regex Posted April 17, 2015 Share Posted April 17, 2015 Looks like there's an inverted "/", is this like a platform-specific thing?Yes, there are Unity/C# tools in the API to make your program platform-agnostic. Quote Link to comment Share on other sites More sharing options...
papics Posted April 17, 2015 Share Posted April 17, 2015 Looks like there's an inverted "/", is this like a platform-specific thing? Hold on I'll check why it works for the rest of the path.Edited: Replace your scatterer.dll with this http://s000.tinyupload.com/index.php?file_id=42296570119783257966Report back if it works and I'll update the link in the OP.Also, right now the haze shader doesn't work in opengl but you should at least get in game and get the sky shaders.I can confirm that with this dll I can get in the game (which did not work before), and the sky shader is there. Hoping to get the haze too at one point Quote Link to comment Share on other sites More sharing options...
Mighty1 Posted April 17, 2015 Share Posted April 17, 2015 That pic. WOW. There are so many great moders out there and so little RAM avalible. Oooooh the agony of reaching your RAM limit. Quote Link to comment Share on other sites More sharing options...
pizzaoverhead Posted April 17, 2015 Share Posted April 17, 2015 (edited) Yes, there are Unity/C# tools in the API to make your program platform-agnostic.To be specific, this lineShader shader = ShaderTool.GetShader2("ReplacementShaders/" +name + ".shader");should beShader shader = ShaderTool.GetShader2(Path.Combine("ReplacementShaders", name + ".shader"));You can see examples of assorted methods of getting/messing with the path in C# here. Edited April 17, 2015 by pizzaoverhead Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 I can confirm that with this dll I can get in the game (which did not work before), and the sky shader is there. Hoping to get the haze too at one point Nice, I will now update the link in the OP.To be specific, this lineShader shader = ShaderTool.GetShader2("ReplacementShaders/" +name + ".shader");should beShader shader = ShaderTool.GetShader2(Path.Combine("ReplacementShaders", name + ".shader"));You can see examples of assorted methods of getting/messing with the path in C# here.Thanks for this, I'll implement it. Quote Link to comment Share on other sites More sharing options...
TheGamingNoobster Posted April 17, 2015 Share Posted April 17, 2015 I understand that this is a WIP mod but when installed I cannot load any saves, scenarios or even tutorials. Looks good though... Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 I understand that this is a WIP mod but when installed I cannot load any saves, scenarios or even tutorials. Looks good though...If you're on linux or OSX, download the fixed version I just uploaded to kerbalstuff, or the fixed .dll linked a few posts up. Keep in mind that only the sky works in opengl right now, haze doesn't work because of an issue with texture reads inside dynamic branches in opengl, to get around this I'm eliminating branches (expect a performance cost) but I still keep going over the arithmetic operations limit. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 I added OpenGL compatibility, performance is pretty low compared to dx9 and there are issues like this from certain angles, especially at low altitude http://i.imgur.com/M0B5VY1.jpg but it works.Also, directx versions get a slight boost in performance in some situations. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 17, 2015 Share Posted April 17, 2015 You should use versioning and dating in the title to denote to readers when an update has occurred. (esp. date; put the date of the last update in the title so readers can tell at a glance if there's an update they might want to get) Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 You should use versioning and dating in the title to denote to readers when an update has occurred. (esp. date; put the date of the last update in the title so readers can tell at a glance if there's an update they might want to get)Alright, done. Quote Link to comment Share on other sites More sharing options...
Gkirmathal Posted April 17, 2015 Share Posted April 17, 2015 @Blackrack, just tested it out to see for myself and man this looks promising! Good job! Almost makes me think of ditching Better Atmo's mod, when you get every aspect of it working correctly.Better Atmo's does also have issues, clouds seems like large 'edge pixelated rings' above a certain altitude. But that is known from what I read.Performance, is fine for me. Didn't really notice any real hit, but I might have been a little distracted at dawns launch to really have noticed.Keep it up! I'd say this is a must have already.I really hope you can work out the atmo transitions with rbray, if I read reddit correctly. Quote Link to comment Share on other sites More sharing options...
BrutalRIP Posted April 17, 2015 Share Posted April 17, 2015 I'll get around to it... eventually. I haven't worked on it today because I had too much fun just flying around sightseeing in kerbin.http://i.imgur.com/9XQdA3A.jpghttp://i.imgur.com/Mg5vDnQ.jpgam i right in thinking the latest version should look like your pics??? as mine looks more like this Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 @Blackrack, just tested it out to see for myself and man this looks promising! Good job! Almost makes me think of ditching Better Atmo's mod, when you get every aspect of it working correctly.Better Atmo's does also have issues, clouds seems like large 'edge pixelated rings' above a certain altitude. But that is known from what I read.Performance, is fine for me. Didn't really notice any real hit, but I might have been a little distracted at dawns launch to really have noticed.Keep it up! I'd say this is a must have already.I really hope you can work out the atmo transitions with rbray, if I read reddit correctly.Oh I'll get it there don't worry, I haven't been this excited about making anything in a while. I just started work on the transitions right now and rbray's pointers and EVE's source code should be of the greatest help.am i right in thinking the latest version should look like your pics??? as mine looks more like thisHave you tried pressing the "toggle postprocessing" button? Quote Link to comment Share on other sites More sharing options...
BrutalRIP Posted April 17, 2015 Share Posted April 17, 2015 (edited) Yeah that did it Thanks GREAT WORK BTWEDIT: WOW just WOW http://imgur.com/a/gMX93 Edited April 17, 2015 by BrutalRIP Quote Link to comment Share on other sites More sharing options...
papics Posted April 17, 2015 Share Posted April 17, 2015 Yeah that did it Thanks GREAT WORK BTWEDIT: WOW just WOW http://imgur.com/a/gMX93These shots need to appear on the opening page, this is just beautiful! Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted April 17, 2015 Share Posted April 17, 2015 Yeah that did it Thanks GREAT WORK BTWEDIT: WOW just WOW http://imgur.com/a/gMX93Just gorgeous. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 Yeah that did it Thanks GREAT WORK BTWEDIT: WOW just WOW http://imgur.com/a/gMX93Looking at these mountains I expect a dragon to pop out of there any minute. Quote Link to comment Share on other sites More sharing options...
pingopete Posted April 17, 2015 Share Posted April 17, 2015 I'm having the same issue (i think) as the above where by there is no ground haze just that above the horizon, and that is only in PQS and not scaledspace - however hitting toggle postprocessing doesn't do a thing except sometimes create a nice looking horizon sideways on the screen (90 degrees to the actual in-game horizon). toggling depth buffer simply makes the entire screen white? I've removed all instances of EVE and RSS, however still no ground haze, sometimes when adjusting some of the camera toggles I get that decent looking groundhaze/horizon but it's miles beyond the actual in game horizon i.e. way of in the distant space somewhere.I'm not running openGL or DX9, but am on windows 8, and the problem still persits P.s. I don't mean to sound annoyed I'm just exited about how beautiful this mod is and it's potential with RVE Great job thus far, this could be the fix for EVE's volumetrics I've been waiting for to kick-start RVE development again! Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 I'm having the same issue (i think) as the above where by there is no ground haze just that above the horizon, and that is only in PQS and not scaledspace - however hitting toggle postprocessing doesn't do a thing except sometimes create a nice looking horizon sideways on the screen (90 degrees to the actual in-game horizon). toggling depth buffer simply makes the entire screen white? I've removed all instances of EVE and RSS, however still no ground haze, sometimes when adjusting some of the camera toggles I get that decent looking groundhaze/horizon but it's miles beyond the actual in game horizon i.e. way of in the distant space somewhere.I'm not running openGL or DX9, but am on windows 8, and the problem still persits P.s. I don't mean to sound annoyed I'm just exited about how beautiful this mod is and it's potential with RVE Great job thus far, this could be the fix for EVE's volumetrics I've been waiting for to kick-start RVE development again!If you don't see the PQS in the depth buffer then the mod is not working for some reason. I usually get the sideways horizon after messing with the toggle postprocessing butoon in mapview.Edit: better remove all mods to narrow it down, if it doesn't work in a stock install then something has gone seriously wrong. Quote Link to comment Share on other sites More sharing options...
pingopete Posted April 17, 2015 Share Posted April 17, 2015 If you don't see the PQS in the depth buffer then the mod is not working for some reason. I usually get the sideways horizon after messing with the toggle postprocessing butoon in mapview.Edit: better remove all mods to narrow it down, if it doesn't work in a stock install then something has gone seriously wrong.Thanks for the speedy reply, I'll try to reproduce/narrow it down and will get back Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 17, 2015 Share Posted April 17, 2015 That last version partly resolved the issue I was seeing with it but it still throws an error occasionally that kills hazeQuestion: are you compiling against .NET 3.5? (you want to because KSP uses 3.5 and not 4.0, which your compiler might be defaulting to) Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 (edited) Thanks for the speedy reply, I'll try to reproduce/narrow it down and will get back godspeedP.s. I don't mean to sound annoyed I'm just exited about how beautiful this mod is and it's potential with RVE Great job thus far, this could be the fix for EVE's volumetrics I've been waiting for to kick-start RVE development again!Glad you guys are enjoying this, the one thing that would remain missing then is true volumetric clouds.Notice how much of a difference the clouds make to the feel of the scene: That last version partly resolved the issue I was seeing with it but it still throws an error occasionally that kills hazeQuestion: are you compiling against .NET 3.5? (you want to because KSP uses 3.5 and not 4.0, which your compiler might be defaulting to)I'm compiling against 4.0, 3.5 doesn't compile for me, errors everywhere. Are you sure KSP uses 3.5? I thought they upgraded with unity.And if you're talking about the haze messing up when you change scenes without disabling it or after using the map view, that's not a compiler error, that's a minor thing that I fixed but didn't think it warranted an update Edited April 17, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Gkirmathal Posted April 17, 2015 Share Posted April 17, 2015 @Blackrack, would it be possible to add a section in your OP where you lists the currently 'known issues'? Now most issues, or the ones solved, are a bit spread throughout the thread Btw I get these odd looking circles on the oceans, this a known thing? Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 17, 2015 Author Share Posted April 17, 2015 @Blackrack, would it be possible to add a section in your OP where you lists the currently 'known issues'? Now most issues, or the ones solved, are a bit spread throughout the thread Btw I get these odd looking circles on the oceans, this a known thing?http://i.imgur.com/N5G0Vln.pngDefinitely not a known thing, which platform are your running on? Directx or opengl? Quote Link to comment Share on other sites More sharing options...
pingopete Posted April 17, 2015 Share Posted April 17, 2015 ok so removed all other mods except scatterer, still no ground haze, looking in more detail however I noticed the post processing ground haze is only being applied to game objects (e.g. KSC and runway) but not to the actual terrain.Besides starting up the game and hitting toggle postprocessing once on the launch pad what else would I need to adjust or should it look as your screens do with the -out the box- default settings?Cheers againP Quote Link to comment Share on other sites More sharing options...
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