MKellerBR Posted October 16, 2016 Share Posted October 16, 2016 17 hours ago, Waz said: SVE-LowResolution isn't even part of EVE, nor AFAIK is it distributed for KSP 1.2 via CKAN. I've tested the CKAN install of EVE and it's base configs (the only EVE config currently available via CKAN), and it works fine. found the problem... conflict with StockVisualEnhancements. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 17, 2016 Share Posted October 17, 2016 (edited) Hm... Hey Waz, I'm curious if you know anything about the "Atmospheres" Tab? The only entry that appears to do anything is the RGBA settings, and even still I don't know if alpha does anything. Have you not gotten to this bit yet? http://imgur.com/a/rr6i3 Sadly I can't embed imgur albums anymore so you'll have to scroll to see the changes I made to each slider :/ - Only changing RGB did anything. The closer to 256 the more thick, the closer to 0 the more faded. I was hoping to do this type of thing again with a faded glow on the edge. I wish there was a way to make the atmosphere only visible from orbit, not have it fog up the entire surface. It seems to lay a filter in front of the camera about 500m away. EDIT: Also an interesting bug - might be nice to have eclipses the same brightness as ambient night so they aren't visibly darker through planets Edited October 17, 2016 by Avera9eJoe Quote Link to comment Share on other sites More sharing options...
Waz Posted October 17, 2016 Author Share Posted October 17, 2016 (edited) 1 hour ago, Avera9eJoe said: Hm... Hey Waz, I'm curious if you know anything about the "Atmospheres" Tab? The only entry that appears to do anything is the RGBA settings, and even still I don't know if alpha does anything. Have you not gotten to this bit yet? http://imgur.com/a/rr6i3 Sadly I can't embed imgur albums anymore so you'll have to scroll to see the changes I made to each slider :/ - Only changing RGB did anything. The closer to 256 the more thick, the closer to 0 the more faded. I was hoping to do this type of thing again with a faded glow on the edge. I wish there was a way to make the atmosphere only visible from orbit, not have it fog up the entire surface. It seems to lay a filter in front of the camera about 500m away. EDIT: Also an interesting bug - might be nice to have eclipses the same brightness as ambient night so they aren't visibly darker through planets The clouds and city lights are all I work on. The rest is better provided by other mods, I think. Yes, I've seen that eclipse weirdness too. I may look into it.... or strip it out of the default configs. Edited October 17, 2016 by Waz Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 17, 2016 Share Posted October 17, 2016 22 minutes ago, Waz said: The clouds and city lights are all I work on. The rest is better provided by other mods, I think. Yes, I've seen that eclipse weirdness too. I may look into it.... or strip it out of the default configs. Speaking of city lights have you look at why they are doubled up in orbit? Quote Link to comment Share on other sites More sharing options...
Proot Posted October 18, 2016 Share Posted October 18, 2016 Can't we add atmospherical effects to the sun or is just me doing it wrong? Also, I don't know if someone asked this before, but could be possible to have glowing effects at the dark side of a body like before? (interested mainly in auroras, but for other effects too) Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted October 18, 2016 Share Posted October 18, 2016 (edited) @Proot yes, aurora - like features now work correctly: Spoiler <REMOVE IMAGE LINK> (sample image from KSP 1.2 RSS) I cannot thank @Waz enough for fixing that issue... Edited January 28, 2017 by Phineas Freak Remove image link Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 18, 2016 Share Posted October 18, 2016 (edited) 22 minutes ago, Phineas Freak said: I cannot thank @Waz enough for fixing that issue... srsly, that was bugging the crap out of me for so long... all hail the great and powerful @Waz! Edited October 18, 2016 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 18, 2016 Share Posted October 18, 2016 2 hours ago, Proot said: Can't we add atmospherical effects to the sun or is just me doing it wrong? Also, I don't know if someone asked this before, but could be possible to have glowing effects at the dark side of a body like before? (interested mainly in auroras, but for other effects too) Hey hey!! @Proot! I was starting to wonder where you went 1 minute ago, Drew Kerman said: srsly, that was bugging the crap out of me for so long... all hail the great and powerful @Waz! Here here!!! Quote Link to comment Share on other sites More sharing options...
problemecium Posted October 18, 2016 Share Posted October 18, 2016 Is anyone else getting warning messages when the KSP Main Menu loads about two asset bundles having the same name? Quote Link to comment Share on other sites More sharing options...
Astronomer Posted October 19, 2016 Share Posted October 19, 2016 On 8/25/2014 at 1:00 PM, Astronomer said: True! It would give us even more freedom. At the very least, there should be a snow texture for the north/south pole. If we could also apply it to the mountains that would be great. At the moment, the poles are grassy. As for the rock texture, the angle is 90. Being a cg image, the scale is non-existent. However, it looks like a 4m photo of a huge rock. I filled in the missing information to make the scale work. What 8k feels like [WIP]. http://gifmaker.cc/PlayGIFAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&file=output_DTBD3I.gif&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33 Higher resolution: http://gifmaker.cc/PlayFrameAnimation.php?folder=2014082420bBfJ5RnoT2Nwq2IhMJSBMl&music=https://www.youtube.com/watch?v=jOEDsZbR6jE&start=2:33 Gotta miss the terrain feature. Is it ever coming back? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 19, 2016 Share Posted October 19, 2016 @Astronomer, its pretty much redundant now as that particular feature has been so successfully implemented by another mod and is extensively used in KSPRC and SVE to great effect. Quote Link to comment Share on other sites More sharing options...
sDaZe Posted October 19, 2016 Share Posted October 19, 2016 (edited) 2 hours ago, Astronomer said: This post is glitched lmao On 10/12/2016 at 7:23 AM, sDaZe said: Thanks for bringing this to 1.2 waz. I gotta ask this though, is it possible to add planet textures back into eve? Im sure @pingopete would appreciate it :3 On 10/12/2016 at 3:19 PM, Waz said: Planet textures never came from EVE AFAIK. What you want is a Kopernicus or TextureReplacer config.' @Astronomer I asked this a bit ago as well Edited October 19, 2016 by sDaZe Quote Link to comment Share on other sites More sharing options...
DrScarlett Posted October 21, 2016 Share Posted October 21, 2016 Hi Waz, I was wondering what is the difference (or the similarity) between EVE and SVE? They look sort of the same to me, at first glance when I read the descriptions, and I don't know if I should use them both. Could you enlighten me a bit, if it is not too much trouble? Also it looks like CKAN doesn't allow me to install both. Greetz, Dr. Scarlett Quote Link to comment Share on other sites More sharing options...
TwistedMinds Posted October 21, 2016 Share Posted October 21, 2016 1 minute ago, DrScarlett said: Hi Waz, I was wondering what is the difference (or the similarity) between EVE and SVE? They look sort of the same to me, at first glance when I read the descriptions, and I don't know if I should use them both. Could you enlighten me a bit, if it is not too much trouble? Also it looks like CKAN doesn't allow me to install both. Greetz, Dr. Scarlett SVE is a custom config package using EVE, Distant Objects and Scatterer. Different textures and color palettes, opacity, etc... SVE comes with all the other plugins required (eve, distant objects and scatterer) bundled with it. Quote Link to comment Share on other sites More sharing options...
DrScarlett Posted October 21, 2016 Share Posted October 21, 2016 Ahhhh I get it. Thank you. CKAN tells me to remove scatterer and EVE before installing SVE, but allows me to keep my existing Distant Objects. Will I end up with a double install of DOE? Quote Link to comment Share on other sites More sharing options...
Waz Posted October 22, 2016 Author Share Posted October 22, 2016 18 hours ago, DrScarlett said: Ahhhh I get it. Thank you. CKAN tells me to remove scatterer and EVE before installing SVE, but allows me to keep my existing Distant Objects. Will I end up with a double install of DOE? Currently it's a bit messy like that, but hopefully now that @Galileo and I are in sync, he can safely just distribute SVE as pure additions rather than a repackaging. Historically, SVE is called that because it was a "Stock" version of the RVE mod (which was a mod providing Real Solar System content for EVE). I prefer to think of SVE as "the proper way to use EVE" :-), but ultimately there are other configs, such as @parameciumkid's one, and of course the BoulderCo ones which are currently maintained with the mod plugin. Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 22, 2016 Share Posted October 22, 2016 7 minutes ago, Waz said: Currently it's a bit messy like that, but hopefully now that @Galileo and I are in sync, he can safely just distribute SVE as pure additions rather than a repackaging. Historically, SVE is called that because it was a "Stock" version of the RVE mod (which was a mod providing Real Solar System content for EVE). I prefer to think of SVE as "the proper way to use EVE" :-), but ultimately there are other configs, such as @parameciumkid's one, and of course the BoulderCo ones which are currently maintained with the mod plugin. i am very close to releasing yet another update that will play nicer with CKAN. I will include a README in the next update that will have detailed instructions on how to install manually Quote Link to comment Share on other sites More sharing options...
DrScarlett Posted October 22, 2016 Share Posted October 22, 2016 1 minute ago, Galileo said: i am very close to releasing yet another update that will play nicer with CKAN. Excellent! *thumbs up* Quote Link to comment Share on other sites More sharing options...
panzer1b Posted October 23, 2016 Share Posted October 23, 2016 Im currently working on my own visual pack based on eve, and im wondering whether there is a way to replicate something you could do in the older versions of EVE but i just cant figure out how to do it now... Im trying to make a similar halo effect around the planet (the soft glow thats blue on the daylight side and black on the evening side). This screenie was from liek 0.25 or something so im not sure if EVE has changed enough to make this impossible (it may be the case but i sure hope not), but if possible, could someone who knows the inner workings of EVE help me figure out how to do this... The following is a piece of code responsible for the effect: CLOUD_LAYER { SAVED { body = Laythe altitude = 20000 volume = False color { r = 0.35 g = 0.5 b = 1 a = 0.4 } main_texture { file = BoulderCo/Clouds/Textures/blank1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0.0001 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } Is it possible to create this (or something very similar) in the current EVE or am i just dreaming or something thats impossible? If so, could you guys help me to get it working in the modern EVE (1.2 version). Thanks... Quote Link to comment Share on other sites More sharing options...
Speadge Posted November 2, 2016 Share Posted November 2, 2016 (edited) any idea why it doesnt seem to load SVE in MY 1.2.1 install? tried multiple downloads and since galileo said it is working, i wonder what i could have done wrong. just copied all my mods from 1.2 to 1.2.1. As said, updated all parts of SVE, if possible Edit: yeah, no logs attached cause i wanted to have further feedback if it is working or not - dont want to waste s.o. time digging with my logs EDIT2: doesnt load EVE-config as well Edit3: cant open alt-0 Config.... donno whats broken here. other mods working well 4000+ patches via module manager, scatterer also working fine ----- ok, absolute no clue why this isnt working... Help please. complete clean steam download + eve basic config and mod Ksp.log output.log screenshot Edit 4: downloaded it AGAIN. seems 2 work in the clean install now -.- found it: was an old clouds.cfg from "poods OPM-VO". Somehow it didnt matter before Edited November 2, 2016 by Speadge Quote Link to comment Share on other sites More sharing options...
Sandworm Posted November 2, 2016 Share Posted November 2, 2016 Question: How do I slow down the clouds? I'm building a larger-than-stock system via kopernicus. Everything is coming together but the clouds are whipping by comically. "detailSpeed = 0,20,0" What do these three variables do? Or am I completely wrong about this being the speed control? Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 2, 2016 Share Posted November 2, 2016 Just now, Sandworm said: Question: How do I slow down the clouds? I'm building a larger-than-stock system via kopernicus. Everything is coming together but the clouds are whipping by comically. "detailSpeed = 0,20,0" What do these three variables do? Or am I completely wrong about this being the speed control? detail speed does not control the speed of the clouds but the speed of the detail texture on the clouds. there is a "Speed" value that can be set though. you may have to set the detail speed to be slower as well. Quote Link to comment Share on other sites More sharing options...
Sandworm Posted November 2, 2016 Share Posted November 2, 2016 30 minutes ago, Galileo said: detail speed does not control the speed of the clouds but the speed of the detail texture on the clouds. there is a "Speed" value that can be set though. you may have to set the detail speed to be slower as well. Thanks. I played around with "Speed" but found that "speed" seems to be more correct. "speed = 60" seems to have stopped the clouds. The detail still moves like boiling water but the clouds and their shadows are now under control. Quote Link to comment Share on other sites More sharing options...
Waz Posted November 3, 2016 Author Share Posted November 3, 2016 6 hours ago, Sandworm said: Thanks. I played around with "Speed" but found that "speed" seems to be more correct. "speed = 60" seems to have stopped the clouds. The detail still moves like boiling water but the clouds and their shadows are now under control. Possibly you're referring to the animation of the UV noise, which is controlled by: _UVNoiseAnimation set this to 0,0 and it will not animate. Or turn it off completely with _UVNoiseStrength=0 See the sample configs for more examples. Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted November 4, 2016 Share Posted November 4, 2016 So I'm getting these weird hexagons when I take off from Kerbin: They don't seem to appear when I reenter the atmosphere, and I'm pretty sure it's EVE's doing. Quote Link to comment Share on other sites More sharing options...
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