Andi K. Posted October 17, 2016 Share Posted October 17, 2016 I'm having some trouble getting sun flares to work on bodies other than the sun, which was supposed to be a feature added recently to Scatterer. I edited and added the appropriate configs, but when I load up the game, it is extremely laggy and freezes resulting in me having to restart my computer. This is the sunflare config for my star (Proxima Centauri) Scatterer_sunflare { Proxima Centauri { //path to sunflare textures assetPath = scatterer/config/Sunflares/Proxima Centauri //Flare and spikes: Centered on the sun // // //sunFlare.png flareSettings = 0.45,1,0.085 //sunSpikes.png spikesSettings = 0.6,1,.1 //distance under which the flare is faded out //to make the sun surface visible up-close sunGlareFadeDistance = 250000 // Ghosts, variable position along the sun to screen-center line // // each row is an instance of a ghost // 8 instances of each ghost maximum // if you want more ghosts or instances just contact me // for each row: intensity, aspect ratio, 1/scale, position on sun-screenCenter line // position on sun-screenCenter line: can be positive or negative // 0 is sun position, 1 is screen center //Ghost1.png ghost1SettingsList1 //2 used slots, 2 unused { Item = 0.54,0.65,2.3,0.5 Item = 0.54,1,6,0.7 } //4 more unused slots for ghost 1 ghost1SettingsList2 { } //Ghost2.png ghost2SettingsList1 { Item = 0.135,1,3,0.9 Item = 0.054,1,8,1.1 Item = 0.054,1,4,1.3 Item = 0.054,1,5,1.5 } //4 more unused slots for ghost 2 ghost2SettingsList2 { } //8 unused slots for ghost 3 //I include this additional ghost for modders //A texture needs to be included so I included a 1x1 texture //you can replace it with a texture of your own size ghost3SettingsList1 { } ghost3SettingsList2 { } } } And this is the edited planetsList config 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 Item = Proxima Centauri } } Is there something I am doing incorrectly? Quote Link to comment Share on other sites More sharing options...
Astronomer Posted October 17, 2016 Share Posted October 17, 2016 1 hour ago, V8jester said: Are those AVP clouds I see? (Wish'n for an epic return) Yes. Ignore those for now it's not nearly finished. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 17, 2016 Share Posted October 17, 2016 (edited) 1 hour ago, V8jester said: Are those AVP clouds I see? (Wish'n for an epic return) 23 minutes ago, Astronomer said: Yes. Ignore those for now it's not nearly finished. The storm is brewing though Edited October 17, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Astronomer Posted October 17, 2016 Share Posted October 17, 2016 3 minutes ago, Avera9eJoe said: The storm is brewing though Literally. lol Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 17, 2016 Share Posted October 17, 2016 (edited) 19 hours ago, blacsky33 said: I got this bug report. ( i tried .dll). I'm seeing the same issue, it's definitely scatterer. It shows up immediately on launch from the main menu. Log Edited October 17, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 17, 2016 Share Posted October 17, 2016 I have this issue as well. No oceans and no scattering at all :/ Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 17, 2016 Author Share Posted October 17, 2016 Right, I can barely keep up with the thread, so apologies if I don't answer someone's post. I uploaded a new version, fixes the map view error spam, includes a switch which should fix the halo issue (for some people it might fix it to have it off, and others to have it on, try it and report on what works for you). Also, the sky shaders have been switched to soft additive, planets may look a bit different from orbit, let me know if the old blending is better. Links in the OP. Quote Link to comment Share on other sites More sharing options...
notquitehalf Posted October 17, 2016 Share Posted October 17, 2016 Just tried 0.0256+SVE on Mac OSX. Looks great, runs smoothly! Thank you @blackrack and @Galileo for all of your work making this game look beautiful! Quote Link to comment Share on other sites More sharing options...
ockidj Posted October 17, 2016 Share Posted October 17, 2016 Can I change how far volumetric clouds load? Quote Link to comment Share on other sites More sharing options...
sDaZe Posted October 17, 2016 Share Posted October 17, 2016 1 hour ago, ockidj said: Can I change how far volumetric clouds load? Isnt this the wrong thread for that Quote Link to comment Share on other sites More sharing options...
Temeter Posted October 18, 2016 Share Posted October 18, 2016 21 minutes ago, sDaZe said: Isnt this the wrong thread for that Maybe he wants to load thiiiiiiiiiiiiiiiiiiis far? :^) Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 18, 2016 Share Posted October 18, 2016 Say Blackrack, do you think it would be possible to do this sort of thing through Scatterer? \ Multicolored glow on planets, in this case Eve having a green tint around it's edges. I created this planets config (and textures for that matter) just yesterday inside of old EVE, but the new 1.2 continuation by @Waz doesn't support atmospheres and as thus I can no longer make planets glow like this. It's the only major thing that EVE 7.4 had which isn't in the new remake. Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 18, 2016 Share Posted October 18, 2016 13 minutes ago, Avera9eJoe said: Say Blackrack, do you think it would be possible to do this sort of thing through Scatterer? \ Multicolored glow on planets, in this case Eve having a green tint around it's edges. I created this planets config (and textures for that matter) just yesterday inside of old EVE, but the new 1.2 continuation by @Waz doesn't support atmospheres and as thus I can no longer make planets glow like this. It's the only major thing that EVE 7.4 had which isn't in the new remake. you can do all of this with the config tool in the op Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 18, 2016 Share Posted October 18, 2016 18 minutes ago, Galileo said: you can do all of this with the config tool in the op I should learn then Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 18, 2016 Share Posted October 18, 2016 16 minutes ago, Avera9eJoe said: I should learn then indeed! Quote Link to comment Share on other sites More sharing options...
Cromwell Posted October 18, 2016 Share Posted October 18, 2016 18 hours ago, blackrack said: Right, I can barely keep up with the thread, so apologies if I don't answer someone's post. I uploaded a new version, fixes the map view error spam, includes a switch which should fix the halo issue (for some people it might fix it to have it off, and others to have it on, try it and report on what works for you). Also, the sky shaders have been switched to soft additive, planets may look a bit different from orbit, let me know if the old blending is better. Links in the OP. Thanks for the update. Still experiencing the halo bug on my end, however. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 18, 2016 Share Posted October 18, 2016 (edited) 38 minutes ago, Cromwell said: Thanks for the update. Still experiencing the halo bug on my end, however. Sorry to here that. You'll need to supply us some info though if we are to help. Specs? Logs? OS? 64/32 bit? Mod list? Still present when it's the only mod installed? Edited October 18, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 18, 2016 Author Share Posted October 18, 2016 1 hour ago, Cromwell said: Thanks for the update. Still experiencing the halo bug on my end, however. Did you try to switch the "fix" off? Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 18, 2016 Share Posted October 18, 2016 2 hours ago, blackrack said: Did you try to switch the "fix" off? You might need to put a new warning on the front page "A Comadore64 unfortunatly will not run scatterer" Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 18, 2016 Share Posted October 18, 2016 (edited) I'm having an issue that I thought had been fixed some time ago. Kerbin has an ugly haze over it when viewed from space (or the map) that removes clarity from surface features and makes the planet look far too light blue instead of an earth-like deep blue. I know I had a version of this at one time where this was fixed. Is this a setting to turn this awful haze off? That haze kept me from using or recommending this mod for a very long time and I'd hate to have to go back to that, but for me that is an incredible deal breaker. Edited October 18, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
Vandest Posted October 19, 2016 Share Posted October 19, 2016 Seem to work well ! Scatterer + SVE + Distant Object + Planet Shine... : Spoiler Eclipse on Mun: Back to Kerbin: Re-entry with plasma: Kerbin is maybe a little darker when we are on hight orbit, maybe I'm wrong? Anyway, thanks again to @blackrack for this amazing mod !! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 19, 2016 Share Posted October 19, 2016 (edited) Is there a way to load different planet configs into the editor? I.E. I want to edit Jool so I load it as the default planet instead of Kerbin in the config tool? Actually I've got a couple of questions related to the tool :/ * Any way to make the haze stronger or weaker separately from how strong you set scattering? As in to have the atmosphere appear from orbit as the "lite" image, but from the surface have it appear the same color as default? * Any way to make the sunset edge more exaggerated? * Can I create multicolor atmospheres? I.E. Purple Eve with a green fringe around it's edge? - I might find my own answers in time but I'm out of time for experimenting today. I wish I could make Kerbin more red as it feels rather bland right now, but I can't make it more red without the atmosphere become red on the ground. This is the best I could get: - There's probably a setting I can change but I'm not sure what? Edited October 19, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Epoxid Posted October 19, 2016 Share Posted October 19, 2016 (edited) 20 hours ago, Avera9eJoe said: Sorry to here that. You'll need to supply us some info though if we are to help. Specs? Logs? OS? 64/32 bit? Mod list? Still present when it's the only mod installed? Hi, I still have exactly the same problem. I am using the very latest version just downloaded again, version 0.0256, clean install: No other mods, no replacement .dll, nothing... I haven't upgraded to the latest MacOS version, though... System spec as per ksp.log: OS: Mac OS X 10.11.6 CPU: Intel(R) Core(TM) i7-4980HQ CPU @ 2.80GHz (8) RAM: 16384 GPU: AMD Radeon R9 M370X OpenGL Engine (2048MB) SM: 41 (OpenGL 4.1 ATI-1.42.15) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, RGB111110Float And this is what scatterer reports: [LOG 13:54:45.195] [Scatterer] Detected OpenGL 4.1 ATI-1.42.15 Edited October 19, 2016 by Epoxid Quote Link to comment Share on other sites More sharing options...
cy4n Posted October 19, 2016 Share Posted October 19, 2016 @AndrewDrawsPrettyPictures I'm pretty sure you shouldn't have a space in your star name. Try Proxima_Centauri or proximaCentauri. You can set the display name in Kopernicus seperately. Quote Link to comment Share on other sites More sharing options...
Andi K. Posted October 19, 2016 Share Posted October 19, 2016 1 hour ago, cy4n said: @AndrewDrawsPrettyPictures I'm pretty sure you shouldn't have a space in your star name. Try Proxima_Centauri or proximaCentauri. You can set the display name in Kopernicus seperately. Yeah I know I already solved the problem. Thanks anyways though. Quote Link to comment Share on other sites More sharing options...
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