cyberKerb Posted October 13, 2017 Share Posted October 13, 2017 Just now, Galileo said: I don’t think the position or texture can be changed on the fly, if that’s what you are asking. yeah it was. I wanted to see if it was possible to change how far from the poles the aurora appears. Sounds like with it being a texture it's not possible to change it's coverage range. Quote Link to comment Share on other sites More sharing options...
Waz Posted October 13, 2017 Author Share Posted October 13, 2017 22 minutes ago, wile1411 said: Hi @Waz are the auroras a fixed element? I was wondering if there is an extendibility in the mod to allow other mods to modify some settings from EVE while the game is running (not via the Tracking centre menus). Specifically, are the auroras stuck at the poles or can they be "stretched" down to lower latitudes? (eg during a solar storm) Good question. I don't know enough about KSP modding to know how inter-mod API calls can work. If you can find out how to call into EVE code, I can help you work out what it is you need to call for a specific task. Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 13, 2017 Share Posted October 13, 2017 3 minutes ago, wile1411 said: yeah it was. I wanted to see if it was possible to change how far from the poles the aurora appears. Sounds like with it being a texture it's not possible to change it's coverage range. Maybe you could with the right kind of noise, you could make something happen. Triggering it during a specific event though, I don’t know if that is feasible. Perhaps it is though, I don’t know squat about implementing something like that Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 13, 2017 Share Posted October 13, 2017 If you could scale the cube face independently on a side then you could theoretically increase or decrease an aurora. For my packs I implement the aurora on one cube face and utilise it on the Y+ and Y- faces. Waz, would it be at all possible to use a scalar function to increase or decrease the UV mesh for one of the faces? Quote Link to comment Share on other sites More sharing options...
Waz Posted October 13, 2017 Author Share Posted October 13, 2017 9 hours ago, Poodmund said: If you could scale the cube face independently on a side then you could theoretically increase or decrease an aurora. For my packs I implement the aurora on one cube face and utilise it on the Y+ and Y- faces. Waz, would it be at all possible to use a scalar function to increase or decrease the UV mesh for one of the faces? Such that it wasn't a sphere but rather 6 domes? Sure. That would also improve performance as the auroras wouldn't be drawn all over the planet. For a UVsphere it would also be useful to have ones that just cover the poles (or wherever they are rotated to) - good for auroras or for localized storms. If someone wants to test this wort of thing, I'm more than happy to do builds that implement various possibilities. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 13, 2017 Share Posted October 13, 2017 Currently I have been using this: OBJECT { name = PoodsOPMVO/Textures/aurora type = TEX_CUBE_6 texXn = PoodsOPMVO/Textures/auroraBlank texXp = PoodsOPMVO/Textures/auroraBlank texYn = PoodsOPMVO/Textures/auroraCube texYp = PoodsOPMVO/Textures/auroraCube texZn = PoodsOPMVO/Textures/auroraBlank texZp = PoodsOPMVO/Textures/auroraBlank } Where the auroraCube is a 1024px DXT5 texture and the auroraBlank is a 4px DXT5 texture that is completely blank. I did a similar thing with a storm (link in signature). I'd be happy to test anything you implement or are playing around with, its all good fun and games. Quote Link to comment Share on other sites More sharing options...
Waz Posted October 14, 2017 Author Share Posted October 14, 2017 Okay, try out this package. It adds an "arc" variable to the clouds. If you set it to anything other than 360, a different codepath will be used and only the given number of degrees will be meshed. Normally, the clouds are rendered on a subdivided half-isosphere that faces the camera. With this code, it's rendered on a UVsphere, and that mesh is rotated along with the texture. I feel we'll need another set of parameters to rotate the mesh around and the texture around with it, to allow a storm say to wander around the surface while itself spinning on its axis - I don't really know, I'm no content artist :-) https://1drv.ms/u/s!Ah0aNuGsTYhahH6FE9n8971ygI3Z Quote Link to comment Share on other sites More sharing options...
CreeperKingSM Posted October 14, 2017 Share Posted October 14, 2017 how do we add more cloud layers? Quote Link to comment Share on other sites More sharing options...
themaster401 Posted October 14, 2017 Share Posted October 14, 2017 13 hours ago, CreeperKingSM said: how do we add more cloud layers? Ever made contact with the EVE GUI in the Tracking Station? It ain't infected with Xenomorph chemical. Quote Link to comment Share on other sites More sharing options...
Jdav232 Posted October 15, 2017 Share Posted October 15, 2017 (edited) Hey o, Having an issue I can't seem to solve. The atmo is blank, just white. I'll include screen shots. Using 1.3.1, which I know this is not officially updated for. But People seem to have it work just fine. I'm wondering if I am missing something. I am using the Boulder Co configs. https://ibb.co/b9mbFm https://ibb.co/jxRyT6 Any help would be appreciated EDIT: Turns out it happens even after removing the mod. Super weird. Edited October 15, 2017 by Jdav232 Update Quote Link to comment Share on other sites More sharing options...
Cyrus Playz Posted October 16, 2017 Share Posted October 16, 2017 Help meh Eve doesn't work.(how to paste image here?) Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 16, 2017 Share Posted October 16, 2017 1 hour ago, Cyrus Playz said: Help meh Eve doesn't work.(how to paste image here?) Upload your image to an image sharing website (Imgur is popular but pretty much anywhere will work) and then paste the URL of the uploaded image into the forum. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 16, 2017 Share Posted October 16, 2017 7 hours ago, Cyrus Playz said: Help meh Eve doesn't work.(how to paste image here?) What @Aelfhe1m said, plus read this thread. At a minimum, you should be providing your KSP and EVE versions. A shot of your GameData folder might come in handy, too. Quote Link to comment Share on other sites More sharing options...
Cyrus Playz Posted October 20, 2017 Share Posted October 20, 2017 1.2.2 ksp Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 20, 2017 Share Posted October 20, 2017 So, do you have the correct EVE version for KSP 1.2.2? Did you follow the install instructions in the OP? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 20, 2017 Share Posted October 20, 2017 With the recent announcement of SQUAD working on upgrading the project to Unity 2017.1 for KSP 1.4, this potentially has some benefits/applications that EVE could take advantage of: Quote Particles: Apply Noise Module data to particles sizes and rotations, and also send the noise data to your shaders via new Custom Vertex Streams. Quote Link to comment Share on other sites More sharing options...
Waz Posted October 21, 2017 Author Share Posted October 21, 2017 9 hours ago, Poodmund said: With the recent announcement of SQUAD working on upgrading the project to Unity 2017.1 for KSP 1.4, this potentially has some benefits/applications that EVE could take advantage of: Unfortunately, EVE doesn't even use Unity particles to draw the clouds (another reason they are slow). I'm thinking the only reasonable path forward on that would be to deprecate the old system and add an all-new system. I'm not sure I have the guts to attempt that though. Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 21, 2017 Share Posted October 21, 2017 8 hours ago, Waz said: Unfortunately, EVE doesn't even use Unity particles to draw the clouds (another reason they are slow). I'm thinking the only reasonable path forward on that would be to deprecate the old system and add an all-new system. I'm not sure I have the guts to attempt that though. You might just be the hero we need. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 21, 2017 Share Posted October 21, 2017 10 hours ago, Waz said: Unfortunately, EVE doesn't even use Unity particles to draw the clouds (another reason they are slow). I'm thinking the only reasonable path forward on that would be to deprecate the old system and add an all-new system. I'm not sure I have the guts to attempt that though. yea but it sounds like you have the brains Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted October 22, 2017 Share Posted October 22, 2017 When installed via CKAN which module should I select? Im alittle confused. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted October 22, 2017 Share Posted October 22, 2017 On 10/21/2017 at 8:06 AM, Poodmund said: With the recent announcement of SQUAD working on upgrading the project to Unity 2017.1 for KSP 1.4, this potentially has some benefits/applications that EVE could take advantage of: Is there anything currently in-game that's even close to this? The lighting / hair effect of Reentry is the only thing I can think of. Quote Link to comment Share on other sites More sharing options...
RyGuy_McFly Posted October 23, 2017 Share Posted October 23, 2017 Hi there, not sure if this is a bug or not, but is Eve supposed to be completely pink with opaque clouds? Pic: https://imgur.com/w3A3bw2 I'm only running this and Scatterer, all up to date. Thanks! Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 23, 2017 Share Posted October 23, 2017 (edited) 22 hours ago, wile1411 said: Is there anything currently in-game that's even close to this? The lighting / hair effect of Reentry is the only thing I can think of. The reentry effects are actually fur shaders being overlaid onto each other. HarvesteR did a talk on this effect quite a few years back: https://youtu.be/mXTxQko-JH0?t=24m31s. Edited October 23, 2017 by Poodmund Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted October 23, 2017 Share Posted October 23, 2017 (edited) 2 hours ago, Poodmund said: The reentry effects are actually fur shaders being overlaid onto each other. HarvesteR did a talk on this effect quite a few years back: https://youtu.be/mXTxQko-JH0?t=24m31s. Fur / hair - my memory was close, but yours is obviously better as I didn't even remember it was a video. Is there any screen static/snow effect that's available at the moment? Edited October 23, 2017 by wile1411 Quote Link to comment Share on other sites More sharing options...
Starslinger999 Posted October 24, 2017 Share Posted October 24, 2017 (edited) It seems to not be working for me. (Will get logs soon) Edited October 24, 2017 by Starslinger999 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.