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jsimmons

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Everything posted by jsimmons

  1. For the _BumpMap is it the same as the normal map used by Kopernicus for a body or does it need to be modified?
  2. Hi rbray! I have started the process of applying your work to other bodies. I noticed this strange bug which only shows up for the night side of Laythe. The bug only happens at the edge of the land and the ocean. I have the configs at http://www.infradead.org/~Jsimmons/Eve-Overhaul.zip if you need to reproduce it. You will need Kopernicus if you want to duplicate the problem.
  3. 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?
  4. Only with -force-d3d11? I noticed something similar which can be fixed by making _OceanColor in TerrainMaterial match OceanMaterial _SurfaceColor.
  5. Has anyone ever made a jet fighter pilot suit for kerbols?
  6. rbray89 currently you can see the terrain texture form very repeatable patterns at a high enough altitude. I was wondering if a solution would be to take that one texture and create 4 images of different rotations and apply those images randomly as it is drawn. Just a suggestion which most likely the wrong approach
  7. Hate to tell you this but the same problem exist for terrain textures. I was applying my blue ocean texture to the oceans of Eve. At the shore line the native blue of the ocean comes out ins stead of the purple color.
  8. So far the performance of Overhaul is way better than Eve 74.
  9. Yes I'm interested in you configs. Especially the Atmosphere settings.
  10. Ask you you shall receive. I just posted a update with the latest Overhaul. You need to grab the Overhaul from today. Please be aware that the Overhaul mod is constantly changing so this config could become invalid. Since I actively test the Overhaul mod I will attempt to push out any config changes and post to let people know to upgrade. - - - Updated - - - Just to give you an idea how the latest Overhaul looks like for 10x kerbol here is a video I did to show off the terrain.
  11. Hi Rbray. Time to enjoy the fruits of your labor. I posted a video showing off your terrain improvements. The opening scene of the main menu has all those white dots which are where the cities are located. That is from the alpha values being set in my scaled space texture to allow the cities to show through. After the main menu I launch from the KSC2 which has a near by lake so you can see the new improvements to the oceans you did. I tweaked the ocean coloring after the upgrade and then compared them to aerial shots of the ocean. It looks so close now and close the to water you can see nice rolling waves. The land terrain is just plain incredible!!!! The blending of the texture with the default colors the LandControl provides brings new life to the terrain. The mountains look like they have actual snow on them. Even going up the side of the mountain the blending of the _midTex_ texture pops out the dark green the most. This gives the appearance of a pine forest on the side of a mountain. The snow showing partially in the high level plateau just gives you a feel of fresh snow fall. The only missing effect is lacking the ability to set the _highTex_ so currently the _midTex_ shows up on top of mountains. The last thing that in the past I ran into was the _midTex_ being applied to polar regions and farm land textures applied to ice sheets don't look right. Other than that terrain improvements are a leap forward.
  12. Thank you. I just took your values and included them in my 10x Kerbol release.
  13. Yes once we leave the beta stage I will be pushing it to kerbalstuff and adding in CKAN support. - - - Updated - - - You haven't done anything wrong. Currently Overhaul has been having a lot of changes that require the configuration files to be updated. What is posted currently needs to be updated to have these new changes. Give me a few hours and I will release something that works. Anyways I have new Eve height map that makes the terrain interesting and matches the default scale space texture.
  14. Are cloud particles generated randomly in size between 2000 to 16000
  15. I just tried it out. No more _midTex texture being applied to the ocean while orbiting the planet. Thanks. - - - Updated - - - Yipes!! That is a lot of different sizes for 2.,3000,0. Rbray are only power of two applied or is every scaling value applied? I was trying to go for the puffy cotton ball look with the 2000,8,0 values. Most cumulus clouds are small thus the 2000 value. Smaller than that then you get the marching line of clouds effect. I tried to duplicate the gaps that appear in the cloud themselves. I also shrank the area to 16000,3,0 since normally cumulus clouds are not that large. I used 3 for the subdivision of the hex grib so it wasn't so filled in the area. At one time I the value of 8 and it brought my computer to its knees. As for translation I haven't figured it out yet. I just noticed the clouds seem to get thicker when the value is higher.
  16. You can get the config at http://www.infradead.org/~jsimmons/Eve-Overhaul.zip. You will need to install Kopernicus as well to duplicate exactly what I have.
  17. Hi rbray Some time I go I told you about the strange artifacts when attempting to simulate cumulus clouds. I created a video demonstrating the artifacts I'm seeing. If you need my configuration I can send it to you.
  18. Just wanted to give a taste of where the overhaul version of this mod is at. . I have updated the Planet eve with a proper height map and it looks much better. No jarring effects when going from scaled space to PQS. Worked a bit on Laythe but that is more challenging to fix. Enjoy.
  19. Hi rbray Here is new video with your latest Overhaul version. Lots of pros for the clouds and a few bugs in the terrain manager. First scene is the main menu and the terminator looks awesome. For the main menu the _MainTex is being applied but if you closely you will see a netting look to the surface. This is due to the _midTex being applied while in scaled space. The next set of bugs in from orbit. My initial orbit is high enough that scaled space is being rendered. If you look the _midTex is being applied here as well to the entire global. Even the oceans have this texture applied. The _MainTex is not being applied in scaled space. Now with the clouds having shadows makes it seem so real. It is just WOW. Next test was de-orbiting. The cloud effects are just incredible. As my altitude declined you can see the clouds go from plain white to a gradual fade in of the details from the _DetailTex. I assume that _DetailDist controls when this fades in. If I reading the code right it appears to be equal to 1/(distance from surface). Only bug I see is the sharp change when going from scaled space to PQS. It turns a bright blue color. At 40K the details _DetailTex are really pronounced. The layerVolume is based your default since when I tested it the behavior of the clouds was most like stratus type clouds. Since I'm testing a stratus configuration I made the clouds gray. Will test cumulus type clouds once I figure how to form them. The clouds during landing were just perfect.
  20. I updated my configs but now my clouds look wrong. I know it is user error on my end. Can you do a cursory explaining of the cloud parameters?
  21. Are you setting the _DetailTex for the PlanetMaterial. Currently I'm able to set the detail terrain texture for scaled space. - - - Updated - - - Rbray89 has _DistFade and _DistFadeVert have been moved to the settings section for cloud.cfg with the latest checkins?.
  22. Nope. This is still a work in progress so no custom packs are available yet. - - - Updated - - - Their are a few bug in the Terrain Manager I like to see if I can tackle. One of them is that lack of the highTexture. It looks pretty straight forward to add but I have a question which the answer will help me work out the proper solution. For the terrain shader you have: half vertLerp = saturate((32*(saturate(dot(IN.objnormal, -IN.sphereCoords))-.95))+.5); which is used for the blending of the vertical textures and the main textures. Where does the .95 and .5 come from?
  23. http://forum.kerbalspaceprogram.com/threads/100857-WIP-EVE-(Environmental-Visual-Enhancements)-Overhaul Note it is still a work in progress.
  24. Thanks Proot. Updated my cloud.cfg and the Null Exceptions went away. My bad. Rbray89 will the clouds _particelMaterial _Color field also go away? I noticed the clouds tend to flicker now.
  25. Yes this is the most recent build. The crash happens when a saved game is started. New game will do the same thing. I'm using a custom config which worked before and I can get it to you easily. Did some parameters change for cloud.cfg?
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