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Everything posted by Poodmund
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Poodmund replied to rbray89's topic in KSP1 Mod Releases
To expand on my report listed further up, I have done the following. Reproduced on Vanilla install with only latest EVE build installed and with 1 Cloud Layer around Kerbin. I set up a single Mk1 Pod module at around 165,000m altitude on a Sub-Orbital trajectory, quit then re-loaded the game, this is when the logs start from. The craft is at 165km and the cloud layer is visible, hits 160km and it disappears, then continues until 55km when it pops back into view again. I let the pod crash down, returned to Space Center then quit out of the game. Logs: http://pastebin.com/iMnhiBWp Video: -
I am experiencing a bug where EVE's cloud layers disappear whilst in orbit around a body between the ranges of 55-160km. Could anyone else using this visual pack either confirm or deny that they are also experiencing this, please?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Poodmund replied to rbray89's topic in KSP1 Mod Releases
I am currently experience a weird... glitch/bug, where between the altitudes of 55,000-160,000 around Tekto (OPM) the cloud layers disappear from view. They pop out when entering this range and pop back in upon exit. Is this a known effect that can be solved or am I being stupid? If not, would you like logs? In Map View everything is fine so it seems to be linked to specific altitude ranges. EDIT: Ah this was posted a couple of pages back: -
Yes I figured as much that it was a pointless line yesterday when I was tinkering a bit more. They have been deleted out for next release (it was pretty much the first line I wrote for this mod when I was trying to change the scaled space texture ). Also good spot on the Sigma requirement for the MM dependencies. Anyway, BIG NEWS, with the update of SVE today, OPM-VO is now fully compatible with KSPRC (assuming you overwrite with bundled file in this mod) and SVE! Hooray! Now that is done, I will get back to actually working on the aesthetics of the pack to see what I can do to improve it. A second pass if you will.
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Haha, thank you very much. I'm just really glad it wasn't too much of a pain to sort out cfg wise.
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Was scratching my head for a while... with just SVE everything worked fine... installed OPM-VO and all EVE cloud layers disappear on all bodies. Very weird. Well in the end I tracked it down to exactly the same problem as I was having with @Proot's KSPRC in which the Deactivation Distance key in the "pqs.cfg" file incorrectly called as it is not listed under an Object node as is now required with EVE. Anyway, I made the same fix to the file: Kerbal Space Program\GameData\StockVisualEnhancements\EVE\pqs.cfg being: PQS_MANAGER { OBJECT { body = Jool deactivateDistance = 175000 } } ... and now everything works fine as it should. Both mods work together hand in hand. Let me know if/when you release an update as in the meantime like I have done with KSPRC's file I will probably include the fix as an overwrite bundle to allow users of OPM-VO to use SVE at the same time. However, if you get on it within the next day or so then obviously I won't do that. I hate having to overwrite files in other people's directories. FAO Proot: *Nudge nudge* I haven't heard anything back relating to my similar post in the KSPRC thread.
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Oh I don't change the "looks" of the Gas Giants with EVE, I replace the texture that the scaled space map is using by using Kopernicus. I mean, all the screenshots taken for the post: LINK were done completely without EVE. Whereas previously for the OPM Clouds mod by Eleusis La Arwall that you did the 'Managing' configs for, they used EVE almost exclusively to change the looks of the Gas Giants, this mod only uses EVE to add, pretty much, Alpha map layers to give the surfaces a little movement effect rather than any strong visual features. Also... using one cloud texture?! Are you mad!
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With regards to OPMRecolour, it is only the 3 'translucent' gas ring layers around Sarnus that have any hue to them. However, for OPMRecolour support, it would basically be me recolouring the base scaled space colour maps to suit your recolours, detecting if a user has OPMRecolour installed, and if so, applying those textures instead (much the same as I do when detecting OPMTilt). That means it would cost 3 more body-size textures in the distribution which is quite a large percentage of the overall size. I feel like if I were to support OPMRecolour, I would probably have it as an aside distribution that any users that use the mod, could download separately and overwrite the existing textures in my mod. Feels a little bit cleaner that way I think. Also, I haven't really had any feedback on how anything looks since before I released the initial release so some time over the next few days I'll probably try and get some good screenshots together to show the mod off in its current state. If anyone is using this, I would love to see your own screenshots/videos so that we can all discuss what you make this mod look better etc.
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Well if it makes you feel better I do the same with some textures. Also on a side note, confirming rock solid compatibility between SVE and OPM-VO is next on my todo list.
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Err, anything related to the surface I would have thought, so maybe Detail Texture speed multiple by a factor of the circumference increase/decrease. Errrm, I'll have a think about it, if you have any troubleshooting thoughts just tag me in the Sigma Dimensions thread and I'll spare a thought. I will included Kopernicus Expansions features i.e. 'Procedural Gas Giants' module within Kopernicus. I'm not a huge fan of the way Kopernicus Expansions does the 'procedural' look so what I am doing is creating a 1px wide ramp texture from the scaled space colour maps I have made, create an EVE layer with the Gas Giant colour map as its main texture but with a slightly lowered Alpha value so that Kopernicus Expansion's procedural 'wiggliness' can be seen through the texture subtly. An issue I am having right now though is that EVE does not seem to flip .dds textures vertically like KSP does when it displays them in-game, therefore unless I can somehow create a flipped effect of the base colour map in EVE, I would have to include a duplicate texture that is flipped. :/ I will also be including a 'pqs.cfg' file to overwrite Proot's one in the KSPRC folder temporarily until the issue is fixed in one of his future releases. I know this is a bit questionable but I personally feel it is appropriate at this time. ----------------------------------------- v0.1.2-beta - Poodmund's Outer Planets Mod - Visual Overhaul Changelog: Added support for Sigma88's OPM-Tilt. If OPM-Tilt is installed, all visuals will adjust to suit the 90 degree axial tilt. Added support for MrHappyFace's Kopernicus Expansion. If KE is installed, Sarnus and Neidon will have subtle, small rippling gas bands. Including a 'pqs.cfg' file to overwrite KSPRC's one to allow for EVE Cloud Layers on Gas Giants (will remove from distribution when KSPRC is updated to suit). Please read the Readme as it goes over some known issues, features, dependencies etc. that I won't go over in the OP at this moment as this is a dev thread. Feedback please... specifically as to what you think of Sarnus and Neidon if you are using Kopernicus Expansion. KSPRC should be fully compatible now with this mod @Chimer4.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Poodmund replied to rbray89's topic in KSP1 Mod Releases
Yes but I think the issue here is that EVE does not flip a .dds texture vertically when applying it to a cloud layer. Therefore, is there anyway to do this within EVE? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Poodmund replied to rbray89's topic in KSP1 Mod Releases
@rbray89 - I would like to use a scaled space colour map texture as a cloud layer main texture but it seems that the cloud layer textures are flipped vertically. I have poked around and scratched my head for quite a while in the EVE GUI but I cannot seemed to find a combination of anything that essentially mirrors the main texture vertically. I presume that EVE can only rotate textures? Is there any way I can get an effective vertical mirror, if not, I will have to create a new hi-res texture; which isn't an issue but when considering footprint optimization its pretty horrible? -
Quick question, does SVE bundle with EVE-1.05-4?
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@Proot I have found an inconsistency in the "pqs.cfg" file distributed in the latest release that is causing the EVE cloud layers not to show up for Gas Giants when using planet packs. More specifically, the cloud layers for Sarnus, Urlum and Neidon are not being shown for OPM-VO and I have tracked it down to the following: the PQS deactivation for Jool needs to be under an Object node rather than being headed by the Jool body. If you could change you pqs.cfg file to the following to fix the error, it would be most appreciated as then users of my mod can also use yours in tandem and receive cloud support for the Gas Giants. PQS_MANAGER { OBJECT { body = Jool deactivateDistance = 175000 } } Let me know if you need anything else.
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Ah, I think its down to an error with KSPRC's "pqs.cfg" file. Open it up and change it to: PQS_MANAGER { OBJECT { body = Jool deactivateDistance = 175000 } } Then it should all work. I'll notify Proot to change it. EDIT: @Chimer4 I have sorted out the Kopernicus Expansion issue for Sarnus and I just need to replicate it for Urlum and Neidon. Kopernicus Expansion support will be provided in the next release.
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It sounds as if you were not running EVE-1.05-4 that is required. I have also experienced the fact that SVE does not work with this mod but KSPRC does. I am looking into it. If you temporarily delete the KopernicusExpansion folder that KSPRC adds, do the OPM-VO base colour maps appear? Could you please test this and I will look into it further. EDIT: Yes it is KopernicusExpansion that is cause the base colour maps not to show. I was experiencing some weird graphical bugs when playing around with KopernicusExpansion so I decided not to support it at this time until it has had a stable(ish) release for the new Kopernicus. I do plan to support Kopernicus Expansion when it is stable enough when using DX11/OpenGL.
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@Nhawks17 I had a report in my OPM-VO thread that if my cloud and SVE are installed at the same time, the SVE Cloud Layers do now show but if I remove OPM-VO, the SVE clouds come back. I had tested this and can agree that it is the case. However, if I install KSPRC's EVE configs instead, its Cloud Layers show up fine... which is weird. Why should KSPRC's configs be compatible with OPM-VO when SVE is not? Are there any fundamental differences between the way KSPRC and SVE are written that would cause incompatibilities between multiple cloud packs being present? I would love to resolve this to allow SVE usage alongside OPM-VO. P.S. So many acronyms.
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Well I just recorded myself adding the mod to a completely Vanilla install and HyperEdited a craft around Tekto to show you that, indeed, it does work. So, I'm not sure what you may be doing wrong. Ensure that you have all the dependencies installed in their latest versions. Excuse the ending, HyperEdit's landing feature sometimes causes spontaneous, unplanned, rapid deconstruction.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Poodmund replied to rbray89's topic in KSP1 Mod Releases
I'd like to refer you to this post on the Dev. thread where rbray89 stated that it is because the required textures are not yet included: http://forum.kerbalspaceprogram.com/index.php?/topic/90956-wip-environmental-visual-enhancements-development/&do=findComment&comment=2336047 -
Recommended cloud pack for the stock bodies... errr, its personal preference. The 1.0.5 packs that I know of are the EVE-Configs, Stock Visual Enhancements and KSPRC. Take your pick. With regards to clouds not showing up, are you both sure that you are using EVE-1.05-4 and not the previous version EVE-7-4? If you are using the old version of EVE, none of the cloud layers will appear as the mod underwent a whole rewrite as to the syntax of the config files. Link in case you cannot find it: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/download/EVE-1.05-4/x86-EVE-Release.zip I just created a Vanilla install, installed the necessary mods and installed the latest release of this mod and all was working correctly.
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All seems to be located correctly. When you say 'Atmospheres aren't working' what part of the mod does this specifically refer to? The cloud layers, the atmospheric scatter effect...? If its the scatter, please be aware you have to have the active vessel in orbit around the body for Scatterer to load the effects in. If none of it is working. I'm am a bit stumped. Do you mean Skybox? I personally have no idea. Errr, I don't like crazy sky boxes with nebula and galaxies showing everywhere. I will not be including a sky box in the mod though, so its probably best you go and search high and low for something you like.
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The following dependencies are required for the mod to run: Module Manager by Sarbian - http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-m Kopernicus by Thomas P - http://forum.kerbalspaceprogram.com/index.php?/topic/103277-105-k Outer Planets Mod by CaptRobau & Eudae55 - http://forum.kerbalspaceprogram.com/index.php?/topic/93999-105-o Environment Visual Enhancements by rbray89 - http://forum.kerbalspaceprogram.com/index.php?/topic/51142-1 Scatterer by Blackrack - http://forum.kerbalspaceprogram.com/index.php?/topic/103963-w Planetshine by Valerian (recommended by not dependent) - http://forum.kerbalspaceprogram.com/index.php?/topic/87012-1 Your install folder should look like this (assuming no other mods are installed): Are you positive that you have the latest versions of all those installed? If so and it still does not work, please post a screenshot of your GameData directory and also a screenshot within the PoodsOPMVO folder.
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Yes it does, thank you very much. I presume that the use of 'SigmaOPMTilt' is because Module Manager takes the directory structure of Sigma/OPMTilt and removes the forward slash? I ended up using the following and all is working as intended now. Thank you for your help Sigma, the next release will have OPM-Tilt support! Horray! @EVE_CLOUDS:NEEDS[SigmaOPMTilt] { @OBJECT:HAS[#body[Urlum]] { @speed = 0,-220,0 @offset = 90,90,0 } @OBJECT:HAS[#body[Urlum]:HAS[#name[gasLayer]]] { @settings { @_Color = 100,135,170,180 } } } I needed to lower the opacity of the cloud layer as for whatever reason having Urlum's axial tilt at 90 degrees caused the cloud layer to become very thick and dark. Maybe just the way the Sun is oriented to the gas bands on the colour map? Anyway, it works. I know pictures don't really show the tilt but its there.
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In the past I got to the point where I ended up spending more time managing my GameData folder and browsing the forums to check for updates than actually playing the game. It seemed a bit dumb, so between CKAN and KSP-AVC they kind of make this mod managing redundant and let you know when updates are available. I prefer that as a user.... I'll think about it. With regard to OPM-Tilt support, I have Urlum's colour map applying correctly when OPM-Tilt is present but I am having a hard time getting EVE's cloud layers to change through a MM config. In my cloud.cfg file that has all my EVE cloud layers I have the following for Urlum: EVE_CLOUDS { OBJECT { name = gasLayer body = Urlum altitude = 24000 speed = 0,220,0 offset = 0,0,180 settings { _DistFadeVert = 4E-05 _Color = 100,135,170,220 _MainTex { value = PoodsOPMVO/Textures/gaslayer } _DetailTex { value = PoodsOPMVO/Textures/detailCloud } } layer2D { macroCloudMaterial { _RimDist = 4E-04 _InvFade = 0.008 } } } } ... and I have created a new config OPMTilt.cfg within the same folder that has the following: @EVE_CLOUDS:NEEDS[OPMTilt] { @EVE_CLOUDS,* { @OBJECT:HAS[#body[Urlum]] { @speed = 0,-220,0 @offset = 90,90,0 } } } It's not working, the cloud layer variables do not changed. I've had a look through your own configs for the OPM-Tilt cloud layers to see what I may be doing wrong but I cannot figure it out (yours are also based on the old EVE syntax anyway). Any ideas on what I am doing wrong?
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v0.1.1-beta - Poodmund's Outer Planets Mod - Visual Overhaul Changelog: - Included Scatterer files that were forgotten in initial release to allow Scatterer effects to load in-game (doh!) - Included MiniAVC plugin to allow mod to auto-check if update is available upon game launch. Please read the Readme as it goes over some known issues, features, dependencies etc. that I won't go over in the OP at this moment as this is a dev thread. Feedback please!