i74iv3 Posted May 18, 2015 Share Posted May 18, 2015 Where can Scatterer version .014 be downloaded?Addendum: Found it! Great mod!Have been looking for a while, no joy finding 0.14, where did you download it from? Quote Link to comment Share on other sites More sharing options...
NoMrBond Posted May 18, 2015 Share Posted May 18, 2015 (edited) i74iv3 said: Have been looking for a while, no joy finding 0.14, where did you download it from? You can still download it from Kerbalstuff directly [Defunct link removed by a moderator] Edited August 28, 2022 by James Kerman link removed Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 18, 2015 Share Posted May 18, 2015 Old build, don't even know which. 0.90. Just loaded it up for the sunrise eclipse: Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 18, 2015 Author Share Posted May 18, 2015 (edited) I think I'm on to something (for real this time).So basically, the current KSP postprocessing shader just takes the terrain color and adds some scattering on top of it. While the proland shaders approximate light reflected off the terrain then add that, as well as the scattering on top of the terrain color. If I can figure out a few things, I should be able to add the reflected light component, do a few adjustments and finally fix the postprocessing (and the foggy view from orbit) for good.I did a few quick tests, here's what the proland shader looks like (ignore the water shader):And here's what it looks like if I modify it to just add scattered light on top of terrain color (what scatterer does in KSP right now)Same comparison from lower altitude:You can tell the lower pics look very similar to scatterer at 100% opacity.Old build, don't even know which. 0.90. Just loaded it up for the sunrise eclipse:http://i.imgur.com/sd5dUiBl.pngHow did you even get the eclipse? They're not supposed to work in scatterer except for when sometimes it glitches and you see an eclipse where there isn't one. Edited May 18, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Proot Posted May 18, 2015 Share Posted May 18, 2015 That is realy cool blackrack! In that way the continents should be much more visible, or better said, the scattering effect will be much better applied. Quote Link to comment Share on other sites More sharing options...
V8jester Posted May 18, 2015 Share Posted May 18, 2015 That is looking really good. I've been waiting at the edge of the pool till Scatterer plays nice with EVE but know that you have that working. I'm going to have to jump in. Thanks Blackrack keep up the phenomenal work! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 19, 2015 Share Posted May 19, 2015 How did you even get the eclipse? They're not supposed to work in scatterer except for when sometimes it glitches and you see an eclipse where there isn't one.Well, I did say I was on an old build in 0.90 - I'm not sure though of you mean eclipses never worked in scatterer or they shouldn't work under the more recent builds. Anyways, it could be thanks to the sun being so low in the atmosphere. You will notice that the sun rays are visible over the top portion of the sun only. I was pressing F1 a couple of times per second and this was the last image before the "full sun" came into effect, which shouldn't have happened so soon with the moon still obscuring about 1/4 of it. So I think it was the horizon somehow. Quote Link to comment Share on other sites More sharing options...
rridgway Posted May 19, 2015 Share Posted May 19, 2015 A slight issue I'm getting while moving in atmo. If I move the camera around the shell moves around too. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 19, 2015 Share Posted May 19, 2015 it could be thanks to the sun being so low in the atmosphere.Here's a better example of what I mean, in an image I posted a while ago: Click to embiggen and take a very close look at the sun on the horizon. You can see a line at about the height of the tracking station roof, extending across the entire horizon running just below the rim of the communications dish to the right of the sun. Below that line things look slightly different Quote Link to comment Share on other sites More sharing options...
Cortek56 Posted May 19, 2015 Share Posted May 19, 2015 I try with opengl, when it's better than DX11... With opengl i have atmo lines and pink pods, but with DX11 i have pink ocean, grey grass ground, and pink pods... but no lines in atmo. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 19, 2015 Share Posted May 19, 2015 (edited) Here's a better example of what I mean, in an image I posted a while ago:https://i.imgur.com/5neEQU3l.png Click to embiggen and take a very close look at the sun on the horizon. You can see a line at about the height of the tracking station roof, extending across the entire horizon running just below the rim of the communications dish to the right of the sun. Below that line things look slightly differentHuh. I can see that too.I try with opengl, when it's better than DX11... With opengl i have atmo lines and pink pods, but with DX11 i have pink ocean, grey grass ground, and pink pods... but no lines in atmo.OpenGl and DX11 are known to be incompatible with this mod. EDIT: Wait. There aren't lines in the atmo in DX11 mode?? Blackrack was making a water shader a bit ago, and there is a fix for the pink pods (idk if it works for DX11). If the grey grass ground is fixable, I wonder if DX11 compatibility is possible... :L Totally theorizing here. Edited May 19, 2015 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 19, 2015 Author Share Posted May 19, 2015 (edited) Can anybody familiar with shader code tell me what the following line does?fn.xy = texTile(_Normals_Tile, IN.uv, _Normals_TileCoords, _Normals_TileSize).xy;EDIT: Wait. There aren't lines in the atmo in DX11 mode?? Blackrack was making a water shader a bit ago, and there is a fix for the pink pods (idk if it works for DX11). If the grey grass ground is fixable, I wonder if DX11 compatibility is possible... :L Totally theorizing here.Pink pods fix should work for all renderes. Full DX11 and OpenGL comaptibility should be possible, I just don't intend to work on it until I have the more important stuff worked out.Edited: Anyone ever tried getting the scene normalmap in KSP? Edited May 19, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
rbray89 Posted May 19, 2015 Share Posted May 19, 2015 Just sent you a PM. I haven't seen the texTile function before... are you sure it isn't shipped with the proland stuff? It isn't a standard cg call, and I don't think it is from the unity cg include.If I had to guess, given that it is using the _Normals, I would say it is getting the normal values (rg) from the normal map. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 19, 2015 Share Posted May 19, 2015 Edited: Anyone ever tried getting the scene normalmap in KSP?My expression just went from o-O -> O_O -> =DPink pods fix should work for all renderes. Full DX11 and OpenGL comaptibility should be possible, I just don't intend to work on it until I have the more important stuff worked out. Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 19, 2015 Author Share Posted May 19, 2015 (edited) Just sent you a PM. I haven't seen the texTile function before... are you sure it isn't shipped with the proland stuff? It isn't a standard cg call, and I don't think it is from the unity cg include.If I had to guess, given that it is using the _Normals, I would say it is getting the normal values (rg) from the normal map.Thanks, you're right about texTile though, turns out it's included in proland. I'll try the method you sent me for getting the normalmap, I hope the precision will be enough.Here's a better example of what I mean, in an image I posted a while ago:https://i.imgur.com/5neEQU3l.png Click to embiggen and take a very close look at the sun on the horizon. You can see a line at about the height of the tracking station roof, extending across the entire horizon running just below the rim of the communications dish to the right of the sun. Below that line things look slightly differentUnless you have the sky transparency set below 100% or you're setting a really high alpha cutoff this shouldn't happen in any of the old builds. In the new version it's not unlikely though, you can already see a similar picture I posted about 10 pages backhttp://i.imgur.com/sPkqPMy.jpgEdited: I guess since you're seeing clouds in an old build you already have transparency lowered so that explains it. Edited May 19, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Proot Posted May 19, 2015 Share Posted May 19, 2015 Anyone ever tried getting the scene normalmap in KSP?Maybe this could help you?: http://forum.kerbalspaceprogram.com/threads/111101-Plugin-Tool-0-90-x-HeightmapExtractor-HeightmapManager-v1-0-19-02-15Don't know if it's what you are searching for... Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 19, 2015 Author Share Posted May 19, 2015 Maybe this could help you?: http://forum.kerbalspaceprogram.com/threads/111101-Plugin-Tool-0-90-x-HeightmapExtractor-HeightmapManager-v1-0-19-02-15Don't know if it's what you are searching for... I was actually looking for the normalmap for the currently rendered scene. If you're familiar with the "toggle depth buffer" button in scatterer it's similar but it looks like this https://bitwisegames.files.wordpress.com/2011/04/thesphere-normals.png, it tells you which direction each surface is pointing. I need it to determine the reflected light correctly.Don't worry though, rbray already sent me a way to do it. Quote Link to comment Share on other sites More sharing options...
Olsson Posted May 19, 2015 Share Posted May 19, 2015 A slight issue I'm getting while moving in atmo. http://i.imgur.com/j6ppwtl.pngIf I move the camera around the shell moves around too.I have this issue too.Any fixes? Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 20, 2015 Share Posted May 20, 2015 Hello! This mod is great!!I play with this settings:(For the pink textures, I was change no-PQS files in the ReplacementShaders folder)_ D3DX11_ KSP settings:Video: Res: 1650x1050 Fullscreen = True Anti-Aliasing = x8 V Sync = Adaptative (Nvidia) Pixel Light Count = 8 Shadows Cascades = 4Scenery:Terrain Detail = High Scatter Density = 100% Rendering: Render Quality Level = Fantastic Texture Quality = Full Reswith this visual mods:_ EVE with RC settings and textures_ Texture Replacer with RC settings and textures_ Planet Shine_ Distant Object_ And sometime, Scatterer!!and some other mods... (MechJeb, SoundtrackEditor, Chatterer, LanguagePatches)My settings for Scatterer:forceOFFaniso = FalseextinctionCoeff = 10atmosphereGlobalScale = 0.999 (for 1, I got a bug with ocean and grass)postProcessingAlpha = 0.5postProcessingScale = 1postProcessDepth = 0.065postProcessExposure = 0.18m_HDRExposure = 0.2alphaCutoff = 0.01alphaGlobal = 0.9Why "sometime" for Scatterer? For some issues when I leave atmosphere:Between 20-200km:Between 200-450km:Up 500km:For this time, as proposed by Avera9eJoe, with a toggle mod option at altitude of 20-30km, "sometime" could be "everytime".But, it would be nice if there is a better solution. Quote Link to comment Share on other sites More sharing options...
35mmShowdown Posted May 20, 2015 Share Posted May 20, 2015 Hey, experienced a little graphical bug when installing the new .015 update- A small purple glyph appears around the VAB, and several parts in the Editor windows, in several categories, also have their textures replaced by the same color purple- hadn't run into this with the previous update.I've experienced this in both modded and stock version of the game, on my primary machine. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 20, 2015 Share Posted May 20, 2015 Hey, experienced a little graphical bug when installing the new .015 update- A small purple glyph appears around the VAB, and several parts in the Editor windows, in several categories, also have their textures replaced by the same color purple- hadn't run into this with the previous update.I've experienced this in both modded and stock version of the game, on my primary machine.http://i.imgur.com/HfIAxvt.jpghttp://i.imgur.com/4mW365T.jpgMerge the replacementshader folder from a previous release of Scatterer with the current release's replacementshader folder and that should fix it for now. Quote Link to comment Share on other sites More sharing options...
Odyssey Posted May 20, 2015 Share Posted May 20, 2015 I have this issue too.Any fixes?Also having this trouble. Anyone got a fix? Quote Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted May 20, 2015 Share Posted May 20, 2015 (edited) Have people lost the ability to read? The fix to the pink parts bug has been posted once every page. Edited May 20, 2015 by RobotsAndSpaceships Quote Link to comment Share on other sites More sharing options...
Darkway Posted May 20, 2015 Share Posted May 20, 2015 TBH It sems to be necessary to post quick fixes to the front page for common bugs, and refresh the known issues list, so people dont post the same error, and wait for the same fixes over over and over again. I know that this should not be necessary, but this is really getting out of hand. Quote Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 20, 2015 Share Posted May 20, 2015 TBH It sems to be necessary to post quick fixes to the front page for common bugs, and refresh the known issues list, so people dont post the same error, and wait for the same fixes over over and over again. I know that this should not be necessary, but this is really getting out of hand.If only it were that simple. Instead of then posting the actual fix on every page, you're then left having to post "see the OP for the fix" every bloody page. And if we had stickies you'd still have to post "see stickies" every bloody page.This is the Curse of Support - lazy users who can't be arsed to just read back a few posts. Quote Link to comment Share on other sites More sharing options...
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