RaffaCT14 Posted February 6, 2016 Share Posted February 6, 2016 (edited) I have the same problems of the previous version... If it can be useful my graphic card is an ATI R7 240 with windows 7 64bit. On 26/1/2016 at 11:36 PM, RaffaCT14 said: That problem appears only with opengl, when I play without it there are only a lot of artifacts. I'll wait the new version of the mod. Thank you for the help yesterday! On 26/1/2016 at 1:00 AM, RaffaCT14 said: Hi guys, I have this problem. Too much resolution for the ocean, I see all the detailed waves even at maximum height. I have the 1.0.5 version clean with only scattered, opengl and popup window. Can you help me? Edited February 6, 2016 by RaffaCT14 Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 6, 2016 Author Share Posted February 6, 2016 40 minutes ago, RaffaCT14 said: I have the same problems of the previous version... If it can be useful my graphic card is an ATI R7 240 with windows 7 64bit. I'll keep looking into it, for now all I can suggest is to try a different video mode or different settings for KSP or for your graphics driver. Quote Link to comment Share on other sites More sharing options...
rbray89 Posted February 7, 2016 Share Posted February 7, 2016 4 hours ago, blackrack said: It doesn't, the stock sunglare is rendered behing objects by default, it doesn't actually check if it's behind mountains or not, only checks for nearby objects and celestial objects, definitely works with raycasting also. There is definitely something that squad doe with celestial bodies in scaled space, but I. Can't recall for macro space. You might very well be correct. Hmmm... This is s tricky one... Quote Link to comment Share on other sites More sharing options...
skykooler Posted February 7, 2016 Share Posted February 7, 2016 @blackrack, could you sample whichever renderlayer the terrain draws on and see whether there's something where the sun is? Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 7, 2016 Author Share Posted February 7, 2016 5 minutes ago, rbray89 said: There is definitely something that squad doe with celestial bodies in scaled space, but I. Can't recall for macro space. You might very well be correct. Hmmm... This is s tricky one... For now I'm doing a depth buffer check for macro space, it's not really expensive by itself, but these depth buffer checks are adding up in all the shaders... 3 minutes ago, skykooler said: @blackrack, could you sample whichever renderlayer the terrain draws on and see whether there's something where the sun is? That's more or less what raycasting does, but with simplified colliders for the sake of performance. In this case far-away mountains have colliders disabled. Quote Link to comment Share on other sites More sharing options...
skykooler Posted February 7, 2016 Share Posted February 7, 2016 4 hours ago, blackrack said: That's more or less what raycasting does, but with simplified colliders for the sake of performance. In this case far-away mountains have colliders disabled. Yeah, but you already know it's rendering (because it shows up on screen), so wouldn't that make sure it works, whether there's a collider or not? Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 7, 2016 Author Share Posted February 7, 2016 8 hours ago, skykooler said: Yeah, but you already know it's rendering (because it shows up on screen), so wouldn't that make sure it works, whether there's a collider or not? It's not that simple in practice. Quote Link to comment Share on other sites More sharing options...
blacsky33 Posted February 7, 2016 Share Posted February 7, 2016 The new version of SAS is really good, gj. I just test stockalike solar system mod and it's not compatible. In the other hand : sve + scatterer + eve + planetshine work perfectly. Any plan to make all work together ? Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 7, 2016 Author Share Posted February 7, 2016 (edited) 14 minutes ago, blacsky33 said: The new version of SAS is really good, gj. I just test stockalike solar system mod and it's not compatible. In the other hand : sve + scatterer + eve + planetshine work perfectly. Any plan to make all work together ? Technically stockalike solar system mod should work, but someone has to make the configs for it. Unless you're getting errors or something else. Edited February 7, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
maculator Posted February 8, 2016 Share Posted February 8, 2016 So i too got a messed up ocean couldn't find a fix I'm running it in 32bit on a R9 390 no opengl. Spoiler Quote Link to comment Share on other sites More sharing options...
sDaZe Posted February 8, 2016 Share Posted February 8, 2016 Does anyone have a rss config that i can use? Thanks in advance Quote Link to comment Share on other sites More sharing options...
RaffaCT14 Posted February 8, 2016 Share Posted February 8, 2016 1 hour ago, maculator said: So i too got a messed up ocean couldn't find a fix I'm running it in 32bit on a R9 390 no opengl. Reveal hidden contents My same problem! R7 240 no opengl Maybe ATI problem? Quote Link to comment Share on other sites More sharing options...
Elthy Posted February 8, 2016 Share Posted February 8, 2016 1 hour ago, maculator said: So i too got a messed up ocean couldn't find a fix I'm running it in 32bit on a R9 390 no opengl. Reveal hidden contents Is there anyone with a GCN-GPU from AMD who doesnt get those rain like artifacts? I remember reading about those problems several times... Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 8, 2016 Share Posted February 8, 2016 @Elthy I have a R9 280X and i don't know is it a GCN-GPU but i don't have those artifacts, but i have some sort of black grain all over the oceans Quote Link to comment Share on other sites More sharing options...
RaffaCT14 Posted February 8, 2016 Share Posted February 8, 2016 14 minutes ago, Joco223 said: @Elthy I have a R9 280X and i don't know is it a GCN-GPU but i don't have those artifacts, but i have some sort of black grain all over the oceans Like that? Spoiler Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 8, 2016 Share Posted February 8, 2016 @RaffaCT14 No. It's like that but the grain is completely black. I can't post a pic of it right now im not home Quote Link to comment Share on other sites More sharing options...
Elthy Posted February 8, 2016 Share Posted February 8, 2016 The R9-280X is GCN. I have a HD 7970 (same thing, different name) and everyone else stating their GPU together with those rain like artifacts had GCN, too. But if thats not the root cause (since you dont have this kind of artifacts) im clueless again what could help to smash this bug... Quote Link to comment Share on other sites More sharing options...
Joco223 Posted February 8, 2016 Share Posted February 8, 2016 @Elthy I will post the pic of my bug as soon as i get home to my PC Quote Link to comment Share on other sites More sharing options...
nandhii Posted February 9, 2016 Share Posted February 9, 2016 (edited) Hi me too i have a bug of black artifact :/ with R9 290X Tri-X OC 4Gi Vram screen Edited February 9, 2016 by nandhii Quote Link to comment Share on other sites More sharing options...
skykooler Posted February 9, 2016 Share Posted February 9, 2016 On 2/7/2016 at 9:04 AM, blackrack said: It's not that simple in practice. Okay, I'll take your word for that - the last time I did anything with shaders was like 10 years ago when GLSL was a new thing. Quote Link to comment Share on other sites More sharing options...
blackrack Posted February 10, 2016 Author Share Posted February 10, 2016 (edited) So it looks like both the stock scaled space and terrain shaders support multiple light sources (overexposed for testing): The stock sky doesn't but for the scatterer sky we're already covered Looks like I have all the tools to get planetshine working. Only thing that is missing is making the light intensity vary with the phases of the moon/other light source. The issue is that I can't adjust the intensity of the light independently for planets lit by the same light. Also the light is assumed to be a point light for now, I will try changin it later to a spotlight so objects on the dark side of the reflecting moon don't get lit. On 2/9/2016 at 1:58 AM, nandhii said: Hi me too i have a bug of black artifact :/ with R9 290X Tri-X OC 4Gi Vram screen On 2/8/2016 at 10:42 PM, Elthy said: The R9-280X is GCN. I have a HD 7970 (same thing, different name) and everyone else stating their GPU together with those rain like artifacts had GCN, too. But if thats not the root cause (since you dont have this kind of artifacts) im clueless again what could help to smash this bug... On 2/8/2016 at 10:50 PM, Joco223 said: @Elthy I will post the pic of my bug as soon as i get home to my PC I will check this out. I haven't tried to fix this yet but I believe this bug is related to the other ocean bug I just fixed, I believe both are caused by faulty mipmaps. I cannot replicate this bug on my machine but I will try to post other versions here for you guys to test. Edited February 10, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
gkorgood Posted February 11, 2016 Share Posted February 11, 2016 On 2/6/2016 at 1:34 PM, Deizelpunk said: Damn! Can we get a craft file!? it's unfortunately bugged to hell, and I was only able to get it out to the ocean using hack grav AND hyperedit, and even then it crashed on physics load the next time I went back to it. I'll put it up on kerbalx if you really want, but I don't advise using this file. Quote Link to comment Share on other sites More sharing options...
nandhii Posted February 11, 2016 Share Posted February 11, 2016 12 hours ago, blackrack said: I will check this out. I haven't tried to fix this yet but I believe this bug is related to the other ocean bug I just fixed, I believe both are caused by faulty mipmaps. I cannot replicate this bug on my machine but I will try to post other versions here for you guys to test. thanks ! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 11, 2016 Share Posted February 11, 2016 13 hours ago, blackrack said: Looks like I have all the tools to get planetshine working. Nice! Make sure @Valerian knows about this, as although his mod adds planetshine to crafts, he was also planning on doing it for planets as well. Blackrack do you plan to have the light reflect onto crafts as well? Quote Link to comment Share on other sites More sharing options...
Chimer4 Posted February 11, 2016 Share Posted February 11, 2016 Hi blackrack, just a quick one. It seems that the scattering effects hides the city lights from EVE on the night side of a planet in map view, but they are still visible from orbit. I couldn't see this mentioned in the know issues and couldn't see it in the most recent pages, so apologies if you already know about this Quote Link to comment Share on other sites More sharing options...
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