rbray89

[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements

6673 posts in this topic

Quote

That's an issue with hullcam not adjusting near and far clipping planes properly. It will cause z-fighting, there is no way around this sadly.

Well, thank you for the info. I'll go with this to HullCam thread then.

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24 minutes ago, rbray89 said:

That should be fine... Check to make sure that in the shaders folder there aren't two very similarly named (almost identical aside from one or two characters) files...

Also, there was a new version posted last night that may fix it.

Oh my! I mistakenly droped also the Boulder and EVE Datas in the  path...\Kerbal Space Program\GameData\Squad at the end of November.

Now the GUI is back http://images.akamai.steamusercontent.com/ugc/401182814310138573/6D9CE4F87A1A5FB25253F26934680FC1936A6768/

(Looking forward with the City Light Bugfix).

But at first I get my CreditCard and donate you now. Not only for your awesome Plugin - also for handling Dummies-Support like me :-)

 

 

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15 hours ago, Paul_Sawyer said:

Well, thank you for the info. I'll go with this to HullCam thread then.

I've not fully tested this workaround, but try making sure to disable the GUI prior to entering hullcam view (use the +/- keys to toggle through cameras) then make sure you wait until you're out of hullcam view (Backspace) before bringing it back.

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I have a question.

Can I use scatterer new ocean with EVE ? I see that in EVE there is ocean shader too. So do I have to pick only one or ?

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Rbray, I've ported all my settings to the "object" system. All is working fine but I can't make my cubemap to work. I have a RGBA (8bit) cubemap in .png but the line of the main texture keep appearing in red. Is my texture wrong or maybe the "textures" file can't be outside of boulderCo folder?

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7 minutes ago, Proot said:

Rbray, I've ported all my settings to the "object" system. All is working fine but I can't make my cubemap to work. I have a RGBA (8bit) cubemap in .png but the line of the main texture keep appearing in red. Is my texture wrong or maybe the "textures" file can't be outside of boulderCo folder?

Look at the new textureConfig section in the GUI/config. You need to add a configuration item that sets up the cubemap.

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43 minutes ago, rbray89 said:

Look at the new textureConfig section in the GUI/config. You need to add a configuration item that sets up the cubemap.

Yup, so I have "textures.cfg" in my folder:

TEXTURE_CONFIG
{
	OBJECT
	{
		name=KSPRC/Atmospheres/Textures/cube
		format=RGBA32 (I've tried other formats too)
		isCubeMap=True
		texXn=KSPRC/Atmospheres/Textures/cubeXn
		texYn=KSPRC/Atmospheres/Textures/cubeYn
		texZn=KSPRC/Atmospheres/Textures/cubeZn
		texXp=KSPRC/Atmospheres/Textures/cubeXp
		texYp=KSPRC/Atmospheres/Textures/cubeYp
		texZp=KSPRC/Atmospheres/Textures/cubeZp
	}
}

But in game, the line "KSPRC/Atmospheres/Textures/cube" appears always red and nothing appears... And any layer appears until you delete this one.

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30 minutes ago, Proot said:

Yup, so I have "textures.cfg" in my folder:


TEXTURE_CONFIG
{
	OBJECT
	{
		name=KSPRC/Atmospheres/Textures/cube
		format=RGBA32 (I've tried other formats too)
		isCubeMap=True
		texXn=KSPRC/Atmospheres/Textures/cubeXn
		texYn=KSPRC/Atmospheres/Textures/cubeYn
		texZn=KSPRC/Atmospheres/Textures/cubeZn
		texXp=KSPRC/Atmospheres/Textures/cubeXp
		texYp=KSPRC/Atmospheres/Textures/cubeYp
		texZp=KSPRC/Atmospheres/Textures/cubeZp
	}
}

But in game, the line "KSPRC/Atmospheres/Textures/cube" appears always red and nothing appears... And any layer appears until you delete this one.

Do you expand the texture box for the layer and change the texture type to cubemap or aphacubemap?

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Yup, nothing seems to work there. The line _MainText ( KSPRC/Atmospheres/Textures/cube) keeps appearing in red. If I try to apply the config the Debug says:

[Exception]: UnityException: Unable to parse "_MainTex" in "settings"!

The layer config for reference:

	OBJECT
	{
		name = CloudsA
		body = Kerbin
		altitude = 4000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = KSPRC/Atmospheres/Textures/nubs
			_MainTex
			{
				value = KSPRC/Atmospheres/Textures/cube
				type = AlphaCubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			maxTranslation = 0,100,0
			size = 2000,2
			area = 18000,4
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/3
				_LeftTex = KSPRC/Atmospheres/Textures/particle/2
				_FrontTex = KSPRC/Atmospheres/Textures/particle/1
				_LightScatter = 0.55
				_MinLight = 0.5
			}
		}
	}

 

Edited by Proot

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4 hours ago, Proot said:

Yup, nothing seems to work there. The line _MainText ( KSPRC/Atmospheres/Textures/cube) keeps appearing in red. If I try to apply the config the Debug says:

[Exception]: UnityException: Unable to parse "_MainTex" in "settings"!

The layer config for reference:


	OBJECT
	{
		name = CloudsA
		body = Kerbin
		altitude = 4000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = KSPRC/Atmospheres/Textures/nubs
			_MainTex
			{
				value = KSPRC/Atmospheres/Textures/cube
				type = AlphaCubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			maxTranslation = 0,100,0
			size = 2000,2
			area = 18000,4
			particleMaterial
			{
				_TopTex = KSPRC/Atmospheres/Textures/particle/3
				_LeftTex = KSPRC/Atmospheres/Textures/particle/2
				_FrontTex = KSPRC/Atmospheres/Textures/particle/1
				_LightScatter = 0.55
				_MinLight = 0.5
			}
		}
	}

 

Hmmm.... And this is with the latest dev-build?

Do you have BoulderCo in your folders? If so, what happens when you remove that?
Are there any other exceptions in the log?
Do all your textures have the right "case"? What texture format are they?

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21 minutes ago, rbray89 said:

The line _MainText ( KSPRC/Atmospheres/Textures/cube) keeps appearing in red.

Talking as a complete outsider to this specifically, but having other coding experience: I do notice that the layer config uses '_MainTex', while the line you say fails to parse uses '_MainText'.

Could it be as simple as a misspelled word?

Not sure btw why this quotes rbray89 when I quoted @Proot, but oh well.

Edited by swjr-swis
forum quote quirk

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15 minutes ago, rbray89 said:

Hmmm.... And this is with the latest dev-build?

Do you have BoulderCo in your folders? If so, what happens when you remove that?
Are there any other exceptions in the log?
Do all your textures have the right "case"? What texture format are they?

Yes, this is with your latest dev-build. I don't have BoulderCo folder right now. All my clouds and effects works perfectly if I remove the cubemap layer.

The log: https://drive.google.com/file/d/0B8doOUfa8UN-YXhRZ1lBWUptbzQ/view?usp=sharing

The textures seems correctly named, aswell the paths in the configs. The cube images are in PNG-24 RGBA (8bit). The usual PNG with transparecy. The rest of my 2D layers are in the same format without problems

 

 

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19 minutes ago, swjr-swis said:

Talking as a complete outsider to this specifically, but having other coding experience: I do notice that the layer config uses '_MainTex', while the line you say fails to parse uses '_MainText'.

Could it be as simple as a misspelled word?

Not sure btw why this quotes rbray89 when I quoted @Proot, but oh well.

That is just my error, but thanks.
BTW Rbray, I also noticed right now that new layers can't be created with the UI.

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44 minutes ago, Proot said:

That is just my error, but thanks.
BTW Rbray, I also noticed right now that new layers can't be created with the UI.

Yeah noticed this as well too, forgot to say that in the dev thread :sealed:

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2 hours ago, Proot said:

Yes, this is with your latest dev-build. I don't have BoulderCo folder right now. All my clouds and effects works perfectly if I remove the cubemap layer.

The log: https://drive.google.com/file/d/0B8doOUfa8UN-YXhRZ1lBWUptbzQ/view?usp=sharing

The textures seems correctly named, aswell the paths in the configs. The cube images are in PNG-24 RGBA (8bit). The usual PNG with transparecy. The rest of my 2D layers are in the same format without problems

 

 

Looks like it doesn't like the texture format: 
[EXC 02:35:16.174] UnityException: Unable to parse "format" in "OBJECT"!

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Does it like .tga? I know .dds has had issues reading transparency in the past.

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2 hours ago, Nhawks17 said:

Yeah noticed this as well too, forgot to say that in the dev thread :sealed:

Just uploaded a fix. Also added more parsing error information, and made the zwrite offset only apply to openGL platforms.

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May I know  what is the correct format for an alpha cube map? and/or or the less memory-hungry format admitted?

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hmm @rbray89 after updating to the latest release have a couple of NRE's :

s

NullReferenceException: Object reference not set to an instance of an object
  at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[Atmosphere.CloudsObject].MoveNext () [0x00000] in <filename unknown>:0 
  
  
  
  NullReferenceException
  at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator)

  at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 

  at Atmosphere.CloudsPQS.OnExitMapView () [0x00000] in <filename unknown>:0 

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at MapView.exitMapView () [0x00000] in <filename unknown>:0 

  at MapView.ExitMapView () [0x00000] in <filename unknown>:0 

  at MapView.Update () [0x00000] in <filename unknown>:0 

 

Edited by Joshwoo69
new NRE

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9 hours ago, rbray89 said:

Looks like it doesn't like the texture format: 
[EXC 02:35:16.174] UnityException: Unable to parse "format" in "OBJECT"!

I did some tests on a fresh install and it looks like there is a compatibility issue between EVE and Texture Replacer. As soon as i add Texture Replacer mod the clouds disappear and you get those cubemap errors.

@Proot: Perhaps you can verify this by deleting Texture Replacer

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5 hours ago, Proot said:

May I know  what is the correct format for an alpha cube map? and/or or the less memory-hungry format admitted?

Exactly what my configs use.... Though it sounds like there may be an issue between TR and EVE... Not sure how though.

3 hours ago, Joshwoo69 said:

hmm @rbray89 after updating to the latest release have a couple of NRE's :

s


NullReferenceException: Object reference not set to an instance of an object
  at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 

  at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[Atmosphere.CloudsObject].MoveNext () [0x00000] in <filename unknown>:0 
  
  
  
  NullReferenceException
  at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator)

  at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 

  at Atmosphere.CloudsPQS.OnExitMapView () [0x00000] in <filename unknown>:0 

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at MapView.exitMapView () [0x00000] in <filename unknown>:0 

  at MapView.ExitMapView () [0x00000] in <filename unknown>:0 

  at MapView.Update () [0x00000] in <filename unknown>:0 

 

Well that's odd. I'll need the rest of your logs though. What  other mods are you running? Are you running with modified configs? Do you run with TR?

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