blackrack Posted May 16, 2017 Author Share Posted May 16, 2017 On 12/05/2017 at 3:08 PM, selfish_meme said: @blackrack just thought you should know in the testing version, fairings don't get the same underwater effects as the other parts, probably just a layer issue. You can see an interstage fairing just under the chutes in this image. Let me know if you need to know what other mods I have installed I've noticed this with the small parachute as well, will fix when I can. On 12/05/2017 at 11:30 PM, msnbcorp said: Hi everyone, i have made a fresh install of some mods and ... i keep havng some errors. For scatterer i keen having this one : Does someone have any idea of the way to correct this ? I take any suggestions Do you have some actual issues in the game apart from 2 nullrefs showing up in the log? On 12/05/2017 at 11:37 PM, N3N said: Hey, could this be an error with scatterer? [EXC 22:21:16.027] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.UpdateStuff () scatterer.updateAtCameraRythm.OnPreCull () [LOG 22:21:16.049] [PlanetariumCamera]: Focus: Kerbin [ERR 22:21:16.080] Exception handling event onPlanetariumTargetChange in class KnowledgeBase:System.NullReferenceException: Object reference not set to an instance of an object at ResourceMap.GetResourceItemList (HarvestTypes harvest, .CelestialBody body) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.CreateResourceList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.ActivateApp (.MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.ActivateApps (KbTargetType targetType, .MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.OnMapFocusChange (.MapObject target) [0x00000] in <filename unknown>:0 at EventData`1[MapObject].Fire (.MapObject data) [0x00000] in <filename unknown>:0 [EXC 22:21:16.083] NullReferenceException: Object reference not set to an instance of an object ResourceMap.GetResourceItemList (HarvestTypes harvest, .CelestialBody body) KSP.UI.Screens.KbApp_PlanetResources.CreateResourceList () KSP.UI.Screens.KbApp_PlanetResources.ActivateApp (.MapObject target) KSP.UI.Screens.KnowledgeBase.ActivateApps (KbTargetType targetType, .MapObject target) KSP.UI.Screens.KnowledgeBase.OnMapFocusChange (.MapObject target) EventData`1[MapObject].Fire (.MapObject data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(MapObject) PlanetariumCamera:SetTarget(MapObject) PlanetariumCamera:SetTarget(Int32) PlanetariumCamera:SetTarget(String) <Start>c__Iterator95:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) They came since I installed Scatterer, EVE, SVE, SVT, Kopernicus. So first I thought it might be an error related to Kopernicus: Here are all the Logs and other Information they asked for: KSP-Errors_12-05-2017.zip If you need more Information, just ask for it. I don't know, this is too vague, try removing some of your mods until you find the issue. On 14/05/2017 at 4:36 AM, tallon43 said: How do you make the clouds look like those from the official screenshots? 1. Remove all installs of EVE, SVE, etc 2. Install this http://forum.kerbalspaceprogram.com/index.php?/topic/149733-122-environmentalvisualenhancements-12-2/& 3. Install latest scatterer and enable "EVE cloud integration" from main menu 4. Done On 15/05/2017 at 6:26 AM, msnbcorp said: Hi, i have a question for Blackrack. I have trying to debug a problem in texturing currently. And it appear that with scatterer and the normal/shadow bias it is OK. BUT, it is mainly OK with the ground rendering (near plane). I have tried to understand the alt point rendering of your mods and very little is say about ground. So after bit of investigating i came directly to ask my question : Why the near plane rendering of shadow (etc) in your mod is so different between near plane and other plane ? It is strange that this "cut" is so sharp. between the two rendering mode. If i want exactly the near plane rendering of shadow in the second plane. How can i do ? If you have an idea ^^ edit : viewing some old post of you on this : And other information. It appear that it could be possible to adjust the PQS size of near plane. Some of guys says that it could be done in the main menu of your mod. But i don't really find it, old feature i imagine ? edit : find that you activate it in your last experimental version. It could be a workaround for my bug but my questions remains on the difference of processing between terrain shadow in near plane and other plane ... i prefer having the exact same render rather than messing with plane. The issue here is NOT caused by the near plane but by how the unity shadow system handles the different cameras and the total distance covered by each camera. In the stock game the shadow distance is set to a really low value so you can see it, in scatterer the shadow distance is set to 100 Km or so and that "dilutes" the shadows on the far camera, I'm not sure what the exact issue here is though. If you lower the scatterer shadow distace (it's somewhere in the config file, the original value is something like 5 Km (5000 in the .cfg)) it should about look the same but you will lose the ability to see terrain shadows from afar (which imo add much more to the look of the game than consistent shadows up-close). 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msnbcorp Posted May 16, 2017 Share Posted May 16, 2017 (edited) 18 minutes ago, blackrack said: Do you have some actual issues in the game apart from 2 nullrefs showing up in the log? In fact i was tracking a bug from an unknow mod. It's solved now. I have let this kind of log error know to mod creator in case it could help of debugging/beta testing their mod. Sorry ^^. 18 minutes ago, blackrack said: The issue here is NOT caused by the near plane but by how the unity shadow system handles the different cameras and the total distance covered by each camera. In the stock game the shadow distance is set to a really low value so you can see it, in scatterer the shadow distance is set to 100 Km or so and that "dilutes" the shadows on the far camera, I'm not sure what the exact issue here is though. If you lower the scatterer shadow distace (it's somewhere in the config file, the original value is something like 5 Km (5000 in the .cfg)) it should about look the same but you will lose the ability to see terrain shadows from afar (which imo add much more to the look of the game than consistent shadows up-close). I was trying de debug the "Shadow Acne" problem that appear with stock visual terrain texture. I managed to reduce it by using other format (png/tga) and by using your mod (even if i still don't understand why this happen only with this mod and only with DX11). BUT it totaly look fine and disappear only on the near camera with your mod and not on the far camera where it's just reduced with a not very beautiful rendering. So i came here to ask what is the difference between the two camera in the shadow management of your mod (because in stock there is no difference between plane). For example it is like your mod don't apply at all on the near plane (for shadowing) but apply only on the far plane. The transition is very hard. I'm also not sure about your personnal taste, it's ... personnal. Lot of the viewing time is on KSC or on a ship from distances that implies the cut between fly ... so ... i think it matter ^^. Edited May 16, 2017 by msnbcorp Quote Link to comment Share on other sites More sharing options...
blackrack Posted May 16, 2017 Author Share Posted May 16, 2017 7 minutes ago, msnbcorp said: In fact i was tracking a bug from an unknow mod. It's solved now. I have let this kind of log error know to mod creator in case it could help of debugging/beta testing their mod. Sorry ^^. I was trying de debug the "Shadow Acne" problem that appear with stock visual terrain texture. I managed to reduce it by using other format (png/tga) and by using your mod (even if i still don't understand why this happen only with this mod and only with DX11). BUT it totaly look fine and disappear only on the near camera with your mod and not on the far camera where it's just reduced with a not very beautiful rendering. So i came here to ask what was the difference between the two camera in the shadow management of your mod (because in stock there is no difference between plane). For example it is like your mod don't apply at all on the near plane (for shadowing) but apply only on the far plane. The transition is very hard. I'm also not sure about your personnal taste, it's ... personnal. Lot of the viewing time is on KSC or on a ship from distances that implies the cut between fly ... so ... i think it matter ^^. Like I said, it's caused by the scatterer shadow distance setting and how unity handles shadows. Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 16, 2017 Share Posted May 16, 2017 (edited) 30 minutes ago, blackrack said: Like I said, it's caused by the scatterer shadow distance setting and how unity handles shadows. I don't understand well your explanation. I understand the shadow creation in directx or opengl but don't know unity well. Why the shadow distance play on the sharpness on near object AND on the propagation of far object. Isn't it possible to do the reverse thing and set a high shadow value for the near plane ? edit : maybe it's a misunderstood of the phenomenon i observe, i could exprime my self very badly (not good in english) ... in my case the shadow appear more ... trouble. In far camera. Due to the application of the bias. This is what i mean. But in near camera it's like the bias is just not set at all. I read about shadow distance and unity just now and i don't see it related to the phenomenon i observed. Maybe we are not talking about the same thing ? I mean, a bigger shadow distance should not modify the rendering of a shadow that was under the old shadow distance. But here there is clearly ta modification of "blurriness of shadow" on far plane with your mod and terrain shadow, due to the bias parameter but not on the near plane. It is clear when you set the bias parameters to high value, all shadow become blob but near plane remain with clear sharp shadow... Edited May 16, 2017 by msnbcorp Quote Link to comment Share on other sites More sharing options...
msnbcorp Posted May 16, 2017 Share Posted May 16, 2017 39 minutes ago, blackrack said: Like I said, it's caused by the scatterer shadow distance setting and how unity handles shadows. Well i have to appologize. It appears that you were right. Even if i don't understand why. Shadow distance set as the same value i get on this topic : https://forum.unity3d.com/threads/shadow-fadeoff-approaching-far-clip-plane.356893/ 5000 by default for KSC, seems to render the two plane with the same feeling. But my two question remain. - Why changing this shadow distance seems to change the "bluriness" of shadows even though this really should not be the case according to the definition of it in unity documentation : https://docs.unity3d.com/460/Documentation/Manual/DirectionalShadowDetails.html - isn't it possible to change the shadow distance of near plane instead of lowering the shadow distance in scatterer ? Hum, beside, you could tke advantages of this post which deal with the problem of transition between plane with shadow and KSP : https://forum.unity3d.com/threads/shadow-fadeoff-approaching-far-clip-plane.356893/ Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 17, 2017 Share Posted May 17, 2017 On 4/23/2017 at 1:30 PM, blackrack said: I haven't tested with EVE or any other mods I should have remembered this before spending like the last hour or two trying to figure out what mod or config issue was screwing up Scatterer so that volumetric clouds were not being affected by sunrise/sunset, until I finally thought to downgrade to the previous release without the new water shaders and hey - they work again. This is what they look like in the latest release linked from the OP (I had gone back to using stock EVE clouds in case SVE configs was messing something up): I'm in here like everyday so I couldn't believe I missed knowing about this issue so I just re-read every post since the last release post I quoted above and now I can't believe no one else noticed! Quote Link to comment Share on other sites More sharing options...
enigmasi Posted May 17, 2017 Share Posted May 17, 2017 is there anyone who also has half-rss and can share config files? Quote Link to comment Share on other sites More sharing options...
EricL Posted May 18, 2017 Share Posted May 18, 2017 So, I'm working on adding Scatterer compatibility to my planet pack, but there is a bug with eclipses: Spoiler I also tried to head over to the affected area and here is what I came up with: Spoiler Can anyone figure out what is causing this bug and is there any fix for it? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 18, 2017 Share Posted May 18, 2017 1 hour ago, EricL said: So, I'm working on adding Scatterer compatibility to my planet pack, but there is a bug with eclipses: in both the 1st and 3rd images it's obvious that the moon is not in front of the sun, so why would you expect there to be an eclipse? I have no idea what issue you're talking about Quote Link to comment Share on other sites More sharing options...
EricL Posted May 18, 2017 Share Posted May 18, 2017 9 hours ago, Drew Kerman said: in both the 1st and 3rd images it's obvious that the moon is not in front of the sun, so why would you expect there to be an eclipse? I have no idea what issue you're talking about In the first image, there was a black band around the planet that was not supposed to be there. The 2nd and 3rd images were just there to show you that the shadow still appears even though the moon is not in front of the sun. (Now I believe the problem is the rendering of the eclipse) Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 19, 2017 Share Posted May 19, 2017 (edited) So yeah, I'm experiencing a sunflare problem with SVE/Scatterer/SVT/OPM/OPM-VO/EVE installed. The sun looks like this (no matter what I add to the sunflare folder on Scatterer);https://s28.postimg.org/jg5d9r3r1/Untitled.png Here's the log too ;https://www.sendspace.com/file/wv7d16 So, how do I fix it? =/ Edited May 19, 2017 by Diddly Feelerino Quote Link to comment Share on other sites More sharing options...
cy4n Posted May 19, 2017 Share Posted May 19, 2017 @Diddly Feelerino That's because SVE over-rides the Scatterer sunflare. For instructions on how to fix that: Go into the StockVisualEnhancements folder in GameData Open SVE_Settings.cfg Delete the section that says: @Scatterer_sunflare:AFTER[scatterer] { @Sun { %assetPath = StockVisualEnhancements/SVE_Scatterer/Sunflares/Sun %flareSettings = 0.5,1,0.32 %spikesSettings = 0.7,1,0.32 %sunGlareFadeDistance = 250000 %ghost1SettingsList1 { %Item = 0.1,1,20,0.3 %Item = 0.08,1,8,0.34 %Item = 0.08,1,12,0.49 %Item = 0.16,1,18,-0.3 } %ghost2SettingsList1 { %Item = 0.02,1,4,0.66 %Item = 0.1,1,10,0.44 %Item = 0.15,1,4,0.55 %Item = 0.15,1,18,0.95 } %ghost2SettingsList2 { %Item = 0.1,1,8,0.7 %Item = 0.1,1,6,0.72 %Item = 0.15,1,8,-0.2 } %ghost3SettingsList1 { %Item = 0.1,1,6,0.4 %Item = 0.08,1,11,1.1 %Item = 0.04,1,20,1.2 %Item = 0.03,1,20,1.22 } } } 4. Your sunflare should now be set to the one in the default Scatterer folder. Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 19, 2017 Share Posted May 19, 2017 Worked great! Thanks man! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 21, 2017 Share Posted May 21, 2017 On 5/19/2017 at 8:09 AM, Diddly Feelerino said: So, how do I fix it? =/ So, I took a quick look at possibly using MM to copy the stock sunflare node before SVE or anything changes it, then copy it back in during the FINAL pass to ensure that you always have the sunflare that ships with Scatterer without having to remember to delete other configs. But I either couldn't get the syntax right or it just doesn't work, you can ask on the MM thread if you want to look into it more. Here is the post on node copying Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted May 22, 2017 Share Posted May 22, 2017 @blackrack Hey, I'm getting issues with this mod, uh, with SSRSS Continued, it's not working with it, idk why. Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 22, 2017 Share Posted May 22, 2017 (edited) 15 minutes ago, The-Doctor said: @blackrack Hey, I'm getting issues with this mod, uh, with SSRSS Continued, it's not working with it, idk why. Well, that's not his mod, so he can't really help with this issue. All you have to do is install scatterer to your gamedata like normal for it to work with Ssrss. You don't have to do anything besides that. Also, if you are trying to use the experimental version of scatterer, it won't work. If you are going to say the clouds don't change color on the terminators, that's by design. I disabled the effect in SSRSS until scatterer gets the fixes it needs. If it just isn't showing up, you probably installed wrong. Edited May 22, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted May 22, 2017 Share Posted May 22, 2017 4 minutes ago, Galileo said: Well, that's not his mod, so he can't really help with this issue. All you have to do is install scatterer to your gamedata like normal for it to work with Ssrss. You don't have to do anything besides that. Also, if you are trying to use the experimental version of scatterer, it won't work. If you are going to say the clouds don't change color on the terminators, that's by design. I disabled the effect in SSRSS until scatterer gets the fixes it needs. If it just isn't showing up, you probably installed wrong. I installed through ckan Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 22, 2017 Share Posted May 22, 2017 4 hours ago, The-Doctor said: I installed through ckan Try installing manually, and if you still have issues, take them to the Ssrss thread so we don't spam this one Quote Link to comment Share on other sites More sharing options...
Rayder Posted May 23, 2017 Share Posted May 23, 2017 (edited) Not sure if it's been mentioned, but is there a way to change the point where scatterer decides the flare has been occluded? I'm getting images like the one here. This one was taken from Moho: Spoiler It seems that the flare is centered on a singular point in the center of the sun. If it were say, the same size as the sun the flare would cut out properly once the sun was fully occluded. Also, is it possible to have a fade out animation for the flare? The same way the stock sun fades out behind planets, instead of turning off abruptly. Edited May 23, 2017 by Rayder Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 23, 2017 Share Posted May 23, 2017 58 minutes ago, Rayder said: Not sure if it's been mentioned, but is there a way to change the point where scatterer decides the flare has been occluded? I'm getting images like the one here. This one was taken from Moho: Hide contents It seems that the flare is centered on a singular point in the center of the sun. If it were say, the same size as the sun the flare would cut out properly once the sun was fully occluded. Also, is it possible to have a fade out animation for the flare? The same way the stock sun fades out behind planets, instead of turning off abruptly. I agree with this suggestion. I have noticed this but it never really bothered me and still doesn't. There was always bigger fish to fry with this mod. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted May 23, 2017 Share Posted May 23, 2017 On 5/8/2016 at 0:09 PM, Proot said: Ou yeah! Ou yeah! Hey, how did you make this? Or set this? I really want one like this... Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 26, 2017 Share Posted May 26, 2017 (edited) Before anyone asks, the most recent version of scatterer (0.03100) appears to work fine with KSP 1.3. Edited May 27, 2017 by theonegalen Quote Link to comment Share on other sites More sharing options...
selfish_meme Posted May 26, 2017 Share Posted May 26, 2017 2 hours ago, theonegalen said: Before anyone asks, the most recent version of scatterer (0.03100) appears to work fine with KSP 1.3. Theres a post on reddit here which may be related to this Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 26, 2017 Share Posted May 26, 2017 Just now, selfish_meme said: Theres a post on reddit here which may be related to this Possible. As I said, "appears." Scatterer kills my framerate, so I didn't do much aside from flying around for 15 minutes. Quote Link to comment Share on other sites More sharing options...
Aerospacer Posted May 27, 2017 Share Posted May 27, 2017 Also catch it. Looks like a fragments of bottom. Quote Link to comment Share on other sites More sharing options...
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