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


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Is it too much to ask if you can make the aurora borealis be positioned veritcally... like this (this is form Space Engine):http://i1308.photobucket.com/albums/s608/lifelive42/scr00014_zps0eaae95c.png

Yes ><

Take your prefered image editor and made your version :rolleyes:

You could use multiple Aurora layers above each other...

Yes, and that exactly what i've done.

They don't understand that each layer is flat...:huh:

In game an aurora look like this :

Edited by Sido
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Testing it would certainly be my pleasure, but since I don't know what PQS is, I'm not really sure what it is I'll be looking to make sure is working. I suppose I'm not the ideal test subject.

Ah... Well before, to render the clouds, I used additional cameras, and had two geometries: one sphere to render the underside of clouds, and another for the top of clouds. This worked, but was clumsy. Since then, I've figured out how to render things more appropriately. I have trimmed that back, and now there is only one geometry, and it is used for both sides, and is used for scaledspace as well as the macro view.

A few big differences:

RSS will no longer need to have a special config.

Clouds and city lights will clip through mountains, and citylights vertex points match the terrain, so no "floating cities". This should mean navigation by lights and using cloud layers for altitude should be easier.

Cloud layers no longer fade when really close up to them, so you can fly planes right above to admire them.

What I'm really interested in is feedback on performance, whether the system works/looks better, etc. Packs will have to be updated once this is released, which I why I want to get volumetric rendering in first, but this is going to end up being the skeleton of the next release.

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Ah... Well before, to render the clouds, I used additional cameras, and had two geometries: one sphere to render the underside of clouds, and another for the top of clouds. This worked, but was clumsy. Since then, I've figured out how to render things more appropriately. I have trimmed that back, and now there is only one geometry, and it is used for both sides, and is used for scaledspace as well as the macro view.

A few big differences:

RSS will no longer need to have a special config.

Clouds and city lights will clip through mountains, and citylights vertex points match the terrain, so no "floating cities". This should mean navigation by lights and using cloud layers for altitude should be easier.

Cloud layers no longer fade when really close up to them, so you can fly planes right above to admire them.

What I'm really interested in is feedback on performance, whether the system works/looks better, etc. Packs will have to be updated once this is released, which I why I want to get volumetric rendering in first, but this is going to end up being the skeleton of the next release.

So will become obsolete the use of a detail texture for the clouds?

Will there be changes in the management and texture which is used as map for night lights? I've done great improvements in map, texture and config for that....

I have a pretty clean test-install, for try my textures before final uses. If you want I can try the dev version and tell you about performance and aspect of clouds. But I don't have any idea about unity...

They don't understand that each layer is flat...k_undecided.gif

In game an aurora look like this :

Looks great for the possibilities of this version.

A credible texture aurora should be applied in cylindric shape (maybe with normal map to fake depth) if that becomes a feature.

Edited by Proot
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So will become obsolete the use of a detail texture for the clouds?

Will there be changes in the management and texture which is used as map for night lights? I've done great improvements in map, texture and config for that....

I have a pretty clean test-install, for try my textures before final uses. If you want I can try the dev version and tell you about performance and aspect of clouds. But I don't have any idea about unity...

Looks great for the possibilities of this version.

A credible texture aurora should be applied in cylindric shape (maybe with normal map to fake depth) if that becomes a feature.

The textures won't be changed at all, just the rendering mechanism.

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Clouds and city lights will clip through mountains, and citylights vertex points match the terrain, so no "floating cities". This should mean navigation by lights and using cloud layers for altitude should be easier.

Cloud layers no longer fade when really close up to them, so you can fly planes right above to admire them.

These both sound awesome. I've downloaded the beta and will fly around a bit in a plane and see how it works. One quick thing, though, I assume you mean it will NOT clip through mountains?

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Ok, so I made my first version of the texture completely from scrap.

UH8xWYZ.png

NshE0nx.png

z4u9bAA.png

It flashes just like the real thing when you get close to it.

This is only my first take.

Simply set scale for the Bump texture to be 0 and make it spin at 0.01.

EDIT: Aaaaand it's been toned down now.

Edited by Astronomer
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Ok, so I made my first version of the texture completely from scrap.

http://i.imgur.com/UH8xWYZ.png

http://i.imgur.com/z4u9bAA.png

It flashes just like the real thing when you get close to it.

Simply set scale for the Bump texture to be 0 and make it spin at 0.01.

Looks cool. But seems to be too stretched and the layer should be above the clouds, no?

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Here are my notes from a quick 15-minute test of the new tester version of the mod:

All in all a massive improvement. I love it!

Pretty1.jpg

Pretty2.jpg

City lights seem 180 degrees off. For example, "Cairo" is in the desert (which is actually appropriate, but there's no river there :)

Cairo.jpg

There's an odd "circle of cloudlessness" around your plane when you fly close to the cloud deck.

Circle1.jpg

Circle2.jpg

Cloud deck is obviously non-spherical when you fly close to it.

Pointy.jpg

Clouds and Kethane grid have what appears to be a z-conflict on the "Mun" title screen. I forgot to check in the map screen. I also forgot to include a picture.

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Ok, so I made my first version of the texture completely from scrap.

http://i.imgur.com/UH8xWYZ.png

http://i.imgur.com/NshE0nx.png

http://i.imgur.com/z4u9bAA.png

It flashes just like the real thing when you get close to it.

This is only my first take.

Simply set scale for the Bump texture to be 0 and make it spin at 0.01.

EDIT: Aaaaand it's been toned down now.

the third one seem really clean and realistic !

Good job ! How does she look like from the ground ?

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Ok, so I made my first version of the texture completely from scrap.

http://i.imgur.com/UH8xWYZ.png

http://i.imgur.com/NshE0nx.png

http://i.imgur.com/z4u9bAA.png

It flashes just like the real thing when you get close to it.

This is only my first take.

Simply set scale for the Bump texture to be 0 and make it spin at 0.01.

EDIT: Aaaaand it's been toned down now.

This. I really like it

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Well, I found the first "bug". Don't just replace the plugins. I would guess whatever values are in the old configs are not useful now, they have a significant negative impact on Kerbin. They cause it to quite literally explode. I did a clean reinstall and I'll give it a proper test this time.

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My impressions of the latest PQS test. Performance wise it seems fine/no different than the current version. I had some lag on the space center view but it went away after going in one of the buildings. A weird problem I had was that the tracking station didn't have clouds on Kerbin once. Duna clouds are practically invisible from orbit except at the poles, but obvious from the surface. Laythe from orbit seems like the clouds don't rotate relative to the surface, with the surface rotating instead. It's confusing because I don't have a lander/flag on Laythe but the clouds look static with Jool in the background.

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Here are my notes from a quick 15-minute test of the new tester version of the mod:

All in all a massive improvement. I love it!

http://pulpaudio.com/ksp/night/20140126/Pretty1.jpg

http://pulpaudio.com/ksp/night/20140126/Pretty2.jpg

City lights seem 180 degrees off. For example, "Cairo" is in the desert (which is actually appropriate, but there's no river there :)

http://pulpaudio.com/ksp/night/20140126/Cairo.jpg

There's an odd "circle of cloudlessness" around your plane when you fly close to the cloud deck.

http://pulpaudio.com/ksp/night/20140126/Circle1.jpg

http://pulpaudio.com/ksp/night/20140126/Circle2.jpg

Cloud deck is obviously non-spherical when you fly close to it.

http://pulpaudio.com/ksp/night/20140126/Pointy.jpg

Clouds and Kethane grid have what appears to be a z-conflict on the "Mun" title screen. I forgot to check in the map screen. I also forgot to include a picture.

I can add some vertices to the geometries to make it more spherical.

The circle of cloudlessness is there to avoid clipping artifacts when the camera intersects a plane.

I'll have to look into the city lights offest. I had thought I had that fixed. Is it still like that in flight view?

Edited by rbray89
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Here are my notes from a quick 15-minute test of the new tester version of the mod:

All in all a massive improvement. I love it!

http://pulpaudio.com/ksp/night/20140126/Pretty1.jpg

http://pulpaudio.com/ksp/night/20140126/Pretty2.jpg

City lights seem 180 degrees off. For example, "Cairo" is in the desert (which is actually appropriate, but there's no river there :)

http://pulpaudio.com/ksp/night/20140126/Cairo.jpg

There's an odd "circle of cloudlessness" around your plane when you fly close to the cloud deck.

http://pulpaudio.com/ksp/night/20140126/Circle1.jpg

http://pulpaudio.com/ksp/night/20140126/Circle2.jpg

Cloud deck is obviously non-spherical when you fly close to it.

http://pulpaudio.com/ksp/night/20140126/Pointy.jpg

Clouds and Kethane grid have what appears to be a z-conflict on the "Mun" title screen. I forgot to check in the map screen. I also forgot to include a picture.

I can't seem to replicate the citylight issue.

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I'll have to look into the city lights offest. I had thought I had that fixed. Is it still like that in flight view?

Still? Have you released a new tester build since I reported that? I don't see mention of one. If not, then yes, it's still happening because I'm using the same tester build as I did before :D

One more thing I noticed later, there's no clouds in the Tracking Station.

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