Galileo Posted November 25, 2016 Author Share Posted November 25, 2016 (edited) 58 minutes ago, Alphard said: Hello, I get a problem with the clouds when I take a supersampled screenshot, they have small gray squares only on the clouds, tried taking same size screenshot without only SVE and they didn't appear in the final result, why is that? Here is a 200% enlarged image: Set your SCREENSHOT_SUPERSIZE value back down to 0. Regular screenshots look nice enough that you dont need to raise that value. There is nothing i can do about your issue. I don't develop this mod around supersampling screenshots.. Edited November 25, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted November 25, 2016 Share Posted November 25, 2016 @scavenger Just trying to help brother. I'm glad to hear you get things working again, even if it's still a mystery. Quote Link to comment Share on other sites More sharing options...
Alphard Posted November 25, 2016 Share Posted November 25, 2016 6 hours ago, scavenger said: @Alphard what is a "supersampled" screenshot? It's a screenshot which is bigger than your monitor's native resolution. 5 hours ago, Galileo said: Set your SCREENSHOT_SUPERSIZE value back down to 0. Regular screenshots look nice enough that you dont need to raise that value. There is nothing i can do about your issue. I don't develop this mod around supersampling screenshots.. Thanks, I will take supersampled screenshots only with scatterer, normal screenshots with SVE. Quote Link to comment Share on other sites More sharing options...
cy4n Posted November 27, 2016 Share Posted November 27, 2016 I updated the SVE scatterer .cfg for Kerbin to work with the new Scatterer extinction shaders! (By the way, those aren't your clouds) Scatterer_atmosphere { Kerbin { displayInterpolatedVariables = True experimentalAtmoScale = 2 mapExtinctionMultiplier = 0.899999976 mapExtinctionTint = 1 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 MapViewScale = 0.998000026 mapExposure = 0.0500000007 mapSkyRimExposure = 0.0299999993 cloudColorMultiplier = 3 volumetricsColorMultiplier = 1 cloudScatteringMultiplier = 0.200000003 cloudExtinctionHeightMultiplier = 1 mapAlphaGlobal = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 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 = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 50 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.550000012 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 = 0.899999976 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.5 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 = 0.800000012 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.5 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 = 0.699999988 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.800000012 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 = 0.600000024 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.899999976 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 = 0.600000024 skyExposure = 0.0700000003 skyRimExposure = 0.100000001 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 } } } } Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 27, 2016 Author Share Posted November 27, 2016 5 hours ago, cy4n said: I updated the SVE scatterer .cfg for Kerbin to work with the new Scatterer extinction shaders! (By the way, those aren't your clouds) Scatterer_atmosphere { Kerbin { displayInterpolatedVariables = True experimentalAtmoScale = 2 mapExtinctionMultiplier = 0.899999976 mapExtinctionTint = 1 mapSkyExtinctionRimFade = 1 _mapExtinctionScatterIntensity = 1 drawSkyOverClouds = True drawOverCloudsAltitude = 100000 MapViewScale = 0.998000026 mapExposure = 0.0500000007 mapSkyRimExposure = 0.0299999993 cloudColorMultiplier = 3 volumetricsColorMultiplier = 1 cloudScatteringMultiplier = 0.200000003 cloudExtinctionHeightMultiplier = 1 mapAlphaGlobal = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 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 = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 50 assetPath = scatterer/config/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyAlpha = 1 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.550000012 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 = 0.899999976 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.5 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 = 0.800000012 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.5 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 = 0.699999988 skyExposure = 0 skyRimExposure = 0.25 postProcessAlpha = 0.800000012 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 = 0.600000024 skyExposure = 0 skyRimExposure = 0.129999995 postProcessAlpha = 0.899999976 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 = 0.600000024 skyExposure = 0.0700000003 skyRimExposure = 0.100000001 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 } } } } What did you do differently with the clouds? The issue sve was having with the new shaders was caused by cloud layers that just had volumetrics and no visible 2d layer. Quote Link to comment Share on other sites More sharing options...
cy4n Posted November 27, 2016 Share Posted November 27, 2016 Just now, Galileo said: What did you do differently with the clouds? The issue sve was having with the new shaders was caused by cloud layers that just had volumetrics and no visible 2d layer. I used this config: EVE_CLOUDS { OBJECT { name = Kerbin-clouds1 body = Kerbin altitude = 4000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 30 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _UVNoiseStrength = 0.0005000001 _UVNoiseScale = 0.0069999998 _MainTex { value = BoulderCo/Atmosphere/Textures/kerbin1 } } layer2D { macroCloudMaterial { _DetailDist = 2E-06 } shadowMaterial { } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 } } } } with Kerbin1 being the Blue Marble image from NASA. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 27, 2016 Author Share Posted November 27, 2016 Just now, cy4n said: I used this config: EVE_CLOUDS { OBJECT { name = Kerbin-clouds1 body = Kerbin altitude = 4000 detailSpeed = 0,6,0 settings { _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _DetailScale = 30 _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1 _UVNoiseStrength = 0.0005000001 _UVNoiseScale = 0.0069999998 _MainTex { value = BoulderCo/Atmosphere/Textures/kerbin1 } } layer2D { macroCloudMaterial { _DetailDist = 2E-06 } shadowMaterial { } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _Tex = BoulderCo/Atmosphere/Textures/particle/rgb _BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.55 } } } } with Kerbin1 being the Blue Marble image from NASA. That seems normal. Does your configs that you are using have the mun and Minmus fog included from SVE? Quote Link to comment Share on other sites More sharing options...
cy4n Posted November 27, 2016 Share Posted November 27, 2016 (edited) No, they're the stock BoulderCo configs. EDIT: Does that mean that if I remove the Mun and Minmus dust cfgs it will work? EDIT 2: It does! You're a genius! Edited November 27, 2016 by Osmium Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 27, 2016 Author Share Posted November 27, 2016 (edited) 5 minutes ago, cy4n said: No, they're the stock BoulderCo configs. EDIT: Does that mean that if I remove the Mun and Minmus dust cfgs it will work? Well, using the stock boulder Co folder is already known to work. If you were to actually use SVE you would see that it is broken. And yes, if you were to to remove the mun dust, Minmus dust and Duna dust clouds, it should work theoretically. If you add the snow and geysers though, it will break it again. @blackrack is still working on compatibility with SVE. Besides removing those textures there is no way to fix SVE at the moment with scatterer Edited November 27, 2016 by Galileo Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 27, 2016 Share Posted November 27, 2016 (edited) 19 minutes ago, Galileo said: Well, using the stock boulder Co folder is already known to work. If you were to actually use SVE you would see that it is broken. And yes, if you were to to remove the mun dust, Minmus dust and Duna dust clouds, it should work theoretically. If you add the snow and geysers though, it will break it again. @blackrack is still working on compatibility with SVE. Besides removing those textures there is no way to fix SVE at the moment with scatterer I'm kinda taking a break from scatterer at the moment and working on a ring shader for Kopernicus (it's a fun project). I will try to fix this issue soon. Edited November 27, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
cy4n Posted November 27, 2016 Share Posted November 27, 2016 (edited) Well, I kept the Duna dust in, and it still worked. Maybe try having a Layer2D with an EVE color of 255,255,255,0 for the volumetrics-only layers? Edited November 27, 2016 by Osmium Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 27, 2016 Author Share Posted November 27, 2016 3 minutes ago, cy4n said: Well, I kept the Duna dust in, and it still worked. Maybe try having a Layer2D with an EVE color of 255,255,255,0 for the volumetrics-only layers? I thought about it, but when you have volumetrics tied to a 2d layer, and you set the alpha to 0, the volumetrics clouds will also be transparent Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 27, 2016 Author Share Posted November 27, 2016 19 minutes ago, blackrack said: I'm kinda taking a break from scatterer at the moment and working on a ring shader for Kopernicus (it's a fun project). I will try to fix this issue soon. I'll take the ring shader for sure over a fix for SVE. The last official scatterer release still works beautifully for me. I'm in no rush to update Quote Link to comment Share on other sites More sharing options...
Benji13 Posted November 27, 2016 Share Posted November 27, 2016 Hello. Is there supposed to be dust/fog on mun/minmus because I am not getting any on the latest version of scatterer and the SVE all-in-one package. I also have SVT (which isn't making the scatterer solid like I thought it was supposed to, maybe 'cos I'm on low res). Thanks, Benji13. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 27, 2016 Author Share Posted November 27, 2016 36 minutes ago, Benji13 said: Hello. Is there supposed to be dust/fog on mun/minmus because I am not getting any on the latest version of scatterer and the SVE all-in-one package. I also have SVT (which isn't making the scatterer solid like I thought it was supposed to, maybe 'cos I'm on low res). Thanks, Benji13. Yes Minmus and mun will still have dust even in low res. SVT should also have solid scatter. The configs in both mods are the same in every resolution, just the resolution of the textures change. Quote Link to comment Share on other sites More sharing options...
Benji13 Posted November 28, 2016 Share Posted November 28, 2016 4 hours ago, Galileo said: Yes Minmus and mun will still have dust even in low res. SVT should also have solid scatter. The configs in both mods are the same in every resolution, just the resolution of the textures change. Hmm. Maybe a fresh install (of SVE and SVT) is in order. Are there any known conflicts? Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 28, 2016 Author Share Posted November 28, 2016 18 minutes ago, Benji13 said: Hmm. Maybe a fresh install (of SVE and SVT) is in order. Are there any known conflicts? Nope they were developed together Quote Link to comment Share on other sites More sharing options...
Program Kerbal Space Posted November 28, 2016 Share Posted November 28, 2016 I have a question, what are the system requirements to run this with no lag? Quote Link to comment Share on other sites More sharing options...
theimportantperson Posted November 28, 2016 Share Posted November 28, 2016 2 hours ago, Program Kerbal Space said: I have a question, what are the system requirements to run this with no lag? I know this isn't a "requirement" report but if you need a data point, my 2016 Razer Blade runs SVE High Res along with Planet/Windowshine, Distant Object on Full graphics settings around 60 fps. I also run half of the roverdude suite and KW, MRS, SXT, SpaceY and Procedurals. The Blade's pretty sweet if you can put up with the daily bluescreens and 3.5 hour battery life.... Quote Link to comment Share on other sites More sharing options...
olekopyto Posted November 28, 2016 Share Posted November 28, 2016 Hi, why does my kerbin turn dark and orange at 100km? Spoiler Quote Link to comment Share on other sites More sharing options...
Benji13 Posted November 28, 2016 Share Posted November 28, 2016 (edited) 4 hours ago, Galileo said: Nope they were developed together I meant with other mods. I have quite a few. If I was going to point the blame at anyone in particular I would probably go for Sigma Dimensions. Even though I don't have it set to rescale the planets I wouldn't be surprised. 4 hours ago, Program Kerbal Space said: I have a question, what are the system requirements to run this with no lag? I have a Metabox Alpha N170 with i7 (that regularly sits at 3ghz), GTX 960m overclocked just a bit (not sarcastic) and 16gb ram. With all graphics settings on full, SVE high res and SVT low res I normally sit around 30fps. Sometimes drops to 15fps with large launches thanks to engine lighting. I consider anything below 15fps to be annoying. Under 10 is unplayable. 2 minutes ago, olekopyto said: Hi, why does my kerbin turn dark and orange at 100km? Hide contents Why is Jool in the near background? Edited November 28, 2016 by Benji13 Quote Link to comment Share on other sites More sharing options...
olekopyto Posted November 28, 2016 Share Posted November 28, 2016 1 minute ago, Benji13 said: Why is Jool in the near background? Alternis kerbol, but this does happen without it Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted November 28, 2016 Share Posted November 28, 2016 4 hours ago, Program Kerbal Space said: I have a question, what are the system requirements to run this with no lag? I have an AMD FX-8350 (@4ghz), 16gb DDR3 RAM, and a GTX 780 Ti, running at 1920x1080, with approximately 70 mods, all graphics settings on high or equivalent. I don't know what FPS I'm getting, because I haven't checked, but the game runs about as smooth for me as I can expect. The timer stays green up to about 100-part ships, and flickers to yellow between that and 250 parts or so. The only choppiness I experience is inherent in the game (and some mods), and is not annoying to me. Like Benji13, I can deal with FPS as low as 15-20. Anything below that I can't deal with, but even though I haven't checked, I know I'm getting somewhere around 30 or more. And that's perfectly fine. Quote Link to comment Share on other sites More sharing options...
Dafni Posted November 28, 2016 Share Posted November 28, 2016 On 23.11.2016 at 6:39 PM, Galileo said: .... Sorry you can't seem to get it working. .... Still no progress here (that static flickering inside clouds), just one thing I would like to add: Curiously the SVE that is bundled in the SSRSS mod seems to work perfectly fine in my SSRSS install. Weird? Or not? Do you see a reason for this?? @Galileo Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 28, 2016 Author Share Posted November 28, 2016 2 hours ago, Dafni said: Still no progress here (that static flickering inside clouds), just one thing I would like to add: Curiously the SVE that is bundled in the SSRSS mod seems to work perfectly fine in my SSRSS install. Weird? Or not? Do you see a reason for this?? @Galileo Very odd because the only thing different is the cfgs. I'll look into it Quote Link to comment Share on other sites More sharing options...
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