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Tekener

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Posts posted by Tekener

  1. 30 minutes ago, HereComesTheBoom said:

    If that is so, then couldn't you try and repurpose the shadow config that is given to all volumetric clouds for the light?

    As explained before the shadows are just meant to take away light that is already there - you can't have the aurora light up or shine by using shadows that only make the ground darker. And at night the shadows are  "gone" anyway. :(

  2. 1 hour ago, Berlin said:

    I hate to contradict you BUT I have made the auroras volumetric and the don't look terrible just not believable..  Yet. The texture does appear vertical in a sense  :)   I can post videos later. 

    Oh, of course that's possible :wink: I just said cloud textures can't glow or be applied vertically, with volumetric clouds they just get a bit of "depth" and might appear a bit vertically as you admitted :) 

  3. 1 hour ago, cheesykerb said:

    Does anyone else have clouds showing up on the Mun? I noticed this while playing the other day and I'm assuming its probably an EVE thing, since thats the mod that adds the clouds. Is there maybe a cfg that is telling clouds to show up on the Mun? Wondering if there is any fix to this, other than removing EVE entirely. I have a screenshot here

     

    Thanks

    The question is what exactly you want? Do you want the dust on Mun to disappear, then simply remove the Mun section from clouds.cfg. Berlin added the dust clouds to make it more "alien" and because the real moon has very very thin dust clouds as well.

    But if you want them to be different, behave differently or appear in other areas that's something Berlin can try if you explain in more detail what you're looking for.

    2 hours ago, HereComesTheBoom said:

    That sounds amazing, and I know what you mean about believable textures, It took a long while for clouds in KSP to come along to what they are now. And yes that's what I mean about cloud shadows, how the clouds cast shadows on the ground in EVE is what I'm referring to. Maybe you could try and change the .txt file or whatever EVE uses that generates the cloud's shadows to instead make the shadows that you'd like the volumetric aurora textures to cast to be a lot more spread out and a brighter color, that way it looks like a bright glow rather than a shadow. Then, bare with me here cause it's about to get confusing... Maybe you could try and change the angle at which that glow you made for the aurora out of the cloud config is pointing to be 180 degrees in the opposite direction, straight up into space, if you will. Not sure if it will work, but if it does I'd have to assume when the glow you made out of the shadow config is pointing into space, a ship's surface will be considered the object to cast the glow on, if any of that makes any sense at all. I'm not aware of any other mod with cloud shadows, but I'll be sure to look around. If you'd like me to re-word what I've tried to explain, just let me know, otherwise I'll keep you posted on what I find. Good luck with the aurora glows you're working on!

    Unfortunately casting shadows has nothing to do with glowing auroras. Berlin is not making the shadows, they are generated by EVE causing areas with clouds over it to be darker. Shadows are easily done by reducing existing light (sun), they do not glow or something like that. There is no way yet to make a cloud layer visble at night by emiting its own light - clouds are not a light source and that's what would be needed. Also there is also no way a texture can be rotated. Textures are technically limited to always be drawn on/above the surface.

    What you ask for would be really great, but there is no way yet to have cloud layers appear vertically instead of horizontally or emit any lights.

  4. 11 minutes ago, Berlin said:

    Or 9

    Or None :P

    These "stroms" are vortexes inside the mass of cloud belts rotating around these gas giants. They are just holes in the cloud layer and happens like whirlpools in floating water. Jupiter has a well known one, Neptune a harder to see one and Uranus or Saturn have none. So if you need a storm, put one (1) in, but the "normal" state of gas giants is to not have a big stable vortex. Even Jupiter's eye is already fading. 

    So for me it's still 1 or 3 or best a mixture of those :)

  5. On 15.7.2016 at 4:01 PM, HereComesTheBoom said:

    Wow, Jool looks absolutely stunning!!! Although, I did notice that the texture for Jool is what looks to be Jupiter. I love the dark, bluish green haze that this version of Jool has but I didn't want to look at Jool and be reminded of our own solar system, rather something extra-solar... Like this:

    mPbLDsCNn16MMrZmaTRxoAicYohaCjcQicdh2TH9 Is there any way to change the texture but maintain the aesthetics of it on our own?

     

    Is this anything that comes close to what you would like to see? The colors can still be played with, the different cloud layers are rotating and do not have a "big spot" or anything like that which would remind one (at least me) on Jupiter.
    Jool1.jpg

    Jool2.jpg

    8 hours ago, MetaframeNL said:

    And where can I find the skybox for example? Would really help me and be much appreciated!!

    http://tekener.com/KSP/SkyBox.7z

  6. 45 minutes ago, Berlin said:

    If anyone tests this please report your findings here

    You're right, that could be a reason, though I never vitnessed this effect here. I had a look at the trees with SVE using atmo layers and don't see anything unusual. (running KSP 64bit without any starting options)
    trees1.jpg

    trees3.jpg

    The only thing I saw is the usual issue combining trees with scatterer's distance mist, causing it to be in front of the trees:
    trees2.jpg

     

    If anybody with the mentioned effect could please test it by removing the three "Kerbin-Atmo..." layer entries in clouds.cfg?

  7. 18 minutes ago, Steeli said:

    Thanks for this great mod.

    I have a problem with doubeling city lights when i zoom in to a certain level. So it looks like there is a second layer over the first. In orbit map i do not have that problem. Is that normal?

    It might help to read his postings :)

    On 7.7.2016 at 2:50 PM, Berlin said:

    Known Issues:

    • Zooming/flying past a certain altitude might cause a very rough visual transition in some cases.
    • City night and day textures showing up double. Waiting on EVE fix
    • General scatterer visual bugs. Blackrack is working on getting these issues fixed. Be patient
  8. 1 hour ago, HereComesTheBoom said:

    Wow, Jool looks absolutely stunning!!! Although, I did notice that the texture for Jool is what looks to be Jupiter. I love the dark, bluish green haze that this version of Jool has but I didn't want to look at Jool and be reminded of our own solar system, rather something extra-solar... Like this:

     Is there any way to change the texture but maintain the aesthetics of it on our own?

    Yes, I know what you mean :) I always think of Jupiter being sick, all green :)

    It will be possible to achieve something similar like this, maybe I'll try around to come up with a texture like this. Where do you have this picture from?

  9. 49 minutes ago, blackrack said:

    I'm uploading a new version. Lens flares have been fixed for 1.1.3, godrays no longer cause ships/decoupled parts to cast massive black trails and I've fixed the weird halos around the atmosphere which appear in dx11 and openGL. Planetshine still needs work and won't be released at this point.

    Have fun.

    Praise the scatterer lord :) 

    Thanks!

  10. 1 minute ago, blackrack said:

    Yeah these are cool, the part I put the most work in though is the procedurally generated life-forms, it would be cool to get some feedback on these once in a while, I feel like people ignore them.

    Wait, the little green men I encountered on various locations (even in the space center) are from you? And the ameba on Minmus as well? Great stuff!

  11. Just now, jlcarneiro said:

    Oh, thanks! :cool:

    But it's just a probe (a contract, from DMagic's mod, to get some electromagnetic data). It doesn't have kerbals and won't land... :rolleyes:

    Ah, that's the important point: "won't land" :) Because landing just a probe on Eve is something to be learned, it's not as easy as flying through Kerbin's atmosphere. And be careful when areobreaking on Eve as well.

  12. Just now, jlcarneiro said:

    I'll try it, thanks! I'll inclusive try to get the FPS information, but my probe... Well (I have more than 500 hours in KSP so I'm a bit ashamed), this is my first interplanetary flight, if everything works fine, my probe will just get in orbit... :blush:

    First interplanetary flight to Eve? Pretty courageous :) I would've started with Duna, piece of cake to get there with Kerbals and back for the beginning.

  13. 12 minutes ago, pickles92 said:

    No, It does not. No clouds, no fancy water. Just default ksp. Its worth mentioning that during the loading screen I only see it loading the BuilderCo folder from eve, but nothing else other than squad

    Here is a screen shot of in game

    http://imgur.com/7h8HrVm

    Scatterer seems to be working, the mountains in the back are foggy as scatterer is supossed to show them. The real ocean water hoewever should be there ...? 

    Since the clouds are only coming from EVE that's not an issue of scatterer. Maybe you didn't installed both EVE components ("EnvironmentalVisualEnhancements" and "BoulderCo")?

  14. 9 hours ago, MaximilianPs said:

    Ok and where are those big cities in Kerbin ? :sticktongue:

    These cities are not in but on Kerbin, and they are clearly visible by day and night. Also EVE and scatterer are meant to work fine together and they really do, I guess most of us run both parallel anyway - without issues. Either you're using outdated mods or have outdated mod parts still sitting somewhere in your KSP directory, or your KSP installation is screwed and you should delete it completly (not the save games) and reinstall from scratch. 

    If EVE and scatterer are not working together for you and you don't see these cities by day, then there is something wrong on your side, as for all others this is working just fine. These screenshots are done from KSP 1.1.3 running with scatterer and EVE together. If this is not what you see, then go and reinstall KSP and/or your graphic card drivers - but do not blame the mods and the authors.

    EVE_cities_day.jpg

    EVE_cities_dusk.jpg

    EVE_cities_night.jpg

     

     

     

     

     

  15. 42 minutes ago, MaximilianPs said:

    Also EVE add city lights which have absolutely no sense, 'cause on Kerbin there aren't cities at all !.

    Besides the fact that EVE != scatterer, where do you think the Kerbals are living if there are no cities supposed to be? EVE/SVE are adding Cities to Kerbin where those green follows live, and they even have lights they can turn on at night.
    Ever seen Earth from space by night? Looking like what you get with EVE/SVE, actually Earth has much more lights than both mods dare to add :P

    Picture from the ISS at night:
    626033main_iss030e078095_full.jpg

  16. On 20.6.2016 at 7:23 PM, blackrack said:

    I haven't made any progress since my last post. I've got a lot going on IRL and rarely find the time or the energy to work on the mod anymore.

    @blackrack is there any chance you might be able to update scatterer for 1.1.3 to have the sun flares back? I would guess most people don't need many new fancy things for now, but the sunflares are really missed :(

  17. 2 hours ago, Apollo13 said:

    KAS is broken.  I detached a winch from a vessel, so now it's attached to the back of the Kerbal.  However, upon approaching the Winch, the "Lock Connector" does not work.  The connector is not transferred from the kerbal to the Winch.  It's stuck on his back.  I tried reattaching it to the mount point with "Plug Docked".  Failed.  I even tried entering a vessel to shake it off.  No joy.

    EDIT:  reloaded a QuickSave.  The Connector is no longer attached,  It cannot be grabbed; it's already deployed.  I then grabbed Winch and stored in Kerbal's inventory.  Then reattached Winch to vessel.  The connector is now in locked position.  I then "Grab Connector", and goes onto the Kerbal's back.  Pressing the "Lock connector" at the Winch properly locks the connector.

    I then attached the Connector to an attachment port (Docked).  Then, Unplugged Connector.  Returned to Winch.  Connector would not lock again.

    I never bring the connector back to the winch :) Have you tried to unplug the connector and retract it from the winch itself rather than with a Kerbal? Or, once you have it at the Kerbal, try Y to drop it and retract it from the winch - this should work. However I agree returning it by Karbal should also work, but I never use this.

  18. 1 hour ago, therealcrow999 said:

    It's been a while since I played and put in this mod, isn't there a way to edit the cloud amounts, color and etc in game. Wasn't that a thing before, instead of going in the config and changing stuff. 

    Does anyone have a config that adds in more clouds to Kerbin and the red clouds back to Duna? I did the original work on the Duna clouds when this mod first came out and I am kind of sad they are gone and replaced by white clouds.

    If not I may try to go in and create my own config to be used. Just want to know if I have to manually do or is there a option in game to edit stuff with this mod, like before.

    Thanks!

    From time to time I play around with some of the cloud settings. To prevent interfearing with EVE/BoulderCo I set up my own little directory. This is nothing but private play-around, however it is working with EVE v1.1-2-1. It offers more clouds on Kerbin, a tiny bit more blue for Kerbin's atmosphere, a bit more redish clouds for Duna (on Mars the real clouds are also like this, pretty much like white, because they are ice clouds with a little bit of dust), and also the old red duststorms blowing around Duna:

    http://tekener.com/KSP/TekVisuals.7z

    Simply extract it to GameData - it will overwrite the BoulderCo/textures.cfg to prevent double cloud assignments with my own texture.cfg.

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