Dinin Dalael Posted June 29, 2015 Share Posted June 29, 2015 I apologize if this has been answered before, but any news on when this is going to be updated for Ckan to use? Quote Link to comment Share on other sites More sharing options...
RyanRising Posted July 2, 2015 Share Posted July 2, 2015 I apologize if this has been answered before, but any news on when this is going to be updated for Ckan to use?I think it would be on CKAN as soon as it's ready to use in normal gameplay: that is, not for a long while. But I'm not blackrack, so I don't know.To answer your question: No there is not any news on that. Quote Link to comment Share on other sites More sharing options...
Flef Posted July 2, 2015 Share Posted July 2, 2015 (edited) A few pics of scatterer and EVE (KSPRC version). Edited July 2, 2015 by Flef Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 2, 2015 Author Share Posted July 2, 2015 A few pics of scatterer and EVE (KSPRC version).http://i.imgur.com/FKIagd5.jpghttp://i.imgur.com/Xun9NPq.jpghttp://i.imgur.com/JvjNO6s.jpghttp://i.imgur.com/G1I0zbs.pngSomething looks completely off in your screenshots, do you have exposure set right? Quote Link to comment Share on other sites More sharing options...
plague006 Posted July 2, 2015 Share Posted July 2, 2015 I apologize if this has been answered before, but any news on when this is going to be updated for Ckan to use?Scatterer-0.151 is already indexed in CKAN, but it's marked for 1.0.2 exclusively. I skimmed the thread to see if it's 1.0.4-compatible but didn't find a clear answer/consensus.So from here: If blackrack releases a version for 1.0.4 on KerbalStuff it'll be automatically indexed, or if one of the CKAN team/contributors see a clear consensus that it's 1.0.4 compatible then Scatterer-0.151 can be adjusted to allow installs to 1.0.4. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 5, 2015 Share Posted July 5, 2015 Yo! I'm not sure if you responded yet . And sorry for the terrible typo in the header. I shall go back to mobile texting school . Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 5, 2015 Author Share Posted July 5, 2015 (edited) Scatterer-Eve compatibility (thanks rbray for the tips)Javascript is disabled. View full albumPics are with the default low-res clouds so don't look as good (can't wait till Proot gets his hands on this), I'll be making a release soon. Edited July 5, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Skipants Posted July 5, 2015 Share Posted July 5, 2015 Looks awesome man!Glad to see you still chipping away at this. I look forward the release! Quote Link to comment Share on other sites More sharing options...
Proot Posted July 6, 2015 Share Posted July 6, 2015 Scatterer-Eve compatibility (thanks rbray for the tips)http://imgur.com/a/dK5wMPics are with the default low-res clouds so don't look as good (can't wait till Proot gets his hands on this), I'll be making a release soon.Excellent! Quote Link to comment Share on other sites More sharing options...
Blacks Posted July 6, 2015 Share Posted July 6, 2015 (edited) blackrack ok ok ok my dear dark mate were is that magical new Scatterer-Eve compatibility version ?!?!?!? many ppls will like to set hand on that & start make eye explode from soo many beutifuuuuuuul pixel gieeef to us our preciosssss mod (goooluuum voice)p.s. Proot, Rbray, Pingopete i will need a litle tip how to convert old setting from EVE to EVE Overhaul ?!?!?!?! & i mean not redirect thing from Clouds to Atmosphere (that easy part) ... is about all code what in old Eve what are complete diferite ... sadly in alt + e menu not have + button for a new layer what was epic (sorry for set this question here in stead in Rbray treath)cheer & thx for nice work Edited July 6, 2015 by Blacks Quote Link to comment Share on other sites More sharing options...
Flef Posted July 6, 2015 Share Posted July 6, 2015 (edited) Something looks completely off in your screenshots, do you have exposure set right?I do not like the default settings. Too foggy. I changed the values for most of the parameters.Pictures are a bit dark because the sun is low on the horizon. Edited July 6, 2015 by Flef Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted July 6, 2015 Share Posted July 6, 2015 Excellent! :D:D:D:D:D:DBlackrack that's beautiful, congratulations!!! Quote Link to comment Share on other sites More sharing options...
Sput42 Posted July 6, 2015 Share Posted July 6, 2015 Now I just hope that we won't have to wait for this beauty too long to be compatible with OpenGL... as a Linux user, I can't use DirectX :/ Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 6, 2015 Author Share Posted July 6, 2015 Does this look like a good temporary solution for the orbital view?Edited: Also, no more z-fighting and weird stuff at high altitude as well as a smooth transition to soupy ocean level. Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted July 6, 2015 Share Posted July 6, 2015 Does it ever! Quote Link to comment Share on other sites More sharing options...
tygoo7 Posted July 6, 2015 Share Posted July 6, 2015 It looks fantastic! Quote Link to comment Share on other sites More sharing options...
tkw Posted July 6, 2015 Share Posted July 6, 2015 look good Quote Link to comment Share on other sites More sharing options...
rbray89 Posted July 6, 2015 Share Posted July 6, 2015 Does this look like a good temporary solution for the orbital view?http://i.imgur.com/RcSeeHF.jpghttp://i.imgur.com/VRaY90b.jpgEdited: Also, no more z-fighting and weird stuff at high altitude as well as a smooth transition to soupy ocean level.Looks great!! Absolutely beautiful! With cubes being used for the rendering now, they can be applied to the scaled space meshes, the layer updated, and values scaled to match the scale ratio. Is this what you are doing now? This will allow multiple bodies to be handled much more easily What I'd probably suggest is adding a PQSMod to handle the Macro<->Scaled transition. Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 6, 2015 Author Share Posted July 6, 2015 (edited) Looks great!! Absolutely beautiful! With cubes being used for the rendering now, they can be applied to the scaled space meshes, the layer updated, and values scaled to match the scale ratio. Is this what you are doing now? This will allow multiple bodies to be handled much more easily What I'd probably suggest is adding a PQSMod to handle the Macro<->Scaled transition.I'm actually still only using the cube method for the PQS and then I fade it out for a simpler version of the sky shader with additive blending applied to the scaledspace mesh, looks good enough and I disabled all the silly stuff I used to do (extending the PQS view distance and the camera's clipping planes). I haven't given the postprocessing shader a new try with the scaledspace meshes but I assume it'll look just as flat as the last time I tried it. What's a PQSMod? Anyway, your cube method for the postprocessing is pure genius Edited July 6, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted July 6, 2015 Share Posted July 6, 2015 A question of blackrack/rbray89: Is it possible to have the effects of your mods auto-disable when in map mode and reenable when returning to vessel view? Quote Link to comment Share on other sites More sharing options...
V8jester Posted July 6, 2015 Share Posted July 6, 2015 Does this look like a good temporary solution for the orbital view?http://i.imgur.com/RcSeeHF.jpghttp://i.imgur.com/VRaY90b.jpgEdited: Also, no more z-fighting and weird stuff at high altitude as well as a smooth transition to soupy ocean level.Really looking nice Blackrack! Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 6, 2015 Author Share Posted July 6, 2015 (edited) A question of blackrack/rbray89: Is it possible to have the effects of your mods auto-disable when in map mode and reenable when returning to vessel view?I fixed the old issue where the effect completely covers up the planet but there will also be an option to disable effects in mapview in the next version.Edited: here's 2 more somewhat neat orbital shots Edited July 6, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
rbray89 Posted July 6, 2015 Share Posted July 6, 2015 I'm actually still only using the cube method for the PQS and then I fade it out for a simpler version of the sky shader with additive blending applied to the scaledspace mesh, looks good enough and I disabled all the silly stuff I used to do (extending the PQS view distance and the camera's clipping planes). I haven't given the postprocessing shader a new try with the scaledspace meshes but I assume it'll look just as flat as the last time I tried it. What's a PQSMod? Anyway, your cube method for the postprocessing is pure genius Ah, ok. Makes sense... PQSMod is a class you can extend and attach to the PQS. It has callbacks and whatnot for when the PQS is enabled/disabled etc. It creates a more OO flow, and perfect for things like this.- - - Updated - - -A question of blackrack/rbray89: Is it possible to have the effects of your mods auto-disable when in map mode and reenable when returning to vessel view?This is planned, though not for next version of EVE. Quote Link to comment Share on other sites More sharing options...
RyanRising Posted July 6, 2015 Share Posted July 6, 2015 I fixed the old issue where the effect completely covers up the planet but there will also be an option to disable effects in mapview in the next version.Edited: here's 2 more somewhat neat orbital shotshttp://i.imgur.com/C45gRNh.jpghttp://i.imgur.com/WpyuvvF.jpgSomething looks much, much better than the current version here. Is it the glow at the edge of the atmosphere? Anyway, that looks amazing. What a nice birthday present. Quote Link to comment Share on other sites More sharing options...
Vandest Posted July 7, 2015 Share Posted July 7, 2015 Ouah! I look forward to try it!! Quote Link to comment Share on other sites More sharing options...
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