tallon43 Posted May 21, 2017 Share Posted May 21, 2017 Just now, Galileo said: Not off the top of my head. Give me until tomorrow and I will throw something together. I intend to update SVE this weekend anyway Ok, Thanks for your time! Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 21, 2017 Share Posted May 21, 2017 1 minute ago, tallon43 said: Ok, Thanks for your time! Just know, my UVnoise effect will be drastically more subtle than default EVE. Quote Link to comment Share on other sites More sharing options...
gomker Posted May 21, 2017 Share Posted May 21, 2017 There used to be underwater terrain effects, among others, is that still in this mod or moved to SVT? Been searching both threads without much mentioning. Thanks Quote Link to comment Share on other sites More sharing options...
enigmasi Posted May 21, 2017 Share Posted May 21, 2017 hello I'm trying to add new texture at texture manage but it gives "Invalid Name" error every time what should I do? example: EVE_TEXTURE_CONFIG { OBJECT { name = Clouds type = TEX_CUBE_6 texXn = E.T.O/Assets/cubemaps/Earth/clouds/cxn texXp = E.T.O/Assets/cubemaps/Earth/clouds/cxp texYn = E.T.O/Assets/cubemaps/Earth/clouds/cyn texYp = E.T.O/Assets/cubemaps/Earth/clouds/cyp texZn = E.T.O/Assets/cubemaps/Earth/clouds/czn texZp = E.T.O/Assets/cubemaps/Earth/clouds/czp Quote Link to comment Share on other sites More sharing options...
Waz Posted May 22, 2017 Author Share Posted May 22, 2017 2 hours ago, enigmasi said: hello I'm trying to add new texture at texture manage but it gives "Invalid Name" error every time what should I do? example: EVE_TEXTURE_CONFIG { OBJECT { name = Clouds type = TEX_CUBE_6 texXn = E.T.O/Assets/cubemaps/Earth/clouds/cxn texXp = E.T.O/Assets/cubemaps/Earth/clouds/cxp texYn = E.T.O/Assets/cubemaps/Earth/clouds/cyn texYp = E.T.O/Assets/cubemaps/Earth/clouds/cyp texZn = E.T.O/Assets/cubemaps/Earth/clouds/czn texZp = E.T.O/Assets/cubemaps/Earth/clouds/czp You'll need to trace the problem further yourself first. Start with the smallest file that shows the problem. What is different in that file versus the EVE configs that do work? etc. Quote Link to comment Share on other sites More sharing options...
Dafni Posted May 22, 2017 Share Posted May 22, 2017 Hello guys, I installed EVE through CKAN shortly after 1.2.2 dropped and it looked awesome. Recently CKAN told me there is a new version available and I update it immediately. It still looks okay now, but I liked the previous version much better. There were more clouds, more layers I think, and they definitely moved much faster too. I liked how fast they moved. Is there a way to get the previous "stock" config back?? Talking about EVE here, and the configs it comes with. No SVE or any other non "stock EVE" configs. Thanks in advance Daf Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 22, 2017 Share Posted May 22, 2017 2 minutes ago, Dafni said: Hello guys, I installed EVE through CKAN shortly after 1.2.2 dropped and it looked awesome. Recently CKAN told me there is a new version available and I update it immediately. It still looks okay now, but I liked the previous version much better. There were more clouds, more layers I think, and they definitely moved much faster too. I liked how fast they moved. Is there a way to get the previous "stock" config back?? Talking about EVE here, and the configs it comes with. No SVE or any other non "stock EVE" configs. Thanks in advance Daf @Waz correct me if I'm wrong, but nothing changed config wise. The only real change in the update was the cloud shadows and what they can and cannot be cast on. You can go to the github repository and download the previous version if you want to try that. Quote Link to comment Share on other sites More sharing options...
Dafni Posted May 22, 2017 Share Posted May 22, 2017 17 minutes ago, Galileo said: @Waz correct me if I'm wrong, but nothing changed config wise. The only real change in the update was the cloud shadows and what they can and cannot be cast on. You can go to the github repository and download the previous version if you want to try that. Thank you. I see. I'll try that. Now that you mention it, the much weaker and much slower moving cloud shadows around the KSC were exactly what catched my attention at first. The scenes on the launchpad were so much more dramatic before. Thanks again. Quote Link to comment Share on other sites More sharing options...
enigmasi Posted May 22, 2017 Share Posted May 22, 2017 9 hours ago, Waz said: You'll need to trace the problem further yourself first. Start with the smallest file that shows the problem. What is different in that file versus the EVE configs that do work? etc. this "Invalid Name" may be related to texture itself? if something wrong with texture Quote Link to comment Share on other sites More sharing options...
Waz Posted May 28, 2017 Author Share Posted May 28, 2017 On 5/22/2017 at 4:55 PM, Dafni said: Thank you. I see. I'll try that. Now that you mention it, the much weaker and much slower moving cloud shadows around the KSC were exactly what catched my attention at first. The scenes on the launchpad were so much more dramatic before. Thanks again. I suspect this is purely a coincidence of when you happened to be looking. KSC has some days heavily clouded, others much less so. Quote Link to comment Share on other sites More sharing options...
Dafni Posted May 29, 2017 Share Posted May 29, 2017 8 hours ago, Waz said: I suspect this is purely a coincidence of when you happened to be looking. KSC has some days heavily clouded, others much less so. Thank you. This is entirely possible indeed. Does the speed of the clouds relative to the surface change too? Or is it more like a spinning layer with the same speed all over? Quote Link to comment Share on other sites More sharing options...
Waz Posted May 30, 2017 Author Share Posted May 30, 2017 16 hours ago, Dafni said: Thank you. This is entirely possible indeed. Does the speed of the clouds relative to the surface change too? Or is it more like a spinning layer with the same speed all over? With the "BoulderCo" (default) configs, there is only one cloud layer. Each layer spins at a constant speed and direction, so the clouds always appear to go over at the same speed. With multiple layers you'll see differences depending on which layer(s)'s clouds are passing overhead. In any case, I have not changed the configs since I started maintaining EVE with 1.2, nor how that part of the config is interpreted. If it's significantly different, that was an accident (but not one I would fix, since those who do write configs will have adapted by now). Quote Link to comment Share on other sites More sharing options...
Dafni Posted May 30, 2017 Share Posted May 30, 2017 I see. Thanks again. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted May 30, 2017 Share Posted May 30, 2017 Hi, when i try to install the EVE Stock planet config files (BoulderCo folder) on ckan, it throws an error saying "Cannot install [some other mod], module not available" If i try to remove the [some other mod] the error will just appear again with a different mod name when i retry. I've tried with ksp 1.2.2 and 1.3 neither works. Quote Link to comment Share on other sites More sharing options...
Waz Posted May 31, 2017 Author Share Posted May 31, 2017 10 hours ago, John007qwe said: Hi, when i try to install the EVE Stock planet config files (BoulderCo folder) on ckan, it throws an error saying "Cannot install [some other mod], module not available" If i try to remove the [some other mod] the error will just appear again with a different mod name when i retry. I've tried with ksp 1.2.2 and 1.3 neither works. I've seen similar issues when trying to change between EVE configs (eg. between BoulderCo which I test and SVE which I play). I don't know if it's bug in CKAN or in the NetKAN data for EVE. It seems CKAN only handles it well if you first uninstall things, then reinstall them. eg. uninstall EVE, then install SVE (which reinstalls EVE). Fortunately, CKAN caches the downloads themselves, so it doesn't take long. If you want to track it down permanently, you'll need to report to the NetKAN and/or CKAN developers, with a nice clean example (i.e. minimal mod selection) of what causes the problem. Quote Link to comment Share on other sites More sharing options...
Errol Posted May 31, 2017 Share Posted May 31, 2017 Does anyone know where the animated clouds from orbit in Matt Lowne's videos come from? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted May 31, 2017 Share Posted May 31, 2017 6 hours ago, Errol said: Does anyone know where the animated clouds from orbit in Matt Lowne's videos come from? Looks like a standard UVNoise animation-enabled cloudlayer, which is something not commonly used by cloud packs for main cloud layers and is often used for effects instead. Thus I believe it's the default EVE 'BoulderCo' configuration. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted May 31, 2017 Share Posted May 31, 2017 15 hours ago, Waz said: I've seen similar issues when trying to change between EVE configs (eg. between BoulderCo which I test and SVE which I play). So is SVE and stock planets config (BoulderCo) just 2 different presets, or do I need both? Quote Link to comment Share on other sites More sharing options...
Galileo Posted May 31, 2017 Share Posted May 31, 2017 2 minutes ago, John007qwe said: So is SVE and stock planets config (BoulderCo) just 2 different presets, or do I need both? They are two different set of cfgs and textures. You can only use one Quote Link to comment Share on other sites More sharing options...
Waz Posted May 31, 2017 Author Share Posted May 31, 2017 6 hours ago, John007qwe said: So is SVE and stock planets config (BoulderCo) just 2 different presets, or do I need both? SVE is EVE configs, Scatterer configs, and Kopernicus tweaks, that together Make Everything Better it requires both EVE and Scatterer to work, but Kopernicus is optional. Stock Visual Terrain (SVT) is actual terrain detail improvements (requires Kopernicus). I strongly recommend both. The default EVE configs (BoulderCo) is just an example, in my opinion. Certainly I don't change the configs and if someone wanted to contribute improvements, I'd probably just tell them to make their own config mod (except perhaps adding an aurora, because that is something that EVE tries hard to make possible but does not actually demonstrate). Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted June 1, 2017 Share Posted June 1, 2017 Hello! I'm pretty well finished making the visuals for my planet mod. I've downloaded the latest version of EVE which has this: Quote The clouds now appear in the main menu. and... I'm not getting that effect. The clouds only appear after heading to the 'settings' menu, but they're offset inside the planet. Logs and Configuration Files: Output log: https://www.dropbox.com/s/nd4lpwhr72b47fy/output_log.txt?dl=0 Cloud configuration file: https://www.dropbox.com/s/h8m5fxnfnp59xjc/Clouds.cfg?dl=0 Here's the code for the node where the clouds are applied: EVE_CLOUDS { OBJECT { name = Gaia-MainClouds body = Gaia altitude = 8000 detailSpeed = 0,6,0 settings { _DetailScale = 30 _UVNoiseStrength = 0.0008 _UVNoiseScale = 0.0075 _UVNoiseAnimation = 2,0 _MainTex { value = Olei/EVE/Atmosphere/Textures/niebos1 } _UVNoiseTex { value = Olei/EVE/Atmosphere/Textures/uvnoise1 } _DetailTex { value = Olei/EVE/Atmosphere/Textures/Detail2 } } layer2D { shadowMaterial { _ShadowFactor = 0.2 } macroCloudMaterial { _DetailDist = 2E-06 _MinLight = 0.1 } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _BumpMap = Olei/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.6 _Tex { value = Olei/EVE/Atmosphere/Textures/particle/rgb } } } } OBJECT { name = Gaia-Cirrus body = Gaia altitude = 8100 speed = 0,90,0 detailSpeed = 0,6,0 settings { _Color = 255,255,255,255 _DetailScale = 30 _UVNoiseStrength = 0.0008 _UVNoiseScale = 0.0075 _UVNoiseAnimation = 2,0 _MainTex { value = Olei/EVE/Atmosphere/Textures/Cirrus_tertiary } _DetailTex { value = Olei/EVE/Atmosphere/Textures/Detail2 } } layer2D { shadowMaterial { _ShadowFactor = 0.1 } macroCloudMaterial { _DetailDist = 2E-06 _MinLight = 0.05 } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _BumpMap = Olei/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.6 _Tex { value = Olei/EVE/Atmosphere/Textures/particle/rgb } } } } OBJECT { name = Gaia-glow body = Gaia altitude = 30000 speed = 0,0,0 detailSpeed = 0,0,0 settings { _Color = 100,100,255,80 _MainTex { value = Olei/EVE/Atmosphere/Textures/blank } _DetailTex { value = Olei/EVE/Atmosphere/Textures/clear } } layer2D { macroCloudMaterial { _RimDistSub = 2E-5 _FalloffScale = 4 } } } } NOTE: This occurs on 1.2.2 and 1.3, however my log file is from 1.3. Any help would be nice Quote Link to comment Share on other sites More sharing options...
Galileo Posted June 1, 2017 Share Posted June 1, 2017 (edited) 1 hour ago, Gameslinx said: Hello! I'm pretty well finished making the visuals for my planet mod. I've downloaded the latest version of EVE which has this: and... I'm not getting that effect. The clouds only appear after heading to the 'settings' menu, but they're offset inside the planet. Logs and Configuration Files: Output log: https://www.dropbox.com/s/nd4lpwhr72b47fy/output_log.txt?dl=0 Cloud configuration file: https://www.dropbox.com/s/h8m5fxnfnp59xjc/Clouds.cfg?dl=0 Here's the code for the node where the clouds are applied: EVE_CLOUDS { OBJECT { name = Gaia-MainClouds body = Gaia altitude = 8000 detailSpeed = 0,6,0 settings { _DetailScale = 30 _UVNoiseStrength = 0.0008 _UVNoiseScale = 0.0075 _UVNoiseAnimation = 2,0 _MainTex { value = Olei/EVE/Atmosphere/Textures/niebos1 } _UVNoiseTex { value = Olei/EVE/Atmosphere/Textures/uvnoise1 } _DetailTex { value = Olei/EVE/Atmosphere/Textures/Detail2 } } layer2D { shadowMaterial { _ShadowFactor = 0.2 } macroCloudMaterial { _DetailDist = 2E-06 _MinLight = 0.1 } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _BumpMap = Olei/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.6 _Tex { value = Olei/EVE/Atmosphere/Textures/particle/rgb } } } } OBJECT { name = Gaia-Cirrus body = Gaia altitude = 8100 speed = 0,90,0 detailSpeed = 0,6,0 settings { _Color = 255,255,255,255 _DetailScale = 30 _UVNoiseStrength = 0.0008 _UVNoiseScale = 0.0075 _UVNoiseAnimation = 2,0 _MainTex { value = Olei/EVE/Atmosphere/Textures/Cirrus_tertiary } _DetailTex { value = Olei/EVE/Atmosphere/Textures/Detail2 } } layer2D { shadowMaterial { _ShadowFactor = 0.1 } macroCloudMaterial { _DetailDist = 2E-06 _MinLight = 0.05 } } layerVolume { maxTranslation = 100,200,100 size = 2000,2.2 area = 18000,4 noiseScale = 1.2,1.3,90 particleMaterial { _BumpMap = Olei/EVE/Atmosphere/Textures/particle/particle_NRM _LightScatter = 0.6 _Tex { value = Olei/EVE/Atmosphere/Textures/particle/rgb } } } } OBJECT { name = Gaia-glow body = Gaia altitude = 30000 speed = 0,0,0 detailSpeed = 0,0,0 settings { _Color = 100,100,255,80 _MainTex { value = Olei/EVE/Atmosphere/Textures/blank } _DetailTex { value = Olei/EVE/Atmosphere/Textures/clear } } layer2D { macroCloudMaterial { _RimDistSub = 2E-5 _FalloffScale = 4 } } } } NOTE: This occurs on 1.2.2 and 1.3, however my log file is from 1.3. Any help would be nice You have to use the new kopernicus parameter "displayName" to make the clouds clouds work on the main menu. Bodies not named Kerbin do not work. cbNameLater won't work just displayName Edited June 1, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted June 1, 2017 Share Posted June 1, 2017 (edited) 29 minutes ago, Galileo said: You have to use the new kopernicus parameter "displayName" to make the clouds clouds work on the main menu. Bodies not named Kerbin do not work. cbNameLater won't work just displayName Thank you! I was using cbNameLater and DisplayName. Not sure why, but I must have forgotten to remove it. It works a treat now just some cloud shadow flickering, can probably be resolved on my end by turning off the shadowmaterial. Edited June 1, 2017 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Waz Posted June 1, 2017 Author Share Posted June 1, 2017 9 hours ago, Gameslinx said: Thank you! I was using cbNameLater and DisplayName. Not sure why, but I must have forgotten to remove it. It works a treat now just some cloud shadow flickering, can probably be resolved on my end by turning off the shadowmaterial. If you mean flicker at the main menu, that's a known issue (caused by EVE not knowing when to create clouds on a planet and sometimes creating them twice when Kopernicus is fiddling with the main menu at the same time EVE is). I wouldn't turn off the shadowMaterial just to "fix" the main menu as the problem should never happen in-game. Quote Link to comment Share on other sites More sharing options...
Errol Posted June 2, 2017 Share Posted June 2, 2017 On 2017-5-31 at 10:11 AM, The White Guardian said: Looks like a standard UVNoise animation-enabled cloudlayer, which is something not commonly used by cloud packs for main cloud layers and is often used for effects instead. Thus I believe it's the default EVE 'BoulderCo' configuration. Is there an easy way to implement something similar in my own game? I do not know how to make EVE .configs, I can barely add a cloud layer to be honest... Quote Link to comment Share on other sites More sharing options...
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