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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]


Galileo

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I didn't see that anyone reported, but SVE cause ctd when it is used along with forcing DX11 switch "-force-d3d11" in command line.

Here is relevant part of log, I will upload full log later if needed. (Sorry, real life issues prevent doing it right now).

Spoiler

AddonLoader: Instantiating addon 'ShaderLoaderClass' from assembly 'ShaderLoader'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

D3D shader create error for shader [0x80070057] vs_4_0

root12:aaacaaaa

eefieceddkaiphjkckdcdicnlhbnlpkhdbcekailabaaaaaaieaiaaaaadaaaaaa

--- SNIP --------

doaaaaab
D3D shader create error for shader [0x80070057] ps_4_0

root12:adacadaa

eefiecedimfpknchacbajgejdmndefgnpjmcpnmbabaaaaaakaapaaaaadaaaaaa

--- SNIP --------

egaobaaaaaaaaaaaaceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpdoaaaaab


D3D shader create error for shader [0x80070057] vs_4_0

root12:aaacaaaa

eefieceddkaiphjkckdcdicnlhbnlpkhdbcekailabaaaaaaieaiaaaaadaaaaaa
--- SNIP --------
doaaaaab

D3D shader create error for shader [0x80070057] ps_4_0

root12:adacadaa

eefiecedimfpknchacbajgejdmndefgnpjmcpnmbabaaaaaakaapaaaaadaaaaaa
--- SNIP --------

egaobaaaaaaaaaaaaceaaaaaaaaaiadpaaaaiadpaaaaiadpaaaaiadpdoaaaaab


Loading shader EVE/CloudShadow
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading shader EVE/CloudVolumeParticle
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading shader EVE/OceanBack
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading shader EVE/RealWindows
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading shader EVE/PlanetShadow
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Loading shader EVE/Atmosphere
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

D3D shader create error for shader [0x80070057] vs_4_0

root12:aaadaaaa
--- SNIP --------
ebaaaaaaaaaaaaaadoaaaaab

D3D shader create error for shader [0x80070057] ps_4_0

root12:adadadaa

eefiecedlpjjkfnobbfeplpkdlehgpiamkgilheoabaaaaaanachaaaaadaaaaaa
--- SNIP --------
Crash!!!
SymInit: Symbol-SearchPath: '.;E:\Kerbal Space Program;E:\Kerbal Space Program;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'kruno'
OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x1

Sniped down some gibberish data (probably some hex info) that does not seem relevat at this point.
I used scatterer only in KSP1.1.2. and it worked fine with DX11, didn't have time to try it with KSP 1.1.3, if that is of any help.

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@kcs123 that thing what you receive are generate by Eve what is "father" / foundation of all visual pack (SVE, KRSP, AVP are visual pack), for that best is to post full logs on Eve section & address to @rbray89
for @Berlin i was play a with texture, config & it make me to say Kerbin1.dds file from version 1.0.4 release pack it have better result vs file what you was change in 1.0.6 special from volumetric cloud perspective what it fith perfect with your new rgb.dds add in 1.0.7

Spoiler

Kerbin1.dds 1.0.6 / 1.0.7
eCKY3EX.png

Kerbin1.dds 1.0.4
ejXmuZZ.png

Kerbin1.dds 1.0.6 / 1.0.7
GMIWpGO.png

Kerbin1.dds 1.0.4
TySGoo3.png

 

Edited by Blacks
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8 hours ago, Matchlight said:

Although so far i am having only 1 issue... And thats that the Duna sandstorms are not showing up, if you give me permission i can try and implement your storms into AVP and i can attempt to optimize the memory usage of the storms to 'up' the framerate during a storm :D

Just to be correct, I brought back the Duna duststorms and offered them Berlin to use in SVE :) So sure, feel free to use them, as they are based on Astronomers but working without diffusing over time now.

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9 hours ago, Berlin said:

ok so after I made one skybox I started to dislike the nebula look :/ correct me if I'm wrong, but I don't think you would be able to see that irl? I dunno but I assume not. SO I made one with a bunch of stars and it looks pretty darn good. my new favorite.

https://www.dropbox.com/s/h8liwugvjijkyvc/Galileo's Stars SkyBox.zip?dl=0

I can't help, it looks unnatural empty and artifical :(

What was wrong with mine you liked the most so far but never published? (http://tekener.com/KSP/SkyBox.7z)

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3 minutes ago, Matchlight said:

if you don't mind me asking, what software do you use to create texture's. When i say this i mean a wide variety of things, like skyboxes, planet textures, suit textures and cloud textures.

I guess Berlin is using the same as me and the others: Photoshop - expensive but since I use it for work as well the best choice.

Edited by Tekener
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6 hours ago, Blacks said:

@kcs123 that thing what you receive are generate by Eve what is "father" / foundation of all visual pack (SVE, KRSP, AVP are visual pack), for that best is to post full logs on Eve section & address to @rbray89
for @Berlin i was play a with texture, config & it make me to say Kerbin1.dds file from version 1.0.4 release pack it have better result vs file what you was change in 1.0.6 special from volumetric cloud perspective what it fith perfect with your new rgb.dds add in 1.0.7

  Hide contents

Kerbin1.dds 1.0.6 / 1.0.7
eCKY3EX.png

Kerbin1.dds 1.0.4
ejXmuZZ.png

Kerbin1.dds 1.0.6 / 1.0.7
GMIWpGO.png

Kerbin1.dds 1.0.4
TySGoo3.png

 

If you don't like the texture, feel free to use whatever one you want but I prefer the new one :)  

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This may be perhaps a dumb question for someone who is not so computer literate, so forgive me.

Is this safe to install if I have an existing career mode going?  Or do I need to start a new save after installing this mod?  I am fairly far along in my career (at least for me- about to attempt to land on the Mun!) and would prefer not to mess up the save by installing a mod.

Thanks!  And this looks really, really fantastic.

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14 minutes ago, ble210 said:

This may be perhaps a dumb question for someone who is not so computer literate, so forgive me.

Is this safe to install if I have an existing career mode going?  Or do I need to start a new save after installing this mod?  I am fairly far along in my career (at least for me- about to attempt to land on the Mun!) and would prefer not to mess up the save by installing a mod.

Thanks!  And this looks really, really fantastic.

It will work just fine :)  have fun on the Mun! 

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On ‎7‎/‎29‎/‎2016 at 10:51 AM, MassoudGL said:

I'm having two visual problem that I wasn't having before with this mod pack:

First one: The sun is now always yellow. Prior to this last release, it was bright white with intense lens flares when in space. Now it only occasionally has lens flares and is always a dull yellow. I've tried taking out Distant Object and Texture Replacer, hasn't helped.

EDIT: FIXED, just replaced Scatterer. 

Second: Eve currently looks like this: http://imgur.com/a/eTJD2. Mountains or high spots poke out of the atmosphere as purple splotches.

This is still a problem, also the atmosphere glare seems to come out really far in a solid line.

if you replaced scatterer, you caused those issues. I have custom scatterer cfgs that work well, side by side with my clouds cfgs included in this mod. and yes I made the sun yellow because the stock game has a yellow sun. If you want a different color sun flare there are quite a few sun flare mods you can choose from to drop into scatterer. and prior to this release, scatterer had not updated its sunflare plugin so it wasn't working. this mod has never had a white sunflare. it was either stock sun (while scatterer was broken) or yellow.

Edited by Berlin
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On 31/07/2016 at 5:29 PM, Berlin said:

 

Ok  finally was able to replicate the issue.  It is not a SVE issue but a SVT issue with kopernicus. I'm currently trying to figure out why it's happening.  The only way I have figured out to fix it while in game is,  when you want to switch to another ship,  go back to the space center and select your ship through the tracking station. As soon as I get a fix I'll update the mod..  Until then just use the inconvenient method of using the tracking station.  Sorry for the bug.  

Thanks for the info, sorry I couldn't help with logs or more info, I haven't had a chance to do anything in the last few days. I do use SVT and kopernicus and I have been switching ships in flight so that must be the same cause.

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Where did i go wrong?

 

Duna_Duststorms
{
    OBJECT
    {
        name = Duna-duststorms4
        body = Duna
        altitude = 3250
        speed = 0,300,0
        detailSpeed = 0,25,0
        settings
        {
            _MainTex = BoulderCo/Core/Textures/kerbin1
            _DetailTex = BoulderCo/Core/Textures/detail1
            _DetailScale = 50
            _UVNoiseTex = BoulderCo/Atmosphere/uvnoise1
            _DistFadeVert = 4E-05
            _Color = 205,56,39,80
        }
        layer2D
        {
            shadowMaterial
            {
            }
            macroCloudMaterial
            {
                _DetailDist = 2E-06
                _RimDist = 0.0001
                _InvFade = 0.008
            }
        }
        layerVolume
        {
            size = 3500,2
            maxTranslation = 0,100,0
            particleMaterial
            {
                _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
                _LightScatter = 0.55
                _MinLight = 0.5
                _Tex
                {
                    value = BoulderCo/Atmosphere/Textures/particle/rgb
                }
            }
        }
    }
    OBJECT
    {
        name = Duna-duststorms3
        body = Duna
        altitude = 4300
        speed = 0,300,0
        detailSpeed = 0,25,0
        offset = 0,0,0
        settings
        {
            _MainTex = BoulderCo/Core/Textures/kerbin1
            _DetailTex = BoulderCo/Core/Textures/detail1
            _DetailScale = 50
            _UVNoiseTex = BoulderCo/Atmosphere/uvnoise1
            _DistFade = 1
            _DistFadeVert = 4E-05
            _Color = 205,56,39,100
            _DetailDist = 2E-06
        }
        layer2D
        {
            shadowMaterial
            {
            }
            macroCloudMaterial
            {
                _FalloffPow = 2
                _FalloffScale = 3
                _DetailDist = 2E-06
                _MinLight = 0.5
                _RimDist = 0.0001
                _RimDistSub = 1.01
                _InvFade = 0.008
            }
        }
        layerVolume
        {
            size = 3500,2
            maxTranslation = 0,100,0
            particleMaterial
            {
                _Tex = BoulderCo/Atmosphere/Textures/particle/rgb
                _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
                _LightScatter = 0.55
                _MinLight = 0.5
            }
        }
    }
    OBJECT
    {
        name = Duna-duststorms2
        body = Duna
        altitude = 2423
        speed = 0,503,0
        detailSpeed = 0,20,0
        offset = 0,0,0
        settings
        {
            _MainTex = BoulderCo/Core/Textures/kerbin1
            _DetailTex = BoulderCo/Core/Textures/detail1
            _DetailScale = 50
            _UVNoiseTex = BoulderCo/Atmosphere/uvnoise1
            _DistFade = 1
            _DistFadeVert = 4E-05
            _Color = 205,56,39,120
            _DetailDist = 2E-06
        }
        layer2D
        {
            shadowMaterial
            {
            }
            macroCloudMaterial
            {
                _FalloffPow = 2
                _FalloffScale = 3
                _DetailDist = 2E-06
                _MinLight = 0.5
                _RimDist = 0.0001
                _RimDistSub = 1.01
                _InvFade = 0.008
            }
        }
        layerVolume
        {
            size = 3500,2
            maxTranslation = 0,100,0
            particleMaterial
            {
                _Tex = BoulderCo/Atmosphere/Textures/particle/rgb
                _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
                _LightScatter = 0.55
                _MinLight = 0.5
            }
        }
    }
    OBJECT
    {
        name = Duna-duststorms1
        body = Duna
        altitude = 1250
        speed = 0,500,0
        detailSpeed = 0,25,0
        offset = 0,0,0
        settings
        {
            _MainTex = BoulderCo/Core/Textures/kerbin1
            _DetailTex = BoulderCo/Core/Textures/kerbin1
            _DetailScale = 50
            _UVNoiseTex = BoulderCo/Atmosphere/uvnoise1
            _DistFade = 1
            _DistFadeVert = 4E-05
            _Color = 100,50,30,140
            _DetailDist = 2E-06
        }
        layer2D
        {
            shadowMaterial
            {
            }
            macroCloudMaterial
            {
                _FalloffPow = 2
                _FalloffScale = 3
                _DetailDist = 2E-06
                _MinLight = 0.5
                _RimDist = 0.0001
                _RimDistSub = 1.01
                _InvFade = 0.008
            }
        }
        layerVolume
        {
            size = 3500,2
            maxTranslation = 0,100,0
            particleMaterial
            {
                _Tex = BoulderCo/Atmosphere/Textures/particle/rgb
                _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
                _LightScatter = 0.55
                _MinLight = 0.5
            }
        }
    }
}

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1 hour ago, Matchlight said:

Where did i go wrong?

(*Duna Duststorm Config*)

Well, I don't know what exactly is not woring for you and haven't looked at it in detail, but I can tell you that you must not touch/change the speed or the height of the cloud layers from my values as Berlin used them. 

I calculated the speed of the layers in relation of their hight and the size of the planet (Duna) they are on to make sure the different cloud layers don't "go off" by time, as they would be with your changed values in the 3 & 4 layer.

Start by using Berlin's could.cfg and texture files moved to BoulderCo if you want to have it there. If this is working slowly alter the values you might want to have and see if one of them suddenly breaks the clouds. But as said: do not alter the height and speed values as otherwise you will have blured cloud layers after some years of game time.

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