Jaxx Posted October 29, 2014 Share Posted October 29, 2014 I know this is supposed to be an inclusive forum.It has children and old people and everyone in between on it, I know.I know you're generally supposed to keep content age appropriate for everyone.But that post got me inexplicably aroused and it's difficult to contain.So. Much. Anticipation. Quote Link to comment Share on other sites More sharing options...
czokletmuss Posted October 29, 2014 Share Posted October 29, 2014 It's coming...Holy crap... Quote Link to comment Share on other sites More sharing options...
Sylandro Posted October 29, 2014 Share Posted October 29, 2014 I can already feel my laptop melting Quote Link to comment Share on other sites More sharing options...
Proot Posted October 29, 2014 Author Share Posted October 29, 2014 (edited) The new sky box is 4k, but I feel this version a bit lighter than the actual.The revamped parts has been limited to improvements of the existing textures due to this mod http://forum.kerbalspaceprogram.com/threads/92764-Stock-Part-Revamp-%28Redone-Plane-Parts!-Engines!-and-more!%29-25!I consider it a fantastic work and the look of the tanks is truly similar to my achievements (but improved by the new models). Fortunately I still prefer the textures of my capsules. The core pack will be powered by RSS, EVE, TR, Kittopia, DOE and PS plugins. Edited October 29, 2014 by Proot Quote Link to comment Share on other sites More sharing options...
Ignath Posted October 29, 2014 Share Posted October 29, 2014 OOOOh yeah! Looks sooo nice Proot!On a side note, what mod is PS? Quote Link to comment Share on other sites More sharing options...
Proot Posted October 29, 2014 Author Share Posted October 29, 2014 Planet Shine http://forum.kerbalspaceprogram.com/threads/96497-0-24-2-0-25-PlanetShine-v0-2-2 is magic with the ingame light! Quote Link to comment Share on other sites More sharing options...
Ignath Posted October 29, 2014 Share Posted October 29, 2014 Planet Shine http://forum.kerbalspaceprogram.com/threads/96497-0-24-2-0-25-PlanetShine-v0-2-2 is magic with the ingame light!Ahhh, nice nice. I remember noticing that mod but never picked it up...looks like I will be soon Quote Link to comment Share on other sites More sharing options...
Valerian Posted October 29, 2014 Share Posted October 29, 2014 (edited) The new sky box is 4k, but I feel this version a bit lighter than the actual.The revamped parts has been limited to improvements of the existing textures due to this mod http://forum.kerbalspaceprogram.com/threads/92764-Stock-Part-Revamp-%28Redone-Plane-Parts!-Engines!-and-more!%29-25!I consider it a fantastic work and the look of the tanks is truly similar to my achievements (but improved by the new models). Fortunately I still prefer the textures of my capsules. The core pack will be powered by EVE, TR, Kittopia, DOE and PS.Yay my mod (PlanetShine) will be in a pack! :3I'm curious about how you tweaked the settings, I think you should keep a bit of reflection on the ground of moons. Edited November 4, 2014 by Valerian Quote Link to comment Share on other sites More sharing options...
Proot Posted October 29, 2014 Author Share Posted October 29, 2014 Yay my mod (PlanetShine) will be in a pack! :3I'm curious about how you tweaked the settings, I think you should keep a bit of reflection on the ground of moons.The honour is here!. I try to get a photorealistic effect, so in fact I wish I could control the brightness power versus darkness, to saturate a bit more the brightness in the light areas... Quote Link to comment Share on other sites More sharing options...
czokletmuss Posted October 29, 2014 Share Posted October 29, 2014 Speaking about brightness, I wonder is it possible to make all the solar panels work accordingly to the inverse square law (as they should) instead of running on some weird Squad formula which makes them only half as useful nerby Jool as they are near Kerbin. Quote Link to comment Share on other sites More sharing options...
Proot Posted October 29, 2014 Author Share Posted October 29, 2014 Speaking about brightness, I wonder is it possible to make all the solar panels work accordingly to the inverse square law (as they should) instead of running on some weird Squad formula which makes them only half as useful nerby Jool as they are near Kerbin.Possible I guess... with module manager, but I don't know how do that exactly. Quote Link to comment Share on other sites More sharing options...
Valerian Posted October 29, 2014 Share Posted October 29, 2014 (edited) Possible I guess... with module manager, but I don't know how do that exactly.BTSM already does it if you want to look into its source code Edited November 4, 2014 by Valerian Quote Link to comment Share on other sites More sharing options...
Kim Posted October 29, 2014 Share Posted October 29, 2014 Can't wait for this! excitement growing to critical levels! Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 29, 2014 Share Posted October 29, 2014 I wonder is it possible to make all the solar panels work accordingly to the inverse square law (as they should)Possible I guess... with module manager, but I don't know how do that exactly.BTSM already does it if you want to look into its source codeTerribly easy and is included as a MM config in both Science Revisited and Stock Rebalance Project (copied from my SRB config):@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FOR[StockRebalance]{ @MODULE[ModuleDeployableSolarPanel] { !powerCurve {} powerCurve { key = 0 10 0 0 key = 13599840256 1 0 0 key = 27199680512 0.25 0 0 key = 40799520768 0.1111 0 0 key = 54399361024 0.0625 0 0 key = 67999201280 0.04 0 0 key = 81599041536 0.0278 0 0 key = 95198881792 0 0 0 } }}IMHO though, it's kind of out of scope for a visual effects mod pack to be changing how parts behave.. but it's up to Proot, obviously. Quote Link to comment Share on other sites More sharing options...
Ignath Posted October 29, 2014 Share Posted October 29, 2014 it's kind of out of scope for a visual effects mod pack to be changing how parts behave.. but it's up to Proot, obviously.Agree with this as well. If it's something Proot wants to do, I have no issue with him including it, but IMO it's entirely out of scope for a visual enhancement mod. Quote Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 29, 2014 Share Posted October 29, 2014 Hnnnnnnnngg i cant even plz hurries Quote Link to comment Share on other sites More sharing options...
Zeenobit Posted October 30, 2014 Share Posted October 30, 2014 I think I'm gonna have to drop mods now just to free enough RAM to install this once it's updated. I can't wait to torture myself like this.On a more serious note, any chance we could get high/medium/low res versions of the assets? Quote Link to comment Share on other sites More sharing options...
czokletmuss Posted October 30, 2014 Share Posted October 30, 2014 Terribly easy and is included as a MM config in both Science Revisited and Stock Rebalance Project (copied from my SRB config):@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FOR[StockRebalance]{ @MODULE[ModuleDeployableSolarPanel] { !powerCurve {} powerCurve { key = 0 10 0 0 key = 13599840256 1 0 0 key = 27199680512 0.25 0 0 key = 40799520768 0.1111 0 0 key = 54399361024 0.0625 0 0 key = 67999201280 0.04 0 0 key = 81599041536 0.0278 0 0 key = 95198881792 0 0 0 } }}IMHO though, it's kind of out of scope for a visual effects mod pack to be changing how parts behave.. but it's up to Proot, obviously.I didn't know that - thank you very much! Quote Link to comment Share on other sites More sharing options...
Proot Posted October 30, 2014 Author Share Posted October 30, 2014 I'm still struggling with the normal maps. I don't work with .mbm, so I don't know how to create really smooth and correct maps for some revamps.I usually use the nvida normal map filter, and it works with some textures, but create wrong shadows in others cases... I've tried the channels swapping, but I'm doing it wrong or is not working correctly... Quote Link to comment Share on other sites More sharing options...
shaw Posted October 30, 2014 Share Posted October 30, 2014 For textures with "NRM" suffix, you should use usual, RGB = XYZ ("blue") normal maps. Otherwise you need to convert them to RGBA = YYYX ("grey", copy R -> A, then G -> R, normal maps. There are a few exceptions though, e.g. 2.5m RCS, and AV-R8 winglet use "blue" normal maps, but without "NRM" suffix, since they are specified as normal maps inside MU files. They are converted to "grey" format when models that use them are loaded.If you decide to use DDS textures, you must use "grey" normal maps everywhere. Quote Link to comment Share on other sites More sharing options...
Proot Posted October 30, 2014 Author Share Posted October 30, 2014 For textures with "NRM" suffix, you should use usual, RGB = XYZ ("blue") normal maps. Otherwise you need to convert them to RGBA = YYYX ("grey", copy R -> A, then G -> R, normal maps. There are a few exceptions though, e.g. 2.5m RCS, and AV-R8 winglet use "blue" normal maps, but without "NRM" suffix, since they are specified as normal maps inside MU files. They are converted to "grey" format when models that use them are loaded.If you decide to use DDS textures, you must use "grey" normal maps everywhere.Ok, I get it now. I think...But why still appearing those annoying huge pixels? Quote Link to comment Share on other sites More sharing options...
slumpie Posted October 30, 2014 Share Posted October 30, 2014 Could you upload the textures? It's really hard to tell by just looking at a screenshot. Quote Link to comment Share on other sites More sharing options...
Proot Posted October 30, 2014 Author Share Posted October 30, 2014 Ok! Is solved now! thanks all! Quote Link to comment Share on other sites More sharing options...
Kim Posted October 31, 2014 Share Posted October 31, 2014 Without being impatient, any guestimate to when this will be ready? Perhaps in the upcoming weekend or the next?*wishful thinking* Quote Link to comment Share on other sites More sharing options...
Proot Posted October 31, 2014 Author Share Posted October 31, 2014 I wish to release it this weekend. I'm only retouching the light levels right now. Quote Link to comment Share on other sites More sharing options...
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