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Found 17 results

  1. EnvironmentalVisualEnhancements - Clouds and City Lights EnvironmentalVisualEnhancements (a.k.a. EVE) is a mod for KSP that adds clouds and city lights. It is highly configurable and a number of other mods provide improved clouds not just for the stock planets, but for other planets provided by other mods. The mod works on KSP 1.3 and KSP 1.2.2, and older versions are also available. This thread is a continuation of @rbray89's original EVE thread, so that we can continue updates and discussions while we await his return (at which point we can return to that thread). Installation The mod is distributed as two ZIP files, one small one which contains the plugin and shaders, and one large one which contains a sample configuration. If you are installing another mod which supplies EVE configurations, such as SVE, you should not install the sample configs. If you use CKAN, select EnvironmentalVisualEnhancements and then choose a config (if only one is available, that one will auto-select). If you are installing manually, download the latest ZIP files from https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases and unpack them into your KSP directory. The zip files include the "GameData" directory and so this should merge with the same-named directory in your KSP installation, such that after installing, your KSP's GameData directory will contain the "Squad" directory shipped with the game, the "EnvironmentalVisualEnhancements" directory which you just installed, and, if you installed the sample configs, a BoulderCo directory. Configs for other mods are generally shipped in their own directories. It is strongly recommended that you use the 64-bit version of KSP when using EVE, especially with advanced configurations. Note that you will not necessarily see any clouds on Kerbin in the main menu. Load a game to check if you've successfully installed the mod. If you wish to install for KSP versions prior to KSP 1.2, see the original thread, but note that there is little support for old versions. Compatibility with other Mods EVE is compatible with most mods, but in particular it is tested to inter-operate well with these visual mods: Scatterer - makes atmospheres realistically "haze". PlanetShine - makes the glow from planets/moons produce ambient light. Stock Visual Terrain - make the terrain detail of the stock planets much better quality. There are also a number of excellent mods that provide advanced configurations beyond the sample ones shipped alongside EVE: Stock Visual Enhancements (SVE) - high quality visuals, recommended for higher-end systems. Para-Sci High-Performance Atmosphere Pack - sleek but still beautiful visuals, even less CPU/GPU demanding than the basic configuration. Be sure to remove the sample configs (the "GameData/BoulderCo/" directory) if you manually install a mod that provides all its own configurations. If installing via CKAN, you will be prompted with what needs removing. If using the Real Solar System mod, you will need different configurations, such as: Real Solar System Visual Enhancements If using the Outer Planets Mods, you will probably want to add EVE for those too, such as: Pood's Outer Planets Mod Visual Overhaul Performance EVE runs fine on mid-range systems. See the alternative configurations above for different performance characteristics. The most expensive effect is currently the volumetric clouds. You can turn these off in the in-game configuration dialog, or by editing the configs with a text editor. Obviously the more cloud layers, the more costly are the effects. By default, only cloud layers within 10km of the camera can produce volumetric clouds. Configuration The sample configuration includes a single layer of clouds and city lights for Kerbin and cloud layers for other stock planets/moons as appropriate. You can modify the configuration in-game by pressing Alt-0 (zero), though be warned that this is an advanced feature. If you save broken configs you will need to re-install your chosen configs. There is no undo. Documentation for the config files is currently pending, but note that since EVE-1.2-1, the _MinLight option has been changed. It should be set to 0 (the default) unless you want clouds to glow on the night side (eg. auroras). Also note the relatively new "UVNoise" setting, which allows adding noise to the texture look-ups, either for large animated cloud effects (see Jool), or to mask pixelization in fine detail (see Kerbin). Pretty Pictures and Videos For now, see the original thread for slightly outdated pictures and videos. If you have ones you wish to display here, provided they are short and contain no revenue-generation, just ask. Contributing If you have code changes you would like to contribute to the core plugin or shaders, please submit a Pull Request on the GitHub project: https://github.com/WazWaz/EnvironmentalVisualEnhancements If you have major config changes you would like to contribute, these are probably best supplied to users as an independent mod, in the same way as others listed above like SVE. If you want to contribute financially, please see the original thread for a link to the original author's donation page. The original author has done by far the largest effort in bringing this mod to you and the KSP community.
  2. Eve/Venus Cloud cities

    Inspired by this video: Watch the video first: I thought what about making cloud cities in ksp? Doing this requires any cloud or atmosphere effects* mod. For balloon mods i think using hooligan labs,procedural airships or heisenburg seems to be the mods, for cities maybe kerbinside or habitat module or just making out of structrual panels. And there a few things that are not possible or with another mod like growing trees,or extracting water from clouds or having domes full of oxygen. In the title I wrote Venus,because also you can do this RSS and RSSVE. *Atmosphere effects= *Atmosphere effects= *Atmosphere effects=
  3. Only Eve?

    Good morning everyone. I have started a new 1.22 game (going to wait for teething trouble observations before 1.3) and as expected EVE just slogs my potato PC to a crawl, so I am playing without clouds. However, before I try to get to Eve I thought I would ask; has anyone heard of a mod for ONLY Eve? Landing on Eve (the OPM Triton analog too I guess [name escapes me]) would be so much more mysterious and exciting if there were dense clouds there, but I can't abide the slow down for Kerbin operations that come from EVE, Is there a possibility for an Only Eve EVE?...
  4. At its core, the suggestion to add weather and clouds is simple. Clouds, wind, perhaps even storms. Its easy to imagine how interesting it could be. But before we can really delve into the suggestion, we need to consider different ways weather could be implemented, and figure out what the best way would be for KSP. But first, lets talk about the elephant in the room: The fact that it can adjust difficulty: Weather and Difficulty: The way I see it, there could be a number of basic settings for weather. -Full disable: Weather is disabled. It is always clear. -Visual only: Weather does not actually effect you. -Storms only: Weather only effects you when you are in a "storm" like scenario. -Full: Weather, winds, etc, will effect you any time. Depending on the level of simulation, there could also be toggles/sliders for things like wing icing, damage from dust storms, or "gustiness". Also interesting would be a Sandbox option to add a weather system of your choice to a location (presumably your current one). Core Mechanics and Weather Simulation: The first question to ask is simple: How do we design the weather with regards to the game? I do not speak of merely how wind works (it would presumably be a form of modifier to the current aerodynamics), but rather where it comes from. KSP is a physics heavy game, and adding some full-blown weather simulator to it would not be very good for gameplay purposes. So what, then, is the best way to add weather? Three options come to my mind, and perhaps you can imagine others. I'll start with my ideas on the matter: 1. Exceptions to Standard. In this setting, the all-clear weather on Kerbin is still the "standard weather", and any other weather events are things that generate randomly, move across the planet for some time, and then disappear. For other planets, the "standard" could also be clear, or it could be a set windspeed and direction (i.e. if you wanted to give Jool a saturn-like atmosphere) or just being cloudy instead of clear (i.e. if you want to make Eve a little more Venus-like in appearance). These events would be storms, areas of wind, perhaps even benign weather like partly cloudy and drizzles. Whenever one disappears, a new one would generate at a semi-random location, and would randomly generate its path based on some planet-defined directional preferences. Some weather events could also follow a pre-determined pattern of changes over their path (i.e. a "hurricane" might have a building phase, an main phase, and then just be a normal storm on the last leg of its path) This results in a reasonably viable set of weather mechanics that shouldn't require too much processing power to simulate on a global scale. Values worth noting would include the max number of weather events per planet (a value that can change based on the planet), which weather systems can generate on any give planet, and perhaps "seed spots" which are the only region on a planet that can generate certain weather events (i.e. maybe only weather events that generate in certain sea areas have a chance of being generated as a Hurricane event, and only storms that are generated in northern areas have a chance of generating as snow storms). If two weather events overlap, one of them can simply take priority over the other as they pass through each other for simplicity sake. 1b. Permanent weather events: It would be good in this case to have a permanent type of weather event possible. These events would be designed into applicable planets. They would be used for things such as Jool, where you might want to have an equivalent to Jupiter's Great White Spot. 2. Extremely simplistic, low power weather sim. The idea here is to split a planet into a set of "cells" and have the simplest, easiest simulation you can that still causes a reasonable variety of weather, perhaps intermittantly "seeding" it with an effect to get things moving if need be (or to simulate seasons). One option would be to take the "exceptions to standard" idea listed in 1, but just replace weather events with randomly generated air masses with semi-random values for speed, humidity, and temperature (semi-random because they could be influenced by the location they are generated). Any time two of these masses meet, they are replaced with some weather event, based on the values of the air masses. By themselves, these air masses would generally just have some wind, temperature, and humidity, and some form of cloud cover ranging from zero to full. 3. Pre-decided weather patterns. Rather than worry about dynamic weather in this scenario, the developers simply "design" the weather on Kerbin (and each other applicable planet) for a set amount of time, such as a period of 1-4 of that planet's years, and then run it. When it reaches the end, it loops back to the start. The upside is that you can have some good weather variation without actually needing to simulate it. The downside is that the weather is predetermined and thus will repeat. You can get around this somewhat by starting each planet at a random point in its weather "track" upon starting a new career, so you at least don't find yourself seeing the same couple days of weather every time you start a new game. What effects can weather have? The first and most obvious effects are the visual ones. There will be clouds. You can fly through them. They may be simply rendered, but they can still be clouds. Also, there can be rain, snow, and lightning. When you are in space above a storm at night, you might see some occasional flashes from the storm from lightning. There would also be a simplistic fog effect too (perhaps most notably on Duna, where it could be used for sandstorms). If the weather isn't impressive enough visually, then I imagine mods will help fix that. Next we have mechanical effects. -Wind can, of course, cause some ruckus during launches and take-offs. It might be a good idea to add another runway to KSP, and to allow you to choose which one to launch aircraft from (and which end of the runway to do it from). You could display this choice while in the aircraft hanger when you click launch, along with the current direction and speed of the wind. -Wind gusts are another potential one. For simplicity sake, I assume that rather than worrying about what causes such turbulence and attempting to model it, that some weather systems or air masses may simply have a value indicating a chance of encountering gusts of somewhere between X and Y strength intermittently, and that when this happens the wind affecting your vessel rapidly changes for a couple seconds. -Icing could be something that occurs in fairly water-heavy worlds such as Kerbin and Laythe. If whatever Eve has can also freeze and snow, you could perhaps have it there too. -Being a Mars analogue, Duna could of course have sandstorms. These could be windy, reduce vision, and could be at risk of damaging some equipment if it is not protected or put back into its stored configuration (Engineer astronauts could fix them if you forget). -Planets with active volcanoes could have a permanent weather effect near them with an ash-plume storm, and wind direction matching the plume direction. The priority could be set such that this effect disappears whenever another weather effect is in the region, resulting in the volcano appearing to sometimes be erupting, and sometimes not (when in actuality, not erupting just means another weather effect is overriding it). -Given how weird Eve is (its SORT OF a venus analogue, but not really), you could probably imagine some interesting things for it. Dense but slow-moving and harmless fogs (insert Purple Haze joke), small tornado-like storms that look almost more tornado than storm (but which actually only have a small "real" tornado in the very center). -Weather effects could have their own science equipment associated with them. This equipment would gather science based not on location, but rather what kind of weather they are in (for these instruments, all vacuum areas would be considered the same "weather" pattern, unlike the current thermometer and barometer). -Some more major weather effects could temporarily override the biome in the region they are affecting for some instruments. These would generally be major things like hurricanes, or permanent weather systems like the "Great Jool Blot" (has a nice ring to it, actually). -Planets without atmospheres (and maybe those with really, really thin ones) would of course not have weather. Misc other thoughts and comments: -If the SUN is granted some weather, it could have "sunspot" events, along with rare "eruption" events. The sunspot events could just act like a biome for purposes of near-sun spacecraft science gathering, but eruption events could have other effects too. If one of these happens to be pointed towards a planet, you could generate an aurora effect around the poles of that planet. It could also cause a notable additional heating effect when a spacecraft near the sun is above its "biome." -Meteor showers are not weather (and should not be considered such mechanically), but could potentially be an interesting visual effect that occurs on planets with atmospheres at set points in their year, independent of weather. -I wonder if Jebediah Kermin has any type of weather he especially enjoys. Knowing him, probably hurricanes. While in an aircraft he designed himself. With an exterior pilots seat. During re-entry. With boosters ignited. And poor Bob in the cockpit screaming in panic about how horrible an idea this was.
  5. Mod's Cloud Configs

    [1.2.X] Mod's Cloud Configs: Custom made EVE configs that add clouds to planets in the stock game or to planets from mods. How can I help? -Just ask me to make a cloud configuration for a certain planet pack (must be kopernicus planets) and specify what you want the clouds to look like and I will see if I can make it. Once posted I will mention who suggested the cloud config. Currently posted configs: Outer Planets:https://spacedock.info/mod/1219/Logan's OPM Cloud mod V1.0 (this was my first ever mod, it is pretty shoddy so might take it down once I put up a better one.) OPM: complete visual overhaul(coming soon)
  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
  7. An advanced weather system

    I been wondering how an advanced weather system mod would work in ksp" I know there was a weather mod a while back but i don't think it had the overall scope of my idea, I would like to either be involved or inspire someone (that knows how to) make a weather mod that simulates the weather that would happen based off the landscape of Kerbin and possibly the other atmospheric planets. Even if preset 'conditions' were just baked in to the mod based off location that would cool too but i would rather not have seemingly random rain fall in deserts for instance. So with that said does anyone know how you would go about simulating the wind currents and stuff like that or how you would go about predicting that.
  8. 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.
  9. I know clouds have been brought up a lot on this forum, but I think clouds are only half the story. Weather is often a determining factor in the success or failure of space missions or aircraft flights, be it on Earth, or at the destination. 1. Wind - Wind plays a big factor when taking off or landing with aircraft. High wind speeds and storms also cause hazard for re-entering spacecraft, and for spacecraft wishing to launch. 2. Clouds - Clouds add a layer of uncertainty to approaches, as it is more difficult to judge where your spacecraft will touch down, (especially on a planet like eve where there would be very thick clouds). It'd also add nice aesthetics. 3. Rain - Again, mostly cosmetic, but adding another level of depth to the planets you are visiting. Every day is the same on the moon, but Laythe storms would add a different perspective to the mostly barren moon. 4. Storms - Storms would combine all of the above, not freak hurricanes which destroy ground bases (although poorly built ground bases or top-heavy landers might topple) but still a deterrence from landing. Weather is something which is closely tied to aeronautics and space, and I think I'd be a loss if KSP didn't implement some form of weather system. PS: No mod I've seen has successfully combined all of the above. I've seen Kerbal Wind: And I've seen EVE: But these two do not represent a fully functioning weather system.
  10. Hey all, it's been a while since I've bothered installing cloud mods in KSP, a very long while. I've tried Scatterer and EVE, no clouds. EnvironmentalVisualEnhancement has SOMETIMES a tiny weeny cloud here and there, but nothing like what I want. In the past planets would be covered in clouds (and Kerbin would have way more). Maybe it's just a settings or a patch I have to download to make clouds appear in sufficient numbers again. Here's an example of what I am looking for : https://youtu.be/SEvziceJXMM?t=1m46s (up to 2m24 sec). Eve used to be like that too. If anyone managed to get something the likes working (with OPM too for bonus points) or know what to modify in which file to make it work, please let me know.
  11. 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
  12. A couple of months back I installed a series of beautification mods. Annoyingly, I forgot what cloud mod I used and scoured the forums trying to find it again. Anyone have any ideas?
  13. 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.
  14. 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.
  15. Mun Help.

    Hey Guys how do you get on mun
  16. Outer Planets Mod Clouds Config.

    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!