blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 Just now, Monkthespy said: I thought oceans were based off the PQS system and Jool doesn't have an PQS? I see what you mean, scatterer can create an ocean regardless of the PQS system ("hasOcean = true" in settings file) but if it doesn't have one in the PQS it'll only be cosmetic. Quote Link to comment Share on other sites More sharing options...
Monkthespy Posted December 3, 2015 Share Posted December 3, 2015 2 minutes ago, Monkthespy said: I thought oceans were based off the PQS system and Jool doesn't have an PQS? Ah, I thought Scatterer just replaced the ocean. It actually just overlays it on top of the ocean, right? Quote Link to comment Share on other sites More sharing options...
gkorgood Posted December 3, 2015 Share Posted December 3, 2015 Just now, Monkthespy said: Ah, I thought Scatterer just replaced the ocean. It actually just overlays it on top of the ocean, right? If this is true, then am I correct in thinking there won't be any issues between this and EVE whenever EVE gets its pretty oceans back? Cuz these oceans are prettier, but I love me my clouds. @blackrack?? Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 (edited) 6 minutes ago, Monkthespy said: Ah, I thought Scatterer just replaced the ocean. It actually just overlays it on top of the ocean, right? It disables the stock ocean rendering and adds it's own ocean. The stock ocean is still generating quads for now because I couldn't find a clean way to disable them from within scatterer, all methods seem to cause serious problems in the PQS system. The quads are hidden though. rbray and some other people suggested a few things I could try but they involve modulemanager or kopernicus and I thought I'd look at them later. For now you could probably squeeze some extra performance if you lower the stock ocean subdivision settings (they're somewhere in the settings file I believe, there are some .cfg files around that do this). 4 minutes ago, gkorgood said: If this is true, then am I correct in thinking there won't be any issues between this and EVE whenever EVE gets its pretty oceans back? Cuz these oceans are prettier, but I love me my clouds. @blackrack?? Not sure what you mean but you could always disable scatterer's ocean or EVE's. Edited December 3, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Monkthespy Posted December 3, 2015 Share Posted December 3, 2015 1 minute ago, blackrack said: It disables the stock ocean rendering and adds it's own ocean. The stock ocean is still generating quads for now because I couldn't find a clean way to disable them from within scatterer. The quads are hidden though. rbray and some other people suggested a few things I could try but they involve modulemanager or kopernicus and I thought I'd look at them later. For now you could probably squeeze some extra performance if you lower the stock ocean subdivision settings (they're somewhere in the settings file I believe, there are some .cfg files around that do this). Ok, thanks. That actually makes more sense, lol. I assume this was actually quite a bit of a learning experience and a lot of work just to get this work smoothly. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 (edited) 2 minutes ago, Monkthespy said: Ok, thanks. That actually makes more sense, lol. I assume this was actually quite a bit of a learning experience and a lot of work just to get this work smoothly. The whole mod has been one big learning experience for me, and yeah, I've put a lot of work into it, but it was above all very, very rewarding. Edited December 3, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
gkorgood Posted December 3, 2015 Share Posted December 3, 2015 (edited) 6 minutes ago, blackrack said: Not sure what you mean but you could always disable scatterer's ocean or EVE's. If/when rBray brings back the nice water from EVE Overhaul into new EVE, will it conflict with your water? If so, how does one disable EVE's water (Your's looks better) If not, YAY Edited December 3, 2015 by gkorgood Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 (edited) 4 minutes ago, gkorgood said: If/when rBray brings back the nice water from EVE Overhaul into new EVE, will it conflict with your water? If so, how does one disable EVE's water (Your's looks better) If not, YAY I think it's togglable, this one is also togglable. I don't think there will be any conflicts Edited December 3, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
rbray89 Posted December 3, 2015 Share Posted December 3, 2015 2 hours ago, blackrack said: PostProcessing is now working perfectly with the ocean, no longer relying on the depth buffer. This also nullifies the moire patterns, but we already had a fix for these (and we still need it for horizon artifacts). Beautiful! Glad to see that sphere-intersection code came in handy. Curious... Do you get a small FPS bump by disabling the stock Ocean? I also think I may have come up with a solution do disable it on the fly as well. I'll test it and let you know. 25 minutes ago, gkorgood said: If/when rBray brings back the nice water from EVE Overhaul into new EVE, will it conflict with your water? If so, how does one disable EVE's water (Your's looks better) If not, YAY This will be an optional thing. I think what I'll do in the future going forward is release packs (lights, clouds, shadows, terrain, oceans, etc.) Quote Link to comment Share on other sites More sharing options...
Monkthespy Posted December 3, 2015 Share Posted December 3, 2015 Hey blackrack, I thought you were delaying Scatterer updates because that guy needed to finish his finals? Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 3, 2015 Share Posted December 3, 2015 2 minutes ago, Monkthespy said: Hey blackrack, I thought you were delaying Scatterer updates because that guy needed to finish his finals? HUSH! I will find you and duct tape your hands behind your back... Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 3, 2015 Share Posted December 3, 2015 3 hours ago, blackrack said: Also, I want F-14s on the carriers. Here's the F-14: Save me from that hideously stock sky and water. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 (edited) 16 minutes ago, rbray89 said: Beautiful! Glad to see that sphere-intersection code came in handy. Curious... Do you get a small FPS bump by disabling the stock Ocean? I also think I may have come up with a solution do disable it on the fly as well. I'll test it and let you know. This will be an optional thing. I think what I'll do in the future going forward is release packs (lights, clouds, shadows, terrain, oceans, etc.) Yeah I do, but not really a big one. I used to get a much bigger one when I was disabling it's generation entirely but it caused the PQS system to mess up after a while. Let me know if it works, the performance boost is actually not negligible at all. 8 minutes ago, Monkthespy said: Hey blackrack, I thought you were delaying Scatterer updates because that guy needed to finish his finals? We're not doing that anymore, the conditions remaining to be filled are: 8 sea planes, 2 carriers (complete with F-14s) and 2 submarines. Edited: 5 minutes ago, Red Iron Crown said: Here's the F-14: Save me from that hideously stock sky and water. Alright, it doesn't look like it has variable wing sweep but I'll let it slide. Edited December 3, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
rbray89 Posted December 3, 2015 Share Posted December 3, 2015 3 minutes ago, blackrack said: Yeah I do, but not really a big one. I used to get a much bigger one when I was disabling it's generation entirely but it caused the PQS system to mess up after a while. Let me know if it works, the performance boost is actually not negligible at all. Will do. I'll also try and think of a way to allow lights to work. Wait... how do projectors work on it? What is the geometry like? If projectors work, lights should as well. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 3, 2015 Share Posted December 3, 2015 Can we find them on KerbalX and post them?? Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 3, 2015 Share Posted December 3, 2015 12 minutes ago, blackrack said: Alright, it doesn't look like it has variable wing sweep but I'll let it slide. >Implying I can't into IR. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 (edited) 17 minutes ago, rbray89 said: Will do. I'll also try and think of a way to allow lights to work. Wait... how do projectors work on it? What is the geometry like? If projectors work, lights should as well. Haven't actually tried the lights yet but I will. the trick is, the projectors don't work. Since the stock ocean still generates geometry, I swapped it's shader out for an empty shader, actually just a color shader that the projectors work on. // Compiled shader for all platforms, uncompressed size: 0.3KB Shader "Custom/TranspUnlit" { Properties { _Color ("Color & Transparency", Color) = (0,0,0,0) } SubShader { Tags { "QUEUE"="Transparent" } Pass { Tags { "QUEUE"="Transparent" } Color [_Color] ZWrite off Blend SrcAlpha OneMinusSrcAlpha } } Fallback "Unlit/Transparent" } Then I just moved the ocean's renderqueue to be behind that of the projector. So now it looks like it works, and it mostly holds, only exceptions are when you can see shadows that are projected on terrain behind the curvature of the planet appear on top of the ocean but it doesn't happen all that often. Not entirely sure why the projectors don't work normally with the ocean shader, maybe I messed something up, but I'll get back to it later on, for now this dirty trick looks fine. 14 minutes ago, Nhawks17 said: Can we find them on KerbalX and post them?? If you do that the release is scrapped. Edited: 8 minutes ago, Red Iron Crown said: >Implying I can't into IR. >Greentexting on kspforum Very nicely done though. Edited December 3, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Mad Rocket Scientist Posted December 3, 2015 Share Posted December 3, 2015 I hear that you're looking for boat stuff, is there a list of what's not been done yet? Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted December 3, 2015 Share Posted December 3, 2015 (edited) Heh, I knew you would appreciate it, seen some of your posts over there. ETA: One submarine (from 1.0.5 Day 1): Edited December 3, 2015 by Red Iron Crown Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 3, 2015 Share Posted December 3, 2015 14 minutes ago, blackrack said: If you do that the release is scrapped. GAH *throws in towel Quote Link to comment Share on other sites More sharing options...
gkorgood Posted December 3, 2015 Share Posted December 3, 2015 (edited) Spoiler I'm that guy Edited December 3, 2015 by gkorgood Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 @rbray89 I actually tried the lights and they don't work indeed. 9 minutes ago, Red Iron Crown said: Heh, I knew you would appreciate it, seen some of your posts over there. ETA: One submarine (from 1.0.5 Day 1): Nice, I wouldn't have took you for the kind of person who goes there. Btw I actually remember when you posted that submarine. 9 minutes ago, Mad Rocket Scientist said: I hear that you're looking for boat stuff, is there a list of what's not been done yet? 8 sea planes, 2 carriers and 1 submarine. Quote Link to comment Share on other sites More sharing options...
Mad Rocket Scientist Posted December 3, 2015 Share Posted December 3, 2015 Just now, blackrack said: @rbray89 I actually tried the lights and they don't work indeed. Nice, I wouldn't have took you for the kind of person who goes there. Btw I actually remember when you posted that submarine. 8 sea planes, 2 carriers and 1 submarine. How's this looking? (Early prototype) I call the party boat: Quote Link to comment Share on other sites More sharing options...
gkorgood Posted December 3, 2015 Share Posted December 3, 2015 (edited) 1 minute ago, Mad Rocket Scientist said: How's this looking? (Early prototype) I call the party boat: where's the F14 dude? EDIT: Or is this a seaplane? Edited December 3, 2015 by gkorgood Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2015 Author Share Posted December 3, 2015 1 minute ago, Mad Rocket Scientist said: How's this looking? (Early prototype) I call the party boat: If you manage to land a plane on it, it could count as a carrier. Quote Link to comment Share on other sites More sharing options...
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