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How do I make Jool more... green?


Mister_Spaceman

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     So, in my Visual Mods save, I have (among other mods) EVE, SVE, scatterer, and SVT. I doubt that SVT has anything to do with it, but in many videos and pictures, Jool looks really good. It's in higher detail than stock, its greens are more accentuated, etc. For me, Jool still looks pretty, but its bands are white. Like this:

Zqx8hMl.jpg

How do I go about making the bands green? I found the config file for clouds, and under Jool-Bands1 and Jool-Bands2 there's a colour value. It's currently set at "210,180,170,455" for Bands1 and "180,170,150,255" for Bands2. What colour should I use for green? I'm particularly fond of the colours (These are HTML codes) #306754 and #254117. What are the appropriate colour codes for those? Thank you in advance for any answers.

Edited by EvilEmotaku
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I believe the HTML codes are just a hex RGB so for #306754 you get 30h red = 48, 67h green =  103, 54h blue = 84. So RGBA value would be 48, 103, 84, 255. I'm guessing the 455 in "210,180,170,455" is a typo and should be 255.

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@wasmlAh. I'm not as bright as man of the users here, so I don't know how to convert the hexadecimals to RGBA. But the 455 isn't a typo. It's the value in the "clouds" file for EVE. Again, it's specifically under "Jool-Bands1."

EVE_CLOUDS
{
	OBJECT
	{
		name = Kerbin-Auroras
		body = Kerbin
		altitude = 8000
		speed = 0,70,0
		killBodyRotation = True
		detailSpeed = 1000,3000,0
		settings
		{
			_DetailScale = 6
			_UVNoiseScale = 0.5
			_UVNoiseStrength = 0.05
			_UVNoiseAnimation = 0.05,0.02
			_DetailDist = 1E-07
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/AuroraDetail
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = Kerbin-PolarSnow
		body = Kerbin
		detailSpeed = 0.7,300,0
		scaledOverlay = Geometry
		killBodyRotation = false
		settings
		{
			_MainTex = StockVisualEnhancements/EVE/Atmosphere/Textures/snowstorms
			_DetailScale = 1
			_DetailDist = 1
			_DetailTex = StockVisualEnhancements/EVE/Atmosphere/Textures/eve1
			_Color = 255,255,255,750
			_DistFade = 100
		}
		layerVolume
		{
			followDetail = True
			visibleRange = 600
			rotationSpeed = 0.0035000001
			maxTranslation = 100,200,100
			area = 12000,4
			size = 4000,0.1
			particleMaterial
			{
				_Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/snow
				_BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
				_MinScatter = 1
				_Opacity = 1
			}
		}
	}
	OBJECT
	{
		name = Kerbin-MainClouds
		body = Kerbin
		altitude = 6000
		speed = 0,20,0
		settings
		{
			_DetailScale = 10
			_DistFadeVert = 3.99999E-05
			_UVNoiseAnimation = 0.01,0.01
			_UVNoiseStrength = 0.0015000001
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/kerbin1
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/DetailLow
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffScale = 10
				_RimDist = 0.001
				_FalloffPow = 0.7
				_InvFade = 0.02
			}
			shadowMaterial
			{
				_ShadowFactor = 0.7
			}
		}
		layerVolume
		{
			maxTranslation = 100,2000,100
			size = 3000,3
			area = 18000,4
			noiseScale = 1.2,1.2,90
			followDetail = True
			particleMaterial
			{
				_Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
				_BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.0
				_InvFade = 0.008
				_Opacity = 255
				_MinScatter = 250
			}
		}
	}
	OBJECT
	{
		name = Kerbin-CirrusClouds
		body = Kerbin
		altitude = 7500
		speed = 0,100,0
		detailSpeed = 0,6,0
		offset = 10,0,25
		rotationAxis1 = 0,2,0
		settings
		{
			_Color = 222,222,222,180
			_DetailScale = 5
			_DetailDist = 1E-07
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/cirrus
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailcirrus
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
			}
		}
	}
	OBJECT
	{
		name = Laythe-Aurora
		body = Laythe
		detailSpeed = 1000,3000,0
		altitude = 5500
		speed = 0,70,0
		killBodyRotation = True
		settings
		{
			_DetailScale = 6
			_Color = 200,130,355,325
			_DetailDist = 1E-07
			_UVNoiseTex = StockVisualEnhancements/EVE/Atmosphere/Textures/uvnoise1
			_UVNoiseScale = 0.5
			_UVNoiseStrength = 0.05
			_UVNoiseAnimation = 0.05,0.02
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/AuroraDetail
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 0.5
			}
		}
	}
	OBJECT
	{
		name = Laythe-MainClouds
		body = Laythe
		altitude = 5000
		speed = 0,20,0
		settings
		{
			_DetailScale = 6
			_DistFadeVert = 3.99999E-05
			_UVNoiseAnimation = 0.01,0.01
			_UVNoiseStrength = 0.0015000001
			_DetailDist = 1.5E-07
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/LaytheClouds
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/Detailcumulus
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffScale = 10
				_RimDist = 0.001
				_FalloffPow = 0.7
				_InvFade = 0.02
			}
			shadowMaterial
			{
				_ShadowFactor = 0.35
			}
		}
		layerVolume
		{
			maxTranslation = 100,750,100
			size = 2000,2.8
			area = 12000,4
			noiseScale = 1.2,1.2,90
			followDetail = True
			particleMaterial
			{
				_Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
				_BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.0
				_InvFade = 0.008
				_Opacity = 0.25
			}
		}
	}
	OBJECT
	{
		name = Laythe-CirrusClouds
		body = Laythe
		altitude = 5000
		speed = 0,100,0
		detailSpeed = 0,6,0
		offset = 10,0,25
		rotationAxis1 = 0,2,0
		settings
		{
			_Color = 222,222,222,100
			_DetailScale = 5
			_DetailDist = 1E-07
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/mars2
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/detaillow
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
			}
		}
	}
	OBJECT
	{
		name = Duna-DustStorms
		body = Duna
		speed = 0,600,0
		detailSpeed = 0,300,0
		scaledOverlay = Geometry
		killBodyRotation = True
		altitude = 3000
		settings
		{
			_MainTex = StockVisualEnhancements/EVE/Atmosphere/Textures/duststorms
			_DetailTex = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
			_DetailScale = 2
			_UVNoiseTex = StockVisualEnhancements/EVE/Atmosphere/Textures/uvnoise1
			_DistFadeVert = 4E-05
			_Color = 135,55,30,200
		}
		layer2D
		{
			macroCloudMaterial
			{
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,3
			maxTranslation = 0,2000,0
			area = 18000,4
			particleMaterial
			{
				_Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
				_BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.0
				_Opacity = 1.5
				_MinScatter = 1.5
			}
		}
	}
	OBJECT
	{
		name = Eve-MainClouds
		body = Eve
		altitude = 9200
		speed = 0,35,0
		detailSpeed = 0,0,0
		settings
		{
			_DetailScale = 4
			_Color = 225,180,210,355
			_DetailDist = 0.325E-07
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/eve1
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/detailCumulus
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
			}
			shadowMaterial
			{
				_ShadowFactor = 0.35
			}
		}
		layerVolume
		{
			size = 5400,2
			area = 18000,4
			followDetail = True
			particleMaterial
			{
				_Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb
			}
		}
	}
	OBJECT
	{
		name = Eve-MainClouds
		body = Eve
		altitude = 9000
		speed = 0,65,0
		detailSpeed = 0,0,0
		settings
		{
			_DetailScale = 4
			_Color = 250,255,255,355
			_DetailDist = 0.325E-07
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/hadrianClouds00
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
			}
		}
	}
	OBJECT
	{
		name = Jool-Bands1
		body = Jool
		speed = 0,-200,0
		altitude = 10
		offset = 178,0,-2
		settings
		{
			_DetailScale = 5
			_Color = 210,180,170,455
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/otho_bands1
				type = AlphaMap
				alphaMask = ALPHAMAP_R
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
			}
		}
	}
	OBJECT
	{
		name = Jool-Bands2
		body = Jool
		speed = 0,-1000,0
		altitude = 5
		offset = 178,0,-2
		settings
		{
			_DetailScale = 8
			_Color = 180,170,150,255
			_MainTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/otho_bands2
				type = AlphaMap
				alphaMask = ALPHAMAP_B
			}
			_DetailTex
			{
				value = StockVisualEnhancements/EVE/Atmosphere/Textures/detail1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
			}
		}
	}
	OBJECT
	{
		name = geyser1
		body = Eeloo
		speed = 0,0,0
		detailSpeed = 0,700,0
		altitude = 900
		settings
		{
			_Color = 255,255,255,600
			_MainTex = StockVisualEnhancements/EVE/Atmosphere/Textures/geyser
			_DetailTex = StockVisualEnhancements/EVE/Atmosphere/Textures/geyserdetail
			_DetailDist = 1
			_DistFadeVert = 1E-07
			_UVNoiseTex = StockVisualEnhancements/EVE/Atmosphere/Textures/uvnoise1
			_DetailScale = 1
		}
		layerVolume
		{
			size = 1000,1
			rotationSpeed = 0.03
			area = 18000,4
			noiseScale = 1,1,10
			maxTranslation = 0,20,0
			particleMaterial
			{
				_Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb3
				_BumpMap = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/particle_NRM
				_MinScatter = 1
				_Opacity = .85
			}
		}
	}
	OBJECT
	{
		name = geyser2
		body = Eeloo
		speed = 0,0,0
		altitude = 750
		detailSpeed = 0,700,0
		settings
		{
			_Color = 255,255,255,600
			_MainTex = StockVisualEnhancements/EVE/Atmosphere/Textures/geyser
			_DetailTex = StockVisualEnhancements/EVE/Atmosphere/Textures/geyserdetail
			_DetailDist = 1
			_DistFadeVert = 1E-07
			_UVNoiseTex = StockVisualEnhancements/EVE/Atmosphere/Textures/uvnoise1
			_DetailScale = 1
		}
		layerVolume
		{
			maxTranslation = 0,20,0
			size = 4000,2
			area = 18000,4
			particleMaterial
			{
				_Tex = StockVisualEnhancements/EVE/Atmosphere/Textures/particle/rgb3
				_Opacity = .85
				_MinScatter = 1
			}
		}
	}
}

 

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If your using Windows you can use the calculator in "Programmer" mode - I would think the other OS's would have something similar (but maybe not?). If not just google "hex tables" - the first image result has the first column in decimal, the second in hex. Or you could just multiply the first hex digit by 16 and add the second digit ex: 67 hex = (6 x 16) + 7 = 103, 54 hex = (5 x 16) + 4 = 84.

As far as the colors go I could easily be wrong but the color definitions I've run across in KSP have been of the RGB or RGBA (A being alpha) where each value is 8 bits giving you a 0 to 255 range. Alpha is often (but not always) transparency where, if memory serves me right, 255 would be opaque and 0 would be completely transparent. Not sure what happens if you use a number larger than 255. You might look at some cloud configs from some other authors and see if they do the same (colors with numbers greater than 255) - in which case I have no idea what the fourth number is.

Edit: I don't know what your background is so, if you haven't run across this before RGB is Red Green Blue - so if you want to increase the green you increase the second number, RGBA is Red Green Blue Alpha.

Edit2:Just looked at the mod list you mention - I suspect the authors all know far more than I do about Kopernicus SVE/EVE configs so I'm probably missing something here.

Edit3: Just a thought - could EVE, SVE and possibly SVT be fighting with each other? Maybe make a stock install and add them one at a time and see where/if things go wrong.

Edited by wasml
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