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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]


Galileo

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  On 12/5/2016 at 10:11 PM, Benji13 said:

As partially discussed in the SVE thread, I'm having troubles with SVT. Does this look like SVT low res?

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That's with no other mods apart from SVE, scatterer and Kopernicus.

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no that doesnt look right. can you send screenshot of your gamedata?

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  On 12/6/2016 at 5:14 AM, Benji13 said:

Okay, heres my GameData folder:

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I hope that helps.

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You don't have ModularFlightIntegrator installed. It comes with kopernicus 

Without it,  anything having to do with Kopernicus will not load 

Edited by Galileo
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Okay now it just won't load. First run with ModularFlightIntegrator (I just re-downloaded Kopernicus) and the game just stops at the end of the loading bar. Log says that the game manages to reach the main menu though.

KSP.log:

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Has anyone gotten this to work with Galactic Neighborhood? Closest I get (by changing some data in cfgs) is having the textures appear correct on the main menu, but when I start a game the planet doesn't exist. any MM wizards that can help out?

Edited by fast_de_la_speed
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  On 12/6/2016 at 10:06 PM, fast_de_la_speed said:

Has anyone gotten this to work with Galactic Neighborhood? Closest I get (by changing some data in cfgs) is having the textures appear correct on the main menu, but when I start a game the planet doesn't exist.

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This is probably because Galactic Neighborhood also uses its own kopernicus cfgs for the stock planets and they are probably conflicting. You will have to either merge the cfgs or delete the ones that come with GN.  You of course would have to make the correct changes in the SVT configs

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Okay, I managed to get KSP to load. Does this look like SVT low res?

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I have a feeling it doesn't...

  On 12/6/2016 at 10:09 PM, Galileo said:

This is probably because Galactic Neighborhood also uses its own kopernicus cfgs for the stock planets and they are probably conflicting. You will have to either merge the cfgs or delete the ones that come with GN.  You of course would have to make the correct changes in the SVT configs

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So thats why my game was so weird. It would be gret if someone who understands MM and kopernicus could make something that would work. This isn't related to my issue above however. That is with a stock install.

Edited by Benji13
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"We can't land here! This is tree country!"

uOQgVHy.png

 

When playing with configuration files, never underestimate the power of exaggeration.

 

YH2MM6Q.png

 

It looks really good, except the shader incompatibility with Scatterer. FPS acceptable.

 

NIMGATU.png

 

Basically I created a forest. Running out of fuel is a bad idea here.

 

2oZL6ku.png

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  On 12/8/2016 at 5:41 AM, Benji13 said:

What configuration files would that be? I'd love to get more trees. Is there a way to decrease the load distance too? I want to be able to see trees from the KSC

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Kerbin.cfg:

 

Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0.2350805,0.2761194,0.1901941,1
							coverageBlend = 1
							coverageFrequency = 6
							coverageOctaves = 8
							coveragePersistance = 0.5
							coverageSeed = 14554
							name = BaseLand
							latDelta = 1
							latitudeDouble = True
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 0.75
							noiseColor = 0.1511772,0.2014925,0.08524685,1
							noiseFrequency = 14
							noiseOctaves = 3
							noisePersistance = 0.9
							noiseSeed = 44445
							delete = False
							altitudeRange
							{
								endEnd = 0.800000011920929
								endStart = 0.699999988079071
								startEnd = 0.00999999977648258
								startStart = 0
							}
							coverageSimplex
							{
								frequency = 6
								octaves = 8
								persistence = 0.5
							}
							latitudeDoubleRange
							{
								endEnd = 0.909999996423721
								endStart = 0.909999996423721
								startEnd = 0.399999976158142
								startStart = 0.399999976158142
							}
							latitudeRange
							{
								endEnd = 0.600000023841858
								endStart = 0.600000023841858
								startEnd = 0.0900000035762787
								startStart = 0.0900000035762787
							}
							longitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = -1
								startStart = -1
							}
							noiseSimplex
							{
								frequency = 14
								octaves = 3
								persistence = 0.899999976158142
							}
							scatters
							{
								Scatter
								{
									density = 1
									scatterName = Grass00
								}
								Scatter
								{
									density = 0.200000001490116
									scatterName = Pine00
								}
								
								Scatter
								{
									density = 2
									scatterName = Tree00
								}
								
							}
						}

Right at the bottom, I added the scatter Tree00.

I don't know yet about load/unload distances but they will probably impact performance many times more than the trees already do.

  On 12/8/2016 at 5:32 AM, Galileo said:

hilarious! 

the scatterer incompatibility is actually caused by the eve cloud shadows. disabling them in the GUI will clear it right up. the value is shadowMaterial or something like that

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Hmmmm ... I already have them disabled in the Scatterer GUI. Guess I'll just have to live with it.

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A few things I've learned.

  • The broadleaf trees have a tendency to dominate almost every scenery unless specifically specified they're not wanted in a certain biome. Even then they creep up here and there: ocean floor, mountains etc.
  • Increasing the scatter density of the pine has a tremendous impact on performance. Even when being outnumbered 10 to 1 with the broadleaf. Probably because the load/unload distances are much higher.
  • KSP's scatter system seems a bit immature, the scatter type on scene load will often dominate even in unwanted biomes, we've seen trees on top of mountains in the vanilla game. Sometimes it does it right though. Some kind of a terminator would probably help, a neutral zone for scatters running along a biome border, extended 5 clicks in both directions.
  • Trees are incredibly memory hungry. With just a few scene changes, my 8GB of ram was filled.

A few questions. 

1. In the kerbin.cfg you have this section:

Scatter
						{
							materialType = CutoutDiffuse
							mesh = BUILTIN/pine
							castShadows = True
							densityFactor = 0.30
							maxCache = 512
							maxCacheDelta = 64
							maxLevelOffset = 0
							maxScale = 2
							maxScatter = 30
							maxSpeed = 500
							minScale = 0.5
							recieveShadows = True
							name = Pine00
							seed = 65465
							verticalOffset = -1
							delete = False
							collide = True
							science = False
							Material
							{
								color = 0.5447761,0.5447761,0.5447761,1
								mainTex = BUILTIN/pinetree
								mainTexScale = 1,1
								mainTexOffset = 0,0
								cutoff = 0.4402985
							}
							Experiment
							{
							}
						}

And this section is present twice. The standard broadleaf tree doesn't have this section. Is this an error or done intentionally?

2. How can I decrease the load/unload distance of a scatter type?

3. Does BaseMountains translate as Highlands?

4. Does Savannah translate as Badlands?

5. I can't find the ambient control to make the nights darker at sea level on Kerbin.

6. sunlightColor = 1, 1, 1, 1 ... R,G,B,?

 

 

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I've made a little change to my configuration because I felt sunlight was a little weak.

This is standard:

JIBHmXf.png

A bit dark for noon in the desert.  See, the plane even has it's lights on. The kerbals can't see where they're going.

 

Here's my config, I just changed the sunlight intensity values from 0.75 to 1.25. Much more like being in a desert.

BZpVQBA.png

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One thing I realized though, the broadleaf tree has no collider enabled, having no mention in kerbin.cfg. I think the performance hit with the pine is because its collider is enabled and has less to do with the load/unload distance. On occasion a pine and broadleaf occupy the same spot. Yeah, that's the moment you'll get a headache.

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  On 12/8/2016 at 3:47 PM, Azimech said:

One thing I realized though, the broadleaf tree has no collider enabled, having no mention in kerbin.cfg. I think the performance hit with the pine is because its collider is enabled and has less to do with the load/unload distance. On occasion a pine and broadleaf occupy the same spot. Yeah, that's the moment you'll get a headache.

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I will try to answer all of you questions when in not driving :)

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