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Everything posted by pingopete
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Yeah I plan to make my own sunflare at some point, does that profile use colour grading? wondering how you got that nice ark blue horizon without a different scatterer shader
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Thanks! I'm hoping Waz will help implement a system in EVE to allow mapping these textures directly onto the planets surface, this would fix a ton of issues and make this an actual viable method all round, not just when in orbit. I've posted on the EVE thread to try and persuade it'd be worthwhile but we'll have to wait and see. As for stock planets, I'll probably leave that to someone else to port across as SVE was to RVE, I still need to actually make this mod for RSS first
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
pingopete replied to Waz's topic in KSP1 Mod Releases
The old EVE terrain shader which used to allow mapping of repeated terrain/ground detail textures onto terrain in tiled positioning, it no longer works, but I was thinking maybe that system could be used to apply global terrain textures greater than the hard ksp 16384 px texture limit possible with a single texture file but instead using cubemaps. I understand this wouldn't exactly be as noticeable or as much of a use case on smaller planets, but on larger ones, or on any rss scaled planets it would make a huge difference. It may just be too much work to be worth doing, but I appreciate the consideration eitherway Here are some examples of what's possible with terrain textures greater than the 16384^2 max, this is in RSS where the planets are typically 10x the size of those in the kerbol system and thus texture to screen resolution is a factor of that less by default, even with the highest possible texture size limit without 6 faced cube maps it's impossible to even get close to this level of fidelity: (These are using terrain textures as cloud layer cubemap overlaid where the normal ScaledSpace/Kopernicus terrain would be) RSS with 8k Textures (from roughly 3x the height): In these instances where people want terrain above the single texture resolution unity cap, global cubemap textures to terrain would allow Scatterer to run properly on terrain, allow these textures to be used continuously from PQS through ScaledSpace, allow for the base kopernicus height maps to produce correct shadings/shadows at the ternimators, and even allowing 3D planet surfaces and scatterer godrays between mountains while in ScaledSpace which I think would look beyond incredible. I just want to clarify this is not a complaint, I'm still amazed at what has been achieved in EVE so far; the introduction of detail transparency, realistic shadow rendering, uv Noise edge deformation/animation and cubemaping for clouds were all huge leaps forwards and enabled the community to achieve things thought impossible prior, I just wanted to try and detail how much this could aid Visual modders in the future. I'd try and play with the source code but I literally know nothing about that language, or about unity coding. Thanks again for your continued support on EVE, it is much appreciated by virtually all KSP players -
Great to hear! I do love the way the Eye adaption from ks3p mimics camera auto aperture. To everyone, you will need to occationally re adjust the cloud shadows, they become offset over time: RAlt + 0 > Cloud config page > Scroll down to MainCloudShadows > Select and Scroll Down to offset > will be 180.(something) adjust this value in 0.1 intervals while over clouds to re-align them. I Still need to calculate the correct speed difference based on distance difference to Earths center between clouds and shadow, but I suck at maths sooo someone help me plz :3
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I can't remember exactly what antialiasing setting I had, probably the highest, I think the rest was all just standard for a good pc, the reflection setting were 512 resolution and medium or low refreshrate, I tried 1024 resolution and on every frame but my frames took a massive hit. I also use the ks3p antialiasing which, while reducing sharpness massively helps reduce moire patterns on the city lights, this setting is set on by default in the configs I provided in the DL
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
pingopete replied to Waz's topic in KSP1 Mod Releases
@Waz Ignore my older posts, I managed to figure it all out, and got what I wanted working. I have a question though, how doable would it be to add a terrain texture option that allows for mapping a global texture through cube maps? This would fix so many of the issues affecting scatterer and eve running terrain as a cloud layer in order to be able to use cubemaps -
Wait so you had it working? What did you change? Removing RSSTextures files will break rss, other than that I can only assume you have an incorrect version of one of the dependencies, I have linked all the correct versions in the front page, maybe try a fresh install using specifically those links? Nice! Yeah the short-key for the ks3p gui is (Left Alt + 3), go into the profile selection bit and select the PnigoPete RVE config, then select which effects you want to adjust/disable/enable, the config I wrote includes some configured effects which I disabled by default as they produce some visual artifacts, but you might want to try them: Depth of Field, motion blur etc
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Awesome! Always nice to see it running ok on other peoples computers. Btw about those high res earth textures, would you happen to have a non dds version of the earthColour 16k I might be able to use in this pack? I can't open 16k dds in photoshop without it crashing sadly, I tried converting the current 16k dds into png/bmp and raw but it looses the alpha colours (I.e. land) no matter what I do. Also I had some other people asking about ksp 1.6.1 compatability for RO, could you lend some details on what you had to modify to get it working? RSS/EVE/Scatterer versions necessary?
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V44n did you managed to get this working? I know you've been following this through pre release, it sounds like other people haven't had that issue, let me know if you still get problems Thanks! I just randomly had the idea while figuring out the method I was gonna use for lightning, it definitely seems to bring it closer to the nasa iss night footage I've seen
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
pingopete replied to pingopete's topic in KSP1 Mod Development
A new project for anyone interested: -
I don't know exactly, you'd have to experiment but I included my specs and performance in the documentation, also thats halarious, although the older generation isn't exactly that great and finding the line between cgi and realist from my personal experience Ah right, you made the 16k RSS texture pack? I'm actually using that in my install anyway! Although I'm currently making my own version of the 16k earth colour with changed alpha values as the high res overlaying terrain cubemap isn't having it's full potential currently as the smaller rivers don't have reflections shining through
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Which 8/16k textures from RSSVE were you referring too btw? I'm using various 4-16k textures as well in this
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Yes I do but from what I've heard unity wont allow textures larger than 16384^2 in KSP, hard limit, this is why I opted to downscale from 128k doing all the processing and sharpening before resizing down in order to maintain the highest possible quality/information per pixel. [snip] Well you don't have to download it if you don't want.. lol
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Wow ok, wasn't expecting that, but it's promising at least!
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My only experience of this was when I was loading a scatterer config for oceans with an incorrectly configured value for rending quality which caused the game to crash. I've just check the zip file of the DL on git and it's got the same values as my current setup that's working. Not currently sure what's going on there, will need to see what other people find. Any more info you can give; pc specs, exact mod versions for all required mods, any other mod installs
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There is no way it'd be as simple and dragging a dropping, I'd hadn't actually thought about cross compatibility, I'll have a look into it. Basically You'd need to make new scatterer and eve configs or a .dll to merge/run them together
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wow I somehow completely forgot to mention that anywhere in any documentation, thanks for the reminder haha. Yeah this was all tested with dx11 enabled, in fact it hasn't been tested without it.
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Dude! Love your vids man
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RSS Visual Enhancements (RVE) - 64k is a test project I'm working on that attempts to bring the highest possible level of detail to RealSolarSystem modded KSP. Utilizing rbray's awesome EVE-overhaul and Scatterer to give NathanKell's RealSolarSystem mod (Earth only) realistic clouds, atmospheres and surface textures based on NASA imagery. I've been on a 3 year hiatus from KSP, but wanted to have a crack at super high resolution RSS textures again now that more has been done in the way of visual enhancement tools (EVE cubemaps and Scatterer). This uses rbray's latest EVE overhauls, and as a result is frequently receiving his updates, this also means it is still very much a WorkInProgress and there are currently too many glitches in RSS to release fully yet, HOWEVER I'm providing the latest state of this EXPERIMENTAL and UNFINISHED project on Github for those who are willing to put up with the many visual glitches until official release. VERY HEAVY ON GPU LOAD READ BELOW DirectX 11 tested only Consider this a cinematic tool only in its current state: Currently only Earth orbit is being worked on and tested, no other planets or even in-atmosphere Earth has been tested or modified. Don't expect average FPS above 30 unless you're rocking an RTX series GPU Test Rig: i7-8700k/GTX 970/16gb ram Ram usage in game: 10-12GB Main Features: 64k Earth Terrain and Borders (down-scaled from 128k) 32k Clouds (with experimental opacity) KS3P Integration (Including Eye Adaptation for Earth's dark side) 64k City Light mask (cutout from terrain saving memory usage). Cloud light pollution Lightning in large storms Auroras Requirements: KerbalSpaceProgram v1.7.3 EVE v1.7.3 Scatterer v0.0540 RealSolarSystem (Latest Version - currently designed for KSP 1.6.1) Kopernicus v1.7.3-2 KSP running in DX11 Strongly Recommended/Supported KS3P (Eye adaptation on the Earth's dark side so you can see lightning/city lights/auroras) KS3P COMPATIBILITY INFO: Install latest official version Then install this patch Finally drag and drop RVE64k KS3P configs into KS3P install directory Distant Object Enhancements (Correct blackness of space when viewing Earth's light side) PlanetShine (Realistic lighting on craft from Earth) Textures Unlimited Recolour Depot (Allows custom part colouring with realtime relfections) FAQ's, Known Issues & Fixes: My Performance sucks! (You're attempting to run over 5billion pixels in textures, in realtime.. in KSP; anything less than a high end gaming rig will struggle) I don't have High Res textures while in the atmosphere? (This is a consequence of using an EVE cloud layer for ground terrain texture and can't be fixed currently) There is no day time ciy texture.. it's just grey? (Yep, it's a place holder texture until I can fix some issues with them) KS3P Isn't working properly with the RVE64k configs? (Make sure to install the patch in the order described above before the RVE64k configs) Huge lag spike when initially moving to a vessel in Scaled Space or switching from map view to vessel view (switch to map view, zoom out till lag stops, switch back to vessel view) Grey patches over land/City lights appear in big blobs/City lights everywhere near to camera (Open EVE GUI [R Alt + 0], switch to city configs section, hit apply) Terrain is all white (Open Scatterer GUI [Alt + F11], hit 'Map Eve Clouds') Launch Trailer Higher Quality Gif All screenshots below were taken with KS3P unity rendering (RVE64k configs included) mod and Textures Unlimited GitHub - v0.1 Alpha Release Please read the known issues and install instructions before complaining about stuff not working If you see bugs, I probably already know about them Licence: CC-BY-NC-SA 4.0
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I'm remaking RVE
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ah ok, good to know, thanks
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Hi there, So I've given this mod a go again (last time was 3 years ago or something) and wow does it make the game look different! https://imgur.com/a/Vk0WJHU However, I'm trying to make a config for a mod I'm working on, but can't figure out how to use the exported txt file to get my settings to run in game. I have spent the last two days looking everywhere (searched this whole topic, searched google etc and experimented my self for instructions on specifically what to do with the txt file but haven't found anything that works. I tried renaming the expoted config settings txt to a .cfg, tried copying the contents to the default config, tried putting the txt next to the default config and tried changing the index values for the configuration file, but all of these either stop the mod running in game or simply just don't show my config in the GUI in game. If someone could help me just letting me know exactly what to do with the exported .txt file in order to have this running in my game from start up I'd be very greatful! As you can see the mods works fantastically in game, I just currently have to re input all my custom settings ever time I start up KSP.
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Been playing around with some new 128k downscaled to 64k earth textures, but having a hard time getting Scatterer to run properly, would be awesome to revamp this. I found if I enable eve integration with clouds and hit map clouds all terrain goes white, so for the time being I've been running without that, but on occasion it would work briefly over certain areas: Just to clarify the mapping of eve clouds only seems to not work for cube mapped eve cloud texture but work fine for normal single texture cloud maps and detail
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
pingopete replied to Waz's topic in KSP1 Mod Releases
Has anyone managed to get the latest version of EVE (for 1.7.3) to work with cubemaps? I'm still having the GUI not recognise predifined cubemap 'texture' configs EDIT: looking in the logs I found this: [LOG 20:59:21.393] [EVE] Creating Clouds Cubemap [LOG 20:59:21.393] [EVE TextureConfig]: Unable to parse config node: OBJECT { name = Clouds mipmaps = False type = TEX_CUBE_6 texXn = RSSVE/Textures/Cubemaps/Cloud/CloudsXn texXp = RSSVE/Textures/Cubemaps/Cloud/CloudsXp texYn = RSSVE/Textures/Cubemaps/Cloud/CloudsYn texYp = RSSVE/Textures/Cubemaps/Cloud/CloudsYp texZn = RSSVE/Textures/Cubemaps/Cloud/CloudsZn texZp = RSSVE/Textures/Cubemaps/Cloud/CloudsZp } [EXC 20:59:21.394] NullReferenceException: Object reference not set to an instance of an object EVEManager.EVEManagerBase.Apply () Rethrow as UnityException: Unable to apply node! [LOG 20:47:47.223] [EVE TextureConfig]: Unable to parse config node: OBJECT { name = Clouds mipmaps = False type = TEX_CUBE_6 texXn = RSSVE/Textures/Cubemaps/Cloud/CloudsXn texXp = RSSVE/Textures/Cubemaps/Cloud/CloudsXp texYn = RSSVE/Textures/Cubemaps/Cloud/CloudsYn texYp = RSSVE/Textures/Cubemaps/Cloud/CloudsYp texZn = RSSVE/Textures/Cubemaps/Cloud/CloudsZn texZp = RSSVE/Textures/Cubemaps/Cloud/CloudsZp } [LOG 20:47:47.224] EVEManager: Issue loading TextureConfig! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object at Utils.CubemapWrapper..ctor (System.String value, UnityEngine.Texture2D[] textures, TextureTypeEnum cubeType, Boolean mipmaps, Boolean readable) [0x00000] in <filename unknown>:0 at Utils.CubemapWrapper.GenerateCubemapWrapper (System.String value, UnityEngine.Texture2D[] textures, TextureTypeEnum cubeType, Boolean mipmaps, Boolean readable) [0x00000] in <filename unknown>:0 at TextureConfig.TextureConfigObject.Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 Just tested in fully stock KSP (without rss or CB naming and same thing, same errors in log file just tested again by literally dropping the textures in place of an eto install and for some reason this works, despite trying every possible variation of config files and adjustments Got it working intermediately with Scatterer although the scatterer cloud integration and cloud mapping seems to break cloud textures, here were some brief moments where they worked together: -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
pingopete replied to Boris-Barboris's topic in KSP1 Mod Releases
*sigh* it's a bug when updating from OEM bought windows 8 to 8.1 that I haven't got to fixing, I get this every KSP vid I post, ever