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WIP - Environmental Visual Enhancements Development


rbray89

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Is it possible to change clouds density and color? I mean clouds from the short distance. Because it's just white and has high density.

Alt+E, in the UI you got the color and transparency parameters ("255, 255, 255, 255" R G B and alpha chanel). ;)

Curious, because I can't get enough density with the new 255 color system. I need to double the cloud layers to achieve my old cloud "consistence".

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Alt+E, in the UI you got the color and transparency parameters ("255, 255, 255, 255" R G B and alpha chanel). ;)

Curious, because I can't get enough density with the new 255 color system. I need to double the cloud layers to achieve my old cloud "consistence".

Hm... have you tried increasing the values above 255? I think Rbray set it up so you can go higher than 255.

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Alt+E, in the UI you got the color and transparency parameters ("255, 255, 255, 255" R G B and alpha chanel). ;)

Curious, because I can't get enough density with the new 255 color system. I need to double the cloud layers to achieve my old cloud "consistence".

well, I used it before, but real clouds (not from space or from surface) are still white and heavy, when I move through it

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terrainMaterial -> _OceanColor = 0,0,0,255

oceanMaterial -> _SurfaceColor = 31,55,87,127

Those are the default values you are using in x86-release.zip. I found similar issues in my configs and when I set the values to be equal no color ring like Blastard described. Why do we have a OceanColor in terrainMaterials?

Hello I have the same problem using forcedx11. Pink and jaggy ocean :D

So I should have both values for ocean color and surfacecolor set to 0,0,0,255 ?

EDIT:

OK I tried to have both values set to 0,0,0,255 -> nothing still pink ocean

So I tried to set them to 31,55,87,127 -> nothing still pink ocean

Crap what should I do ? For you guys is it working on dx11 ?

Edited by Jovzin
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I am planning on making a Stock config for WIP EVE for everyone. I'd love all the help I can get

I've been experimenting with atmosphere settings again in an attempt to update my cloudpack to this new format, but I have some questions regarding some of the settings.

This is the code for Kerbin. If possible, could someone answer what the values marked in blue do? The more specific problem I have is that I don't know the unit of measurement for these values. If you know them I'd love to hear them.


EVE_ATMOSPHERE

{

Kerbin

{

kerbinatmo

{

altitude = 30000

speed = 0

detailSpeed = 0

offset = 0,0,0 < I'm guessing this offsets the MainTex if one is issued? If so is it changing X,Y,Z?

settings

{

_Color = 100,200,255,200

_MainTex =

_DetailTex =

_DetailScale = 100

_DetailDist = 2E-06

_DistFade = 1

_DistFadeVert = 4E-05

}

atmosphere

{

atmosphereMaterial

{

_Color = 200,200,200,200

_DensityFactorA = 5 < This setting appears to change nothing other than remove atmosphere when set to 1

_DensityFactorB = 1 < This setting appears to change nothing

_DensityFactorC = 1 < This setting appears to change nothing

_DensityFactorD = 42 < This setting changes the approximate 'fade height'? As in how far from the set altitude (above ^) the atmosphere fades?

_DensityFactorE = 20 < This setting appears to change nothing

_Visibility = 0.5

_DensityVisibilityBase = 2.71 < Not sure what this effects

_DensityVisibilityPow = 0.001 < Not sure what this effects

_DensityVisibilityOffset = 1 < Not sure what this effects

_DensityCutoffBase = 2.71 < Not sure what this effects, but setting it to 1 makes the atmosphere vanish.

_DensityCutoffPow = 0.001 < Not sure what this effects

_DensityCutoffOffset = 1 < Not sure what this effects

_DensityCutoffScale = 1 < Not sure what this effects

_SunsetColor = 100,100,100,10

}

}

}

}

...


Condensed question, what settings would I change to make the atmosphere change from looking like this:

PKQPejp.png

To this:

L5wXghT.png

Thanks for any help,

- Joe

Edited by Avera9eJoe
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Hi rbray89

I'm starting to take a crack at contributing to this project so I have been working to get this to build on my linux box and have run into a few issues. First Unix systems like MacOX or linux are case sensitive. Could you rename the following:

renamed: EveManager/EveManager.cs -> EveManager/EVEManager.cs

renamed: EveManager/EveManager.csproj -> EveManager/EVEManager.csproj

renamed: EveManager/IEveObject.cs -> EveManager/IEVEObject.cs

After that I have a few changes to the *.csproj to make it portable.

- - - Updated - - -

Hello I have the same problem using forcedx11. Pink and jaggy ocean :D

So I should have both values for ocean color and surfacecolor set to 0,0,0,255 ?

EDIT:

OK I tried to have both values set to 0,0,0,255 -> nothing still pink ocean

So I tried to set them to 31,55,87,127 -> nothing still pink ocean

Crap what should I do ? For you guys is it working on dx11 ?

Trying to make a black ocean? Try the values I use which makes for a realistic ocean color.

terranMaterial -> _OceanColor = 2,5,18,255

oceanMaterial -> _SurfaceColor = 38.64.89,255

Also the _OceanColor closely matches the value I use in the KerbinColorMap.dds used in my Kopernicus setup. It makes the transition from PQS to ScaledSpace less jarring.

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UPDATE! I have a stock planet config now:

Javascript is disabled. View full album

Here's the code. Replace clouds.cfg with this:

EVE_ATMOSPHERE
{
Kerbin
{
kerbinatmo
{
altitude = 1000
speed = 30
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 255,255,255,255
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 100,150,255,150
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 1
_Visibility = 0.01
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.007
_DensityVisibilityOffset = 1
_DensityCutoffBase = 1
_DensityCutoffPow = 2.71
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 255,180,100,150
}
}
}
}
Mun
{
munatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 200,200,200,50
_DensityFactorA = 3
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 100,100,100,50
}
}
}
}
Minmus
{
minmusatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 50,255,220,70
_DensityFactorA = 5
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 150,255,220,70
}
}
}
}
Moho
{
mohoatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 255,110,0,30
_DensityFactorA = 2.5
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 255,110,0,30
}
}
}
}
Eve
{
eveatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 255,100,255,200
_DensityFactorA = 3
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 20,100,20,200
}
}
}
}
Duna
{
dunaatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 200,100,150,80
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 1
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 255,50,50,100
}
}
}
}
Ike
{
ikeatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 180,180,255,40
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 200,180,240,40
}
}
}
}
Jool
{
joolatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 100,200,100,100
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 1
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 1
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 200,200,100,100
}
}
}
}
Laythe
{
laytheatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 120,80,255,70
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 1
_Visibility = 0.01
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 1
_DensityCutoffPow = 1
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 255,180,100,70
}
}
}
}
Eeloo
{
eelooatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 200,200,200,100
_DensityFactorA = 1
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 200,200,200,100
}
}
}
}
Sun
{
}
Dres
{
dresatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 139,115,91,50
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 239,115,91,50
}
}
}
}
Pol
{
polatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 255,130,50,100
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 255,130,50,100
}
}
}
}
Gilly
{
gillyatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 200,150,120,100
_DensityFactorA = 7
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 200,150,120,100
}
}
}
}
Tylo
{
tyloatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 255,200,150,50
_DensityFactorA = 2
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 255,200,150,50
}
}
}
}
Bop
{
bopatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 80,50,50,120
_DensityFactorA = 5
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 80,50,50,120
}
}
}
}
Vall
{
vallatmo
{
altitude = 30000
speed = 0
detailSpeed = 0
offset = 0,0,0
settings
{
_Color = 200,200,200,200
_MainTex =
_DetailTex =
_DetailScale = 100
_DetailDist = 2E-06
_DistFade = 1
_DistFadeVert = 4E-05
}
atmosphere
{
atmosphereMaterial
{
_Color = 100,200,255,30
_DensityFactorA = 3
_DensityFactorB = 1
_DensityFactorC = 1
_DensityFactorD = 42
_DensityFactorE = 20
_Visibility = 0.5
_DensityVisibilityBase = 2.71
_DensityVisibilityPow = 0.001
_DensityVisibilityOffset = 1
_DensityCutoffBase = 2.71
_DensityCutoffPow = 0.001
_DensityCutoffOffset = 1
_DensityCutoffScale = 1
_SunsetColor = 100,200,255,30
}
}
}
}
}

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OK so I tried to delete the ocean part of config in Terrain.cfg :

oceanMaterial
{
_SurfaceColor = 31,55,87,127
_UnderColor = 0,50,152,255
_DetailTex = BoulderCo/Terrain/Textures/ocean
_DetailScale = 1000
_DetailDist = .000001
_Clarity = .002
_MinLight = 0.5
_LightPower = 1.75
_Reflectivity = 0.08
}

Result was no more pink ocean bcs it was replaced with stock ugly one.

I tried to add one line each time and as soon as I added this :

_DetailTex = BoulderCo/Terrain/Textures/ocean

The pink ocean returned.

Hmm I hope KSP 1.1 with Unity 5 will fix this DX11 issue.

Btw @Rbay what are you plans for KSP 1.1 ? DO you plan to release some stale version of new version of EVE ?

Thx

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Would it be possible to add some method of fighting with those repeating terrain texture problems? Like the one described here: http://oliverm-h.blogspot.com/2012/06/distance-based-texture-blending-ue3udk.html

Or using two or more textures and mapping random one of them in each terrain tile?

I'm talking about this kind of repeating:

terraintilemapping5.jpg

Here are also some nice discussions about that:

http://www.gamedev.net/topic/658875-help-with-terrain-textures-on-a-2d-isometric-view/

http://scrawkblog.com/tag/wang-tiles/

Edited by sashan
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Would it be possible to add some method of fighting with those repeating terrain texture problems? Like the one described here: http://oliverm-h.blogspot.com/2012/06/distance-based-texture-blending-ue3udk.html

Or using two or more textures and mapping random one of them in each terrain tile?

I'm talking about this kind of repeating:

https://scrawkblog.files.wordpress.com/2013/10/terraintilemapping5.jpg

Here are also some nice discussions about that:

http://www.gamedev.net/topic/658875-help-with-terrain-textures-on-a-2d-isometric-view/

http://scrawkblog.com/tag/wang-tiles/

if you have issues with repeating textures you could try using the city overlay in order to change the textures. there is nothing stopping people using the city terrain stuff to display varying terrain.

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Would it be possible to add some method of fighting with those repeating terrain texture problems? Like the one described here: http://oliverm-h.blogspot.com/2012/06/distance-based-texture-blending-ue3udk.html

Or using two or more textures and mapping random one of them in each terrain tile?

I'm talking about this kind of repeating:

https://scrawkblog.files.wordpress.com/2013/10/terraintilemapping5.jpg

Here are also some nice discussions about that:

http://www.gamedev.net/topic/658875-help-with-terrain-textures-on-a-2d-isometric-view/

http://scrawkblog.com/tag/wang-tiles/

We already do some of this... Not necessarily on terrain though. The issue we have however is that we are trying to texture a sphere... That compounds things significantly. I have been working on a new texturing model however that should solve high-level seams.

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Would it be possible to add some method of fighting with those repeating terrain texture problems? Like the one described here: http://oliverm-h.blogspot.com/2012/06/distance-based-texture-blending-ue3udk.html

Or using two or more textures and mapping random one of them in each terrain tile?

I'm talking about this kind of repeating:

https://scrawkblog.files.wordpress.com/2013/10/terraintilemapping5.jpg

Here are also some nice discussions about that:

http://www.gamedev.net/topic/658875-help-with-terrain-textures-on-a-2d-isometric-view/

http://scrawkblog.com/tag/wang-tiles/

if you have issues with repeating textures you could try using the city overlay in order to change the textures. there is nothing stopping people using the city terrain stuff to display varying terrain.
We already do some of this... Not necessarily on terrain though. The issue we have however is that we are trying to texture a sphere... That compounds things significantly. I have been working on a new texturing model however that should solve high-level seams.

An interesting way you could make less tiled terrain could be through using city maps as terrain, were you have multiple checkerboard-style alpha maps that set on top each other, each having a different corresponding texture.

E.g. each color represents a different texture map and a different corresponding texture:

ccd10.gif

The reason this hasn't been done yet is mainly due to RAM. Loading six different textures which are literally alternating white and transparent space would eat up RAM.

Best of luck with your new model Rbray :)

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