Jump to content

lCristol

Members
  • Posts

    43
  • Joined

  • Last visited

Everything posted by lCristol

  1. OK, the artifact ring is in direct correlation to the atmosphere height and the experimentalAtmoScale value. With this values on Earth: (I made some corrections to simplify it. 8500 difference between Rg and Rt instead your 8105 and then 200 from Rt to RL experimentalAtmoScale = 4 Rg = 637100 Rt = 645600 RL = 645800 And the same atmosphere height on Venus and experimentalAtmoScale: experimentalAtmoScale = 4 Rg = 604900 Rt = 613400 RL = 613900 The ring is gone. When the atmosphere is higher, I also need a higher experimentalAtmoScale value. Your setting for venus was: experimentalAtmoScale = 1 Rg = 604900 Rt = 613631 RL = 614734.4 Thus artifacts were ensured. After some testing I can propose that the difference between Rt and RL isn't that important. I would suggest 500. So I'll right now take your ground at Rg add 8500 to Rt and then 500 to RL. ExperimentalAtmoScale 4 at every planet. Time will tell if this looks fine. Dunno if this statement is still correct with the gas giants. I'm on the way
  2. WOW! I just read straight past this. Venus experimentAtmoScale value without artifacts is 3. Just as stated in my pictures with earth I have chosen the lowest value where the ring artifact is gone. I'm going to every planet with a scatterer setting. Never before have I cheated in this game. And now I feel so diddely dirty with my TWR 20 spaceship and infinite propellant.
  3. Question 1: Did you update your download to scatterer 0.246? Because all of the sudden the lens flare is working. It was not working in 0.244. Question 2: Does anybody know what those Values Rg, Rt and RL actually stand for. Can't find anything in the Scatterer thread.
  4. Will do ... I just saw that it's not 4 for every planet. Or maybe it is but I need to adjust Rg, Rt and RL relative to the radius of each planet and to your Rg,Rt and RL settings in your earth scatterer settings. I'm on it.
  5. I now reverted my settings with different Rg,Rl and RT values to your provided scatterer settings files and tested all full values from 1 to 7 in the experimentalAtmoScale setting. You can clearly see what really happens there. Different to describe though, so have a look at this pics: https://imgur.com/a/jyurV 4 it is. Every value from 1-3 gives artifacts and the values 5-7 and above (7 already looks ridiculous, 15 is batexcrements crazy) looks weird. I'll now test the mentioned volumetric clouds with your given SVE configuration and the new EVE "engine".
  6. Are you on Windows with OpenGL or Linux/OSX? On windows everything is cool but under OSX I'll get these: https://imgur.com/a/RRKfe with an experimentalatmoscale over 1. @Berlin Hmm, who knew? As an FYI I accidently once installed the SVE Folder with the new EVE's Environmental Folder (had taken the installed one from the new EVE and not the proided fomr SVE) in stock KSP. When you do this, you'll get volumetric clouds with SVE. Maybe I should test this in SSRSS.
  7. You can also edit the glowing with these settings in scatterer: Rg = 637100 Rt = 646115.4 RL = 646265.9 This seems to be the better way because the "experimentalAtmoScale" causes artifacts for OpenGL users under OSX and Linux. for Windows I would agree but using the Rg, Rt and RL settings and setting experimentalAtmoScale to 1 has the better compatibility. The experimental in "experimentalAtmoScal" is there for a reason
  8. Moin moin, I just tried the newest Download from the top post. The weird artifact rings under OpenGl in OSX are not gone in the settings provided. However when I set experimentalAtmoScale = 1 then Earth and Venus looks fine ... the other planets presumably too. I must test this. I will test if a setting under 1 (0,9 or 0,8 as just 0 deletes the atmosphere and looks ggnnhrtz) will change some of the looks. But so far I would suggest 1 as the standard setting on all Planets because of the OpenGL users because this seems to looks best. But this is up to you. I can accept to just set experimentalAtmoScale to 1 in the settings files of each planet. Everything else looks great. But I would suggest you also do some experiments with the "stock" EVE configs. SVE looks OK. but the normal EVE clouds a a little bit prettier in my humble opinion. Here is a direct comparision. I simply changed SVE folder against Boulder and both EVE folders against eachother. And edited the configs for Earth, Venus, Mars, Jupiter and Titan (Laythes clouds): http://imgur.com/a/tkDZt This are my configs (note the altitudes): Atmosphere: EVE_CLOUDS { OBJECT { name = Kerbin-clouds1 body = Earth altitude = 23000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _Color = 255,255,255,255 _MainTex { value = BoulderCo/Textures/cube type = AlphaCubeMap alphaMask = ALPHAMAP_A } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { maxTranslation = 0,100,0 size = 2000,2 area = 20000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } OBJECT { name = Laythe-clouds1 body = Titan altitude = 22000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 100 _Color = 102,102,153,255 _MainTex { value = BoulderCo/Textures/cube type = AlphaCubeMap } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } OBJECT { name = Duna-clouds1 body = Mars altitude = 20000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 100 _Color = 150,100,100,255 _MainTex { value = BoulderCo/Textures/cube type = AlphaCubeMap alphaMask = ALPHAMAP_G } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } OBJECT { name = Eve-clouds1 body = Venus altitude = 21000 speed = 0,90,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds2 body = Venus altitude = 23000 speed = 0,80,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds3 body = Venus altitude = 25000 speed = 0,70,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds4 body = Venus altitude = 27000 speed = 0,60,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } OBJECT { name = Eve-clouds5 body = Venus altitude = 29000 speed = 0,50,0 detailSpeed = 0,6,0 offset = 0,0,0 settings { _MainTex = BoulderCo/Atmosphere/Textures/eve1 _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 120 _DistFade = 1 _DistFadeVert = 4E-05 _Color = 80,55,111,255 _DetailDist = 2E-06 } layer2D { shadowMaterial { } macroCloudMaterial { _FalloffPow = 2 _FalloffScale = 3 _DetailDist = 2E-06 _MinLight = 0.5 _RimDist = 0.0001 _RimDistSub = 1.01 _InvFade = 0.008 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 area = 24000,4 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 _InvFade = 0.008 } } } OBJECT { name = Jool-clouds1 body = Jupiter altitude = 25000 speed = 0,90,0 detailSpeed = 0,6,0 settings { _MainTex { value = BoulderCo/Textures/jool type = AlphaCubeMap alphaMask = ALPHAMAP_R } _DetailTex = BoulderCo/Atmosphere/Textures/detaileve1 _DetailScale = 120 _Color = 26,43,16,255 } layer2D { macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { size = 4000,2 maxTranslation = 0,100,0 particleMaterial { _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _LightScatter = 0.55 _MinLight = 0.5 } } } } City lights: EVE_CITY_LIGHTS { OBJECT { body = Earth cityLightsMaterial { _CityOverlayTex { value = BoulderCo/Textures/cube type = AlphaCubeMap alphaMask = ALPHAMAP_R } _CityDarkOverlayDetailTex = BoulderCo/CityLights/Textures/detaildark _CityLightOverlayDetailTex = BoulderCo/CityLights/Textures/detaillight } } } Ta-Ta
  9. Yo, Berlin. Just an FYI in the last Version Uranus also had this "ring". Here my gallery from the last Version on OSX (OpenGL) (Already posted before) https://imgur.com/a/RRKfe Will try out the new one today. I .. AM .. SOOOO .. EXCITED! *girly scream*
  10. Thanks Berlin! Looking foward to it. @sDaZe ... Whoah! dat hexagon.
  11. Hi sDaZe, I also wrote you in the last reddit thread of yours. But to make sure you would see this I decided to also post here: The SSRSS scatterer settings make a big ugly blue ring around earth and some other planets on OSX. The stock system with scatterer 0.244 (latest) is fine however. It also appears when I'm launching a rocket into Orbit roughly at 15000 to 20000 meters. I have made some pics for you to maybe investigated this. Sadly this looks really terrible https://imgur.com/a/RRKfe The stock solar system with scatterer 0.244 doesn't have those artifacts. everything is fine. On Earth the strange blue bar starts at 18k and fades at 150k to 200k as pictured there. However some parts remain at every altitude. I have come around this by playing s´with some scatterer settings: With these I could remove those artifacts. But Earth would glow like hell Rg = 637100 Rt = 646115.4 RL = 646265.9 These also have some relation to it but I could not remove the artifacts completely. rimBlend = 20 rimpower = 600 Hope this helps, as I'm really into your mod!
  12. darn But thank you anyway for the clarification. It's a tragedy though. KSP never looked more awesome than with astronomers old configs. Especially Duna.
  13. Yupp wupp ... OK, i see. I'll try but so far it was not really successfull. But if I get anything going, I'll shout out to you all.
  14. Could I pretty please bump this once? ... whoops
  15. Interesting. Anyway I also hope they focus on the already mentioned Updates (Satellite communication and rocket part overhaul) and would finally kill their horrible ugly skybox and possibly settle with something like this: furthermore they should include clouds - in my opinion like the old astronomers mod but everybody has a different taste in cloud based modpackt - and a solution comparable to scatterer. So: Skybox, clouds and scatterer would be much appreciated.
  16. Could you have a look at the config I suggested for conversion to the new EVE here: I think it's the best way for squad to do an graphics overhaul if they wouldn't want to include scatterer. These to configs make almost the same image as scatterer. Is it possible to redo them for the new EVE?
  17. Hi folks, I have a question a slight hope, that somebody here could get this done. I couldn't. In Astronomers Visual Pack there were two config files, which provided an surface glow for all planets and an atmosphere which looked kind of like scatterer. But without the usage of scatterer. The two configs - which I used till the 1.1 pre release together with EVE 7-4, the new ksprc and scatterer - made the game look abolutely stunning. I could even play without ksprc and scatterer and it still looked amazing. But since 1.1 the old EVE doesn't works anymore. And after quite some hours spend on merging this two configs with the new EVE I couldn't get it to work. I was even thinking about suggesting on the bugtracker to includ this configs together with EVE for the official 1.2 graphic overhaul. Or use it as an inspiration. The configs in question are the following: 10 Astronomer's Atmosphere.cfg: CLOUDS_SETTINGS { GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 21500 volume = False color { r = 0.3 g = 0.55 b = 1 a = 0.4 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Laythe altitude = 20000 volume = False color { r = 0.35 g = 0.5 b = 1 a = 0.55 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0.0001 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Duna altitude = 10000 volume = False color { r = 1 g = 0.4 b = 0.2 a = 0.8 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 0.005 offset { x = 0 y = 0 } speed { x = 1E-06 y = 0 } } scaled_shader_floats { falloffPower = 2 falloffScale = 5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 2 falloffScale = 5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 100 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eve altitude = 60000 volume = False color { r = 0.71 g = 0.6 b = 1 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 0.005 offset { x = 0 y = 0 } speed { x = -1E-06 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 200 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 200 rimDistance = 0.0001 } } } } and 12 Astronomer's Surface Glow.cfg: CLOUDS_SETTINGS { GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Mun altitude = 8000 volume = False color { r = 1 g = 1 b = 1 a = 0.3 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0.004218218 y = 0 } speed { x = 2E-05 y = 0 } } scaled_shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Minmus altitude = 5730 volume = False color { r = 0.44775 g = 0.57375 b = 0.52425 a = 0.3 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 2.5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 5 falloffScale = 2.5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 100 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Moho altitude = 6818 volume = False color { r = 0.5 g = 0.4 b = 0.25 a = 0.3 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 4.5 detailDistance = 0.00875 minimumLight = 1 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 1.5 falloffScale = 3 detailDistance = 2E-06 minimumLight = 1 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Moho altitude = 1000000 volume = False color { r = 1 g = 0.9 b = 0.6 a = 0.75 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 0.005 offset { x = 0 y = 0 } speed { x = -0.005 y = 0 } } scaled_shader_floats { falloffPower = 2 falloffScale = 0.8 detailDistance = 0 minimumLight = 0 fadeDistance = 10000 rimDistance = 1 } shader_floats { falloffPower = 2 falloffScale = 0.8 detailDistance = 0 minimumLight = 0 fadeDistance = 10000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Ike altitude = 12750 volume = False color { r = 1 g = 1 b = 1 a = 0.2 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 2 falloffScale = 1 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 2 falloffScale = 1 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Dres altitude = 5700 volume = False color { r = 1 g = 1 b = 1 a = 0.15 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 0.4 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Tylo altitude = 11300 volume = False color { r = 1 g = 0.95 b = 0.83 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Vall altitude = -269200 volume = False color { r = 0.7 g = 0.95 b = 1 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 1 } shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.9708738 } } } CLOUD_LAYER { SAVED { body = Pol altitude = -39100 volume = False color { r = 1 g = 0.93 b = 0.75 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Bop altitude = -56600 volume = False color { r = 1 g = 0.83 b = 0.7 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 1.8 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 1.8 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eeloo altitude = 8000 volume = False color { r = 1 g = 1 b = 1 a = 0.2 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0.004218218 y = 0 } speed { x = 2E-05 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 4 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 4 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } } I tried to get it into the new format used by the EVE to use those with the "AnyCPU-EVE" for 1.1 pre release. But it looks like this old format is lost on the new EVE. I have an album left where astronomers clouds are running with the two configs and ksprc. Please ignore the Enterprise. The atmosphere is coming only from the two configs: https://imgur.com/a/5H3aI Is it somehow possible to convert the configs into a format that suits the new EVE? Please help me, Obi Wan Kenobi. You're my only hope!
×
×
  • Create New...