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[WIP][1.9.x-1.12.x] Scatterer-atmospheric scattering (0.0838 - 14/08/2022) Scattering improvements, in-game atmo generation and multi-sun support


blackrack

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[quote name='_Augustus_']Wait.

You're planning for multiple-star compatibility?

O.O[/QUOTE]

In the distant future.

Edited: Just uploaded a fixed version that solves the black celestial objects/objects drawing in front of atmo bug. Edited by blackrack
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Hi, Thanks for the update !

Unfortunately I can't get Scatterer(with RSS) to work : here is the [URL="https://www.dropbox.com/s/uaruv8f4j2r7ibd/output_log.txt?dl=0"]log[/URL] (dx11 + EVE[1.05] + RSS[latest dev from github + latest dev of Kopernicus]). That's on my "main" install so there is a lot of mods.
Also, log with [URL="https://www.dropbox.com/s/ue836hulyyri4g4/eve_only.txt?dl=0"]only EVE[/URL] and [URL="https://www.dropbox.com/s/01amkaqbbrjck90/scatterer_only.txt?dl=0"]only Scatterer[/URL].

There is a lot of
[QUOTE]NullReferenceException: Object reference not set to an instance of an object
at scatterer.Core.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)
[/QUOTE]
Am I missing something?
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[quote name='judorange']Hi, Thanks for the update !

Unfortunately I can't get Scatterer(with RSS) to work : here is the [URL="https://www.dropbox.com/s/uaruv8f4j2r7ibd/output_log.txt?dl=0"]log[/URL] (dx11 + EVE[1.05] + RSS[latest dev from github + latest dev of Kopernicus]). That's on my "main" install so there is a lot of mods.
Also, log with [URL="https://www.dropbox.com/s/ue836hulyyri4g4/eve_only.txt?dl=0"]only EVE[/URL] and [URL="https://www.dropbox.com/s/01amkaqbbrjck90/scatterer_only.txt?dl=0"]only Scatterer[/URL].

There is a lot of

Am I missing something?[/QUOTE]

It's a known issue, RSS compatbility appears to be broken for most people.
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[quote name='Jovzin']blackrack great to see you updated scaterrer and did some upgrade to that Skytone mapping.
I still want to ask and what about tha water you once posted in this thread ?[/QUOTE]

I get this question every 2 pages, it's probably next on my list, if I can fix it I will release it.

Edited: 500 downloads and no complaints thus far, I'm impressed. Edited by blackrack
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[quote name='TyrannoFan']Is Duna supposed to look like this? I think it looks way too bright especially on the dark side.

[url]http://imgur.com/a/dtDTw[/url][/QUOTE]

Not sure why It looks like that on the dark side but it does in the current version, also it's probably too bright because the extinction shader is bugged on Duna. If you think it's too bright lower the exposure or try to generate a new config with the config tool (not an easy task tbh). Edited by blackrack
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[quote name='Poodmund']Loving the new multi-planet support, I have been playing around with Tekto this evening trying it out using all homemade textures with the new EVE release.

[url]http://imgur.com/a/6j1ck[/url][/QUOTE]

Beautiful, btw if you need to test a new atmo, you don't need to reload the game, go back to space center view, change the atmo files and then go back to your ship (make sure you go to space center view before changing the config as quitting to space center view automatically saves your settings which overrides the .cfg file).
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Ah, good to know! :wink: I'm having a little trouble getting the balance point right between keeping a low exposure in orbital view to keep the effect subtle which retaining a halo ring when viewing the eclipse from behind the planet. I'll get there! Thanks a million for this, makes it look sooo much better.

It took me a while to realise that you had to have an active vessel within Scatterer's activate range before the effects would load in. Is there a way to force it to activate on the currently focused body in Map Mode?
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[quote name='Poodmund']Ah, good to know! :wink: I'm having a little trouble getting the balance point right between keeping a low exposure in orbital view to keep the effect subtle which retaining a halo ring when viewing the eclipse from behind the planet. I'll get there! Thanks a million for this, makes it look sooo much better.[/QUOTE]

I'm planning to add different exposure settings for the "halo around the planet" and the atmosphere that you see directly over terrain so this shouldn't be a problem in the future.

[quote name='Poodmund']
It took me a while to realise that you had to have an active vessel within Scatterer's activate range before the effects would load in. Is there a way to force it to activate on the currently focused body in Map Mode?[/QUOTE]

Actually I disabled the activation on purpose in map view because it made browsing the map view laggy, might make it togglable later.
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[quote name='blackrack']I'm planning to add different exposure settings for the "halo around the planet" and the atmosphere that you see directly over terrain so this shouldn't be a problem in the future.



Actually I disabled the activation on purpose in map view because it made browsing the map view laggy, might make it togglable later.[/QUOTE]

So I was actually thinking of providing an option to mostly kill mapview and tracking station graphics to bare-bones... Have any thoughts there?
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[quote name='rbray89']So I was actually thinking of providing an option to mostly kill mapview and tracking station graphics to bare-bones... Have any thoughts there?[/QUOTE]

Well for mapview I just use (MapView.MapIsEnabled) as a condition, for the tracking station (HighLogic.LoadedScene == GameScenes.TRACKSTATION). Will that do? I get the impression you're asking about something more.
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[quote name='blackrack']Well for mapview I just use (MapView.MapIsEnabled) as a condition, for the tracking station (HighLogic.LoadedScene == GameScenes.TRACKSTATION). Will that do? I get the impression you're asking about something more.[/QUOTE]

Yeah, I know about those... I was considering something a bit more... eg. exchanging the shaders for something less photo-realistic and/or blurring planets far from Kerbin without craft orbiting/exploring them.
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[quote name='rbray89']Yeah, I know about those... I was considering something a bit more... eg. exchanging the shaders for something less photo-realistic and/or blurring planets far from Kerbin without craft orbiting/exploring them.[/QUOTE]

Not sure what you want to accomplish with this. I just unload planets that are far away because the memory usage of precomputed scattering tables loaded into rendertextures is quite high.

If you are trying to optimize the memory usage you could probably load some low res textures or drop the textures on far away planets (still you'd have to benchmark it for different resolutions to see if there is much to gain). For lowering GPU usage I wouldn't really know, I'm not really up to date with EVE-overhaul and the different shaders you have except for the clouds.
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[quote name='blackrack']Not sure what you want to accomplish with this. I just unload planets that are far away because the memory usage of precomputed scattering tables loaded into rendertextures is quite high.

If you are trying to optimize the memory usage you could probably load some low res textures or drop the textures on far away planets (still you'd have to benchmark it for different resolutions to see if there is much to gain). For lowering GPU usage I wouldn't really know, I'm not really up to date with EVE-overhaul and the different shaders you have except for the clouds.[/QUOTE]


Nah... I was thinking that for a map, it looks too nice :) It should be like a screen you would see at NASA depicting orbits. Not super detailed, and certainly no clouds or atmosphere. And the background shouldn't be stars, it should be a grid or something like that.
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[quote name='rbray89']Nah... I was thinking that for a map, it looks too nice :) It should be like a screen you would see at NASA depicting orbits. Not super detailed, and certainly no clouds or atmosphere. And the background shouldn't be stars, it should be a grid or something like that.[/QUOTE]

Ah wait, so you're thinking of making a custom map view basically. Ahh, should have said so at the start.

Well, the first thing that came to my mind was a high-tech/holographic planet and orbit view with the background being the operations room/control center à la XCOM

[IMG]http://static-3.nexusmods.com/15/mods/151/images/482-1-1400737231.jpg[/IMG]

Probably not a good idea though as the room is quite detailed :p
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[quote name='blackrack']Ah wait, so you're thinking of making a custom map view basically. Ahh, should have said so at the start.

Well, the first thing that came to my mind was a high-tech/holographic planet and orbit view with the background being the operations room/control center à la XCOM

[url]http://static-3.nexusmods.com/15/mods/151/images/482-1-1400737231.jpg[/url]

Probably not a good idea though as the room is quite detailed :p[/QUOTE]

Bingo. Abstracting things to bare minimum. Pretty views should come from those sending craft to the places :)
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[quote name='rbray89']Bingo. Abstracting things to bare minimum. Pretty views should come from those sending craft to the places :)[/QUOTE]

I get it, but I still think this should grow into it's own mod. Also, I'd imagine for planets never visited/scanned the map view should just look like an empty sphere or a low-res one or something, and once you scan them you get the continents/topography view and it looks more like this [URL="http://www.ufopaedia.org/images/e/e5/Control.png"]http://www.ufopaedia.org/images/e/e5/Control.png[/URL].
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