you for making this mod. Quote Link to comment Share on other sites More sharing options...
Conzolax Posted April 29, 2015 Share Posted April 29, 2015 I Tried it in 1.0 It works but it has some artefacts. It seems that the atmosphere cut straight to black ( space ) around 30K or a bit higher. The loading is a Pink Square thing. Havent seen the pink loading thingy myself, but the sky turning black? /checkMine already starts going black at around 6000m for some reason Besides that, it looks absolutely gorgeous. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 29, 2015 Author Share Posted April 29, 2015 So apparently, the atmosphere looking too thick from orbit is a bug that found it's way in (among many other bugs) when I ported the shaders to dx9.We all just dismissed it as the atmosphere being too dense because we thought it made sense.This is how the shader is supposed to look from orbit:This is how it looks right now:I haven't found the cause of it yet but when this is done the view from orbit should be way way better.Hey! Blackrack! I featured Scatterer in my 2 Minute Mods series. Hope you like the video, and please feel free to share around, use, and so on. Great video, keep it up.Some screenshots from tonight. I mostly avoided taking screenshots of areas with high mountains because aside from those it looks fantastic at all altitudes I was playing at tonight. I'm running PlanetShine and a SweetFX config to brighten up the game a bit from its normally strange dark lighting.http://imgur.com/a/Yea5dThis is one of my favorite mods in development right now. I can't give OP enough praise for how much better this makes the game look.I'll make a higher atmsphere for the next version, hopefully when/after I fix this bug.Since this mod is constantly worked on and yet still has to get a version that is stable and or fully working how you implement one of those amazing update check tool into it ... like e.g. CKAN?Other than this ... keep up the amazing work .. and thank you for making this mod.I'll look into one of these for the next version. Quote Link to comment Share on other sites More sharing options...
Errol Posted April 29, 2015 Share Posted April 29, 2015 I would put my vote on AVC if that is on the table. Quote Link to comment Share on other sites More sharing options...
SmallFatFetus Posted April 29, 2015 Share Posted April 29, 2015 PLEASE post pictures of everything you do. I check this thread frequently and it's great to see screenshots of every step of development. SmallFatFetus Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted April 29, 2015 Share Posted April 29, 2015 Following closely. Keep up the amazing work, blackrack! Finally, KSP is starting to resemble the KSP of my daydreams.Speaking of this I had a dream a few days ago before 1.0 dropped where I walked up next to the cockpit of a plane. It ended up being the Mk2 inline. As I walked closed I realized that I could see inside the cockpit and then I woke up with the idea that KSP 1.0 had transparent windows that you could see in to from outside... Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 29, 2015 Share Posted April 29, 2015 gotta say this is the #1 thread I look forward to checking in on everytime I stop by these days. Keep up the good work and post plenty of pics Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 29, 2015 Author Share Posted April 29, 2015 (edited) So, the water almost works.But the problem is, it moves up slightly whenever the camera moves upIt doesn't follow the camera closely, just nudges slightly up with it but it's still enough to flood everything and create a jarring effect.I'm pretty bad at math, so I think the problem lies in this part with all the transformation matrices https://github.com/blackrack/Scatterer/blob/master/scatterer/Ocean/OceanNode.cs#L262 (lines 262-383)If anyone could review the code I'd be grateful, I've been stuck on this for a bit. If you want to try compiling/debugging yourself just compile and drop the .dll inside this build, http://wikisend.com/download/915958/scatterer.zip it has all the ocean shaders and the stuff necessary to run. Edited April 29, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
rbray89 Posted April 29, 2015 Share Posted April 29, 2015 So, the water almost works.http://i.imgur.com/0AyPUBJ.jpgBut the problem is, it moves up slightly whenever the camera moves uphttp://i.imgur.com/17RFsFx.jpgIt doesn't follow the camera closely, just nudges slightly up with it but it's still enough to flood everything and create a jarring effect.http://i.imgur.com/7t6VJjw.jpgI'm pretty bad at math, so I think the problem lies in this part with all the transformation matrices https://github.com/blackrack/Scatterer/blob/master/scatterer/Ocean/OceanNode.cs#L262 (lines 262-383)If anyone could review the code I'd be grateful, I've been stuck on this for a bit. If you want to try compiling/debugging yourself just compile and drop the .dll inside this build, http://wikisend.com/download/915958/scatterer.zip it has all the ocean shaders and the stuff necessary to run.this doesn't seem right: Looks like you need a cameraToLocal or WorldToOcean instead. // compute ctoo = cameraToOcean transform // also should be correct Matrix4x4d cameraToOcean = localToOcean * cameraToWorld;- - - Updated - - -Oh... Once you get everything working, reference shader params by their ID, not their name. Otherwise it has to do string lookups, and can add a good bit of processing time. Quote Link to comment Share on other sites More sharing options...
skykooler Posted April 29, 2015 Share Posted April 29, 2015 gotta say this is the #1 thread I look forward to checking in on everytime I stop by these days. Keep up the good work and post plenty of picsSame! I always save it for last, because it's the one that I'm looking forward to the pictures in the most. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 29, 2015 Author Share Posted April 29, 2015 this doesn't seem right: Looks like you need a cameraToLocal or WorldToOcean instead. // compute ctoo = cameraToOcean transform // also should be correct Matrix4x4d cameraToOcean = localToOcean * cameraToWorld;- - - Updated - - -Oh... Once you get everything working, reference shader params by their ID, not their name. Otherwise it has to do string lookups, and can add a good bit of processing time.I think you're right (and I hope you are, for my sanity), I'm going to try a using a WorldToOcean now. Quote Link to comment Share on other sites More sharing options...
rbray89 Posted April 29, 2015 Share Posted April 29, 2015 I hope so too! I really want to see those oceans! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted April 30, 2015 Share Posted April 30, 2015 This thread is so much fun to watch . I just wanted to say that. Nothing like two modders working together to get a common collaborative goal. Quote Link to comment Share on other sites More sharing options...
Majorjim! Posted April 30, 2015 Share Posted April 30, 2015 You guys rock! I can see this becoming a 'necessary' mod soon. Keep up the great work. Quote Link to comment Share on other sites More sharing options...
BrutalRIP Posted April 30, 2015 Share Posted April 30, 2015 just a heads up these lines appear when installing texture replacer Quote Link to comment Share on other sites More sharing options...
Ork Posted April 30, 2015 Share Posted April 30, 2015 Firstly, Proot, you sir are a bad man Onto bus i ness..Not sure if this helps or hinders but I was messing around with my son today, I walk away from the computer and my KSP looks like this.All kinds of pretty.He takes a screenshot of launch to show me.All looks good.Then whilst making a cuppa tea he does something and takes a screeny for me.Clouds?I have no idea what he did, neither does he.I know that they are not perfect but I have never had clouds with Scatterer before. Quote Link to comment Share on other sites More sharing options...
cobbman11 Posted April 30, 2015 Share Posted April 30, 2015 I don't usually check up on mods every three hours, but I'm incredibly interested in where this is going. Without a doubt, this is the coolest new mod in the works. That water is gorgeous and I can't wait for the next update! Quote Link to comment Share on other sites More sharing options...
Proot Posted April 30, 2015 Share Posted April 30, 2015 Firstly, Proot, you sir are a bad man Onto bus i ness..Not sure if this helps or hinders but I was messing around with my son today, I walk away from the computer and my KSP looks like this.http://i8.photobucket.com/albums/a27/OrkHarrid/screenshot0_zpsymj3ei2q.pngAll kinds of pretty.He takes a screenshot of launch to show me.http://i8.photobucket.com/albums/a27/OrkHarrid/screenshot2_zpsz7ncndnk.pngAll looks good.Then whilst making a cuppa tea he does something and takes a screeny for me.http://i8.photobucket.com/albums/a27/OrkHarrid/screenshot3_zpswgmppu8k.pngClouds?http://i8.photobucket.com/albums/a27/OrkHarrid/screenshot4_zps8dlvbahe.pnghttp://i8.photobucket.com/albums/a27/OrkHarrid/screenshot5_zpskxgepdvl.pnghttp://i8.photobucket.com/albums/a27/OrkHarrid/screenshot6_zpsifthqst4.pnghttp://i8.photobucket.com/albums/a27/OrkHarrid/screenshot7_zpsoylpomjw.pnghttp://i8.photobucket.com/albums/a27/OrkHarrid/screenshot1_zpsotjzr5y9.pngI have no idea what he did, neither does he.I know that they are not perfect but I have never had clouds with Scatterer before.I got something similar since a little time. If is not a new atmo config (like in my case -these are my latest tests-) your son probably have touched the menu transparency. My test atmo is pretty higher than the default ("finish" at 15000m limit at 69000m), and still you can see some mountains piercing the sky. I like that effect (pretty realistic for me), but I'm still working to tune it and, of course, to get a much more credible atmo overall. Quote Link to comment Share on other sites More sharing options...
skykooler Posted April 30, 2015 Share Posted April 30, 2015 ...wow. That is beautiful! Quote Link to comment Share on other sites More sharing options...
flightmaster Posted April 30, 2015 Share Posted April 30, 2015 Subbed Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 30, 2015 Author Share Posted April 30, 2015 I hope so too! I really want to see those oceans!Well, I tried it yesterday and... it didn't work. Since local space in the context of the shader refers to space relative to the planet, I figured the localToWorld matrix is kerbin's localToWorld matrix. After that, I just did camToLocal = cameraToWorld * localToWorld.Inverse();I also tried adjusting few other things since that's bound to throw everything off but couldn't figure out what's wrong. I have to admit that when stuff gets too "matrix-y" I have trouble imagining it and getting an intuitive understanding of it, so I'm not the best guy for the job.I'm giving it another try now, I'll try and re-understand how the whole thing works from the ground up.This thread is so much fun to watch . I just wanted to say that. Nothing like two modders working together to get a common collaborative goal.I don't usually check up on mods every three hours, but I'm incredibly interested in where this is going. Without a doubt, this is the coolest new mod in the works. That water is gorgeous and I can't wait for the next update!I'm glad you guys are enjoying this. Unfortunately, I have to say that development is going to slow down a LOT, mainly because I'm going to be working a job from 9am to 5pm starting next monday, so I won't have half as much free time as I used to. That kind of sucks.I got something similar since a little time. If is not a new atmo config (like in my case -these are my latest tests-) your son probably have touched the menu transparency. My test atmo is pretty higher than the default ("finish" at 15000m limit at 69000m), and still you can see some mountains piercing the sky. I like that effect (pretty realistic for me), but I'm still working to tune it and, of course, to get a much more credible atmo overall. http://i.imgur.com/xXDO7nM.jpg http://i.imgur.com/NwL4Le2.jpgFor a second there I thought I walked into the space engine thread. That image is simply amazing. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 30, 2015 Author Share Posted April 30, 2015 So it seems I've sort of found the issue, debugging the vector from camera to local, it seems it's magnitude starts at 600 000 (kerbin's radius) and gets smaller with altitude, which should be the opposite. Curiously, the only way I find to fix it was to inverse the cameraToWorld matrix, but that throws off all of the evctor directions, I remember reading somewhere that cameras have a flipped z axis or soemthing like that, could this have any relation to it? Quote Link to comment Share on other sites More sharing options...
rbray89 Posted April 30, 2015 Share Posted April 30, 2015 Well, I tried it yesterday and... it didn't work. Since local space in the context of the shader refers to space relative to the planet, I figured the localToWorld matrix is kerbin's localToWorld matrix. After that, I just did camToLocal = cameraToWorld * localToWorld.Inverse();Don't think that works... Pretty sure it should be localToWorld.Inverse()*cameraToWorld. Remember that the order is inverted for matrix multiplication.Also, I'd probably convert the oceanToLocal to oceanToWorld rather than the change the camera matrix so you don't have to perform an inverse matrix calculation. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 30, 2015 Author Share Posted April 30, 2015 Don't think that works... Pretty sure it should be localToWorld.Inverse()*cameraToWorld. Remember that the order is inverted for matrix multiplication.Also, I'd probably convert the oceanToLocal to oceanToWorld rather than the change the camera matrix so you don't have to perform an inverse matrix calculation.Well I did that, so first the ocean still flooded in the same way but went black, I figured I had to remove the rotation from the localToWorld matrix I pulled from kerbin, since that's how it's done in proland, so I keep only the translation. So now the cameraToLocal should be the same as worldToLocal but translated to be relative to the planet's origin, I put it back in, the ocean works like it used to (moves up and down with the camera). Quote Link to comment Share on other sites More sharing options...
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