rbray89 Posted April 19, 2014 Author Share Posted April 19, 2014 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... Link to comment Share on other sites More sharing options...
rbray89 Posted April 19, 2014 Author Share Posted April 19, 2014 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. Link to comment Share on other sites More sharing options...
MartGonzo Posted April 19, 2014 Share Posted April 19, 2014 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 herehttps://software.intel.com/en-us/articles/alternatives-to-using-z-bias-to-fix-z-fighting-issues Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 19, 2014 Share Posted April 19, 2014 I find it weird that sometimes the Z-fighting is there and sometimes it isn't (in Map view) Link to comment Share on other sites More sharing options...
Astronomer Posted April 20, 2014 Share Posted April 20, 2014 (edited) 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: -269200Pol:-39200Others 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. Edited April 20, 2014 by Astronomer Link to comment Share on other sites More sharing options...
Wyseman76 Posted April 20, 2014 Share Posted April 20, 2014 Looking great Astronomer, how close are you to a release of that beauty? Link to comment Share on other sites More sharing options...
Astronomer Posted April 20, 2014 Share Posted April 20, 2014 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. Link to comment Share on other sites More sharing options...
tygoo7 Posted April 20, 2014 Share Posted April 20, 2014 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? Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted April 20, 2014 Share Posted April 20, 2014 I was able to work around that using negative values.These are the lowest (rounded) height values you can use without terrain clipping:Vall: -269200Pol:-39200Others 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.pngAw, I feel special <3Thanks for the Vall and Pol work arounds too. Link to comment Share on other sites More sharing options...
rbray89 Posted April 20, 2014 Author Share Posted April 20, 2014 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 <3Thanks 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:Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 20, 2014 Share Posted April 20, 2014 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/Ol0MeVery nice. I especially like the less-blocky city texture. Link to comment Share on other sites More sharing options...
tygoo7 Posted April 20, 2014 Share Posted April 20, 2014 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/Ol0MeVery nice! Are you planning to replace the water texture too? Link to comment Share on other sites More sharing options...
madmat Posted April 20, 2014 Share Posted April 20, 2014 The fog looks awesome. Can't wait to fly/plummet through it. Link to comment Share on other sites More sharing options...
rbray89 Posted April 20, 2014 Author Share Posted April 20, 2014 Very nice! Are you planning to replace the water texture too?That is the plan, though I've been having issues finding suitable textures. Link to comment Share on other sites More sharing options...
skykooler Posted April 20, 2014 Share Posted April 20, 2014 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/Ol0MeWhy 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! Link to comment Share on other sites More sharing options...
rbray89 Posted April 20, 2014 Author Share Posted April 20, 2014 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. Link to comment Share on other sites More sharing options...
NathanKell Posted April 20, 2014 Share Posted April 20, 2014 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). Link to comment Share on other sites More sharing options...
Proot Posted April 20, 2014 Share Posted April 20, 2014 (edited) That is the plan, though I've been having issues finding suitable textures.I can do something. What do you need? Edited April 20, 2014 by Proot Link to comment Share on other sites More sharing options...
rbray89 Posted April 20, 2014 Author Share Posted April 20, 2014 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. Link to comment Share on other sites More sharing options...
rbray89 Posted April 20, 2014 Author Share Posted April 20, 2014 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. Link to comment Share on other sites More sharing options...
Proot Posted April 20, 2014 Share Posted April 20, 2014 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? Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted April 20, 2014 Share Posted April 20, 2014 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.) Link to comment Share on other sites More sharing options...
rbray89 Posted April 20, 2014 Author Share Posted April 20, 2014 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.pngInteresting. 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! Link to comment Share on other sites More sharing options...
tygoo7 Posted April 20, 2014 Share Posted April 20, 2014 Interesting. I'd like to see some "Buildings" though instead of the lights - - - Updated - - -between 256 and 512 would be good. Thanks Proot!Are buildings even possible without killing our RAM? Link to comment Share on other sites More sharing options...
rbray89 Posted April 20, 2014 Author Share Posted April 20, 2014 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. Link to comment Share on other sites More sharing options...
Recommended Posts