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


rbray89

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On 4/4/2016 at 10:31 AM, lCristol said:
On 3/31/2016 at 6:30 AM, lCristol said:

Hi folks, 

I have a question a slight hope, that somebody here could get this done. I couldn't. 

In Astronomers Visual Pack there were two config files, which provided an surface glow for all planets and an atmosphere which looked kind of like scatterer. But without the usage of scatterer. 

The two configs - which I used till the 1.1 pre release together with EVE 7-4, the new ksprc and scatterer - made the game look abolutely stunning. I could even play without ksprc and scatterer and it still looked amazing. But since 1.1 the old EVE doesn't works anymore. And after quite some hours spend on merging this two configs with the new EVE I couldn't get it to work. I was even thinking about suggesting on the bugtracker to includ this configs together with EVE for the official 1.2 graphic overhaul. Or use it as an inspiration.

The configs in question are the following: 

10 Astronomer's Atmosphere.cfg: 



CLOUDS_SETTINGS
{
	GUI_KEYCODE = N
}
CLOUD_LAYER_PACK
{
	CLOUD_LAYER
	{
		SAVED
		{
			body = Kerbin
			altitude = 21500
			volume = False
			color
			{
				r = 0.3
				g = 0.55
				b = 1
				a = 0.4
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Laythe
			altitude = 20000
			volume = False
			color
			{
				r = 0.35
				g = 0.5
				b = 1
				a = 0.55
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0.0001
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Duna
			altitude = 10000
			volume = False
			color
			{
				r = 1
				g = 0.4
				b = 0.2
				a = 0.8
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			detail_texture
			{
				file = BoulderCo/Clouds/Textures/detail1
				scale = 0.005
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 1E-06
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2
				falloffScale = 5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2
				falloffScale = 5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Eve
			altitude = 60000
			volume = False
			color
			{
				r = 0.71
				g = 0.6
				b = 1
				a = 1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			detail_texture
			{
				file = BoulderCo/Clouds/Textures/detail1
				scale = 0.005
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = -1E-06
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 200
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 200
				rimDistance = 0.0001
			}
		}
	}
}

and 12 Astronomer's Surface Glow.cfg:



CLOUDS_SETTINGS
{
	GUI_KEYCODE = N
}
CLOUD_LAYER_PACK
{
	CLOUD_LAYER
	{
		SAVED
		{
			body = Mun
			altitude = 8000
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.3
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0.004218218
					y = 0
				}
				speed
				{
					x = 2E-05
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Minmus
			altitude = 5730
			volume = False
			color
			{
				r = 0.44775
				g = 0.57375
				b = 0.52425
				a = 0.3
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 2.5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 5
				falloffScale = 2.5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Moho
			altitude = 6818
			volume = False
			color
			{
				r = 0.5
				g = 0.4
				b = 0.25
				a = 0.3
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 4.5
				detailDistance = 0.00875
				minimumLight = 1
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 1.5
				falloffScale = 3
				detailDistance = 2E-06
				minimumLight = 1
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Moho
			altitude = 1000000
			volume = False
			color
			{
				r = 1
				g = 0.9
				b = 0.6
				a = 0.75
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			detail_texture
			{
				file = BoulderCo/Clouds/Textures/detail1
				scale = 0.005
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = -0.005
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2
				falloffScale = 0.8
				detailDistance = 0
				minimumLight = 0
				fadeDistance = 10000
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2
				falloffScale = 0.8
				detailDistance = 0
				minimumLight = 0
				fadeDistance = 10000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Ike
			altitude = 12750
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.2
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2
				falloffScale = 1
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2
				falloffScale = 1
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Dres
			altitude = 5700
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.15
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 4
				falloffScale = 3.5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 0.4
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 4
				falloffScale = 3.5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Tylo
			altitude = 11300
			volume = False
			color
			{
				r = 1
				g = 0.95
				b = 0.83
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Vall
			altitude = -269200
			volume = False
			color
			{
				r = 0.7
				g = 0.95
				b = 1
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.9708738
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Pol
			altitude = -39100
			volume = False
			color
			{
				r = 1
				g = 0.93
				b = 0.75
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Bop
			altitude = -56600
			volume = False
			color
			{
				r = 1
				g = 0.83
				b = 0.7
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 1.8
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 1.8
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Eeloo
			altitude = 8000
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.2
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0.004218218
					y = 0
				}
				speed
				{
					x = 2E-05
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 4
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 4
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
}

I tried to get it into the new format used by the EVE to use those with the "AnyCPU-EVE" for 1.1 pre release. But it looks like this old format is lost on the new EVE. 

I have an album left where astronomers clouds are running with the two configs and ksprc. Please ignore the Enterprise. The atmosphere is coming only from the two configs: https://imgur.com/a/5H3aI

Is it somehow possible to convert the configs into a format that suits the new EVE? Please help me, Obi Wan Kenobi. You're my only hope!

 

I'm going to bring this up again, because I'm amazed nobody had an answer for this guy, and I'm really missing my pre-1.1 lovely planets, as well.

As far as I can tell, the new 1.1 EVE has NO atmospheric glow whatsoever, just cloud layers. The old one had the capability of creating beautiful glow and atmosphere, as shown in the Astronomer's Visual Pack, but now... Nothing?

Is this broken? Unfinished? Now impossible in Unity 5? What's the deal?

An official answer would be awesome, and if anyone has a solution, I'd love to hear it. Is Scatterer necessary to do this now?

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34 minutes ago, Rhedd said:

I'm going to bring this up again, because I'm amazed nobody had an answer for this guy, and I'm really missing my pre-1.1 lovely planets, as well.

As far as I can tell, the new 1.1 EVE has NO atmospheric glow whatsoever, just cloud layers. The old one had the capability of creating beautiful glow and atmosphere, as shown in the Astronomer's Visual Pack, but now... Nothing?

Is this broken? Unfinished? Now impossible in Unity 5? What's the deal?

An official answer would be awesome, and if anyone has a solution, I'd love to hear it. Is Scatterer necessary to do this now?

In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements.

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4 minutes ago, rbray89 said:

In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements.

Hey Rbray89, do you have any pics of the newest EVE?

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18 minutes ago, rbray89 said:

In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements.

I see. Thanks for the information!
I guess it's going to take a lot more work than I expected to get things as pretty in 1.1 as the were before. I'm sure I'll succeed eventually, though.

Edited by Rhedd
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19 hours ago, rbray89 said:

In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements.

darn

But thank you anyway for the clarification. 

 

It's a tragedy though. KSP never looked more awesome than with astronomers old configs. Especially Duna. 

 

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Sad to say EVE is not running for me.

 KSP 1.1.0.1183,

on OSx el capitan. 

Not sure if you need additional info. 

Thanks for your great work, anyways. I am looking forward to play a 64bit ksp with some nice clouds. 

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4 hours ago, lCristol said:

sheeeiit 

But thank you anyway for the clarification. 

 

It's a tragedy though. KSP never looked more awesome than with astronomers old configs. Especially Duna. 

 

TBF though that's not rbray's responsibility what so ever, Rbray makes the incredible tool called EVE which other modders such as Astro/proot then use to make the visual visual packs many of us use. When the tool is updated it's the responsibility of the pack modders to update to the new system, and even if not one can always go back and grab the older versions of EVE to use with them provided the older EVE versions work on the given KSP build.

Edited by pingopete
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Hey @rbray89 in the 1.1 version did you make it so the 2D cloud textures show up brighter? They are showing up a lot brighter in SVE than they use to. I've reduced their alpha value in the config to help with it but they've become a little bit too transparent for my liking. 

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2 minutes ago, Nhawks17 said:

Hey @rbray89 in the 1.1 version did you make it so the 2D cloud textures show up brighter? They are showing up a lot brighter in SVE than they use to. I've reduced their alpha value in the config to help with it but they've become a little bit too transparent for my liking. 

Nope. I think KSP is a lot brighter in 1.1 in general. You could always tone down the color, eg. rgb= 244,244,244

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Just now, rbray89 said:

Nope. I think KSP is a lot brighter in 1.1 in general. You could always tone down the color, eg. rgb= 244,244,244

Ahh, good point. Didn't think of that. Thanks :D 

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I haven't played KSP a lot since 0.90 ... has there been a change to the GUI hotkey for EVE? I can't get it to appear in my game. FWIW, I'm playing on a Mac with the latest 1.1 beta (build 1186) and the March 30th release of downloaded tonight from the link in the first post.

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I've been digging in to this new 1.1 compatible release, trying to recreate the awesome skies I had that were partially based on the Astronomer's Visual Pack, and I've run into two problems...

First, the city lights detail maps don't seem to respect the light/dark division. The daylight texture keeps getting mixed in with the night one, no matter what I do.

Second, when trying to add the aurora layer, I can't seem to figure out how to have a self-illuminated, glowing cloud layer, so it can't be done. Am I missing something?

Other than that, I'm really enjoying the new EVE/Scatterer combo so far!

Edited by Rhedd
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I don't know why, but EVE is not working for me in 1.1 build 1196 (windows 7, x64). I did download the "anyCPU" dev zip version.

If I include the BoulderCo folder, the game hangs upon loading with no crash file created. If I take that out, it crashes upon trying to load a saved game, with the crash files indicating a problem with mono.dll trying to write to an illegal memory location.

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5 hours ago, mikegarrison said:

I don't know why, but EVE is not working for me in 1.1 build 1196 (windows 7, x64). I did download the "anyCPU" dev zip version.

If I include the BoulderCo folder, the game hangs upon loading with no crash file created. If I take that out, it crashes upon trying to load a saved game, with the crash files indicating a problem with mono.dll trying to write to an illegal memory location.

looks like out of memory... not sure... are you hittig the 3.2GB limit?

On 09/04/2016 at 9:27 AM, LameLefty said:

I haven't played KSP a lot since 0.90 ... has there been a change to the GUI hotkey for EVE? I can't get it to appear in my game. FWIW, I'm playing on a Mac with the latest 1.1 beta (build 1186) and the March 30th release of downloaded tonight from the link in the first post.

Alt + 0

8 hours ago, Rhedd said:

I've been digging in to this new 1.1 compatible release, trying to recreate the awesome skies I had that were partially based on the Astronomer's Visual Pack, and I've run into two problems...

First, the city lights detail maps don't seem to respect the light/dark division. The daylight texture keeps getting mixed in with the night one, no matter what I do.

Second, when trying to add the aurora layer, I can't seem to figure out how to have a self-illuminated, glowing cloud layer, so it can't be done. Am I missing something?

Other than that, I'm really enjoying the new EVE/Scatterer combo so far!

1. not sure why that happens :/ probably a bug.

2. it was a problem in the old rendering AFAIK... it was fixed so yeah... :(

@MrMeeb ha a AVP reboot versoon.

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@mikegarrison best what you can doo is to post log aka KSP.log & output_log.txt. Coz there there are useful information what can reveal what can cause problem like that
p.s. same hope you was chose to run x64 KSP version when you run from Steam client aka when he ask that ...

Cheer & Salute

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19 minutes ago, ibanix said:

I'm getting a bug where textures are "cut" along hemisphere lines. See the picture:

Do you have Kopernicus installed? This is a common problem between Kopernicus and EVE.

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22 minutes ago, Farix said:

Do you have Kopernicus installed? This is a common problem between Kopernicus and EVE.

Indeed I do, for OPM. Is there any type of fix/workaround?

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3 hours ago, Farix said:

Do you have Kopernicus installed? This is a common problem between Kopernicus and EVE.

"this is a common problem between Kopernicus and EVE"

 

it is infact so common that it happens also without Kopernicus :)

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