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  1. Hello, I'm rather new to modding KSP and Unity in general. I am attempting to add fog and clouds to KSP and I have really no clue where to begin. I've searched Google high and low as well as the forums and all I could find is incomplete code snippets so small that they really don't help much. If someone has the time and knowledge, would you lend me a hand. Below is my code so far. I think I am on the right track with making a gameobject, assigning it's .maintexture to be my texture I choose, adding a mesh, creating vertices, triangles, etc. but I really have no idea if this is correct and if it is, where do I go now. using System; using System.IO; using System.Collections; using UnityEngine; using KSP; namespace Clouds { public class Clouds_Main : MonoBehaviour { bool debug_output = false; Texture2D white_clouds = null, storm_clouds = null; private float lastFixedUpdate = 0.0f, logInterval = 2.5f; Mesh light_cloud_mesh = new Mesh(); Mesh dark_cloud_mesh = new Mesh(); public Material light_cloud_material; public Material dark_cloud_material; GameObject dark_cloud_gameObject; GameObject light_cloud_gameObject; /* Caution: as it says here: http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.Awake.html, use the Awake() method instead of the constructor for initializing data because Unity uses Serialization a lot. */ /* Called after the scene is loaded. */ void Awake() { if (white_clouds == null) white_clouds = LoadPNG(@"C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\Wind Mod\S_Cloud4.png"); // Load the S_Cloud4.png Icon image into memory if (storm_clouds == null) storm_clouds = LoadPNG(@"C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\Wind Mod\D_Cloud1.png"); // Load the D_Cloud1.png Icon image into memory light_cloud_material.SetTexture(0, white_clouds); dark_cloud_material.SetTexture(1, storm_clouds); } /* Called next. */ void Start() { dark_cloud_gameObject.AddComponent<MeshRenderer>().material.mainTexture = dark_cloud_material.GetTexture(1); dark_cloud_mesh = dark_cloud_gameObject.AddComponent<MeshFilter>().mesh; dark_cloud_mesh.Clear(); dark_cloud_mesh.vertices = new Vector3[] { new Vector3(-0.5f, 0, -0.5f), new Vector3(0.5f, 0, -0.5f), new Vector3(0.5f, 0, 0.5f), new Vector3(-0.5f, 0, 0.5f) }; dark_cloud_mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; dark_cloud_mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 }; light_cloud_gameObject.AddComponent<MeshRenderer>().material.mainTexture = light_cloud_material.GetTexture(0); light_cloud_mesh = light_cloud_gameObject.AddComponent<MeshFilter>().mesh; light_cloud_mesh.Clear(); light_cloud_mesh.vertices = new Vector3[] { new Vector3(-0.5f, 0, -0.5f), new Vector3(0.5f, 0, -0.5f), new Vector3(0.5f, 0, 0.5f), new Vector3(-0.5f, 0, 0.5f) }; light_cloud_mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; light_cloud_mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 }; } /* Called every frame */ void Update() { } /* Called at a fixed time interval determined by the physics time step. */ void FixedUpdate() { if ((Time.time - lastFixedUpdate) > logInterval) { } } /* Called when the game is leaving the scene (or exiting). Perform any clean up work here. */ void OnDestroy() { } Texture2D LoadPNG(string filePath) // Converts a .png image into a BYTE array that Unity needs in order to display as a GUI image { Texture2D temp_texture = null; // Ensure the texture is always reset byte[] fileData; if (File.Exists(filePath)) { fileData = File.ReadAllBytes(filePath); temp_texture = new Texture2D(2, 2); temp_texture.LoadImage(fileData); //..this will auto-resize the texture dimensions. } else { if (debug_output) Debug.Log("[WIND MOD : Gui Draw] Icon file does not exist in location: " + filePath); } return temp_texture; } } } I would greatly appreciate any help you can give. Thanks in advance.
  2. Revamped Kerbol System Atmospheres This is an EnvironmentalVisualEnhancements and Scatterer configuration for use with @GregroxMun's Revamped Stock Kerbol System mod. Greg asked me to help him create this for his mod, and I was happy to help. He and I discussed the changes to be made for the Revamp, and I've done my best to implement his vision for this mod. EnvironmentalVisualEnhancements 1.1-3 or later is required! Scatterer v0.0246 or later is required! To install, first download and install EVE and the standard EVE configs, and install Scatterer and any additional Scatterer sunflare as you desire. Then download and extract the RevampedKerbolAtmos.zip file. Copy the GameData folder into your KSP install, and overwrite the existing Scatterer configs. Currently it is not possible to implement Scatterer configs via a ModuleManager patch, and custom textures for Scatterer are in use with this mod. However, the MM patch in the "Cetera" folder will make the necessary changes to the BoulderCo > Atmosphere >clouds.cfg. This file must exist for module manager to update in order for this mod to work. Download License: GPLv3, primarily due to using the Scatterer config tool to create the textures and the configurations, and that is the license Scatterer is released under. Special thanks to @GregroxMun for making the Revamped Stock Kerbol System mod, @rbray89 for creating and supporting EVE all these years, and @blackrack for the Scatter mod. KSP just wouldn't look nearly as good without the efforts of those two gentleman, and you should each thank them personally. A huge thank you to @Raptor831 for coaching me through writing the ModuleManager patch, and explaining to me like I'm five how module manager works. His patience was instrumental in making this mod happen. Details: Jool has a more yellow cloud color, and a very pale green atmosphere in Scatterer. Lathe has a more blue-ish gray atmosphere, adding an additional cloud layer. Duna has very light, wispy, high-altitude clouds. The clouds are a light brownish-orange. Eve has been reworked to keep the stock EVE textures, but turn them a very nice pink, almost salmon, color. The atmosphere in Scatterer still has a purple highlight. Moho has a very thin, gray atmosphere. At higher elevations on the planet, it will not show up at all, as you are above the majority of the atmosphere. At lower elevations, it will provide a gray highlight to the horizon.
  3. Hey Guys how do you get on mun
  4. So I can't get the clouds to work on KSP 1.1. I'm pretty sure I've downloaded and installed it the good way. If you need more information, tell me! Hopefully somebody can help!
  5. Astronomer's Visual Pack: Reborn A repackaging of Astronomer's Edge of Oblivion Visual Overhaul What is this? While I was surfing around on the YouTubes I saw a few videos where users were using the Edge of Oblivion pack, and I thought that it was absolutely beautiful. In Astronomer's (hopefully temporary) absence, I decided that I wanted to have a go at moving AVP over from the old EVE to the new version of EVE, while also making use of Scatterer. I guess this was because I wanted to bring the visuals up to a platform that is currently being updated, allowing further beatification to be possible that wasn't available when it was made. On top of this, a big reason I decided I wanted to do it was because of the EVE cloud resizing in Sigma's Dimensions mod. While it would work with many of the packs already out there on the new EVE, it wouldn't work with old EVE mods, hence my endeavor. Dev Album What do I get? Currently included Kerbin Cloud configs Kerbin Scatterer config Requirements: Environmental Visual Enhancements Scatterer A DISCLAIMER I am not an experienced modder/coder at all. I am simply using the equipment provided in EVE to put these clouds where I think they belong. I reserve the right to give up on this project entirely, or to develop it at my own pace, when I find the time. Chances are I will not be making it work with features such as CubeMapping, and if things don't work very well, I probably won't be able to fix them or troubleshoot any bugs experienced by you as users. USE AT YOUR OWN RISK. I wasn't originally planning to release this to other users, but I decided others may enjoy it. None of these textures are my own, but are owned and distributed by Astronomer under a license allowing others to "create and distribute derivative works", under the same or a compatible license, and so I shall release this under the same license, as found in the original download: The licensor permits other to create and distribute derivative works, but only under the same or a compatible license. The licensor permits others to copy, distribute, display, and perform the work for non-commercial purposes only. (If this is wrong, I'd appreciate some help from a mod in choosing the right license) Folder Archive All the old versions, the current 'official' version and the dev version https://drive.google.com/open?id=0B3KMolVXKZX_X19TcWpLRVk5SjQ
  6. City Lights for Kerbin and Clouds for Any planet you wish! The config file can be modified to add any number of cloud layers to any planet. Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ FAQ: Is this where all the awesome cloud Reddit photos are from? Yes. Does it confilict with Universe/Texture Replacer? No. What if I only want lights or clouds? You can delete the folders you don't want in GameData/BoulderCo/ How do I install? Dump the contents of the two zip files into your KSP install folder. Make sure to delete any old GameData/EnvironmentalVisualEnhancements or GameData/BoulderCo folder before install. What do I do if I don't get clouds/lights? Probably installed incorrectly. Double check this first. If still nothing, go into KSP_Data and send me the output_log.txt file via pastebin, dropbox, or google docs so i can narrow down the issue. But PLEASE double check that everything was installed correctly first. (you should have BoulderCo and EnvironmentalVisualEnhancements folders in GameData) Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ 1.1-1: Bug fixes, Celestial Shadows. KSP 1.1! 1.05-4: Main Menu clouds, Misc. Fixes, cubemap support, etc. 1.05-1: Reboot. 7-4: License update. 7-3: Fixed RSS compatibility. I still recommend different configs. 7-2: Fixes the config mechanism, adds better support for multiple config files. 7-1: Completely re-did configs, much more accessible to modders. Rename. Added volumetrics. 6-8: -2: Fixed "fadeDist" config problem Moved to new rendering mechanism, changed configs considerably. Slightly better performance. 6-7: Moved to PNG, force mipmap generation. 6-6: 8K texture Fixed texture seam. 6-4: GUI fixes/improvements 6-3: Added choice in shader/spheremapping (default is non-cubic). Back to normal memory usage. 6-2: Memory fixes, Bump map fix. 6-0: Completely re-did the sphere overlays and associated shaders. Textures are now applied via procedural uv inside shader. Main textures are converted to cubic textures and detail and bump are applied as tri-planar. This means poles look perfect. Altered config file format slightly to fit new texture method. Main textures MUST now be 2nXn (width must be twice as long as height). Removed test cloud generation from gui. 5-3: Fixed loading bug for shader params Improved volumetric cloud generation 5-2: Fixed Cloud Save & load Added More Load functionality to clouds Compress textures at load to save an additional ~20MB 5-1: Cloud Config now has entry for GUI hot-key GUI has option for reset. 5: GUI! Access it by ALT+N. UV "Fix". Poles pinch, but it is better than the swirl. Thanks to: @5thHorseman for the lights texture @CaptRobau for the kerbin cloud texture @Lack for the config and additional textures for Eve, Duna, Laythe, and Jool @Tw1 for the new city lights detail texture @therealcrow999 for config updates @NathanKell for Even MORE texture updates @Majiir for overlay examples and hints. @Waz for the UV perturbation code Attempt: Planetary Aurora Planetary Rings! Thick atmosphere/fog for locations like Jool Procedural Cloud Cover Possibly: Actual Cities/Towns/Farms/Roads/etc. Weather Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. You might think you don't have to post a log or maybe someone has already reported the issue. Doesn't matter. Still need the logs. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Download: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.1-2-1 Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ This is done in my spare time, and any contribution helps! Source: https://github.com/rbray89/EnvironmentalVisualEnhancements License (MIT): https://github.com/rbray89/EnvironmentalVisualEnhancements/blob/master/README.md
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