Jump to content

[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

Recommended Posts

pingopete

ios that a new devtest version or your own modifed one? Im running with the older more stable one. Nice screens!

Yeah it's not in RVE 0.2.1, I'm just trialing some new city textures on the latest overhaul/waiting on updates from rbray to his atmosphere shader.

Link to comment
Share on other sites

What's the control panel hotkey supposed to be? I'm trying Alt+N, Ctrl+N, other things + N, etc...

rbray, could you please updated the first post with info on getting the latest dev WIP builds?

Link to comment
Share on other sites

What's the control panel hotkey supposed to be? I'm trying Alt+N, Ctrl+N, other things + N, etc...

rbray, could you please updated the first post with info on getting the latest dev WIP builds?

I've purposefully avoided doing that to keep the dev releases on the DL. ALT+E

Link to comment
Share on other sites

I'm still working on it, although it's only really an issue on RSS, as is everything :l

Just working on an 8k city texture using Las vagas as it had a decent nasa CEO image of it's city lights. The entire city with detail to within individual houses :)

BTW you rock textures looked quite nice, I'm intrigued to know of what scale and at what angle was the image from?

It'd be great to be able to define individual textures for different land types I.e. meadows, forest, desert and ice instead of just grass, rock and water :P

True! It would give us even more freedom. At the very least, there should be a snow texture for the north/south pole. If we could also apply it to the mountains that would be great. At the moment, the poles are grassy.

As for the rock texture, the angle is 90. Being a cg image, the scale is non-existent. However, it looks like a 4m photo of a huge rock. I filled in the missing information to make the scale work.

5deEiXY.png

What 8k feels like [WIP].

output_NRjift.gif

http://gifmaker.cc/PlayGIFAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&file=output_DTBD3I.gif&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

Higher resolution:

http://gifmaker.cc/PlayFrameAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

Link to comment
Share on other sites

True! It would give us even more freedom. At the very least, there should be a snow texture for the north/south pole. If we could also apply it to the mountains that would be great. At the moment, the poles are grassy.

As for the rock texture, the angle is 90. Being a cg image, the scale is non-existent. However, it looks like a 4m photo of a huge rock. I filled in the missing information to make the scale work.

http://i.imgur.com/5deEiXY.png

What 8k feels like [WIP].

http://gifmaker.me/files/download/home/20140824/20/bBfJ5RnoT2Nwq2IhMJSBMl/output_NRjift.gif

http://gifmaker.cc/PlayGIFAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&file=output_DTBD3I.gif&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

Higher resolution:

http://gifmaker.cc/PlayFrameAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

I really like the look of the rock texture but the water looks a bit strange. I think it has too much black on the texture. :P

Link to comment
Share on other sites

True! It would give us even more freedom. At the very least, there should be a snow texture for the north/south pole. If we could also apply it to the mountains that would be great. At the moment, the poles are grassy.

As for the rock texture, the angle is 90. Being a cg image, the scale is non-existent. However, it looks like a 4m photo of a huge rock. I filled in the missing information to make the scale work.

http://i.imgur.com/5deEiXY.png

What 8k feels like [WIP].

http://gifmaker.me/files/download/home/20140824/20/bBfJ5RnoT2Nwq2IhMJSBMl/output_NRjift.gif

http://gifmaker.cc/PlayGIFAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&file=output_DTBD3I.gif&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

Higher resolution:

http://gifmaker.cc/PlayFrameAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

So... you guys want a texture map? Any ideas on how I could use the biome map instead (within the shader of course)?

Link to comment
Share on other sites

Seems like you'd need to do a lot of branching in the shader code then? Might be better off writing your own implementation of PQSLandControl, also then you could control scatter.

I sense an rss incompatibility looming

Link to comment
Share on other sites

How so? Then RSS could use it :D

(Biome-based LandControl rather than lat/long/alt-based landcontrol. The latter is not sufficient for RSS, which is why it's disabled; the former is what I would *love* for RSS but vertex colormaps had to suffice.)

Link to comment
Share on other sites

How so? Then RSS could use it :D

(Biome-based LandControl rather than lat/long/alt-based landcontrol. The latter is not sufficient for RSS, which is why it's disabled; the former is what I would *love* for RSS but vertex colormaps had to suffice.)

Oh sweet, well that's great then :) biome control would leave open the possibility of biome based weather in the future I'd imagine

Link to comment
Share on other sites

Seems like you'd need to do a lot of branching in the shader code then? Might be better off writing your own implementation of PQSLandControl, also then you could control scatter.

I can add shader "keywords" that use c-like compile flags. Basically they end up creating several different shaders in one (4 keyword sets == 16 unique shaders).

Link to comment
Share on other sites

How so? Then RSS could use it :D

(Biome-based LandControl rather than lat/long/alt-based landcontrol. The latter is not sufficient for RSS, which is why it's disabled; the former is what I would *love* for RSS but vertex colormaps had to suffice.)

Well, Biome-based selection of texture would be the likely candidate, as it just means a bit of shader work (stuff it in the shader has been my motto for a while it seems). I would like to hear your opinions on swaping out some of the PQSmods with custom components though.

As a side note, I discovered a while back that KSP stuffs the planet vector equivalent of the PQS point into the UV1 and UV2 components of the vertex in the PQS meshes. I don't stuff them into tangent anymore, so that is free to do things with now. eg. we could use it to differentiate 4 different textures (or 16 multiplexed, but not entirely sure of an efficient way of doing this in a shader).

Link to comment
Share on other sites

Well, Biome-based selection of texture would be the likely candidate, as it just means a bit of shader work (stuff it in the shader has been my motto for a while it seems). I would like to hear your opinions on swaping out some of the PQSmods with custom components though.

As a side note, I discovered a while back that KSP stuffs the planet vector equivalent of the PQS point into the UV1 and UV2 components of the vertex in the PQS meshes. I don't stuff them into tangent anymore, so that is free to do things with now. eg. we could use it to differentiate 4 different textures (or 16 multiplexed, but not entirely sure of an efficient way of doing this in a shader).

Link to comment
Share on other sites

Astronomer

wow looking at your paradise pics looks awesome .want NOW!!

I can give you the "alright" fraction of what I have done so far under a few conditions. I wouldn't consider it to be payable yet however.

Link to comment
Share on other sites

I've got the same issue. a large "volumetric" overly bright disk of "fog". Not sure how I'd tweak this to fix.

I poked around and it seems to be related to the Atmosphere setting. Changing the last set of numbers from 0.45 to 0.05 seemed to have fixed it.

Obviously RBray will be better placed to address this.

Link to comment
Share on other sites

True! It would give us even more freedom. At the very least, there should be a snow texture for the north/south pole. If we could also apply it to the mountains that would be great. At the moment, the poles are grassy.

As for the rock texture, the angle is 90. Being a cg image, the scale is non-existent. However, it looks like a 4m photo of a huge rock. I filled in the missing information to make the scale work.

http://i.imgur.com/5deEiXY.png

What 8k feels like [WIP].

http://gifmaker.me/files/download/home/20140824/20/bBfJ5RnoT2Nwq2IhMJSBMl/output_NRjift.gif

http://gifmaker.cc/PlayGIFAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&file=output_DTBD3I.gif&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

Higher resolution:

http://gifmaker.cc/PlayFrameAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33

This is so awesome !

You too PingoPete ! :D

Also, Philip Glass makes everything grandiose !

I banged my head against my time machine too hard.

http://i.imgur.com/ft8gHYI.png

The Borg have invaded ? :D

Link to comment
Share on other sites

pingopete: wowsers! That may finally make me install linux for stable x64... :)

rbray89:

There's a few PQSMods that could really use a makeover, certainly. The vertex heightmap ones should be remade to support 16bit heightmaps. The vertex color one should be killed dead, replaced with a modified shader. The LandControl one should support biome-specified (or really, just texture-specified, and you can reuse the biome texture) land classes. Scatter should be made detail-texture-dependent, so you can have trees in the foresty area of the detail texture, or buildings in the city area of the city texture.

Anyway, drop by #kspmodders again some time (ping me) and we should hash this out... :)

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...