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I now experience it at BC as well. I can reliably reproduce the problem by just using the "BocaChica 10km Hop" scenario from this add-on: https://www.orbithangar.com/showAddon.php?id=f134e80a-f13e-4599-93e7-50ba8e744f01The issue remains with R4.20. And the terrain and flickering problems are at KSC with the BC add-on installed.
CONFIG_VERSION 3
CONFIG_VERSION 3
; =============================================
MESH DG\deltaglider_ns
SHADER Metalness
SAFEGUARD 0
; ---------------------------------------------
MATERIAL 11
SMOOTHNESS 1.000000 1.000000
A couple of issues I'm having:
1. I'm having trouble again with the Reload Textures button......
2. When using the D3D9 Debug Controls on a vessel that has no materials config file, setting the default shader to Metalness and then clicking "Save materials" doesn't save the setting.....
Another item: A code sample that shows the shows the "SpecialFX" parameter in action. Felix24 posted his heatmap texture in post for the default Atlantis so it could be a good starting point.
gcCore *pCore = gcGetCoreInterface();
if (pCore) {
COLOUR4 value = { heat, 0, 0, 0 };
pCore->MeshMaterial(hMesh, material_idx, MESHM_SPECIALFX, &value, true);
}
Could you put this in a actual vessel's source code like the default Atlantis?C++:gcCore *pCore = gcGetCoreInterface(); if (pCore) { COLOUR4 value = { heat, 0, 0, 0 }; pCore->MeshMaterial(hMesh, material_idx, MESHM_SPECIALFX, &value, true); }
The "COLOUR4" will be replaced with "FVECTOR4" in the near future.
See API_Guide.pdf for further details. (page 14, "re-entry flames")
Maybe we need a new type of particle stream, like a continuous billboard texture that flows from the origin point. It would start out narrow and then scale up as it gets further away.Maybe wrong thread ask this in, but anyone know any way to improve or eliminate entirely, the gaps in particle streams around the source? I've attached a screenshot of what I mean indicated by the red arrows.
There's a related discussion going here: https://www.orbiter-forum.com/threads/overexpanded-exhaust-plumes.39710/post-582483Maybe we need a new type of particle stream, like a continuous billboard texture that flows from the origin point. It would start out narrow and then scale up as it gets further away.
Or maybe it could be an animated billboard texture using sprites. Is it already possible to make an animated texture in Orbiter this way?
That is exactly what is needed. The stock PSS doesn't provide enough options to really nail down the varying behaviors of particle streams. I think the core of the issue isn't really the availability of options as much it is one of assumed logic. The assumed logic I referring to is that gas clouds behave the same in space as they do in atmosphere. This isn't really true. Both NASA and the USAF have dedicated multiple missions, both orbital and suborbital, to understanding gas cloud behavior in a vacuum. Several of these orbital missions involved the space shuttle (two major ones were the Ram Burn Observations (RAMBO) and Shuttle Ionospheric Modification with Pulsed Localized Exhaust Experiments (SIMPLEX)).I believe that the caps are due to insufficient particle density compared to a velocity. There's been discussion before that we could have an alternative particle system side by side with the legacy particle system to allow more configuration options.
The D3D11Client isn't in active development anymore and I think you need one of the pre-2016 betas to run it. And I only linked it because jarmonik was interested in it, not to suggest it as a viable alternative to D3D9Client.Ain't working for me. For some reason it doesn't and when I open O2016 it shows this.
Oh alright, whelp now I'm back to looking for interesting shade like things.The D3D11Client isn't in active development anymore and I think you need one of the pre-2016 betas to run it. And I only linked it because jarmonik was interested in it, not to suggest it as a viable alternative to D3D9Client.
Oh alright, whelp now I'm back to looking for interesting shade like things.
Here's to hoping jarmonik gets some ideas!The D3D11Client isn't in active development anymore and I think you need one of the pre-2016 betas to run it. And I only linked it because jarmonik was interested in it, not to suggest it as a viable alternative to D3D9Client.
Wait how to do you enable and disable reflections since I don't know.reflections disabled
Another random question, so when you enable the Metal PBR Shade for one mesh it remains for that mesh right?Wait how to do you enable and disable reflections since I don't know.