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[WIP][1.9.x-1.12.x] Scatterer-atmospheric scattering (0.0838 - 14/08/2022) Scattering improvements, in-game atmo generation and multi-sun support


blackrack

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BNO6iL9.png

Hallelujah! It seems this actually has me getting off my backside and doing some config work. :D Now if only I could control them fully through MM functions *cough*. :P 

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?

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4 minutes ago, Poodmund said:

Hallelujah! It seems this actually has me getting off my backside and doing some config work. :D Now if only I could control them fully through MM functions *cough*. :P 

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?

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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 by Poodmund
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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 :D, @Galileo help

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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 :D )?

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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 :D )?

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 

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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 :D )?

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?

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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

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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?

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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.

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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. 

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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.

x2wusHF.png

Look at Moho, without modifying any of Scatterer's files! :D 

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 by Poodmund
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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.

x2wusHF.png

Look at Moho, without modifying any of Scatterer's files! :D 

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?

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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.

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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.

x2wusHF.png

Look at Moho, without modifying any of Scatterer's files! :D 

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 :D

I would totally visit that moho though.

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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 by Galileo
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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. 

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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!

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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.

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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?

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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.

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