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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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i just installed this mod on ksp with the real scalem mod, i was wondering what i needed to do to make it work properly, i suppose the clouds are under the kerbin crust,

You'll need to bump the radius up to something like 10Km For now...

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Any chance we'll see a fix to Gilly, Vall, Bop, and Pol soon?

It's on my plate, but I can't guarantee a fix soon. I have a few thoughts about why it might be doing those things, but nothing certain until I can check it out.

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I came across this article and I remembered some of the posts on this thread about z-fighting issues.

not sure if its any help but it contains a few snippets of code for alternate methods of fixing z-fighting issues so i thought i'd post it here

https://software.intel.com/en-us/articles/alternatives-to-using-z-bias-to-fix-z-fighting-issues

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It's on my plate, but I can't guarantee a fix soon. I have a few thoughts about why it might be doing those things, but nothing certain until I can check it out.

I was able to work around that using negative values.

These are the lowest (rounded) height values you can use without terrain clipping:

Vall: -269200

Pol:-39200

Others I didn't touch at least yet.

Edit: I've been greatly inspired by the works of Thesonicgalaxy so I decided to incorporate some of his ideas concerning atmosphere in my pack. The difference is that mine is more performance-minded (i.e. light and more vanilla-like) when it comes to atmosphere.

ytqXw1Y.png

Edited by Astronomer
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Looking great Astronomer, how close are you to a release of that beauty?

Glad to hear :)!

I am only limited by my imagination (and my GPU).

I plan on adding auroras (finally) and that will be the Beta, hopefully done before tomorrow so I can release it on 420.

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Glad to hear :)!

I am only limited by my imagination (and my GPU).

I plan on adding auroras (finally) and that will be the Beta, hopefully done before tomorrow so I can release it on 420.

Wait auroras work in 7-3?

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I was able to work around that using negative values.

These are the lowest (rounded) height values you can use without terrain clipping:

Vall: -269200

Pol:-39200

Others I didn't touch at least yet.

Edit: I've been greatly inspired by the works of Thesonicgalaxy so I decided to incorporate some of his ideas concerning atmosphere in my pack. The difference is that mine is more performance-minded (i.e. light and more vanilla-like) when it comes to atmosphere.

http://i.imgur.com/ytqXw1Y.png

Aw, I feel special <3

Thanks for the Vall and Pol work arounds too. :)

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Glad to hear :)!

I am only limited by my imagination (and my GPU).

I plan on adding auroras (finally) and that will be the Beta, hopefully done before tomorrow so I can release it on 420.

Aw, I feel special <3

Thanks for the Vall and Pol work arounds too. :)

Glad to see you figured something out while I work on it. In the meantime, I'll share some of my terrain progress:

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Glad to see you figured something out while I work on it. In the meantime, I'll share some of my terrain progress:

http://imgur.com/a/Ol0Me

Why is the terrain so blocky? Is it just that the terrain resolution is turned down or something?

...Also, is there a possibility to add procedural textures to this? (So as not to have to deal with 8k texture limitations) I can think of several things I'd do with that ability if so!

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Why is the terrain so blocky? Is it just that the terrain resolution is turned down or something?

...Also, is there a possibility to add procedural textures to this? (So as not to have to deal with 8k texture limitations) I can think of several things I'd do with that ability if so!

Yes and no... I'd prefer not to. You don't need 8K textures. These detail textures are only 512*512. All the color is assigned by vertex. The terrain just seems blocky due to distance from the craft.

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Awesome, once again! Can't wait!

Can you please add an option for "daytime" citylights while you're adding, i.e. blend between two detail textures depending on light, rather than just fading one out? That would let us at least have city *textures*.

(Flying above NYC looks so weird with it all forest).

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I could do something. What do you need?

Textures that would look good as a tiled ocean basically. Ideally a couple, one for really up close, another for farther away, Maybe even another for orbital currents and stuff.

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Awesome, once again! Can't wait!

Can you please add an option for "daytime" citylights while you're adding, i.e. blend between two detail textures depending on light, rather than just fading one out? That would let us at least have city *textures*.

(Flying above NYC looks so weird with it all forest).

Will do. We'll have to get some texture for daytime/nightime though.

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Textures that would look good as a tiled ocean basically. Ideally a couple, one for really up close, another for farther away, Maybe even another for orbital currents and stuff.

Sizes for each one?

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This method seems like it could work for now, all that's needed is a better detail texture for them.(I really just added a cloud texture for the city lights and made it grey.)

http://i.imgur.com/I9E8MSq.png

Interesting. I'd like to see some "Buildings" though instead of the lights :)

- - - Updated - - -

Sizes for each one?

between 256 and 512 would be good. Thanks Proot!

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Are buildings even possible without killing our RAM?

I mean building placeholders. Some colored squares on the textures :). At least until I can figure out how to implement procedural cities in a performance friendly manner.

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