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rbray89

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Everything posted by rbray89

  1. Nice, I really love that texture. I more or less just found something that worked OK. I had been meaning to find the usage, so it is good to know it isn't stupid high. I had been pondering that myself. I really wanted collision meshes so that you could land on buildings and fly though alleys, but I guess it isn't really necessary. I'll have to think about it some more. Right now, the lights fade due to the shader. As you get close to the sphere, the alpha drops out so that when you are standing on the ground you don't see lights beneath your feet. It was more or less a necessity to ensure the lights didn't look out of place if you weren't in the air. Unfortunately, it doesn't help the mesh count, as the mesh still exists, so I probably won't use this technique for cities.
  2. Kethane overlay can be modified by increasing the radius in the Kethane overlay config file.
  3. I just felt that it was ready for a mainstream release at this point.
  4. The cloud cover is entirely modifiable. The textures can be swapped out, and the config file can be modified to add or remove cloud layers.
  5. I have an MIT license checked in with the source.
  6. Haha, just clouds, but maybe in the future...
  7. I have'nt noticed any. Though memory might be a concern if you have lots of mods.
  8. Moved to a LOD sytem to handle layers and cameras properly... Oh. That would be it. At 200 units the LOD sytem triggers the switch to the non- map mode... Might be able to push that out to get it to work. This is in common utils. A define at the top.
  9. City Lights for Kerbin and Clouds for Any planet you wish! The config file can be modified to add any number of cloud layers to any planet. Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ FAQ: Is this where all the awesome cloud Reddit photos are from? Yes. Does it confilict with Universe/Texture Replacer? No. What if I only want lights or clouds? You can delete the folders you don't want in GameData/BoulderCo/ How do I install? Dump the contents of the two zip files into your KSP install folder. Make sure to delete any old GameData/EnvironmentalVisualEnhancements or GameData/BoulderCo folder before install. What do I do if I don't get clouds/lights? Probably installed incorrectly. Double check this first. If still nothing, go into KSP_Data and send me the output_log.txt file via pastebin, dropbox, or google docs so i can narrow down the issue. But PLEASE double check that everything was installed correctly first. (you should have BoulderCo and EnvironmentalVisualEnhancements folders in GameData) Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ 1.1-1: Bug fixes, Celestial Shadows. KSP 1.1! 1.05-4: Main Menu clouds, Misc. Fixes, cubemap support, etc. 1.05-1: Reboot. 7-4: License update. 7-3: Fixed RSS compatibility. I still recommend different configs. 7-2: Fixes the config mechanism, adds better support for multiple config files. 7-1: Completely re-did configs, much more accessible to modders. Rename. Added volumetrics. 6-8: -2: Fixed "fadeDist" config problem Moved to new rendering mechanism, changed configs considerably. Slightly better performance. 6-7: Moved to PNG, force mipmap generation. 6-6: 8K texture Fixed texture seam. 6-4: GUI fixes/improvements 6-3: Added choice in shader/spheremapping (default is non-cubic). Back to normal memory usage. 6-2: Memory fixes, Bump map fix. 6-0: Completely re-did the sphere overlays and associated shaders. Textures are now applied via procedural uv inside shader. Main textures are converted to cubic textures and detail and bump are applied as tri-planar. This means poles look perfect. Altered config file format slightly to fit new texture method. Main textures MUST now be 2nXn (width must be twice as long as height). Removed test cloud generation from gui. 5-3: Fixed loading bug for shader params Improved volumetric cloud generation 5-2: Fixed Cloud Save & load Added More Load functionality to clouds Compress textures at load to save an additional ~20MB 5-1: Cloud Config now has entry for GUI hot-key GUI has option for reset. 5: GUI! Access it by ALT+N. UV "Fix". Poles pinch, but it is better than the swirl. Thanks to: @5thHorseman for the lights texture @CaptRobau for the kerbin cloud texture @Lack for the config and additional textures for Eve, Duna, Laythe, and Jool @Tw1 for the new city lights detail texture @therealcrow999 for config updates @NathanKell for Even MORE texture updates @Majiir for overlay examples and hints. @Waz for the UV perturbation code Attempt: Planetary Aurora Planetary Rings! Thick atmosphere/fog for locations like Jool Procedural Cloud Cover Possibly: Actual Cities/Towns/Farms/Roads/etc. Weather Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. You might think you don't have to post a log or maybe someone has already reported the issue. Doesn't matter. Still need the logs. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Download: https://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.1-2-1 Going forward, I will no longer even RESPOND to posts that don't have a good description, a screenshot (if applicable) and a log file. If you don't do this I know you haven't read this, and if you don't read this, I can't really spend the time to help you if you don't attempt to help me. HOW TO GET HELP: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ This is done in my spare time, and any contribution helps! Source: https://github.com/rbray89/EnvironmentalVisualEnhancements License (MIT): https://github.com/rbray89/EnvironmentalVisualEnhancements/blob/master/README.md
  10. No, there shouldn't be anything pre-caluclated. That is odd...
  11. Oh wow... Ok... Hmm.... That is a long list... Firstly: make sure you are running Alpha-10. If that is already the case... I hate to ask you to do this, but the only way I could narrow this down is to try my mod with the exact version of everything that is being run. The only way I can do this is if you provide the links that you used to download everything... OR You copy the entire KSP directory and one-by-one remove/add mods until it works/breaks. The two that stand out are realsolarsystem and kethane. EDIT: OH! Try modifying the radius of the planets in my CLOUD_LAYERS.cfg file. They guy who make the realsolarysystem mod made some size edits that would probably affect the cloud size.
  12. Actually, it would probably be good to know all the mods you are running with.
  13. Hmm... it looks like you are running with an old dev-build I had a while back. Are you running with the Kethane Mod? I know it generates overlays, and I wonder if it could be interfering... Could you post your KSP.log file here for me to look at? (or at least the lines that start with "Clouds:")
  14. What happens if you go to map view while launching and then go back to see your rocket?
  15. hmmm... do the clouds not appear if you launch the game, launch a rocket directly? Or is this only after a revert to launch?
  16. Sorry, I meant that the revert to launch issue couldn't be caused by my mod. Did you try timewarping?
  17. You also might try timewarping... I find that there are "sunny days" at KSP sometimes that have fooled me occasionally.
  18. Yeah, unity scales up to the next power of two up to 1024 unless otherwise specified. Don't know what KSP does internally when loading them though.
  19. That shouldn't be from my mod... It can't do anything like that. I have seen something like that occurring in the "Life Size" Kerbin thread though.
  20. You shouldn't have any issues with modifying the textures... Unfortunately seams will likely occur when wrapping textures around. I'll try to investigate though.
  21. Ok, created a new release... I think it should fix at least the flicker issues.
  22. hmmm... I would try deleting the old build. If not, was there anything else you did you recreate this?
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