rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 I love the ways kerbals invented city light pre city's. Haha looks cool will download it.They wanted something cool to look at once in space. Link to comment Share on other sites More sharing options...
Galacticruler Posted November 10, 2013 Share Posted November 10, 2013 so just asking here, but did the "buttcrack" in the clouds go away with this release? Link to comment Share on other sites More sharing options...
Tommygun Posted November 10, 2013 Share Posted November 10, 2013 so just asking here, but did the "buttcrack" in the clouds go away with this release?I've seen it in the last release on Kerbin.At least when close up. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 so just asking here, but did the "buttcrack" in the clouds go away with this release?Yeah, that's been gone for a while. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 I've seen it in the last release on Kerbin.At least when close up.Hmmm... Really? I know there is a lighting change when viewing the dark side of kerbin up close, but I haven't seen a distinct line. Link to comment Share on other sites More sharing options...
Wampa842 Posted November 10, 2013 Share Posted November 10, 2013 From Jebediah's diary:"I really like my space center, but the rest of Kerbin looks boring from space. I had to fix that! Today I ordered Bill to put light bulbs everywhere. For a second, he hesitated, then asked 'Where?' as if he didn't understand it. 'Every location you can reach. Plains, mountains, the ice caps, even that creepy old airport. Don't leave land unlit, make Kerbin look like a christmas tree.' But something came to my mind: the light bulbs I gave Bill are strong enough to be seen through mountains, and with that much illumination, it might be brighter than Kerbol itself. I don't want my men to land on the sun instead, so I told Bob to follow Bill and put a smoke machine wherever he leaves a light bulb.Now I have to get back to my work. Nuclear engines look promising... I wonder how many of those I can pack onto a small fuel tank." Link to comment Share on other sites More sharing options...
Kommitz Posted November 10, 2013 Share Posted November 10, 2013 Just to give an idea of what I hope to release next: Awww yiss, while the current implementation is nice from orbital/map views, this is really what the gameplay view needs. Piercing through flat clouds doesn't really give the same feeling as going through actual, volumetric ones. Looking forward to seeing how this turns out! Link to comment Share on other sites More sharing options...
Tommygun Posted November 10, 2013 Share Posted November 10, 2013 Hmmm... Really? I know there is a lighting change when viewing the dark side of kerbin up close, but I haven't seen a distinct line.I think I was in map view when it happened, but I can't seem to be able to replicate it.I only saw it once, if it happens again I will get a screenshot of it and post it. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 Making some progress:Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
a.g. Posted November 10, 2013 Share Posted November 10, 2013 Hm, I noticed some weird interaction with Steam Gauges beta HUD: for some reason when it is active, the clouds render differently. Any idea why? One clue may be that part of the HUD is rendered using materials and direct GL calls as a workaround for a certain unity GUI limitation.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
DasBananenbrot Posted November 10, 2013 Share Posted November 10, 2013 Making some progress:Javascript is disabled. View full albumThat looks so promising I don't have enough RAM to use this awesome mod at the moment. Well probably I could if I would only use stock parts, but some are essential for me now XD well who knows maybe when volumetric clouds are out I may decide otherwise Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 Hm, I noticed some weird interaction with Steam Gauges beta HUD: for some reason when it is active, the clouds render differently. Any idea why? One clue may be that part of the HUD is rendered using materials and direct GL calls as a workaround for a certain unity GUI limitation.Javascript is disabled. View full albumVERY strange... they could be doing something weird that interacts with the shader. If I were to implement an HUD, I'd just use another camera and set of materials. Link to comment Share on other sites More sharing options...
a.g. Posted November 10, 2013 Share Posted November 10, 2013 (edited) The HUD is actually mostly completely ordinary unity GUI code, but you can't draw an image rotated while clipping it to a straight rectangle using GUI.DrawTextureWithTexCoords, so it actually does it by manually rendering a straight quad, but transforming the texture coordinates to rotate the image: HUD_ladder.LoadImage(arrBytes); HUD_ladder.wrapMode = TextureWrapMode.Clamp; HUD_ladder_mat = new Material(Shader.Find("Hidden/Internal-GUITexture")); HUD_ladder_mat.mainTexture = Resources.HUD_ladder; Resources.HUD_ladder_mat.SetPass(0); } // Direct drawing calls to get full control over texture coords GL.Begin(GL.QUADS); GL.Color(GUI.color * 0.5f); // the shader appears to multiply by 2 for some reason GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(-xsize, ysize, 0))); GL.Vertex3(area.xMin, area.yMin, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(xsize, ysize, 0))); GL.Vertex3(area.xMax, area.yMin, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(xsize, -ysize, 0))); GL.Vertex3(area.xMax, area.yMax, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(-xsize, -ysize, 0))); GL.Vertex3(area.xMin, area.yMax, 0.1f); GL.End();I actually came up with this hack, and it appeared to work perfectly fine until I installed the clouds. Re cameras, I wouldn't even know where to start P.S. Note also that I'm on linux and already had to disable the bump map textures to avoid the issue already reported a few pages before. Edited November 10, 2013 by a.g. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 The HUD is actually mostly completely ordinary unity GUI code, but you can't draw an image rotated while clipping it to a straight rectangle using GUI.DrawTextureWithTexCoords, so it actually does it by manually rendering a straight quad, but transforming the texture coordinates to rotate the image: HUD_ladder.LoadImage(arrBytes); HUD_ladder.wrapMode = TextureWrapMode.Clamp; HUD_ladder_mat = new Material(Shader.Find("Hidden/Internal-GUITexture")); HUD_ladder_mat.mainTexture = Resources.HUD_ladder; Resources.HUD_ladder_mat.SetPass(0); } // Direct drawing calls to get full control over texture coords GL.Begin(GL.QUADS); GL.Color(GUI.color * 0.5f); // the shader appears to multiply by 2 for some reason GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(-xsize, ysize, 0))); GL.Vertex3(area.xMin, area.yMin, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(xsize, ysize, 0))); GL.Vertex3(area.xMax, area.yMin, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(xsize, -ysize, 0))); GL.Vertex3(area.xMax, area.yMax, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(-xsize, -ysize, 0))); GL.Vertex3(area.xMin, area.yMax, 0.1f); GL.End();I actually came up with this hack, and it appeared to work perfectly fine until I installed the clouds. Re cameras, I wouldn't even know where to start P.S. Note also that I'm on linux and already had to disable the bump map textures to avoid the issue already reported a few pages before.Hmm... Do you know what layers you are using for rendering the unity GameObject?As for the Linux issue, I need to figure out the shader issue. That is a fine workaround. I may check the system to determine if it is Linux or not and disable the bump maps in code in the meantime. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 The HUD is actually mostly completely ordinary unity GUI code, but you can't draw an image rotated while clipping it to a straight rectangle using GUI.DrawTextureWithTexCoords, so it actually does it by manually rendering a straight quad, but transforming the texture coordinates to rotate the image: HUD_ladder.LoadImage(arrBytes); HUD_ladder.wrapMode = TextureWrapMode.Clamp; HUD_ladder_mat = new Material(Shader.Find("Hidden/Internal-GUITexture")); HUD_ladder_mat.mainTexture = Resources.HUD_ladder; Resources.HUD_ladder_mat.SetPass(0); } // Direct drawing calls to get full control over texture coords GL.Begin(GL.QUADS); GL.Color(GUI.color * 0.5f); // the shader appears to multiply by 2 for some reason GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(-xsize, ysize, 0))); GL.Vertex3(area.xMin, area.yMin, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(xsize, ysize, 0))); GL.Vertex3(area.xMax, area.yMin, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(xsize, -ysize, 0))); GL.Vertex3(area.xMax, area.yMax, 0.1f); GL.TexCoord(mat.MultiplyPoint3x4(new Vector3(-xsize, -ysize, 0))); GL.Vertex3(area.xMin, area.yMax, 0.1f); GL.End();I actually came up with this hack, and it appeared to work perfectly fine until I installed the clouds. Re cameras, I wouldn't even know where to start P.S. Note also that I'm on linux and already had to disable the bump map textures to avoid the issue already reported a few pages before.As for creating a GUI overlay, one easy solution would be to create a quad mesh on a layer that isn't rendered by any of the other cameras. Then you can create a camera to render the layer above everything else. Link to comment Share on other sites More sharing options...
a.g. Posted November 10, 2013 Share Posted November 10, 2013 It all happens in a perfectly ordinary OnGUI callback. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 It all happens in a perfectly ordinary OnGUI callback.Ah... I see... It is hard to say why it might be doing that... Link to comment Share on other sites More sharing options...
a.g. Posted November 10, 2013 Share Posted November 10, 2013 I'll try commenting out bits of the code sequence tomorrow to see if any specific action is responsible. Link to comment Share on other sites More sharing options...
Guest Posted November 10, 2013 Share Posted November 10, 2013 I didn't realise how dramatic an effect this mod would have. Excellent work! Link to comment Share on other sites More sharing options...
Tw1 Posted November 11, 2013 Share Posted November 11, 2013 Volumetric clouds! Looks good.Is that with Unity's built in particle generator thing?P.S. Don't forget to update the city detail texture. (Third time lucky...) Link to comment Share on other sites More sharing options...
asmi Posted November 11, 2013 Share Posted November 11, 2013 BTW, during last Squadcast devs have told that it's possible to force KSP to run in DX10 mode, which would allow using SM4.0 and SM4.1. That would allow for some very advanced shaders (like geometry shaders to generate cloud sprites)! Link to comment Share on other sites More sharing options...
rbray89 Posted November 11, 2013 Author Share Posted November 11, 2013 BTW, during last Squadcast devs have told that it's possible to force KSP to run in DX10 mode, which would allow using SM4.0 and SM4.1. That would allow for some very advanced shaders (like geometry shaders to generate cloud sprites)!That would leave out the Linux crowd no? Link to comment Share on other sites More sharing options...
rbray89 Posted November 11, 2013 Author Share Posted November 11, 2013 Volumetric clouds! Looks good.Is that with Unity's built in particle generator thing?P.S. Don't forget to update the city detail texture. (Third time lucky...)Haha, yeah, I'll have to dig through the threads to find them Link to comment Share on other sites More sharing options...
asmi Posted November 11, 2013 Share Posted November 11, 2013 That would leave out the Linux crowd no?Not neccesarily. By default KSP runs on DX9 on Windows which limits to SM3, while Mac/Linux versions use OpenGL which doesn't have such limitations. So by forcing it to DX10 you bring Win back to the table for SM4, or if there is a way to force-run it on DX10, there should be a way to force-run in on OGL even on Windows. Link to comment Share on other sites More sharing options...
CaelReader Posted November 11, 2013 Share Posted November 11, 2013 With the advent of volumetric clouds, maybe this mod deserves a proper name? Link to comment Share on other sites More sharing options...
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