kurja 152 Posted July 3, 2017 Share Posted July 3, 2017 Installed SVE and it works and does what it says on the tin (nice) - and it adds a ton of load on my machine for some reason. I was just trying to land on Eve but had to abort because my gtx560 video card overheated and booted the computer... Weird if you ask me. Quote Link to post Share on other sites
Gordon Dry 547 Posted July 3, 2017 Share Posted July 3, 2017 There is a wrong file in the texture packs. duststorm.dds Same file size in SVE_HighResTextures and SVE_LowResTextures (2048 x 1024 32bpp, 12 MipMap levels) Bigger file size in SVE_MedResTextures (4096 x 2058, 32bpp, 13 MipMap levels) Quote Link to post Share on other sites
Galileo 7,894 Posted July 3, 2017 Author Share Posted July 3, 2017 2 hours ago, kurja said: Installed SVE and it works and does what it says on the tin (nice) - and it adds a ton of load on my machine for some reason. I was just trying to land on Eve but had to abort because my gtx560 video card overheated and booted the computer... Weird if you ask me. Not too surprised to be honest. A gtx 560 will struggle with SVE. 21 minutes ago, Gordon Dry said: There is a wrong file in the texture packs. duststorm.dds Same file size in SVE_HighResTextures and SVE_LowResTextures (2048 x 1024 32bpp, 12 MipMap levels) Bigger file size in SVE_MedResTextures (4096 x 2058, 32bpp, 13 MipMap levels) Ok. I'll change it when I get around to it. It doesn't make a difference really. Quote Link to post Share on other sites
kurja 152 Posted July 3, 2017 Share Posted July 3, 2017 1 minute ago, Galileo said: Not too surprised to be honest. A gtx 560 will struggle with SVE. Surprised about the overheating, I've used it for computation and more recent games than KSP, fps may be low but I've never before seen it get so hot. Quote Link to post Share on other sites
Gordon Dry 547 Posted July 4, 2017 Share Posted July 4, 2017 Seriously, what's wrong with that darn Unity engine? I don't see that neato graphics that can be seen in other games, just a little haze and a few clouds. And that is too much for a moderate graphics adapter? It's like each pixel is calculated 16x because Unity likes it... and please each water drop inside a cloud should cast a shadow to the other water drops. Quote Link to post Share on other sites
Arcadian Del Sol 32 Posted July 5, 2017 Share Posted July 5, 2017 (edited) edit: nevermind. It looks like it was my browser. (Im trying to learn how to install this manually since I've now officially given up on CKAN.) Edited July 5, 2017 by Arcadian Del Sol self solved. Quote Link to post Share on other sites
KerBlam 175 Posted July 5, 2017 Share Posted July 5, 2017 (edited) @Galileo The SVE files on CKAN throw this: nm backtracking I see you have already been made aware... Edited July 5, 2017 by KerBlam Quote Link to post Share on other sites
The-Doctor 495 Posted July 6, 2017 Share Posted July 6, 2017 @Galileo I'd like to use just the sunflare in this mod, anyway to do such? Quote Link to post Share on other sites
Galileo 7,894 Posted July 6, 2017 Author Share Posted July 6, 2017 (edited) Copy the textures in the SVE_Scatterer/sunflare/sun folder and place them in place them in your visual mod of choice @The-Doctor my answer from yesterday Edited July 7, 2017 by Galileo Quote Link to post Share on other sites
HafCoJoe 2,782 Posted July 7, 2017 Share Posted July 7, 2017 (edited) Whoops, posted my question in the wrong thread ;P moving it to SVT Edited July 7, 2017 by Avera9eJoe Quote Link to post Share on other sites
blorgon 304 Posted July 8, 2017 Share Posted July 8, 2017 Quick question: Are the city lights supposed to be this.... blotchy? If so, can I remove the detaildark and detaillight .dds files, or is there more to removing the city lights? And is the sun supposed to look like this? Seems like it's missing a lens flare. Quote Link to post Share on other sites
Galileo 7,894 Posted July 8, 2017 Author Share Posted July 8, 2017 (edited) 1 hour ago, blorgon said: Quick question: Are the city lights supposed to be this.... blotchy? If so, can I remove the detaildark and detaillight .dds files, or is there more to removing the city lights? And is the sun supposed to look like this? Seems like it's missing a lens flare. Both of those look as they are supposed to. Although, the yellow corona should be gone on the sun. Do you have kopernicus installed? It may as well be required for SVE as it allows me to fix a lot of the aesthetic issues that stock ksp has. To delete the city lights, you need to remove the city lights dll from the EVE folder. Edited July 8, 2017 by Galileo Quote Link to post Share on other sites
blorgon 304 Posted July 8, 2017 Share Posted July 8, 2017 (edited) 5 minutes ago, Galileo said: Both of those look as they are supposed to. To delete the city lights, you need to remove the city lights dll from the EVE folder. Okay thanks. EDIT: fixed the other thing. Edited July 8, 2017 by blorgon Quote Link to post Share on other sites
Galileo 7,894 Posted July 8, 2017 Author Share Posted July 8, 2017 Just now, blorgon said: Okay thanks. I tried replacing the sun flare with one of your flares from GSF, but nothing seems to have changed. Checked the .cfg and everything looked right... Any ideas? Should I post in that thread? No. In the SVE folder, you will find an SVE_scatterer folder. Inside there is a sunflare folder. Replace the textures there. Replacing anything in the default scatterer folder won't change anything with SVE. Quote Link to post Share on other sites
blorgon 304 Posted July 8, 2017 Share Posted July 8, 2017 (edited) Just now, Galileo said: No. In the SVE folder, you will find an SVE_scatterer folder. Inside there is a sunflare folder. Replace the textures there. Replacing anything in the default scatterer folder won't change anything with SVE. Yep already got it. Thanks! Edited July 8, 2017 by blorgon Quote Link to post Share on other sites
Chaumas 15 Posted July 8, 2017 Share Posted July 8, 2017 @Galileo First of all thank you for all the awesome and beautiful mods that you create! I just have a quick question, would it be possible to disable or take out any changes made to the sun/Kerbol in SVE? Basically keep everything in SVE except for anything related to the sun. I tried deleting the sun.dds, sun_corona.dds, and sun_corona2.dds along with all the sunflares folder, but it didn't work. Thank you for your help. Quote Link to post Share on other sites
canisin 91 Posted July 8, 2017 Share Posted July 8, 2017 (edited) Hello @Galileo, what setting would you suggest for drawAtmoOnTopOfClouds with SVE 1.2.4.1 and scatterer 0.0320b? I see that you have kept the setting as true from the previous version, but there had been a post in this thread that advised otherwise. I mean this post: which you had also endorsed here: The prerelease 12.5b does not have this setting modified, leaving it with the default value of false. But you also have "Fixed scatterer atmosphere issues." in your change log That's all I got for my detective work Edited July 8, 2017 by canisin Quote Link to post Share on other sites
gendalf 2 Posted July 9, 2017 Share Posted July 9, 2017 (edited) in-game "EVE 1.2.2.1 config editor" window in atmosphere, texture and terrain tabs shows "no config", should I also install "eve - stock planet config" files"? (installed via CKAN: stock visual enchancements + stock visual terrain) Edited July 9, 2017 by gendalf Quote Link to post Share on other sites
themaster401 488 Posted July 10, 2017 Share Posted July 10, 2017 3 hours ago, gendalf said: in-game "EVE 1.2.2.1 config editor" window in atmosphere, texture and terrain tabs shows "no config", should I also install "eve - stock planet config" files"? (installed via CKAN: stock visual enchancements + stock visual terrain) SVE doesn't feature any configurations for texture, terrain, and atmosphere AFAIK. CKAN should deny you from installing more than one visual pack's configs, but nonetheless only install SVE + an SVE res textures of your choice. Quote Link to post Share on other sites
Galileo 7,894 Posted July 10, 2017 Author Share Posted July 10, 2017 (edited) 3 hours ago, gendalf said: in-game "EVE 1.2.2.1 config editor" window in atmosphere, texture and terrain tabs shows "no config", should I also install "eve - stock planet config" files"? (installed via CKAN: stock visual enchancements + stock visual terrain) EVE does not support those feature anymore. Those tabs are just in there by default. 14 minutes ago, themaster401 said: SVE doesn't feature any configurations for texture, terrain, and atmosphere AFAIK. CKAN should deny you from installing more than one visual pack's configs, but nonetheless only install SVE + an SVE res textures of your choice. SVE and SVT are two different mods made by me. One is for clouds, one is for terrain. They are developed at the same time And compliment each other. Edited July 10, 2017 by Galileo Quote Link to post Share on other sites
KerbMav 1,079 Posted July 11, 2017 Share Posted July 11, 2017 @Galileo Where should I be especially careful while grabbing configs from other mod(packs) for clouds? Can I delete all paragraphs from a mod's config for a certain planet and keep configs in a different mod folder for it to use the textures that come with it there? Can I in general use different mod packs at once that take care of different planets? (e.g. I miss the dense foggy haze on the surface of Minmus (that I have yet to find again)) Quote Link to post Share on other sites
Galileo 7,894 Posted July 11, 2017 Author Share Posted July 11, 2017 (edited) You can delete nodes if a planet has duplicates cfgs. Or if a planet pack adds new planets and has their own cfgs shouldn't conflict, like SVE and OPM. Rule of thumb, planets can't have duplicates. Edited July 11, 2017 by Galileo Quote Link to post Share on other sites
KerbMav 1,079 Posted July 11, 2017 Share Posted July 11, 2017 10 minutes ago, Galileo said: You can delete nodes if a planet has duplicates cfgs. Or if a planet pack adds new planets and has their own cfgs shouldn't conflict, like SVE and OPM. Rule of thumb, planets can't have duplicates. What do you mean by duplicate? I see that SVE defines names for OBJECT in EVE_CLOUDS , while e.g. Astronomer's does not use name = for CLOUD_LAYER in CLOUD_LAYER_PACK -- what would be a duplicate? EVE_CLOUDS { OBJECT { name = Kerbin-Auroras body = Kerbin altitude = 8000 speed = 0,100,0 detailSpeed = 0,1000,0 CLOUDS_SETTINGS { GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 21500 volume = False Quote Link to post Share on other sites
Galileo 7,894 Posted July 11, 2017 Author Share Posted July 11, 2017 (edited) 1 hour ago, KerbMav said: What do you mean by duplicate? I see that SVE defines names for OBJECT in EVE_CLOUDS , while e.g. Astronomer's does not use name = for CLOUD_LAYER in CLOUD_LAYER_PACK -- what would be a duplicate? EVE_CLOUDS { OBJECT { name = Kerbin-Auroras body = Kerbin altitude = 8000 speed = 0,100,0 detailSpeed = 0,1000,0 CLOUDS_SETTINGS { GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 21500 volume = False That is an old config for the old EVE. KVE/old EVE is garbage and I wouldn't suggest running it next to the updated version of EVE, if im being frank. A duplicate is exactly what you just posted. 2 cfgs for the same body. Each cfg defines the body as Kerbin. It would work but you would get double effects and not the intended look. Edited July 11, 2017 by Galileo Quote Link to post Share on other sites
StickyScissors 156 Posted July 11, 2017 Share Posted July 11, 2017 So, the sunfalre that is included with SVE and overwrite's scatterer's native one is causing graphical issues when looking at the sun: Quote Link to post Share on other sites
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