rbray89 Posted November 20, 2013 Author Share Posted November 20, 2013 Yeah. Although AG was getting unreadables--we'd have to track down whether any unreadables are not already compressed and look into why that breaks.I didn't get that, though I waited until the start menu was up. Link to comment Share on other sites More sharing options...
rbray89 Posted November 20, 2013 Author Share Posted November 20, 2013 I should have remembered PNG is compressed. Trigger Au found that with the Kerbal Alarm Clock, and he posted about it a few months ago. So the game / engine goes through the trouble of DXT conversion (somewhat costly, if it's quality conversion), and then skips generating mipmaps (pretty cheap if you use the graphics API to do it).I think that I will run compression on all the textures used. Link to comment Share on other sites More sharing options...
rbray89 Posted November 20, 2013 Author Share Posted November 20, 2013 Update:Config now has entry for GUI hot-keyGUI has option for reset. Link to comment Share on other sites More sharing options...
MOARdV Posted November 20, 2013 Share Posted November 20, 2013 I think that I will run compression on all the textures used.Textures with high spatial frequency or high contrast will look poor when compressed, so keep that in mind. That's why Trigger Au found the problem - his icons looked like garbage because of the compression. Link to comment Share on other sites More sharing options...
amo28 Posted November 20, 2013 Share Posted November 20, 2013 The testing you guys are doing makes me feel a lot better. I had run a bunch of tests on my KSP.x86_64 Linux installation before to determine what texture format gave me the best performance.I used ImageMagick and a few scripts to convert the textures back and forth, and used a recompiled version of the mbm2png converter to update the model.mu's for each format.After a pass to convert every texture in my /Gamedata folder to PNGs, I found a TON more memory free and a lot of speed improvements from screen switching.After a pass to convert every PNG to TGA, my free memory dropped to about 100MB and everything was much more sluggish.I found it wouldn't load any textures if I converted them to DXT5 manually, so there weren't any other options to try.I now run every mod I download through this converter to make sure everything is in PNG format and my game runs smooth as silk. I don't notice any issues in quality either.If someone has a better idea or would like me to test anything, please let me know. Link to comment Share on other sites More sharing options...
CoriW Posted November 20, 2013 Share Posted November 20, 2013 Hello, I'm really liking the looks of this mod, however I can't get it yet because my other 31 mods are bogging down my KSP... (Oh, first world problems...)Anyways, I've heard things of volumetric clouds? I mean I've seen a couple screenshots now and am just curious when that'll actually become a thing?When it does I think I'll finally take the initiative to cut my number of mods in half to accommodate for such a wonderful thing. Link to comment Share on other sites More sharing options...
kookoo_gr Posted November 20, 2013 Share Posted November 20, 2013 The new additions are very nice and helpful for playing around with the clouds. One thing i noticed for the reset option. Once i mess around with the layer options->apply and save and then reset the planet, although the planet resets the settings are not reverted to their original value. If possible fix it Link to comment Share on other sites More sharing options...
rbray89 Posted November 20, 2013 Author Share Posted November 20, 2013 Hello, I'm really liking the looks of this mod, however I can't get it yet because my other 31 mods are bogging down my KSP... (Oh, first world problems...)Anyways, I've heard things of volumetric clouds? I mean I've seen a couple screenshots now and am just curious when that'll actually become a thing?When it does I think I'll finally take the initiative to cut my number of mods in half to accommodate for such a wonderful thing.The GUI currently has the ability to generate a test cloud right above the launchpad. I need feedback though to see if there are any changes I need to make. Link to comment Share on other sites More sharing options...
rbray89 Posted November 20, 2013 Author Share Posted November 20, 2013 The new additions are very nice and helpful for playing around with the clouds. One thing i noticed for the reset option. Once i mess around with the layer options->apply and save and then reset the planet, although the planet resets the settings are not reverted to their original value. If possible fix itAh... I see what you mean... Link to comment Share on other sites More sharing options...
malkuth Posted November 20, 2013 Share Posted November 20, 2013 You should really start putting the changes made to each version on the front page. Getting difficult to find the changes in the thread itself. Help people out what is different between versions.Good job on the mod though. Excellent work!! Link to comment Share on other sites More sharing options...
rbray89 Posted November 20, 2013 Author Share Posted November 20, 2013 You should really start putting the changes made to each version on the front page. Getting difficult to find the changes in the thread itself. Help people out what is different between versions.Good job on the mod though. Excellent work!!Just added a quick summary. Thanks for the suggestion. Link to comment Share on other sites More sharing options...
KerbMav Posted November 20, 2013 Share Posted November 20, 2013 At a certain zoom level this here happens. Cannot tell if it has anything to do with this mod, but it seems to me to be the most likely cause.Also there is "wobbly mosaic artefacting" going on in the clouds.http://i.imgur.com/RNHDfm9.png Link to comment Share on other sites More sharing options...
rbray89 Posted November 20, 2013 Author Share Posted November 20, 2013 At a certain zoom level this here happens. Cannot tell if it has anything to do with this mod, but it seems to me to be the most likely cause.Also there is "wobbly mosaic artefacting" going on in the clouds.http://i.imgur.com/RNHDfm9.pngHaha... that isn't my mod... I have seen things like that on reddit from stock installations... and you have a mod called "Precise Node" in the picture... Link to comment Share on other sites More sharing options...
Superfluous J Posted November 20, 2013 Share Posted November 20, 2013 Are you sure your Krebals aren't just performing a laser light show? Link to comment Share on other sites More sharing options...
Guest Posted November 21, 2013 Share Posted November 21, 2013 At a certain zoom level this here happens. Cannot tell if it has anything to do with this mod, but it seems to me to be the most likely cause.Also there is "wobbly mosaic artefacting" going on in the clouds.http://i.imgur.com/RNHDfm9.pngAre you using RT2 there? Link to comment Share on other sites More sharing options...
KerbMav Posted November 21, 2013 Share Posted November 21, 2013 Yes, I am. That's where lines are from. Link to comment Share on other sites More sharing options...
Tw1 Posted November 21, 2013 Share Posted November 21, 2013 (edited) You fixed it, just as I was getting used to the permanent polar storm....Will have to check the new version out.Also, been looking up how to make seamless textures, so I might have a go at improving that city detail texture again in several days time. Edited November 21, 2013 by Tw1 Link to comment Share on other sites More sharing options...
Superfluous J Posted November 21, 2013 Share Posted November 21, 2013 Are you using RT2 there?Yes, I am. That's where lines are from.Wait, so those lines are NOT the problem you're reporting? I don't see anything weird in your picture except the lines. You may want to be a bit more specific about the problem you're having with the clouds and/or city lights. Link to comment Share on other sites More sharing options...
MOARdV Posted November 21, 2013 Share Posted November 21, 2013 A Hydra-3 99A lifter carrying a robotic Mun rover waits on the launch pad shortly after sunset as clouds roll by to the north. The clouds appearance from the ground is simply phenomenal. Link to comment Share on other sites More sharing options...
KerbMav Posted November 21, 2013 Share Posted November 21, 2013 Wait, so those lines are NOT the problem you're reporting? I don't see anything weird in your picture except the lines. You may want to be a bit more specific about the problem you're having with the clouds and/or city lights.The lines - orbits, comm-paths, even the dots from the node - are getting "blown up" kinda like a 90's Star Wars game laser bolts look instead of the usual narrow line. When I zoom back in they revert back - just a flick of the mouse wheel really. Link to comment Share on other sites More sharing options...
Superfluous J Posted November 21, 2013 Share Posted November 21, 2013 Aha. Having not seen that mod before, I assumed the problem was the existence of those lines, not their thickness I can confirm that this does NOT happen on my install. The orbit lines do not get fat and glowy at any zoom level. Link to comment Share on other sites More sharing options...
KerbMav Posted November 21, 2013 Share Posted November 21, 2013 Also my X key refused to work and ALT+L did not do anything yesterday ... had to click decouple the insertion stage I used for the initial landing and activate the next engine ... during a Mun landing for Kerbs sake!My mousewheel broke too - I think I will need to call a hunter to catch that gremlin ...Meaning, I will get back here this afternoon after checking again. Link to comment Share on other sites More sharing options...
pizzaoverhead Posted November 21, 2013 Share Posted November 21, 2013 The GUI currently has the ability to generate a test cloud right above the launchpad. I need feedback though to see if there are any changes I need to make.Great work with the volumetric clouds! Is it possible to programatically alter the shade of the cloud components based on their distance from the top/sun-facing side? The pure-whiteness gives the impression of smoke rather than a cloud. Link to comment Share on other sites More sharing options...
Insomn Posted November 21, 2013 Share Posted November 21, 2013 This is my favorite mod Link to comment Share on other sites More sharing options...
mach1 Posted November 21, 2013 Share Posted November 21, 2013 i installed at first version 2, than i jumped on version 4 uninstalling version 2. I have to say that version 2 to me was better. Version 4 clouds looks more pixelated and talking about performance i have to say he sucked a lot of FPS to me. My game always run really smooth but when i installed version 4 i can count myself the frame on screen during take off. I still have to try version 5 Link to comment Share on other sites More sharing options...
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