Galileo

[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]

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UPDATE

SVT v2.1.4

Change log

  • Update for 1.4.2
  • Fixed KSC color again
  • Fixed stock boulders without colliders showing up in game
  • Better cliff texture for Kerbin
  • Removed miniAVC. Install full AVC to get update notifications.

 

 

Download and install instructions in the OP

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@Galileo

3 hours ago, Galileo said:

There is is an issue with ground scatter and colliders

can i ask what kind of ,i dont see any issue

and thanks for these nice mods

 

btw Can i ask u if u now whats happend with this (is it also from u?)and when is there a futureplan?

the side is unreachable

the kopernicus expansion rejiggerd

https://forum.kerbalspaceprogram.com/index.php?/topic/162036-130-122-kopernicus-expansion-rekerjiggered-release-1-13-jun/

THANKS

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58 minutes ago, Burning Kan said:

@Galileo

 

can i ask what kind of ,i dont see any issue

and thanks for these nice mods

 

btw Can i ask u if u now whats happend with this (is it also from u?)and when is there a futureplan?

the side is unreachable

the kopernicus expansion rejiggerd

https://forum.kerbalspaceprogram.com/index.php?/topic/162036-130-122-kopernicus-expansion-rekerjiggered-release-1-13-jun/

THANKS

The current release of kopernicus spams the debug consume with nullrefs with the colliders enabled. You can see this on the launch pad. The kopernicus dev has already fixed this in the dev version of Kopernicus. Just have to wait for an update. 

Mad for Kopernicus Expansions, the forums somehow deleted the thread but it can be found here: https://github.com/StollD/KopernicusExpansion-Continued/releases

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Ahhh okey(test it ,see it ,got it)

&

THANK YOU SOOOOO MUCH:o

FOOTPRINTS are BACK YEAHHHHHHHH!!!

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What u mean?

AFAITest it with 1.4.2 footprints work well,so 1.4.1 is older maybe something important changes

give it a try and tell us @Teilnehmer in this threat:https://forum.kerbalspaceprogram.com/index.php?/topic/119211-wip-kopernicus-expansion-v02-comets-footprints-new-pqsmods-for-kopernicus/&page=10

or mean SVT-that needs kopernicus few posts above

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On 25.3.2018 at 4:11 AM, quietsamurai98 said:

I'm currently experiencing the bright green KSC dark green grass bug when using SVT, SVE, EVE, and Sigma Dimensions, and it seems like Sigma Dimensions is the one causing the problem. Is there a way to fix this? The only reason I found out about SVT  was through trying to make the terrain look nicer from orbit when using Rescale! 6.4x, which requires SD :(

Screenshot of KSC and GameData

Hi there,

I am having the same issue...

unknown.png

Verzeichnis von C:\KSP_1.4.2\GameData

10.04.2018  21:05    <DIR>          .
10.04.2018  21:05    <DIR>          ..
10.04.2018  16:57    <DIR>          CTTP
10.04.2018  20:34    <DIR>          DistantObject
10.04.2018  20:32    <DIR>          EnvironmentalVisualEnhancements
10.04.2018  21:05                 0 gamedata.txt
10.04.2018  17:05    <DIR>          Kopernicus
10.04.2018  20:30        64.352.609 KS.zip
10.04.2018  16:56    <DIR>          ModularFlightIntegrator
10.04.2018  16:56           103.936 ModuleManager.3.0.6.dll
10.04.2018  20:56         3.383.191 ModuleManager.ConfigCache
10.04.2018  20:56           116.009 ModuleManager.ConfigSHA
10.04.2018  20:56             8.882 ModuleManager.Physics
10.04.2018  20:56            28.994 ModuleManager.TechTree
10.04.2018  17:03    <DIR>          OPM
10.04.2018  20:31    <DIR>          PlanetShine
10.04.2018  20:32    <DIR>          PoodsSkyboxes
10.04.2018  20:31    <DIR>          scatterer
10.04.2018  20:56    <DIR>          Sigma
10.04.2018  20:55        11.671.271 Sigma.zip
09.04.2018  21:46    <DIR>          Squad
28.03.2018  21:33    <DIR>          SquadExpansion
10.04.2018  20:33    <DIR>          StockVisualEnhancements
10.04.2018  20:33    <DIR>          SVT

KSP.log https://www.dropbox.com/s/5ub7la28y77yrn1/KSP.log?dl=0

@Galileo is there any fix? Thanks in advance.

Sebastian

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@StarStreak2109, Sigma Dimensions hasn't released a KSP 1.4.x. compatible version.  That may be your problem.  Does it work without Sigma Dimensions?

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I used the development version from the github... Guess I should have known better, but I was eager to get my old game running again in 1.4.2......

So, I guess I shall be patient and wait a while longer... :)

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Guess who forgot this mod made terrain scatterers tangible!?!?!?

Guess who tried to taxi a plane 2 KM at x4 timewarp to complete a contract?

 

This guy!!!

 

May Jeb And Bill Forever Rest In Peace. 

LMAO

I love this mod...

Edited by Mark Kerbin

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ab95zdy.png

@Galileo  In what way might i adjust the sheer blackness on the Mun? While it certainly looks great for gameplay purposes it actually makes it rather aggravating to deal with. Particularly when in the area I was in when I took this shot the sun was directly overhead.

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8 hours ago, G'th said:

ab95zdy.png

@Galileo  In what way might i adjust the sheer blackness on the Mun? While it certainly looks great for gameplay purposes it actually makes it rather aggravating to deal with. Particularly when in the area I was in when I took this shot the sun was directly overhead.

Planet Shine to the rescue! 

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Hey @Galileo , thanks for this mod. Its got quite the view.

I did run into a few issues, 

I was getting 433 of these errors in my log.

Spoiler

ksp Material doesn't have a color property '_Color'


Tracked it down to SVT/configs/Kerbin.cfg

        SpaceCenter
        {
            groundColor = 0.444,0.494,0.294,0.23
            groundTexture = SVT/textures/PluginData/grass00.dds
        }

I added the @ to SpaceCenter and the issue went away. 
        
        @SpaceCenter
        {
            groundColor = 0.444,0.494,0.294,0.23
            groundTexture = SVT/textures/PluginData/grass00.dds
        }
        

While working to fix this, I ran across this error.

Spoiler

In Kerbing.cfg this Scatter has color twice in Material. --->  color = color = 0.2537314,0.2194097,0.1003564,0.4588235


                        Scatter
                        {
                            materialType = BumpedDiffuse
                            mesh = BUILTIN/boulder
                            castShadows = True
                            densityFactor = 0.25
                            maxCache = 512
                            maxCacheDelta = 64
                            maxLevelOffset = 0
                            maxScale = 1.5
                            maxScatter = 30
                            maxSpeed = 200
                            minScale = 0.15
                            recieveShadows = True
                            name = Rock00
                            seed = 123887
                            verticalOffset = -0.25
                            delete = False
                            collide = False
                            science = False
                            Material
                            {
                                mainTex = SVT/textures/PluginData/rock00.dds
                                bumpMap = SVT/textures/PluginData/rock01.dds
                                mainTexScale = 1,1
                                mainTexOffset = 0,0
                                bumpMapScale = 1,1
                                bumpMapOffset = 0,0
                                color = color = 0.2537314,0.2194097,0.1003564,0.4588235
                                diff = 0.2
                            }
                            Experiment
                            {
                            }
                        }

Wondering is the wrong materialType?

Spoiler

In Kerbin.cfg under this Scatter, I think from the bumpmap lines below, it is suppose to be materialType = BumpedDiffuse ?
                                            
                        Scatter
                        {
                            materialType = Diffuse
                            mesh = BUILTIN/cactus
                            castShadows = True
                            densityFactor = 0.0500000007450581
                            maxCache = 512
                            maxCacheDelta = 64
                            maxLevelOffset = 0
                            maxScale = 1.5
                            maxScatter = 50
                            maxSpeed = 200
                            minScale = 0.5
                            recieveShadows = True
                            name = cactus
                            seed = 5767645
                            verticalOffset = -0.1
                            delete = False
                            collide = False
                            science = False
                            Material
                            {
                                color = 0.798507452,0.798507452,0.798507452,1
                                mainTex = SVT/textures/PluginData/cactus00.dds
                                mainTexScale = 2,1
                                mainTexOffset = 0,0
                                bumpMap = SVT/textures/PluginData/cactus01.dds
                                bumpMapScale = 2,1
                                bumpMapOffset = 0,0
                            }
                            Experiment
                            {
                            }
                        }

 

Just a last possible tweak to files, nothing serious

Spoiler

I notice that the cfg files used AtmosphericOptimized. 

On 12/06/2016 at 3:44 AM, CaptRobau said:

From now on everything we'll be doing in side of the Material node. For those who've dabbled with texturing before KSP 1.1, note that AtmosphericExtra is the successor to AtmosphericOptimized. If you used that before, use AtmosphericExtra now.

 

 

 

Edited by Barar
Don't want to muddy waters.

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31 minutes ago, Barar said:

Just want to add, I put this into my main game install. It started spamming the null reference error on launchpad/runway. 

So I deleted all the ModuleManager files in the GameDataFolder except the ModuleManager.3.0.6.dll. The null reference errors stopped.

It looks like it is stored in ModuleManager.ConfigCache. Depending on your install, it may or may not work. To be sure you would need to delete this file. I deleted them all for my test.

It’s a bug in kopernicus. The dev knows and is working on a fix.

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Ahh, ok just trying help. Did you find any of the other issue I posted of use?

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12 minutes ago, Barar said:

Ahh, ok just trying help. Did you find any of the other issue I posted of use?

It’s a lot to look over. The fix for you implemented with @SpaceCenter won’t work because there is not a SpaceCenter node in the template, so it doesn’t change anything. 

The landControl cfgs I use are straight from Squad. If they have an extra color parameter, then so do I. 

I chose not to use BumpedDiffuse. All that does is allow the textures to use a normal map. This can slow performance. Diffuse is easier for potatoes :)

It’s odd that your cfg for colliders doesn’t get errors. It accomplishes exactly what my cfgs do,  just in a slightly different way. I also didn’t delete the old colliders parameter from the cfgs, which shouldn’t  hurt anything. I’ll have to try out your cfg for myself. Thanks for the testing and the reports.

Edited by Galileo

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anyone else have 1.4.3 auto update, and now craft left on the mun are suddenly 50m underground, and falling...?

 

Spoiler

The Mun is hollow!

 

Edited by Hangdog
spoiler!

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On 4/24/2018 at 8:42 AM, Barar said:

Just want to add, I put this into my main game install. It started spamming the null reference error on launchpad/runway. 

So I deleted all the ModuleManager files in the GameDataFolder except the ModuleManager.3.0.6.dll. The null reference errors stopped.

It looks like it is stored in ModuleManager.ConfigCache. Depending on your install, it may or may not work. To be sure you would need to delete this file. I deleted them all for my test.

Thx, that was exactly the answer i was looking for in the Kopernicus Thread!

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On 4/7/2018 at 4:27 AM, Galileo said:

Mad for Kopernicus Expansions, the forums somehow deleted the thread but it can be found here: https://github.com/StollD/KopernicusExpansion-Continued/releases

Hello @Galileo, are there any other Kopernicus expansion features that SVT (or SVE) is taking advantage of? Should I only install EVA Footprints? More? All? Thanks!

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Just now, canisin said:

Hello @Galileo, are there any other Kopernicus expansion features that SVT (or SVE) is taking advantage of? Should I only install EVA Footprints? More? All? Thanks!

Only the footprints. I haven’t delved far enough into the other plugins 

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Just now, Galileo said:

Only the footprints. I haven’t delved far enough into the other plugins 

Thanks for the quick response. :)

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So random bit of wackiness for those of you using SVE and SVT together.

I am currently still playing on KSP 1.3.1 and I noticed that the city lights on Kerbin had disappeared, which is really weird because they had been working fine last night. Now I had just installed KS3P so I yanked that and still no city lights. I reinstalled both SVE and SVT and still no dice.

So I created a new testing install of KSP 1.3.1 and only installed SVE, and hey there are city lights, ok so I installed SVT and boom no city lights.... hrmmm, I removed SVT but left kopernicus and hey the lights are back..... weird....

Now this had me really confused as this had been working fine previously and these are the same .zip files I had originally built out this install with. Thats when I realized that I had also recently stopped using -force-d3d11 as I had removed Textures Unlimited, hmmmmm, so I made a new short cut to launch in dx11 and sure enough there are my city lights again!!! I tried -force-opengl to see if for some reason it was just a dx9 issue and they didn't show up there either.

TL;DR

If you are running SVE and SVT on KSP 1.3.1 it appears that you need to use dx11 in order to have city lights show up....

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