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Poodmund

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Everything posted by Poodmund

  1. If you want to use any other textures for clouds, just focus your view around that body and press Alt+0 to bring up the EVE GUI. From there you can view all the cloud layers Proot has made and the correlating textures that the cloud layers are linked to. You can specify other textures in the Main_Tex path to use different cloud maps. It may take a little experimenting to find which cloud layer you wish to edit so I would advise either making a backup of your install or noting down all changes you make.
  2. For Scatterer to start working around a body, the Active Vessel has to be within the Load Distance set within the PlanetList.cfg file that can be found in the Scatterer Configs folder. This is why even in Map view Scatterer will still not be working, pretty much, unless you are orbiting the planet you are looking at. This doesn't seem to get stated enough and you see quite a few posts saying, "Scatter is not working when I installed it" or similar posts. You're not alone, Eudae.
  3. If you look at the Albedo numbers of the bodies in our Solar System, Jupiter is about 3x as reflective as the Moon. https://en.wikipedia.org/wiki/Bond_albedo#Examples
  4. Thank you for the shout out, bud! I should be cramming in a load of work over the holidays to get an Alpha out in the new year. Hopefully our packs look great alongside each other.
  5. Been doing a little tinkering to test some different variables in the texture generation and thought... "why not upload some short clips on Steamable?" So: Sarnus - Test WIP Neidon - Test WIP I'm cringing at the horrible compression of Streamable but I don't really have a quick way to get screen recording uploaded at I only have 0.2mbps upload. What do you think about the colour palettes? Too little/much contrast, too little/much saturation, too little/much colour variance?
  6. The erect2cubic script within panotools will do this for you. i thought it was included within Hugin; however, the following links may help. http://vinayhacks.blogspot.co.uk/2010/11/converting-equirectangular-panorama-to.html http://search.cpan.org/dist/Panotools-Script/bin/erect2cubic What you are essentially doing it converting an equirectangular panorama to a cubic image map. Googling "equirectangular to cubic" brings up a plethora of results.
  7. Using Linux it basically uses the panotools libraries which are very powerful within their own right. You may want to delve deeper into panotool's documentation if you want to experiment around a bit.
  8. Hugin can do this, it is a very powerful tool that aids in stitching/unstitching images in the way you have suggested. http://hugin.sourceforge.net/
  9. Thank you for your kind words. I am not really going for a total analogue overhaul but will be taking cool features from the real life counterparts where I think it is a nice idea to do so. NASA recently released new images of Titan and it turns out its weather system is more Earth-like than previously thought: http://www.abc.net.au/news/2015-12-10/nasa-releases-detailed-image-of-titan/7015678 I am currently waiting on EVE and Scatterer to be updated to the point that most of their feature set and syntax is nailed down enough that I won't be spending a long time redoing previous of work to make it compatible with new releases. The new features of the two said mods are really going to help with mods like this so I feel it is prudent to wait. That said, I am still working on textures at the moment and in the up and coming holiday season when I have some time off work I will be showing some more screenshots. If EVE and Scatterer are at a stable build point, I may also release an Alpha of this for testing. DaZeInBok, to save your sanity, the thread title will be updated when I release an Alpha build so you can see quickly if anything has happened.
  10. I also use Hugin and it works really well. At this time I've been using it to stitch procedurally generated cube-maps into the equi-rectangular images that EVE previously required but I am sure that it does the reverse just as well.
  11. Here you can see Pluto (central) and Charon (outer-orange) rotating around their barycenter. its quite a crazy system.
  12. I don't think its a dependency, more so a suggestion, as Jool's rings will just not show if Kopernicus is not installed. The pack will still work fine though.
  13. Cube Map support, excited!!! Rbray, how is this implemented exactly? This may save me time having to stitch together cube maps in Hugin.
  14. Yes that would be the idea, there are many great Artists out there right now developing visual packs for the new EVE with Scatterer and all the trimmings that I do not need to get involved here... they are doing a great job as is. Thank you for your kind words so far, is there anything you'd like to see in particular? Any personalities that you'd like portrayed on any planets/moons, etc.?
  15. Pood's OPM-VO (Outer Planets Mod - Visual Overhaul) Latest Release - v.0.3.5 "The Matoro" Pre-Release Beta - 23rd Sept. 17 Due to some users having issues with compatibility, please find below a list of the dependencies and the current builds used to run OPM-VO. Please ensure that you are running at least these versions of the dependencies or later releases: Dependencies: EVE: https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-1.2.2.1.zip (Release build 1.2.2-1) Scatterer: https://spacedock.info/mod/141/scatterer/download/0.0320b (Release build 0.0320b) Kopernicus: https://github.com/Kopernicus/Kopernicus/releases/download/release-1.3.1-3/Kopernicus-1.3.1-3.zip (Release build 1.3.1-3) Module Manager: https://github.com/sarbian/ModuleManager/releases (Get latest release build) Outer Planets Mod: https://github.com/Galileo88/OPM_Galileo/releases/download/1.2.4/OPM_Galileo.v1.2.4.zip (Unofficial KSP 1.3.1 build 1.2.4) Suggested Mods: Stock Visual Enhancements: https://github.com/Galileo88/StockVisualEnhancements/releases/latest - Galileo and I work together to ensure our mods are compatible and SVE gives the stock planets great atmospheric and visual effects. Stock Visual Terrain: https://github.com/Galileo88/Stock-Visual-Terrain/releases/latest - The texture pack that's built alongside SVE to make the stock bodies look amazing. -------------------------------------------------------- For all information regarding downloading/installing/using/licensing etc. for this mod, please refer to the Readme. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Changelog: v0.3.4 - 08th Apr. 17 - Edited Tekto's & Urlums EVE cloud layers slightly, amended SVE integration due to SVE's new file structure and added in Kopernicus' new Ring Shader effects for all bodies (if Jool rings are present, they are maintained). Kopernicus' Ring Shader update is not incorporated in the latest Kopernicus release yet, however, the patch can be downloaded here to be installed into your Kopernicus directory: https://mega.nz/#!vUowhKgB!PAIeK8M1KlBOXhcBNglxGTq6MzSiqFxF27fAXYOD8_w v0.3.3 - 02nd Apr. 17 - Added Sigma OPM-Tilt support, slight change to Urlum's rim exposure and now leveraging SVE's cloud detail textures if SVE is installed, if not, uses own placeholder texture as before. v0.3.2 - 01st Apr. 17 - Forgot to render Tekto's oceans... doh! Ocean shaders on Tekto have been enabled by adjusting Ocean Alpha values. v0.3.1 - 01st Apr. 17 - Fixed scatterer's configs so they play well with other mods and don't repeatedly add OPM body configs to other body's ones. v0.3.0 - 30th Mar. 17 - KSP 1.2.2 Compatibility update. v0.2.0 - 8th May. 16 - Rebuilt from ground up for KSP 1.1.2; Thatmo work has not been included. v0.1.2 - 11th Jan. 16 - Included support for OPM Tilt and Kopernicus Expansion. Compatibility with KSPRC has been fixed by including updated pqs.cfg file for KSPRC (bundled in distribution). v0.1.1 - 8th Jan. 16 - Forgot to include Scatterer files within .zip (Doh!) v0.1.0 - 6th Jan. 16 - Initial Release - First GitHub commit & beta release --------------------- Original Initial Post: With the release of EVE for 1.0.5 and Scatterer gaining multi-planet support I decided to jump right in and start messing around with configs for OPM as I rarely play KSP without it. As the two mods are still very much in their infancy really with respect to 1.0.5 and their latest releases I am learning as I go and have never shown any of my previous tinkerings with EVE in the past on these forums (I used to run a modified AVP-I, AVP-EoO and KSPRC mashup in previous versions of KSP). I initally started working on Tekto as it has a pretty crazy atmosphere in OPM canon. Current progress can be seen here: I also have very hazy mist clouds rumbling over the lowlands that look a lot like heat haze up close. These are very much still WIP and I am still learning new tricks/techniques with EVE's new volumetric cloud options. The look I have gone for is a very chaotic, dense atmosphere that is suffering from a sever over abundance of a toxic gas that could be generated from underwater plant life or similar. After visiting MatoroIgnika's Twitch stream he commented to me that he loves Thatmo and how it should look like a Triton analog, so... next on to Thatmo! Like Triton, Thatmo has a very think atmosphere but it can be visualised from orbit. It is very hard to convey through screenshots but a very thin, wispy cloud cover has been added, viewable from orbit. Down on the moon's surface, clouds are visible somewhat more than they are from orbit purely for the fun aspect of actually seeing the atmosphere present. Triton's albedo coefficient is one of the highest in our whole solar system and so I decided to make Thatmo very reflective and bright to convey the shiny, ice like nature of the moon. Its pretty blinding down on the surface. As the surface of the moon is refracting light through its ice layers I have also introduced a chromatic aberration-like quality, visible when in orbit. Finally at this point I have been tinkering heavily with texture generation for Gas Giants (as OPM has 3 of them!) using curling noise for procedural fluid flow to try and create some really interesting base texture maps for the gas planets. It has been pretty laborious switching between Linux running the generations and Windows for Photoshop texturing (I don't like GIMP at all) but its getting a lot easier to manage now I am use to the process. I should be able to utilise this technique to also create completely procedural cloud texture maps also with a bit of work that could range from thick stormy stuff ala Venus down to very light, high atmo wisps. As you can see there are a lot of different style outcomes using the same texture by changing the input parameters. Let me know what you like and what you think would suit each gas planet as I can create a variety of effects. Generation takes around 20 minutes and then I have to wrap a cubemap back into an rectilinear texture for use within KSP. All of this is really in its infancy and I created this thread as a place to store my ongoing efforts whilst also being able to receive some feedback. Progress may come in fits and spurts around work; I get two weeks off over the Christmas period I may be able to cram a load of texturing in. Depending on how far I continue the final piece of the long-term puzzle would be re-texturing the base moon textures to hi-res variants. Feedback is greatly appreciated and any thoughts or critiques are appreciated, even though at the moment all you are able to look at is screenshots. Once things become more substantial I will upload configs and textures in a pack for testing out within KSP. At this point I will apply a suitable license. Update 12th Dec. 15 - Been doing a little tinkering to test some different variables in the texture generation and thought... "why not upload some short clips on Steamable?" So: Sarnus - Test WIP Neidon - Test WIP Update 3rd Jan. 16 - Porting Tekto to new EVE syntax. Fog on Tekto 1 - Showing fog and dust clouds at low level. Fog on Tekto 2 - Showing the post processing depth buffer level at low level. Update: 6th Jan. 16 - v0.1.0 Beta Release - Initial Release (see changelog for further updates) Whad'ya think?
  16. [quote name='Thomas P.']What mods do you use?[/QUOTE] I have a build solely using the new EVE, Scatterer, Kopernicus and OPM and it is happening to me. Sarnus appears in front of the rings that are supposed to be in the foreground. Running in OpenGL if it matters.
  17. Sarnus' rings have always been buggy as described above for me. I also get a weird black glow around Sarnus that blocks all light, rings etc from showing past it. Been the case for ages, don't really think about it now. :/
  18. Due to Linux using Alt as a standard OS shortcut key, the modifier keybinding in KSP is moved to Right-Shift instead so that 'bad things' do not happen.
  19. Alt (Mod)+F11, if on Linux it will be Right-Shift+F11. Note that you have to have an Active Vessel in range of Scatterer's preset activation distances for the effects to 'turn-on'. These distances, IIRC, are set in the PlanetsList.cfg EDIT: Blackrack, will it be possible to locate .cfg and Planet folders outside of Scatterer's main directory as supplying additional configs for mods that add planets may be troublesome when it comes to overwriting the PlanetsList.cfg. Is there a modular approach that can be taken? Can additional PlanetList.cfg files with a different file name coexist alongside the main file for additional planets?
  20. [quote name='pozine']Yes it does the same to me[/QUOTE] I retroactively added the above code for Sarnus, Urlum and Neidon and all is working fine now.
  21. Ah this has been stumping me for ages. I think it may have been causing my game to lock up when trying to change scene after creating a layer on a Gas Giant for Kopernicus Planets (OPM).
  22. I am using Scatterer, EVE and Kopernicus without any problems. I am saving my textures using nVidia's dds plugin using DXT5 with an Interpolated Alpha channel and it seems to be working fine. I would guess it is a texture issue. EDIT: Today I am getting a very strange bug as I have literally changed nothing but fired up the game today and at the Space Center I cannot change scene, if I click a building the game freezes. Getting a load of Null Refs. Latest Kopernicus build is also being used as shown in log, it seems a shader is not present at least: [CODE][LOG 18:45:43.403] [Kopernicus]: Fixed SpaceCenterCamera[LOG 18:45:43.414] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 18:45:43.417] Loading Depletion Nodes [LOG 18:45:43.417] DepNodeCount: 0 [LOG 18:45:43.419] Loading Biome Nodes [LOG 18:45:43.419] BiomeNodeCount: 0 [LOG 18:45:43.420] Loading Planet Nodes [LOG 18:45:43.421] PlanetNodeCount: 0 [LOG 18:45:51.628] scatterer effects loaded for Kerbin [EXC 18:45:51.790] IsolatedStorageException: Could not find file "D:\Users\******\Desktop\KSP OPM Cloud Dev\Kerbal Space Program\GameData\scatterer\CompiledDepthTexture.shader". System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean isAsync, Boolean anonymous) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access) scatterer.ShaderTool.GetShader2 (System.String resource) scatterer.CustomDepthBufferCam.OnPreRender () [EXC 18:45:51.808] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.toggleCoronas () scatterer.SkyNode.UpdateNode () scatterer.Manager.Update () scatterer.Core.Update ()[/CODE] That exception repeats constantly, if I click on a building this happens: [CODE][LOG 18:45:54.981] Game State Saved to saves/default/persistent[ERR 18:45:54.984] [DestructibleBuilding]: ID for this building is not defined correctly. Cannot unregister. [EXC 18:45:54.987] NullReferenceException Atmosphere.CloudsPQS.OnSphereInactive () Atmosphere.CloudsPQS.GameSceneLoaded (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) HighLogic.LoadScene (GameScenes scene) EditorDriver.StartEditor (EditorFacility facility) VehicleAssemblyBuilding.OnClicked () SpaceCenterBuilding.EnterBuilding () SpaceCenterBuilding.OnLeftClick () SpaceCenterBuilding+.MoveNext () [EXC 18:45:55.038] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.toggleCoronas () scatterer.SkyNode.UpdateNode () scatterer.Manager.Update () scatterer.Core.Update ()[/CODE] Any ideas?
  23. [quote name='rbray89']Is that layer super low to the ground (or the particles huge?)? This happens when the particles are close to ground. The "banding" is particle getting chopped in half by the ground. You can try raising or shinking the particle sizes to combat this.[/QUOTE] Yes that is exactly what is happening. I'll play around with it a bit but I had to have it in that configuration as I wanted a dense cloud in contact with the terrain that fades upwards. I guess its just a limitation of the way EVE works.
  24. With the latest releases adding features, the old configs became non-working because additional parameters required for fields were not added or set at like a 0 or 1 as default. You have to manually amend them to the correct format. EDIT: Is there a trick or method to stop this banding effect? What should I be changing to reduce it? [IMG]http://i.imgur.com/PlZ4W2I.png[/IMG] Pulling my hair out trying to get rid of this, is it possibly an OpenGL issue? Is it just a case of finding that sweet spot between your layerVolume area size-division ratio?
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