Jump to content

[WIP][1.0.5]* RSS Visual Enhancements (RVE)


pingopete

Realistically what would you prefer in RVE? -- choose one from each letter  

2,061 members have voted

  1. 1. Realistically what would you prefer in RVE? -- choose one from each letter

    • A) 1 main cloud layer, 1 cirrus layer (Medium/Compromise)
    • A) Low, Medium, High cloud layers (Heavy/Realistic)
    • B) Detail bias towards Land/Atmosphere visuals
    • B) Detail bias towards Orbit/Space visuals
    • C) Realism
    • C) Detail
    • C) CPU accessibility


Recommended Posts

First go with Titans atmosphere using scatterer and EVE for atmospheres, looks decent from orbit but 2D EVE atmo layers cause glitchyness when descending through its atmosphere. Re did the sunflare since the recent scatterer update (lens flares still very much placeholders)

 

Link to comment
Share on other sites

@pingopetejust a note for the outer gas giants (Jupiter, Saturn, Uranus): RSS currently implements a Kopernicus feature called "Oblate" that...well, it makes the planets oblate. This does not work well (if at all) with EVE and Scaterrer unfortunately and it clips the cloud and scatter layers (EVE and Scaterrer assume a perfectly round body).

BTW, are you going to create a new repository for the new RVE?

Link to comment
Share on other sites

Just now, Phineas Freak said:

@pingopetejust a note for the outer gas giants (Jupiter, Saturn, Uranus): RSS currently implements a Kopernicus feature called "Oblate" that...well, it makes the planets oblate. This does not work well (if at all) with EVE and Scaterrer unfortunately and it clips the cloud and scatter layers (EVE and Scaterrer assume a perfectly round body).

BTW, are you going to create a new repository for the new RVE?

Ah yeah, you may have noticed that issue with Saturn from the pics, is there an easy way to disable this in the configs? .. for the time being at least, cos I feel the improvement scatterer gives is greater than the oblate effect tbh. Also yeah I think that may be the best bet :)

Link to comment
Share on other sites

The oblate feature is a nice one to have but compared to the visual enhancements it would not stand a chance! Anyway, it think the best bet would be to make an MM pass after RSS that reverts the changes of this patch: https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RSSKopernicus/Saturn/Saturn_Oblate.cfg

Edit: also add Neptune to the list...

Edited by Phineas Freak
Link to comment
Share on other sites

26 minutes ago, Phineas Freak said:

The oblate feature is a nice one to have but compared to the visual enhancements it would not stand a chance! Anyway, it think the best bet would be to make an MM pass after RSS that reverts the changes of this patch: https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RSSKopernicus/Saturn/Saturn_Oblate.cfg

Edit: also add Neptune to the list...

Thanks for the info!

Link to comment
Share on other sites

10 minutes ago, Phineas Freak said:

No problem! In fact, i could write and test the patches if you want.

That'd be great! I'm also tryna figure out how to modify terrain textures using kopernicus as does proot in KSPRC as it has a ton of different options and has up to 3 texture layers with normals. But no luck getting it to work..

@Body[Kerbin]
	{
		//!cbNameLater = DEL 
		@ScaledVersion
		{
			%sphericalModel = True // it's already true, but in case RSS changes...
		}
		@PQS
		{
			{
               	saturation = 1
               	contrast = 1.5
				powerNear = 0.7
				powerFar = 0.65
				groundTexStart = 0
				groundTexEnd = 1000
				steepPower = 0.75
				steepTexStart = 1000
				steepTexEnd = 100000
                steepTex = RVE/Terrain/EarthSteep
                steepBumpMap = 
				steepNearTiling = 800
				steepTiling = 140
                lowTex = RVE/Terrain/lunarsoil
                lowBumpMap = RVE/Terrain/lunarsoil_NRM
				lowNearTiling = 800
				lowMultiFactor = 8
				lowBumpNearTiling = 800
				lowBumpFarTiling = 8
                midTex = RVE/Terrain/EarthMedium
                midBumpMap = RVE/Terrain/lunarsoil_NRM
				midNearTiling = 1000
				midMultiFactor = 10
				midBumpNearTiling = 1000
				midBumpFarTiling = 10
				highTex = RVE/Terrain/EarthHigh
               	highBumpMap = RVE/Terrain/EarthHighNRM
				highNearTiling = 1000
				highMultiFactor = 10
				highBumpNearTiling = 1000
				highBumpFarTiling = 10
				lowStart = 0
				lowEnd = 0.2
				highStart = 0.2
				highEnd = 0.8
				globalDensity = 0
				shader = Terrain/PQS/PQS Main - Extras
           	}
		}
		@Atmosphere
		{
			@AtmosphereFromGround
			{
				%innerRadius = 6357290 // 0.99
				%outerRadius = 6496000 // 1.025
				%waveLength = 0.65, 0.6, 0.53, 1.0
				//invWaveLength = 0.75, 0.82, 0.89, 0.55
				%ESun = 0
				%Kr = 0.0007
				%Km = 0.0006
			}
		}
	}
}

 

Link to comment
Share on other sites

@pingopeteyou need to apply the new terrain materials as a Material{} sub - config (example below):

@Body[Kerbin]:FOR[RVE]
{
    @PQS
    {
        @Material
        {
            %steepTex = RVE/EVE/Terrain/Textures/rock   // Example texture path and name, covers mountain texturing.
            %midTex = RVE/EVE/Terrain/Textures/pqsland  // Example texture path and name, covers medium heights.
            %lowTex = RVE/EVE/Terrain/Textures/pqsland  // Example texture path and name, covers flats.
        }
    }
}

There are many other options for setting the texture tiling, bump mapping, starting and ending fade distances etc. I think that the Kopernicus documentation mentions the function of all of these and more.

Edit: do not forget to import the new sun flare as a Kopernicus config. AFAIK Thomas merged the code from SunflareLoader into Kopernicus. Yay, more nice things to work with!

Edited by Phineas Freak
Link to comment
Share on other sites

2 hours ago, Phineas Freak said:

@pingopeteyou need to apply the new terrain materials as a Material{} sub - config (example below):


@Body[Kerbin]:FOR[RVE]
{
    @PQS
    {
        @Material
        {
            %steepTex = RVE/EVE/Terrain/Textures/rock   // Example texture path and name, covers mountain texturing.
            %midTex = RVE/EVE/Terrain/Textures/pqsland  // Example texture path and name, covers medium heights.
            %lowTex = RVE/EVE/Terrain/Textures/pqsland  // Example texture path and name, covers flats.
        }
    }
}

There are many other options for setting the texture tiling, bump mapping, starting and ending fade distances etc. I think that the Kopernicus documentation mentions the function of all of these and more.

Edit: do not forget to import the new sun flare as a Kopernicus config. AFAIK Thomas merged the code from SunflareLoader into Kopernicus. Yay, more nice things to work with!

Alright thanks, I'll give this a go, didn't realize mid and low only refereed to the steepness of the topography and not POV distance :( Still better than nothing, so thanks again!

Link to comment
Share on other sites

And a working sample MM patch to restore the "old" Saturn. The other bodies (Jupiter, Uranus and Neptune) can be patched with the same way:

@Kopernicus:FOR[RVE]:NEEDS[RealSolarSystem]
{
    !Body[OblateSaturn]{}

    @Body[Saturn]
    {
        @cacheFile = RealSolarSystem/RSSKopernicus/Cache/Saturn.bin

        !Debug{}

        @Properties
        {
            @radius /= 0.948496056947449
        }

        @Atmosphere
        {
            %equator = #$../Properties/radius$
            @equator *= 0.948496056947449
            @equator *= 0.108601280258995
            @maxAltitude -= #$equator$

            @pressureCurve
            {
                @key,*[0, ] -= #$../equator$
            }

            @temperatureCurve
            {
                @key,*[0, ] -= #$../equator$
            }

            @temperatureSunMultCurve
            {
                @key,*[0, ] -= #$../equator$
            }
        }

        @Atmosphere
        {
            !equator = NULL
        }

        @Rings
        {
            @Ring,*
            {
                @innerRadius *= 0.948496056947449
                @outerRadius *= 0.948496056947449
            }
        }
    }
}

 

Edited by Phineas Freak
Link to comment
Share on other sites

On 6/23/2016 at 8:37 PM, Phineas Freak said:

And a working sample MM patch to restore the "old" Saturn. The other bodies (Jupiter, Uranus and Neptune) can be patched with the same way:


@Kopernicus:FOR[RVE]:NEEDS[RealSolarSystem]
{
    !Body[OblateSaturn]{}

    @Body[Saturn]
    {
        @cacheFile = RealSolarSystem/RSSKopernicus/Cache/Saturn.bin

        !Debug{}

        @Properties
        {
            @radius /= 0.948496056947449
        }

        @Atmosphere
        {
            %equator = #$../Properties/radius$
            @equator *= 0.948496056947449
            @equator *= 0.108601280258995
            @maxAltitude -= #$equator$

            @pressureCurve
            {
                @key,*[0, ] -= #$../equator$
            }

            @temperatureCurve
            {
                @key,*[0, ] -= #$../equator$
            }

            @temperatureSunMultCurve
            {
                @key,*[0, ] -= #$../equator$
            }
        }

        @Atmosphere
        {
            !equator = NULL
        }

        @Rings
        {
            @Ring,*
            {
                @innerRadius *= 0.948496056947449
                @outerRadius *= 0.948496056947449
            }
        }
    }
}

 

Awesome dude, thanks!

Link to comment
Share on other sites

On 23.06.2016 at 11:31 AM, pingopete said:

First go with Titans atmosphere using scatterer and EVE for atmospheres, looks decent from orbit but 2D EVE atmo layers cause glitchyness when descending through its atmosphere. Re did the sunflare since the recent scatterer update (lens flares still very much placeholders)

 

 

very, very nice

Link to comment
Share on other sites

1 hour ago, neocrife said:

Actualy it work for 1.1.2, look previous pages to find how to install it.

RhtirVi.jpg

1.1.3 RVE is fine, got scatterer too. Everything is okay.

Right now Scatterer sunflare is not working in 1.1.3 so use 1.1.2 for full immersion :)

Link to comment
Share on other sites

Hi guys

Installed it to the letter, done my research and looked back over the last fe w pages and fiinally got this exellent mod working. apart from 1 issue, the clouds are like big cubes :( does anyone know a fix for this, i have reinstalled it so many times im at my wits end with this lol

for the record im on windows 10, 64bit, ksp version 1.1.2 (managed to save my game before the update came out :wink:) and i followed Rhavoreth install proceedure to the letter lol.

any help would be massively appreciated g

Link to comment
Share on other sites

33 minutes ago, kerboman25 said:

i found a bug when i went to mars as soon as i got below 98 ish Km the atmosphere disapeared, i love the nice work you guys put in this mod so it is realy pity that mars has no atmosphere when i land on the surface

At least you don't have square clouds on kerbin haha :)

ive reinstalled several times and don't have a clue how to fix it?

Edited by F1RacerDan
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...