Poodmund Posted November 7, 2016 Share Posted November 7, 2016 Hallelujah! It seems this actually has me getting off my backside and doing some config work. Now if only I could control them fully through MM functions *cough*. Just jacking ya, this seems amazing and I can't wait to test it out. Where you've said, "-I suspect having 5 cloud layers on EVE is a bad idea with this but I'll let you find out if it's the case." what did you specifically mean by this as some of my previous configs have had up to 4 layers for the main cloud layers and up to 3 additional ones of fog, dust etc. What are the implications? Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 4 minutes ago, Poodmund said: Hallelujah! It seems this actually has me getting off my backside and doing some config work. Now if only I could control them fully through MM functions *cough*. Just jacking ya, this seems amazing and I can't wait to test it out. Where you've said, "-I suspect having 5 cloud layers on EVE is a bad idea with this but I'll let you find out if it's the case." what did you specifically mean by this as some of my previous configs have had up to 4 layers for the main cloud layers and up to 3 additional ones of fog, dust etc. What are the implications? Well I remember I tested the early version I did months ago with the default 5 layers of EVE and the whole planet looked like an overexposed white ball. Also, there is a higher performance cost per volumetric cloud layer now I guess but I'll let you test and find out. What's the issue with MM? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 7, 2016 Share Posted November 7, 2016 (edited) 9 minutes ago, blackrack said: What's the issue with MM? As per our PM discussion, with the config of either: Spoiler @Scatterer:AFTER[Scatterer] { @Scatterer_planetsList { @scattererCelestialBodies { Item { celestialBodyName = Tekto transformName = Tekto loadDistance = 100000000 unloadDistance = 200000000 hasOcean = True eclipseCasters { Item = Sarnus Item = Eeloo Item = Slate } planetshineSources { Item { bodyName = Sarnus color = 1,1,1 intensity = 0.0799999982 isSun = False } } } } @celestialLightSourcesData { Item { bodyName = Sarnus color = 1,1,1 intensity = 1 isSun = False localRange = 1 scaledRange = 1 fadeRadius = 1 } } } } ...or Spoiler @Scatterer_planetsList:AFTER[Scatterer_planetsList] { @scattererCelestialBodies { Item { celestialBodyName = Tekto transformName = Tekto loadDistance = 100000000 unloadDistance = 200000000 hasOcean = True eclipseCasters { Item = Sarnus Item = Eeloo Item = Slate } planetshineSources { Item { bodyName = Sarnus color = 1,1,1 intensity = 0.0799999982 isSun = False } } } } @celestialLightSourcesData { Item { bodyName = Sarnus color = 1,1,1 intensity = 1 isSun = False localRange = 1 scaledRange = 1 fadeRadius = 1 } } } I couldn't actually get a body to be loaded into the planetsList. Checking in the debug it was loading the config and running it after Scatterer had loaded but it wasn't doing anything. Any ideas on the syntax or what I would be doing wrong? For reference, here is Scatterer's bundled planetsList file: Spoiler Scatterer_planetsList { mainSunCelestialBodyName = Sun scattererCelestialBodies { Item { celestialBodyName = Kerbin transformName = Kerbin loadDistance = 100000000 unloadDistance = 200000000 hasOcean = True eclipseCasters { Item = Mun Item = Minmus } planetshineSources { Item { bodyName = Mun color = 1,1,1 intensity = 0.0799999982 isSun = False } } } Item { celestialBodyName = Duna transformName = Duna loadDistance = 100000000 unloadDistance = 200000000 hasOcean = False eclipseCasters { Item = Ike } } Item { celestialBodyName = Laythe transformName = Laythe loadDistance = 300000000 unloadDistance = 500000000 hasOcean = True eclipseCasters { Item = Jool Item = Vall Item = Tylo Item = Bop Item = Pol } planetshineSources { Item { bodyName = Jool color = 0.600000024,1,0.400000006 intensity = 0.25 isSun = False } } } Item { celestialBodyName = Jool transformName = Jool loadDistance = 500000000 unloadDistance = 1E+09 hasOcean = False eclipseCasters { Item = Laythe Item = Vall Item = Tylo Item = Bop Item = Pol } } Item { celestialBodyName = Eve transformName = Eve loadDistance = 300000000 unloadDistance = 500000000 hasOcean = True eclipseCasters { Item = Gilly } } } celestialLightSourcesData { Item { bodyName = Mun color = 1,1,1 intensity = 1 isSun = False localRange = 1 scaledRange = 1 fadeRadius = 1 } } sunflares { Item = Sun } } Edited November 7, 2016 by Poodmund Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 1 minute ago, Poodmund said: As per our PM discussion, with the config of either: ...or I couldn't actually get a body to be loaded into the planetsList. Checking in the debug it was loading the config and running it after Scatterer had loaded but it wasn't doing anything. Any ideas on the syntax or what I would be doing wrong? For reference, here is Scatterer's bundled planetsList file: I will try it, I do not actually know , @Galileo help Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 I tried and was getting the exact same thing as poodmund. The cfg was being loaded but i couldnt see anything actually happening. Im kinda at a loss Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 7, 2016 Share Posted November 7, 2016 I don't think Galileo uses/d any MM functions to change the stock Scatterer values, I think he is bundling files that overwrites your ones. I don't want to name drop just to get the attention of, but @Sigma88 does some weird and fantastical things with Module Manager who may be able to shed some light on how this should all be implemented (he's a busy guy though )? Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 1 minute ago, Poodmund said: I don't think Galileo uses/d any MM functions to change the stock Scatterer values, I think he is bundling files that overwrites your ones. I don't want to name drop just to get the attention of, but @Sigma88 does some weird and fantastical things with Module Manager who may be able to shed some light on how this should all be implemented (he's a busy guy though )? yeah i did just rewrite my cfgs to look like stock scatterers but i also tried and failed to get it to work with MM Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 8 minutes ago, Galileo said: yeah i did just rewrite my cfgs to look like stock scatterers but i also tried and failed to get it to work with MM 10 minutes ago, Poodmund said: I don't think Galileo uses/d any MM functions to change the stock Scatterer values, I think he is bundling files that overwrites your ones. I don't want to name drop just to get the attention of, but @Sigma88 does some weird and fantastical things with Module Manager who may be able to shed some light on how this should all be implemented (he's a busy guy though )? Alright, looks like I maye have messed up something up then. Does editing any planet settings via MM work and only editing the planets list doesn't work? Or does nothing work with MM? Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 1 minute ago, blackrack said: Alright, looks like I maye have messed up something up then. Does editing any planet settings via MM work and only editing the planets list doesn't work? Or does nothing work with MM? I would think that its the planet list not taking the changes but im probably wrong. Also Im attempting to test your experimental version you just put out and im getting some strange beautiful bug http://imgur.com/a/Ex8vY there are some screenshots and here is my output https://www.dropbox.com/s/9tbhp4mz2z8cqlg/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 1 minute ago, Galileo said: I would think that its the planet list not taking the changes but im probably wrong. Also Im attempting to test your experimental version you just put out and im getting some strange beautiful bug http://imgur.com/a/Ex8vY there are some screenshots and here is my output https://www.dropbox.com/s/9tbhp4mz2z8cqlg/output_log.txt?dl=0 Looks like nothing is working in your case, I will check. Does it work with stock KSP system? Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 1 minute ago, blackrack said: Looks like nothing is working in your case, I will check. Does it work with stock KSP system? No, that first picture is with my planet pack and the second is stock planets with just SVE Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 1 minute ago, Galileo said: No, that first picture is with my planet pack and the second is stock planets with just SVE Weird, kerbin gets mapped but it hangs at the second planet. Could you remove all clouds except for Kerbin from SVE and try again? I'll download SVE and check. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 5 minutes ago, blackrack said: Weird, kerbin gets mapped but it hangs at the second planet. Could you remove all clouds except for Kerbin from SVE and try again? I'll download SVE and check. With only the kerbin clouds, same effect. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 (edited) 15 minutes ago, Galileo said: With only the kerbin clouds, same effect. I just reproduced your issue with SVE, I will check what's causing it. Stock EVE works though. Edited November 7, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 7, 2016 Share Posted November 7, 2016 (edited) 33 minutes ago, blackrack said: Alright, looks like I maye have messed up something up then. Does editing any planet settings via MM work and only editing the planets list doesn't work? Or does nothing work with MM? Why did I ever doubt your ability... Galileo and I are obviously idiots as it works fine... doh! I just tested it on a vanilla 1.2.1 install using the new Scatterer and it functions as intended. Look at Moho, without modifying any of Scatterer's files! I used the following as you would in a Mod setup: KSP/GameData/Mod/planetsList.cfg Spoiler @Scatterer:AFTER[Scatterer] @Scatterer_planetsList { @scattererCelestialBodies { Item { celestialBodyName = Moho transformName = Moho loadDistance = 100000000 unloadDistance = 200000000 hasOcean = False } } } KSP/GameData/Mod/Moho/config.cfg Spoiler @Scatterer:AFTER[Scatterer] @Scatterer_atmosphere { Moho { displayInterpolatedVariables = True experimentalAtmoScale = 2 mapExtinctionMultiplier = 50 mapExtinctionTint = 1 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 MapViewScale = 0.998000026 mapExposure = 0.0799999982 mapSkyRimExposure = 0.0799999982 cloudColorMultiplier = 3 volumetricsColorMultiplier = 1 cloudScatteringMultiplier = 0.200000003 cloudExtinctionHeightMultiplier = 1 mapAlphaGlobal = 1 Rg = 250000 Rt = 253537.656 RL = 253596.719 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 75 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.0799999982 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = -0.0120000001 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 1000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 0 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 0.5 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 1 skyExposure = 0.0799999982 skyRimExposure = 0.0799999982 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 0 _extinctionScatterIntensity = 1 } } } } Thats a straight rip of Kerbin's scatterer effect onto Moho using Scatterer's Kerbin textures. Also the asset path node works fine as expected to locate any directory that textures may be in, like your mods own folder. Blackrack, this just works... like no worries at all. Edited November 7, 2016 by Poodmund Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 Just now, Poodmund said: Why did I ever doubt your ability... Galileo and I are obviously idiots as it works fine... doh! I just tested it on a vanilla 1.2.1 install using the new Scatterer and it functions as intended. Look at Moho, without modifying any of Scatterer's files! I used the following as you would in a Mod setup: KSP/GameData/Mod/planetsList.cfg Reveal hidden contents @Scatterer:AFTER[Scatterer] @Scatterer_planetsList { @scattererCelestialBodies { Item { celestialBodyName = Moho transformName = Moho loadDistance = 100000000 unloadDistance = 200000000 hasOcean = False } } } KSP/GameData/Mod/Moho/config.cfg Reveal hidden contents @Scatterer:AFTER[Scatterer] @Scatterer_atmosphere { Moho { displayInterpolatedVariables = True experimentalAtmoScale = 2 mapExtinctionMultiplier = 50 mapExtinctionTint = 1 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 MapViewScale = 0.998000026 mapExposure = 0.0799999982 mapSkyRimExposure = 0.0799999982 cloudColorMultiplier = 3 volumetricsColorMultiplier = 1 cloudScatteringMultiplier = 0.200000003 cloudExtinctionHeightMultiplier = 1 mapAlphaGlobal = 1 Rg = 250000 Rt = 253537.656 RL = 253596.719 atmosphereGlobalScale = 1 AVERAGE_GROUND_REFLECTANCE = 0.100000001 HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 75 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.0799999982 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.100000001 viewdirOffset = -0.0120000001 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 1000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.100000001 postProcessExposure = 0.200000003 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.300000012 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 5000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.129999995 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 55000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.949999988 postProcessDepth = 0.200000003 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 1 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 1 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 1 _extinctionScatterIntensity = 1 } Item { altitude = 100000 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.949999988 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 0 skyextinctionRimFade = 0 skyextinctionGroundFade = 1 openglThreshold = 10 edgeThreshold = 0.5 viewdirOffset = 0 _Post_Extinction_Tint = 0.699999988 postExtinctionMultiplier = 1 _GlobalOceanAlpha = 0.5 _extinctionScatterIntensity = 1 } Item { altitude = 160000 skyAlpha = 1 skyExposure = 0.0799999982 skyRimExposure = 0.0799999982 postProcessAlpha = 0 postProcessDepth = 0.5 postProcessExposure = 0.230000004 skyExtinctionMultiplier = 1 skyExtinctionTint = 1 skyextinctionRimFade = 0 skyextinctionGroundFade = 0 openglThreshold = 10 edgeThreshold = 1 viewdirOffset = 0 _Post_Extinction_Tint = 0 postExtinctionMultiplier = 0 _GlobalOceanAlpha = 0 _extinctionScatterIntensity = 1 } } } } Thats a straight rip of Kerbin's scatterer effect onto Moho using Scatterer's Kerbin textures. WHOA you didnt change anything and it worked? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 7, 2016 Share Posted November 7, 2016 Just now, Galileo said: WHOA you didnt change anything and it worked? Yeah its fine. Shall i go through SVE and change all the Scatterer files so that Scatterer's files are untouched? It would save a LOT of hassle when it comes to CKAN and compatibility with other mods. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 4 minutes ago, Poodmund said: Why did I ever doubt your ability... Galileo and I are obviously idiots as it works fine... doh! I just tested it on a vanilla 1.2.1 install using the new Scatterer and it functions as intended. Look at Moho, without modifying any of Scatterer's files! I used the following as you would in a Mod setup: KSP/GameData/Mod/planetsList.cfg KSP/GameData/Mod/Moho/config.cfg Thats a straight rip of Kerbin's scatterer effect onto Moho using Scatterer's Kerbin textures. Also the asset path node works fine as expected to locate any directory that textures may be in, like your mods own folder. Blackrack, this just works... like no worries at all. Great, to tell you the truth I was a bit reluctant to investigate this MM issue as it sounds like a hassle I would totally visit that moho though. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 (edited) 3 minutes ago, Poodmund said: Yeah its fine. Shall i go through SVE and change all the Scatterer files so that Scatterer's files are untouched? It would save a LOT of hassle when it comes to CKAN and compatibility with other mods. If you want to.. I would be forever grateful. Edited November 7, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 7, 2016 Author Share Posted November 7, 2016 (edited) @Galileo Just tell me one thing, is it possible to have an EVE cloud layer with volumetrics but no 2d clouds? I assumed only the opposite was possible. Edited: this is being used for the mun dust isn't it? Let me check if it's actually the culprit. Edited November 7, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 7, 2016 Share Posted November 7, 2016 28 minutes ago, blackrack said: @Galileo Just tell me one thing, is it possible to have an EVE cloud layer with volumetrics but no 2d clouds? I assumed only the opposite was possible. Edited: this is being used for the mun dust isn't it? Let me check if it's actually the culprit. Yeah that's how the mun dust and dust storms on Duna work. I don't know if it actually gets rid of the texture or if it just makes the texture transparent. Quote Link to comment Share on other sites More sharing options...
V8jester Posted November 8, 2016 Share Posted November 8, 2016 7 hours ago, blackrack said: ..... Now, I compiled a test release and need some brave volunteers to test the EVE cloud integration. ..... Dude! This is wicked cool! The color rendering you went with is perfect! It's a little abrupt but no worse than the stars to atmosphere transition we normally see just before sunrise. Once the transition has begun. It's a silky smooth transition of colors into daylight. This will make for some great cinematics. I just can wrap my brain around how you time and time again continue to push the envelope, fold, flatten, tear, tape, refold and push the envelop over and over again Keep up the Steller work man! Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 8, 2016 Author Share Posted November 8, 2016 10 hours ago, V8jester said: Dude! This is wicked cool! The color rendering you went with is perfect! It's a little abrupt but no worse than the stars to atmosphere transition we normally see just before sunrise. Once the transition has begun. It's a silky smooth transition of colors into daylight. This will make for some great cinematics. I just can wrap my brain around how you time and time again continue to push the envelope, fold, flatten, tear, tape, refold and push the envelop over and over again Keep up the Steller work man! I see what you mean, how in the beginning it kinda goes from black to dark red/yellow directly and you can see a line barrier moving between the two, but I think I can fix that one also. Quote Link to comment Share on other sites More sharing options...
Proot Posted November 8, 2016 Share Posted November 8, 2016 Seems that my EVE configs are conflicting with the new version. I get no ocean or atmos, just black clouds. Although Scatterer+Stock seems to work perfectly. I've tried to create my own config files under the MM rules, but while the configurations seem to be recognized, it didn't do any difference. What I'm doing wrong? Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 8, 2016 Author Share Posted November 8, 2016 27 minutes ago, Proot said: Seems that my EVE configs are conflicting with the new version. I get no ocean or atmos, just black clouds. Although Scatterer+Stock seems to work perfectly. I've tried to create my own config files under the MM rules, but while the configurations seem to be recognized, it didn't do any difference. What I'm doing wrong? Is this with the new experimental version? If so, cloud layers with volumetrics but no 2d clouds cause a problem for now. For MM see @Poodmund 's post above. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.