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


rbray89

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The baked in city lights looked fantastic to me especially with my new detail texture :)

That looks so nice - and I'd sure prefer that to the blobby city lights I have at the moment (some of which are underwater near certain coasts). Is that texture released yet? I'd love to use it.

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Love the city lights stuck to the terrain! Here's a quick video I made of it. I notice you can still see the lights underwater. No luck there?

One thing I noticed is a weird psycho hexagon thingy in the city as I flew upward. Also, at the end of the video there's a bit of a surprise that I won't spoil for you :)

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Love the city lights stuck to the terrain! Here's a quick video I made of it. I notice you can still see the lights underwater. No luck there?

http://youtu.be/GeDPsCN_AIg

One thing I noticed is a weird psycho hexagon thingy in the city as I flew upward. Also, at the end of the video there's a bit of a surprise that I won't spoil for you :)

I don't see the "weird hexagon thingy" you mention... Yeah, there is no scaled space component just yet. Re-tooling everything.

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I don't see the "weird hexagon thingy" you mention...

hexagon.png

You may have to watch it at 1080p to see it, here's a quick crop of a screen grab. It pulsates as I move away from it. If you look closely there are others as well. They keep their location on the terrain as you move.

There's also one as I'm doing the accidental backflip with my rocket, behind the rocket and a bit to the left.

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A blending option like screen would be killer! No more blotting out the sun with stuff you don't want to. Here's a really really rough concept of what I'm working on. The colors are way way off right now. Sorry for the crap video quality too...

Does anyone have any suggestions on how to fix the hard edged line on the horizon when above the layer? I have yet to figure out how to deal with that :(

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ya i cant figure out how to unpack this mod just for added info im using a mac and i do not have it on steam can some one help me

1) Be sure you download the low-res version of the mod. KSP under Mac OS X has issues with the hires textures.

2) Navigate to your KSP folder. An install from Steam installs to ~/Library/Application Support/Steam/common/Kerbal Space Program

3) Unzip the mod. Move the contents of the GameData folder to the game's GameData folder. DO NOT overwrite files. If prompted to overwrite files, merge the folders manually. OR option-drag the mod's GameData folder into your KSP folder. The Finder will then ask you if you want to merge folders.

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Wanted to make note that in the new dev version, at high speeds it's really easy to fall through the ground.

http://gifmaker.me/files/download/home/20140507/11/SRTDT1vGp0l2Bi1BELlbQi/output_k9NGWE.gif

Might it always be like this? Maybe the PQS mesh not updating in time? I can't think of any other reason this might be happening. Aside from the PQS settings being out of whack.

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Might it always be like this? Maybe the PQS mesh not updating in time? I can't think of any other reason this might be happening. Aside from the PQS settings being out of whack.

As long as I'm going below somewhere around 70-80 M/S, I won't fall through. I've also noticed it's alot easier to put the camera through the ground. It's never made me fall through the ground unless I'm going something like 400 M/S on stock. I really don't know what other info to give you.

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The new dev version literally gave me an extra 10fps! I have not been able to find sonic's bug but I did find weird water squares, kind of like when chunks are loading in minecraft, and they were also very shiny.

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The new dev version literally gave me an extra 10fps! I have not been able to find sonic's bug but I did find weird water squares, kind of like when chunks are loading in minecraft, and they were also very shiny.

I think that issue is tangent related.

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Is it bad that I'm more excited about this than Contracts?

Thanks SonicGalaxy for the screenie. It's even better than I thought it was going to be :)

Now all* we need is to be able to define highways between cities with vectors instead of bitmaps.

*ALL [awl] (adj) everything, until I think of more.

Edited by 5thHorseman
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Is it bad that I'm more excited about this than Contracts?

Thanks SonicGalaxy for the screenie. It's even better than I thought it was going to be :)

Now all* we need is to be able to define highways between cities with vectors instead of bitmaps.

*ALL [awl] (adj) everything, until I think of more.

Be warned, that was a CUSTOM TEXTURE. Not the texture that comes with the dev build.

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Be warned, that was a CUSTOM TEXTURE. Not the texture that comes with the dev build.

I presume you'll be making that available once we've got a real build?

I'm hoping that after this update comes out, I'll be making a pair of day/night textures for the city lights.

Looking really nice. However, getting odd boxes in oceans and no city lights in map view (on clean install with just EVE + overhaul 2).

Edit: I assume it's down to me doing something wrong though - these things usually are... :rolleyes:

I think this time it's the mod. I'm seeing that too with the previous test build in a low orbit. I suspect it's related to this tidbit:

Yeah, there is no scaled space component just yet. Re-tooling everything.
Edited by 5thHorseman
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You're kicking some major butt rbray! Thank you so much. The new FadeScale option in this build made a HUGE difference already for the sunsets for BA.

The baked in city lights looked fantastic to me especially with my new detail texture :) So many possibilities right now! Me and Thesonicgalaxy are definitely going to be busy once this is released haha.

http://i.imgur.com/Xd6YuqT.png

... having minor brain seizure trying to comprehend the beauty of this image.

EDIT: Rbray: does the latest test build have the high poly 2d meshes by any chance?

Edited by pingopete
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