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Poodmund

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Everything posted by Poodmund

  1. Ah, @DMagic I found my issue. Stupidly I did not uncheck Mip map generation on the images which was obviously generating a lot more data than necessary. I also went through and ensured that the dimensions of all the image assets had Height and Widths divisible by 4 so that the .dds compression could occur. Safe to say, 6.5mb has now reduced to 1.3mb. All seems good!
  2. It is still valid. The new cube map system still works as before if you chose the 'Cube 6' system, allowing for 4 cloud textures in 6 cube faces. The new 'Cube 3' system allows you to use 1 cloud texture in 2 images that contain 3 cube faces each; 1 image for the Xp, Yp and Zp faces and 1 image for the Xn, Yn and Zn faces. And @DrFumbles, I test volumetric clouds on Minmus too! It helps to be able to test how things look around a body with no atmosphere as you can easily orbit at altitudes the cloud layers at situated at. Its a good way to test how it'd look on other bodies.
  3. Haha, no its just one of the downsides of living in the countryside. 700kb/s down and 35kb/s up, it is slow. With the recent addition of bump maps to EVE's volumetric particle system I am looking to implement this before a KSP 1.1.2 pre-release of this mod. I think it will only feature the Gas Giant changes and and early WIP for Tekto but it'll be something to try at least. Am looking to get it out by the end of the week.
  4. I have tried both of these and it made minimal difference. I have also tried this method. Used a Skybox image as a common asset and then added in all the texture elements separately for each panel and it got it down to 6mb for the 5 panels. I think the compiler may just be badly optimised for image assets. EDIT: Paging @TriggerAu for input regarding KSPedia asset bundle file size with respect to the pages that contain image-heavy content i.e. Planet pages?
  5. Well each page showcases a different planet/moon so the different textures are essential. It seems mad that with 5 panels that I have mocked up, if you set the background of the panels to none, export the bundle, 150kb. Assign the 5 images to the backgrounds of the panels, export the bundle, 8.3mb. However, the sum total size of the 5 images as .pngs is 6.8mb. Its as so anti-compression is occurring.
  6. Ah I seeee.... so reusing common assets actually does work when the bundle is exported. I feel dumb now.
  7. File sizes seem to be getting pretty large even with only a few pages, at 4 pages so far and the asset bundle is already at 5MB. Is this normal? @DMagic, paging!
  8. @rbray89 has the newest build changed config structure at all or should existing configs be safe to continue to use?
  9. I'll get a first pass draft up for the Sarnus System and send it your way for disassembly, critique and dismissal. I'll proceed with this through PMs.
  10. The most likely reason that OPM is crashing in 1.1.2 at this time is due to Kopernicus' On Demand Loading. Thomas P is aware of this issue and is looking into it. Sit tight for now. Also, I'm not sure if this is overstepping a boundary but I got bored and played around in Unity for a bit.
  11. If I find a good way to create stuff from scratch, I'll let you know. I have ideas but I don't want to promise anything because it may turn out awful.
  12. That is true, at this time, all I can suggest is as I have said above in that the best way to do this (as I think @pingopete has been doing) is to find images that have examples of the clouds you want, cut them out, and composite something together to produce what you need. If you use Photoshop, the Filter > Other > Offset tool is your greatest friend when it comes to generating wrappable textures.
  13. To what extent? Mostly its a case of compositing images found on the internet together. I have been experimenting with some programs I ran to generate the procedurally generated Gas Giant textures to see if I can get good results for clouds but still need to do some work in that respect.
  14. The issue with using RVE like that is that the Altitudes of the cloud layers will be at incorrect values for the resized system. By using Sigma: Dimensions, it should be able to resize the EVE configs automagically for you so that you pretty much load RVE as normal during startup, then just patch the configs to adjust the values as needed.
  15. Hey,

    Do you have any thoughts on the issue I raised in the EVE thread regarding using the same texture in multiple Cube Map config entries? It seems if you direct to the same texture's path in multiple entries in the Texture Manager config, it breaks down somewhat?

    If you've seen it then nevermind, I just wasn't sure if you may have missed it or not.

    Kind Regards. :D

    1. rbray89

      rbray89

      ah, yeah, I think I know where it is coming from... not ENTIRELY sure how to address it though. 

    2. Poodmund

      Poodmund

      Its a work-around-able issue. I can just create multiple empty 1x1 pixel png files for each config listing that I need. Seems silly but is fine to do so from a usability aspect.

  16. Ah, fair enough. I guess the issue is pronounced with smaller bodies as the terrain is relatively more deformed so the poking through is more apparent. Thanks for the heads up.
  17. @blackrack or anyone who has experience with this, what is the better technique to apply to hide the tall terrain poking through the Scatterer 'sphere' on the horizon? This can be 'fudged' by increasing the AtmosphereGlobalScale value so that the sphere size increases, masking the terrain; however, at surface level things get really funky. I have enclosed screenshot showing the views from Orbit and Surface with AtmosphereGlobalScale values of 1.00 and 1.02. With the scale value of 1.02 the horizon at Surface level gets borked. Is there a way to keep it at 1.00 but make the mountainous terrain on the horizon from orbital levels?
  18. @CaptRobau, if you require any help with OPM 2.0 with texturing or even with stock-a-like KSPedia entries for the bodies, let me know. I'd be happy to assist.
  19. With the release of RVE and the usage of Sigma: Dimensions, it should be really quite simple to get RVE working with this mod.
  20. I've been trying out some bits to get Auroras looking somewhat good... (watch in full screen 1080p ) Your thoughts please? EDIT: My apologies for the frame-rate and compression in the video, my internet is awful and it took 1 1/2 hours to upload this video.
  21. Ah I think I may have found the cause. In the Texture Configs, if you specify to use the same file for two different cube maps, if doesn't render the ones higher on the entry list. For example, the config used for the screenshot above was: OBJECT { name = PoodsOPMVO/Textures/aurora isCubeMap = True texXn = PoodsOPMVO/Textures/blankchannel texYn = PoodsOPMVO/Textures/auroraTest texZn = PoodsOPMVO/Textures/blankchannel texXp = PoodsOPMVO/Textures/blankchannel texYp = PoodsOPMVO/Textures/auroraTest texZp = PoodsOPMVO/Textures/blankchannel } OBJECT { name = PoodsOPMVO/Textures/storm1 isCubeMap = True texXn = PoodsOPMVO/Textures/blankchannel texYn = PoodsOPMVO/Textures/blankchannel texZn = PoodsOPMVO/Textures/blankchannel texXp = PoodsOPMVO/Textures/blankchannel texYp = PoodsOPMVO/Textures/storm1 texZp = PoodsOPMVO/Textures/blankchannel } However, If I remove the storm1 entry, everything works fine. It seems that the duplicate use of the blankchannel image in multiple config entries seemed to have borked it.
  22. @rbray89 is it possible for the cube map system to be told not to render an image to a cube face? At the moment if you dont specify a texture... Xp: Xn: Yp: texturePath Yn: Zp: texturePath Zn: ... for example, iit all falls down and weirdly when you try to save either a fully black .dds or a transparant png to act as an empty dummy texture to assign to the faces you want to be blank, EVE renders them as a solid colour as seen below: So yeah, for whatever reason if the alpha map is blank i.e. all black, it seems to render an flat colour to it rather than being fully transparent. EDIT: In the screenshot shown it was using a cube map on the Blue channel with the X and Z faces using the "blank" texture.
  23. I try to figure out this kind of stuff so that the likes of yourself, Proot et al can make stuff that blows my mind. EDIT: I've added a link to the post into my signature so its easy to find for later.
  24. @rbray89 I got it sorted. Basically had to use the following: Texture on the Yp or Yn cube face Speed: 0,0,x (where x is speed of rotation of storm) Offset: x,y,0 (where x is Latitude range 0 to 180 and y is Longitude range -180 to 180) rotationAxis0: 1,0,0 rotationAxis1: 0,0,1 rotationAxis2: 0,1,0 Basically what I had been thinking after my original post and yours just with the speed modifier being the z value. Now proof of concept it sorted, just have to make it look good now. Thanks for your help.
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