Daedalus1116 Posted August 21, 2014 Share Posted August 21, 2014 I'm waiting for Gravity like Kerbal Space Program XD Link to comment Share on other sites More sharing options...
tygoo7 Posted August 22, 2014 Share Posted August 22, 2014 https://img.4plebs.org/boards/pol/image/1394/56/1394563669531.gifEdit: inb4 rbray says it's not.BTW, Mun doesn't support terrain change. The settings are there, but nothing changes visually.It does work on Eeloo, however.http://i.imgur.com/GvQGlP5.pnghttp://i.imgur.com/y2GC6rw.png10k textures, here we go!Update: Shall we call it... You probably know this, but it will be safer if I say it. The north pole has grown some grass.Update: Admit it: the Mun is where most of your missions went. Since PARADISE is suppoed to take place 1000 years after Oblivion, I've had a little fun and made this for Mun. The texture was tested on Kerbin's north pole as the Mun does not currently support custom terrain.http://i.imgur.com/x0anelb.pngYes, those are trillions of footprints.I realize that this is a silly joke, so I will include this as an optional texture: "The Next Millenium Edition".Update: City Lights or just Cities don't work on Mun either.That is looking awesome! I'm guessing Mun is using some different type of PQS because of the craters from a few updates ago? Link to comment Share on other sites More sharing options...
NathanKell Posted August 22, 2014 Share Posted August 22, 2014 Sounds more like it's using different shaders. Link to comment Share on other sites More sharing options...
Astronomer Posted August 22, 2014 Share Posted August 22, 2014 That is looking awesome! I'm guessing Mun is using some different type of PQS because of the craters from a few updates ago?If that's the case, then so does Minmus, Laythe, Eve, and Vall. I have not tested any other bodies. Link to comment Share on other sites More sharing options...
riceiq999 Posted August 22, 2014 Share Posted August 22, 2014 anyhoo, I found a fix.first I removed all the overrides I was using in my graphics driver control panel, forced antialiasing, anisotropic filtering and vertical syncand then added -force-opengl to the KSP_x64 shortcut and now i'm back in with all my old mods and everything running ok.hope that helps riceiq999Thanks MartGonzo!! That actually fixed the problem, and KSP is even running on a smaller memory footprint (dropped from 2.7GB to 1.6GB now). So far no crashes. Hurrrray! I tried forcing DirectX11 too but that still crashes my game.On a side note I'm still experiencing the right mouse click bug in 0.24.2 though Link to comment Share on other sites More sharing options...
pingopete Posted August 22, 2014 Share Posted August 22, 2014 Speaking of water (and atmosphere) I highly recommend just adapting the provided source from here for both of them.That will also let you replace AtmosphereFromGround.This is great, if this could be done rbray it'd be amazing You might also like to check out the latest google earth, go into settings/visual and tick wip photorealistic atmosphere, it looks incredible too, only just realised it had it Link to comment Share on other sites More sharing options...
Hyomoto Posted August 22, 2014 Share Posted August 22, 2014 Considering some of the things they have shown are very slow, it's not entirely feasible. However, that's definitely cool technology and I wonder how scalable it is. I don't think anyone can read all that without getting giddy with the possibilities. Vegetation? Awesome. Link to comment Share on other sites More sharing options...
NathanKell Posted August 22, 2014 Share Posted August 22, 2014 The things on that page were run on hardware from 2007, FYI. Link to comment Share on other sites More sharing options...
rbray89 Posted August 23, 2014 Author Share Posted August 23, 2014 The things on that page were run on hardware from 2007, FYI.When I get the time, I'll have to take a look at it. For now though, I just have to say that KSP adds many caveats and restrictions to what can be done. Link to comment Share on other sites More sharing options...
NathanKell Posted August 23, 2014 Share Posted August 23, 2014 Can't ask for more than that. And yeah, don't I know it. But at least for the atmosphere shader, you should be able to use what you have as basis, right? (And/or replace the shader on the AFG object). Link to comment Share on other sites More sharing options...
NoMrBond Posted August 23, 2014 Share Posted August 23, 2014 Have you tried addressing Mu directly about the caveats and restrictions RBray?Or did that happen in a sideways fashion with the Kopernicus thing (if that happened) anyway? Link to comment Share on other sites More sharing options...
Astronomer Posted August 23, 2014 Share Posted August 23, 2014 Rama did render those things inside a cylinder. In ksp they'd have to be rendered outside a sphere, constantly moving. Multiple bodies will have these things rendered, meaning you have multiple instances of those layers all moving independently.Just pinioning it out. Link to comment Share on other sites More sharing options...
pingopete Posted August 23, 2014 Share Posted August 23, 2014 Can't ask for more than that. And yeah, don't I know it. But at least for the atmosphere shader, you should be able to use what you have as basis, right? (And/or replace the shader on the AFG object).Would this apply the sunset/rise colours and variations with altitude & angle from the afg? That might also give a continuous falloff to the edge of atmosphere? Link to comment Share on other sites More sharing options...
rbray89 Posted August 23, 2014 Author Share Posted August 23, 2014 Rama did render those things inside a cylinder. In ksp they'd have to be rendered outside a sphere, constantly moving. Multiple bodies will have these things rendered, meaning you have multiple instances of those layers all moving independently.Just pinioning it out.This. The biggest issue we'd face is trying to port their method of doing things to KSP's systems and meathods. It'd be similar to porting a windows app with GUI to linux. Difficult, probably not impossible, but not sure it is would be worth it. Link to comment Share on other sites More sharing options...
Hyomoto Posted August 24, 2014 Share Posted August 24, 2014 (edited) I figured it was a better reference for just ideas and examples. Cool stuff, I wonder how scalable some of that technology is. Procedural cover for vegetation is right next to clouds for me. I think vegetation is almost as hard as clouds to get working well because of all the density it requires to look good. Edited August 24, 2014 by Hyomoto Link to comment Share on other sites More sharing options...
Justin Kerbice Posted August 24, 2014 Share Posted August 24, 2014 @rbray89: is there any way to disable clouds on map view ?clouds are very nice but... when I need map, darkness is enough and clouds overlay just made map fully useless (a toolbar icon button to add/remove them would be great ).(by the way is there is any way to light the dark side of a body, it would be even greater to have it ). Link to comment Share on other sites More sharing options...
Astronomer Posted August 24, 2014 Share Posted August 24, 2014 As suggested on reddit, I am requesting support for Cryovolcanic Ridges on Eeloo.The ability to use a custom texture for the brown regions of Eeloo would do the trick - I have the textures already. Link to comment Share on other sites More sharing options...
Ippo Posted August 24, 2014 Share Posted August 24, 2014 Hi,I just tried installing this alongside the full RSS/RO pack and I'm getting a weird issue: RSS has changed Kerbin to Earth, but EVE is still using kerbin's map to draw the city lights, and of course it looks VERY weird...I guess I'm missing some config file, but I wouldn't know where :/ Link to comment Share on other sites More sharing options...
Astronomer Posted August 24, 2014 Share Posted August 24, 2014 That's so easy. Replace the main texture in the city lights folder with an analagous one for earth.Also, 12k textures don't work regardless of file size. Me sad. Link to comment Share on other sites More sharing options...
Ippo Posted August 24, 2014 Share Posted August 24, 2014 That's so easy. Replace the main texture in the city lights folder with an analagous one for earth.Also, 12k textures don't work regardless of file size. Me sad.Well, I didn't know where to find one, so I just decided to delete the city lights folder instead (since to be honest, I never really liked how they look from up-close... and that's where I see them from most of the time )Thanks anyway Link to comment Share on other sites More sharing options...
pingopete Posted August 24, 2014 Share Posted August 24, 2014 Well, I didn't know where to find one, so I just decided to delete the city lights folder instead (since to be honest, I never really liked how they look from up-close... and that's where I see them from most of the time )Thanks anyway You can grab is from the RSS OP or here. I'm working on the resolution problem on RSS, to find a scale that works nicely from orbit and ground level without repetition or 8k textures. Link to comment Share on other sites More sharing options...
Ippo Posted August 24, 2014 Share Posted August 24, 2014 You can grab is from the RSS OP or here. I'm working on the resolution problem on RSS, to find a scale that works nicely from orbit and ground level without repetition or 8k textures.Oh nice, I'm blind and completely missed the download link -.-Thanks guys, and sorry for the noobness Link to comment Share on other sites More sharing options...
Astronomer Posted August 24, 2014 Share Posted August 24, 2014 You can grab is from the RSS OP or here. I'm working on the resolution problem on RSS, to find a scale that works nicely from orbit and ground level without repetition or 8k textures.I just made an 8k rock texture. xDBTW, did you get the resolution issue solved yet? Link to comment Share on other sites More sharing options...
pingopete Posted August 24, 2014 Share Posted August 24, 2014 I just made an 8k rock texture. xDBTW, did you get the resolution issue solved yet?I'm still working on it, although it's only really an issue on RSS, as is everything :lJust working on an 8k city texture using Las vagas as it had a decent nasa CEO image of it's city lights. The entire city with detail to within individual houses BTW you rock textures looked quite nice, I'm intrigued to know of what scale and at what angle was the image from?It'd be great to be able to define individual textures for different land types I.e. meadows, forest, desert and ice instead of just grass, rock and water Link to comment Share on other sites More sharing options...
vanlock Posted August 24, 2014 Share Posted August 24, 2014 ÃŽ think you people are growing insane. Or you might all just be geniuses.... Link to comment Share on other sites More sharing options...
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