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Posts posted by rbray89

  1. 29 minutes ago, Nhawks17 said:

    Does it matter which coordinate is on which RGB layer? As in, does the X need to be red, Y green, Z blue? Or do they just need to match up with each other?

    It is set up so that whatever was x is now red,y is now green etc. So I guess yeah, it needs to match.

    1 hour ago, TBryson2 said:

    Why does the Kerbin cloud coverage question seem to be ignored?



    It isn't so much being ignored but more along the lines of "this isn't easy to answer in a short period of time kind of question"

    Long story short: there is no "quick" way to increase the cloud cover. I hope to be able to address this in the future. In the meantime I'd recommend SVE for configs and textures as it seems to strike a good balance for cloud cover.

  2. 3 minutes ago, Nhawks17 said:

    Hey @rbray89 have you implemented the new cubemap system you mentioned in Poodmund's cubemap tutorial thread? I'm restarting my project to convert SVE to cubemaps and want to know if I can do that yet (and if so, how exactly it works differently from the old cubemaps).


    Yes, this is in play in the latest BoulderCo Package. It is just the two textures and the texture config for them.

  3. 13 hours ago, rocier said:

    nah its not an eclipse. I cant see the ground even. The whole thing is covered in clouds. Its just a big ole purple orb. How am I supposed to land?

    That's actually the point... Just as Eve is supposed to be the Venusian proxy, it has a thick atmosphere of very dense clouds. To land, I recommend either going in blind and then targeting your approach once through the clouds, or better-yet, use scan-sat to see the body through the clouds.

  4. 3 hours ago, selfish_meme said:

    Hi @rbray89 I have a strange problem with EVE losing a zero or two on the altitude, this is the config before and during the game, it does not change, I am using Linux, I do not know if this makes any difference just thought I would tell you.

    Edit: I just saw the update from 2 days ago, I will try that version

    Edit 2: Newest version does not seem to make a difference, it actually wiped more zeroes off, it's like every time the game loads another zero is gone

    here is what I get when it loads, all the clouds are under 1000m



    Did you read the OP and ignore it or just not read it at all?

    I need logs to diagnose things. http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/


  5. 11 minutes ago, UAL002 said:

    Just popping in to just express that for the last 2 weeks, I've been trying to get the hotkey to work for this mod.  Thought I broke it.  Had read over and over its ALT+0 but didnt realize that's a "zero" and not an "oh" until just now.  Cheers everyone,  enjoy that laugh at my expense.

    Also, any ideas why the Mun has city lights for me?

    Did you get the latest release? The mun shouldn't have lights on it anymore.

  6. 45 minutes ago, Rhedd said:

    So, where can a guy find some documentation for the EVE_CLOUDS config?

    Specifically, I'm looking for a way to stop volumetric particles from spawning with a random rotation. It seems that "rotationSpeed = 0.0" stops them from spinning slowly, but I also want them to all face the same way in the first place. Is that a thing that can be done?

    I don't know why in the world you'd want to do that... It would look pretty terrible... but you'd want to do that you'd want to change noiseScale to very small values. I think it should work if you make them 0.

    13 minutes ago, tsaven said:

    It looks amazing, but that framerate... Is that what we should expect even on moderately powerful graphics cards?  Do these mods hit the CPU like high part counts do, or is it on the GPU?

    All GPU.

  7. 14 minutes ago, WWEdeadman said:

    So, I haven't seen this mentioned in the last few pages of the thread or in the known issues, so here is my problem:

    Moons seem to turn their entire texture black/invisible if they are eclipsed by their parent body. (see screenshot of Ike being only half visible in the second spoiler below) This already happened to me on the Mun and Minmus before( see video in the first spoiler tag for it happening in orbit around Mun) I first thought it was another mod, but after testing today it turns out the bug disappears if I remove EVE. SO somehow this mod seems to be doing this. Anyone else have this problem, and are there any solutions?

    This is happening on the latest EVE release, as well as the pre-release, on KSP 1.1.2

      Hide contents



      Hide contents


    This is actually a "feature". Eclipses and planetary shadow now work properly. It does mean that the realistic lighting I implement clashes a bit with the stock lighting model (that adds ambient light and whatnot).




  8. 4 minutes ago, Nhawks17 said:

    May or may not be in love with the new Eve clouds

    Yeah... Once I realized what I had created I was rather surprised it works so well. It does require people to tweak it for the best effect, but as you've shown, it can look fantastic when used properly :)

  9. 7 hours ago, Waz said:

    I think there is something odd happening. If I install only EVE and it's default configs, it works, but the clouds disappear if you try to Apply them in the Manager, with this error in the logs:

    CloudsManager: Removing 2D clouds...
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
      at (wrapper managed-to-native) UnityEngine.Behaviour:set_enabled (bool)
      at Atmosphere.CloudsPQS.set_enabled (Boolean value) [0x00000] in <filename unknown>:0
      at Atmosphere.CloudsPQS.Remove () [0x00000] in <filename unknown>:0
      at Atmosphere.CloudsObject.Remove () [0x00000] in <filename unknown>:0
      at Atmosphere.CloudsManager.Clean () [0x00000] in <filename unknown>:0
      at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0
      at EVEManager.GenericEVEManager`1[T].DrawConfigManagement (Rect placementBase, UnityEngine.Rect& placement) [0x00000] in <filename unknown>:0
      at EVEManager.GenericEVEManager`1[T].DrawGUI (Rect placementBase, Rect placement) [0x00000] in <filename unknown>:0
      at EVEManager.GlobalEVEManager.DrawMainWindow (Int32 windowID) [0x00000] in <filename unknown>:0
      at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 

    With a very few more mods installed, it doesn't work - no clouds appear, even at the title screen. However, there is nothing obvious in the logs.

    Add a few more mods, and everything works fine, including the Alt-0 Manager. I could find no obvious pattern as to which mods, so it might be an ordering problem or something. Sorry, I would have looked deeper, but I really wanted a working low-mods setup from which I could tweak configs and code for the UV noise without too long a cycle time. The mods I had installed when it was all working fine were: Kopernicus, OPM, Sigma Binary, Texture Replacer, Module Manager, QuickStart, and SmokeScreen; removing even SmokeScreen caused the no-clouds problem.

    That is odd... One thing you can try is using the "Debug" build instead of the "Release" build. I setup pre/post build commands for the different projects. _BuildManager should create the .mdb files using the mono pdm2mdb util. Then substitute the KSP.exe file with the Unity dev build runtime: 

    Not sure why other mods would affect this, but this is likely a small order issue with the Remove function. 

    So I've brought in the changes from the amazing @Waz into the mainline. You can get the new clouds here:

    I'd like some feedback before they get merged into the standard release.

  10. 22 hours ago, jsimmons said:

    Hi rbray89

        Looking at your most recent changes I have a few questions. The biggest change I see is the introduction of CubeMap (RGB2_CubeMap) which from the reading of the code appears to be cube map composed of just 2 textures labeled positive and negative. Looking at the image files I see the RGB channels all being used. From this I gather that this new CubeMap is all 6 sides compression into 2 textures. If that is the case then which channels map to X,Y and Z? 

    RGB=XYZ in that order :) one set is for + the other for -.

    15 hours ago, Waz said:

    I've got the source files set up and building (BTW, did you mean to include the output ZIPs in the source zip?). I tried to clone the git repo but it was talking ages (lots of huge files in the history?), so I hope an ugly old diff will suffice.

    Yeah, this was to try to provide a way to supply the dev builds without publishing a new release all the time. I really didn't want to add the build products to source, but there wasn't any other good way of doing this.

    13 hours ago, Waz said:

    I'm all good with building now, except for actually compiling the shaders - the current build process seems to use cgbuild, which as I understand is the old thing from Unity 4.4. Is that still what we're supposed to use?

    Edit: I've loaded the shaders into Unity 5 and used "Compile and show code" after turning on "All Platforms". That seems to generate the compiled shaders for me to then save.

    The current build process is to use the Unity 5 compiler. Unfortunately they removed cgbuild in Unity 5. Hoping to find a better build process for Unity going forward.

    10 hours ago, Waz said:

    First iteration is done (the clouds *are* animated, but only at a realistic speed - i.e. subtle)

    Before submitting a patch, there are some things I still don't understand to do it correctly:

    1. There are 4 different cube mapping functions - which ones are used in which cases? (currently I've only implemented and tested the one that appears to be used at Kerbin) Thanks @Poodmund ! 
    2. How big is the git repo? Should I try again to clone it and send a pull request, or is a patch generated from the source code fine?
    3. Compiling shaders: is the in-Unity function I used right, or do I need to get CgBuild?
    4. Any interest in enabling this for City Lights (not animated of course, and I'd probably need to make a more effective noise texture)? The EVE ones are pretty pixelized, but the SVE ones don't look like they'd benefit (though the clouds would).
    5. Is there any in-game way to reload the EVE configs? It's really slow to tweak configs with a restart cycle. How did I not find out about Alt-0? 

    See above. I think I'm going to get rid of the interim builds in the repo to make it easier to push/pull/clone.

    2 hours ago, Tekener said:

    Confirming it is still an issue when flying over Kerbin's day/night terminator.

    I tried the latest EVE (1.1-2-1) stand alone, SVE (0.6.5) stand alone, as well as SVE using the latest EVE shaders.

    Result is always the same: cities are still bugged and drawn double:

    I think I know where this is coming from now... The PQS texture isn't fading out... I think this is an easy fix.

  11. 37 minutes ago, nuclearping said:

    I did this.

    This is how my GameData looks like and where I put the Kop_Bug.cfg.

    Now Kerbin has rings and orbits Jool and the whole Kerbol system looks quite different. So I guess Kopernicus and the Planet Pack works?

    But I couldn't trigger the bug. MM seems to have loaded the new .cfg. KSC goes night / day, when I switch scenes. But never goes completely black.


    Just put GN back into GameData (and removed Kopf_Buf.cfg) and the bug instantly reappears when I switch scenes.

    Edit 2

    Just removed "Uncharted Lands" and added "OPM". Switched scenes back and forth. Works. So the bug seems to be appearing in this setup (at least here): EVE + GN + Kopernicus + Uncharted Lands.

    This is probably a shadow config issue... Delete the shadow config or edit it to fix the body references for celestial shadows.

  12. 2 hours ago, Waz said:

    I'm working on procedural nebula in an unrelated project, and one thing I have to deal with is the camera getting extremely close to the nebula without it looking pixelated. I was looking at the clouds in EVE (SVE actually, with the 1500x1500 pixel textures) and pixelation is very obvious, so I thought I'd mention how I avoid it.

    Basically, I perturb the finest detail of the UV co-ordinates such that at around the resolution of 1-2 pixels of the source texture, the fractional part below this is used to look up a noise texture and perturb the UVs slightly.

    In pictures...

    From a distance, up close without perturbation, and up close with perturbation:

    As you can see, without the perturbation, the pixels show up at these extreme magnifications, but with perturbation, they disappear into cloudy detail. And you can keep on zooming in way more than this.

    Now SVE with 1500x1500 pixel cloud detail:


    I hope you can see what I found familiar!

    The change is pretty small. I use ShaderForge for my shaders, but it's basically just doing a mod/fmod of the UVs by a small number (0.01), scaling back to 0..1 (x100), looking up a red-green noise texture suitable for clouds, scaling that vector to be very small (0.001) and adding it to the UV before looking up the actual cloud texture. Net result is to add noise at the lowest detail where otherwise we'd see the ugly edges of pixels.

    I suspect lower resolution images could be used for clouds if the finest detail could be provided as a UV noise texture.

    If this is already possible, I'd love to work on some UV noise textures for EVE. Alternatively, if this is a Kopernicus thing, send me there.

    Oh, now that's clever. 

    I actually have a perlin noise generator that I use for the volumetric particles that I could re-use for the clouds. A texture would likely work fine as well though. Is there a good way to make sure it only samples from a distance of 1 pixel away regardless of texture resolution? Or does that not matter? I guess one could always pass in texture size.

    Currently there is the "Detail" texture, but as it stands it is very easy to spot, as it is just a repeated texture that is masked with the cloud overlay. By manipulating the UV, the pattern should be almost invisible though I think. 

  13. 26 minutes ago, Blacks said:

    @rbray89 few question if is posible:

    - thickness of cloud is influence by _DetailsScale value + Layer Volume size + Area ?
    - fade or distance were cloud are seen, render are define by _DetailDist, _DistFade ?
    - is it a way to make cloud to be less grid & be more random spread up, down, in all direction ? see picture, i was try to combine 3 layer at close altitude (2000, 2400, 2800) with diferite value but impact on fps is huge :D


    Thickness is determined by the size param. Area covered is determined by the area param. 
    Fade is determined by the _DetailDist and _DistFade.

    Use noiseScale to change the noise params to change the determined values through the perlin noise. You can also use the maxTranslation values and add room to move in X and Z to make it less grid like.

  14. 10 minutes ago, gamerscircle said:

    I did read that and I thought perhaps I was just doing something wrong vs a mod conflict or a mod issue.  Someone asked in my stream why they were not getting clouds when installing EVE and I took a vanilla KSP install and installed EVE and got no clouds either.  I can follow up with a log.

    The issue is I can't tell you what the problem is without the logs... It could be almost ANYTHING. Logs are really the only window I have into the operation of individual installs. Glad to see you read the OP. Is there anything I could do to enforce people to post logs with their issues? I know I said I wouldn't respond, but that seems like It would just result in the community having to tell them to read the OP instead of me :)

    2 minutes ago, Proot said:

    @rbray89 I want to rebuild an effect, but I can't find the way again...:blush:  The thing is I want to stack two layers, at different hights, moving at the same time and in the same way.
    How I should do that?

    Synchronizing different heights is hard, as the speed is not rotationally based, it is based off of speed at cloud level. eg. couds moving at the "same speed" at different heights wouldn't be synchronized. I'd have to edit things in code for this to be feasable. 

  15. 15 hours ago, jsimmons said:

    I have a suggestion I so been wanting for a long time. Procedural 2D cloud maps generated based on turbulent flow. Also make the clouds travel in an elliptical path like real clouds do with trade winds (via hadley cells.)

    This is something I'd really like to do, but it is a VERY difficult problem. I've yet to see a planet in ANY game or simulator that makes nice procedural clouds. They seem to use perlin noise exclusively.

    3 hours ago, gamerscircle said:

    I have two questions:

    1.) I have been downloading EVE via

    2.) If I install EVE and I get no clouds or anything, did I miss a setup step?

       AnyCPU-EVE-Release.zip = \GameData\EnvironmentalVisualEnhancements
       AnyCPU-Configs-Release.zip = \GameData\BoulderCo

    and their respective sub-folders and files.

    Thanks for the mod and the support.

    Send logs. Seriously, do people not even just glance at the OP?

  16. 4 minutes ago, theonegalen said:

    @rbray89, what is required to get EVE to cast shadows with Kopernicus planets?

    A config needs to be added for those bodies. Same as the Shadows Config.

    3 minutes ago, Jethro Bodine said:

    That's true, hehe, but I really would rather not have to re-adjust my monitor for every other purpose/application than playing KSP. :)

    Yeah, I think that's a little out of scope here. Maybe one of the cinematic mods does something?

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