tkw Posted October 10, 2015 Share Posted October 10, 2015 ksp+elite dangerous=beauty Quote Link to comment Share on other sites More sharing options...
CalculusWarrior Posted October 10, 2015 Share Posted October 10, 2015 Just passing byhttp://i.imgur.com/yWPWvZJ.jpgYou just put Kerbin in Space Engine and took a picture of that, didn't you? I refuse to believe this can be from the stock game! Quote Link to comment Share on other sites More sharing options...
tkw Posted October 10, 2015 Share Posted October 10, 2015 is not seems space engine Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 10, 2015 Share Posted October 10, 2015 You just put Kerbin in Space Engine and took a picture of that, didn't you? I refuse to believe this can be from the stock game! It didn't come from the stock game <waits a beat>It came from the stock game + Scatterer mod! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 11, 2015 Share Posted October 11, 2015 (edited) Someone just posted this picture on Imgur. I think it's a nice picture of what sunset from orbit looks like BUT MORE IMPORTANTLY IT'S BEAUTIFUL!!! Edited October 11, 2015 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 11, 2015 Share Posted October 11, 2015 Just passing byhttp://i.imgur.com/yWPWvZJ.jpgGimme. Quote Link to comment Share on other sites More sharing options...
sDaZe Posted October 11, 2015 Share Posted October 11, 2015 Just passing byhttp://i.imgur.com/yWPWvZJ.jpgCant wait for this and the Duna sunrise. So hyped Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 11, 2015 Share Posted October 11, 2015 Is anyone else getting this rough transition to scaled space textures once they pass 110km? I'm running this on Dx9, dunno if that makes a difference. If its just me I'll have to do some poking but thought I'd ask. Thanks So, I just discovered that this harsh pop-in of the scaled space textures seems to be coming from WIP-EVE, not Scatterer. I don't know why I didn't notice it before now. Sorry about bothering you about this earlier Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 11, 2015 Author Share Posted October 11, 2015 (edited) I discovered the weirdest thing today. I was mucking around with HDR, trying to figure out how to get some realistic exposure and lighting going (this would allow to not being able to see the dark side of the mun through the atmo, and see a crescent instead, among other things). I enabled HDR on the scaled space camera, imported a tonemapper, disabled the built-in HDR in my shaders (only applies to scatterer effects) set everything up and fired up the game. I then decided to disable my atmo shaders and see what the stock sky would look like with HDR and tonemapping, just for giggles, and surprise surprise:This is what the stock sky looks like with just HDR and tonemapping, no scatterer effects involved. I thought this looked a suspicious lot like proper atmospheric scattering. I sped time up and it seems the sky doesn't change color at sunset so probably it's not a full implementation. Still I thought this looked a lot more pleasant than what the sky looks like by default, so I digged around a bit and I found this:http://kerbalspace.tumblr.com/post/17827181033/the-story-of-ksp-ksp-04And so it seems it's true, KSP has some form of atmospheric scattering implemented, but for some reason, one of the most crucial bits, HDR and tonemapping is disabled, leaving the stock sky "truncated" and weird. As a reminder, HDR rendering means rendering outside of the 0-1 range values, and then mapping everything back to 0-1 using math formulas that involve exposure and some such, this allows for some realistic lighting and camera effects. When HDR is disabled, effects that are designed to work with HDR just get their values cut off. I believe someone at SQUAD has some explaining to do.Edited: I might make a separate mod out of this for people who don't like scatterer, it's stock, it was done by the official devs and I only need about 5 lines of code to get this enabled, should also improve the sky on other stock planets and on kopernicus planets/planet packs without needing to reconfigure anything. Edited October 11, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted October 11, 2015 Share Posted October 11, 2015 I discovered the weirdest thing today. I was mucking around with HDR, trying to figure out how to get some realistic exposure and lighting going (this would allow to not being able to see the dark side of the mun through the atmo, and see a crescent instead, among other things). I enabled HDR on the scaled space camera, imported a tonemapper, disabled the built-in HDR in my shaders (only applies to scatterer effects) set everything up and fired up the game. I then decided to disable my atmo shaders and see what the stock sky would look like with HDR and tonemapping, just for giggles, and surprise surprise:http://i.imgur.com/syNHQNd.jpgThis is what the stock sky looks like with just HDR and tonemapping, no scatterer effects involved. I thought this looked a suspicious lot like proper atmospheric scattering. I sped time up and it seems the sky doesn't change color at sunset so probably it's not a full implementation. Still I thought this looked a lot more pleasant than what the sky looks like by default, so I digged around a bit and I found this:http://kerbalspace.tumblr.com/post/17827181033/the-story-of-ksp-ksp-04And so it seems it's true, KSP has some form of atmospheric scattering implemented, but for some reason, one of the most crucial bits, HDR and tonemapping is disabled, leaving the stock sky "truncated" and weird. As a reminder, HDR rendering means rendering outside of the 0-1 range values, and then mapping everything back to 0-1 using math formulas that involve exposure and some such, this allows for some realistic lighting and camera effects. When HDR is disabled, effects that are designed to work with HDR just get their values cut off. I believe someone at SQUAD has some explaining to do.Edited: I might make a separate mod out of this for people who don't like scatterer, it's stock, it was done by the official devs and I only need about 5 lines of code to get this enabled, should also improve the sky on other stock planets and on kopernicus planets/planet packs. Could you make a beta for this? Looks nice. Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 11, 2015 Author Share Posted October 11, 2015 Could you make a beta for this? Looks nice.I will try to do this tomorrow, have to go to bed for now. Quote Link to comment Share on other sites More sharing options...
CalculusWarrior Posted October 12, 2015 Share Posted October 12, 2015 I discovered the weirdest thing today. I was mucking around with HDR, trying to figure out how to get some realistic exposure and lighting going (this would allow to not being able to see the dark side of the mun through the atmo, and see a crescent instead, among other things). I enabled HDR on the scaled space camera, imported a tonemapper, disabled the built-in HDR in my shaders (only applies to scatterer effects) set everything up and fired up the game. I then decided to disable my atmo shaders and see what the stock sky would look like with HDR and tonemapping, just for giggles, and surprise surprise:http://i.imgur.com/syNHQNd.jpgThis is what the stock sky looks like with just HDR and tonemapping, no scatterer effects involved. I thought this looked a suspicious lot like proper atmospheric scattering. I sped time up and it seems the sky doesn't change color at sunset so probably it's not a full implementation. Still I thought this looked a lot more pleasant than what the sky looks like by default, so I digged around a bit and I found this:http://kerbalspace.tumblr.com/post/17827181033/the-story-of-ksp-ksp-04And so it seems it's true, KSP has some form of atmospheric scattering implemented, but for some reason, one of the most crucial bits, HDR and tonemapping is disabled, leaving the stock sky "truncated" and weird. As a reminder, HDR rendering means rendering outside of the 0-1 range values, and then mapping everything back to 0-1 using math formulas that involve exposure and some such, this allows for some realistic lighting and camera effects. When HDR is disabled, effects that are designed to work with HDR just get their values cut off. I believe someone at SQUAD has some explaining to do.Edited: I might make a separate mod out of this for people who don't like scatterer, it's stock, it was done by the official devs and I only need about 5 lines of code to get this enabled, should also improve the sky on other stock planets and on kopernicus planets/planet packs without needing to reconfigure anything.That's brilliant! Maybe reach out to the devs and see if they'd be receptive to putting it in 1.0.5 or 1.1? If it's just 5 lines of code and in the stock game already, I can't imagine why they wouldn't want to enable it. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 12, 2015 Share Posted October 12, 2015 That's brilliant! Maybe reach out to the devs and see if they'd be receptive to putting it in 1.0.5 or 1.1? If it's just 5 lines of code and in the stock game already, I can't imagine why they wouldn't want to enable it.They're planning on touching visual aspects after 1.1 Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 12, 2015 Author Share Posted October 12, 2015 Eh, it's not too bad I guess but it's nothing amazing.Before:After:Before:After:Seems to remove the banding and make the colors generally easier on the eyes but that's pretty much it. Back to scatterer I guess.If anyone wants to try it: http://www.filedropper.com/skytonemappingSource is included inside, license is do whatever you want. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 12, 2015 Share Posted October 12, 2015 Eh, it's not too bad I guess but it's nothing amazing.Before:http://i.imgur.com/XicDohd.jpgAfter:http://i.imgur.com/NhOgejl.jpgBefore:http://i.imgur.com/0qjI8FU.jpgAfter:http://i.imgur.com/9JoNLNp.jpgSeems to remove the banding and make the colors generally easier on the eyes but that's pretty much it. Back to scatterer I guess.If anyone wants to try it: http://www.filedropper.com/skytonemappingSource is included inside, license is do whatever you want.Best license ever - Is this possible on other planets as well? Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 12, 2015 Author Share Posted October 12, 2015 Best license ever - Is this possible on other planets as well?Yes, I only tested with Kerbin and Laythe but it should be the same. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 13, 2015 Share Posted October 13, 2015 (edited) Interesting... I'll give it a go then. Edited October 13, 2015 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 13, 2015 Author Share Posted October 13, 2015 Quick question: Is it legal if I extract kerbin's texture, do small modifications on it (mainly colors) and then re-distribute it with the mod? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 13, 2015 Share Posted October 13, 2015 (edited) Quick question: Is it legal if I extract kerbin's texture, do small modifications on it (mainly colors) and then re-distribute it with the mod?Kerbins map is a flipped version of a royalty-free image (this one) and, given the popularity of planet texture packs (Mainly with UR, not TR, but 1, 2, 3, 4, 5, 6, 7 etc)... you'll be fine.(links provided by Glyphs list of texture packs) Edited October 13, 2015 by ObsessedWithKSP Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 13, 2015 Share Posted October 13, 2015 Quick question: Is it legal if I extract kerbin's texture, do small modifications on it (mainly colors) and then re-distribute it with the mod?If you want you could use this version of kerbin. That album is outdated and the planets aren't shiny anymore. The planets are from endraxial's planet pack (An ancient mod which has been around about equal time to my resumed stay on the forums). He/she has since left the community though and left the upkeep of the pack to me. Feel free to use it as you wish. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 13, 2015 Share Posted October 13, 2015 Quick question: Is it legal if I extract kerbin's texture, do small modifications on it (mainly colors) and then re-distribute it with the mod?Yes, we (modder community collectively) have been doing that with Squad's textures since forever. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 13, 2015 Share Posted October 13, 2015 Yes, we (modder community collectively) have been doing that with Squad's textures since forever.Ahh okay. I actually didn't know that XD. ty Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 13, 2015 Author Share Posted October 13, 2015 (edited) Today I had the idea to look inside the space engine shaders for research purposes (which are conveniently shipped uncompiled in a .zip file renamed as .pak) and lo and behold, actual code from proland is in there: http://imgur.com/BIvueaPThis seems weird to me, I know space engine looks awesome but it also looks quite different from proland, mainly the sunsets aren't getting any special effects. I wonder if this is still used, and space engine computes parameters for generated planets on the fly or if these are remanants from some older version.Anyway, I'll see what I can learn from this, what seems like a good idea for me right now is making a sunflare shader like the one space engine uses, I just think it's both beautiful and not too annoying http://i.imgur.com/HKrXfMX.pngThere also seems to be an eclipse shader in there (and you know SE eclipses are beautiful http://img94.imageshack.us/img94/2482/kersolareclipse.jpg http://voksenlia.net/spaceengine/eclipse.jpg ), probably I won't be able to derive anything from it but we'll see.Kerbins map is a flipped version of a royalty-free image (this one) and, given the popularity of planet texture packs (Mainly with UR, not TR, but 1, 2, 3, 4, 5, 6, 7 etc)... you'll be fine.(links provided by Glyphs list of texture packs)If you want you could use this version of kerbin. That album is outdated and the planets aren't shiny anymore. The planets are from endraxial's planet pack (An ancient mod which has been around about equal time to my resumed stay on the forums). He/she has since left the community though and left the upkeep of the pack to me. Feel free to use it as you wish.Yes, we (modder community collectively) have been doing that with Squad's textures since forever.Thanks everyone, I will probably use the texture Avera9eJoe provided for now. I know proot has an awesome 8k texture in the works but I wouldn't want to ruin the full effect of his upcoming KSPRC pack before he releases it officially Edited October 13, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 13, 2015 Share Posted October 13, 2015 You can also download the data kerbal maps uses from here. You can download the separate planet textures individually because the files are huge. Quote Link to comment Share on other sites More sharing options...
peachoftree Posted October 13, 2015 Share Posted October 13, 2015 does kerbin normally look like this from low orbit in OpenGL? (all the lines on the planet are pretty distracting) Quote Link to comment Share on other sites More sharing options...
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