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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]


Waz

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1 hour ago, Waz said:

Not without also affecting it in other views. The same could be said about looking at Earth from space, and NASA cannot tweak any Earth.cfg file. The in-game solution would be to use Scansat or the commnet scanner thing.

Earth.cfg would be really comfortable solution for many problems :)

 

Got it, thank you!

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  • 2 weeks later...

Pitch Black Eclipses

With an EVE_SHADOWS configuration defined, airless worlds end up pitch black when eclipsed by another body. Local ship lights don't appear to illuminate the ground, and vacuum ambient light settings (stock or PlanetShine) have no effect.

The configuration is the one included with Stock Visual Enhancements. I turn off eclipses in Scatterer and this still happens. I remove the EVE_SHADOWS configurations and this stops happening, though the 'light side' of an airless moon is still fully illuminated while eclipsed. Solar panels stop working as they should, however.

Is there a way to have eclipses behave more like the dark sides of airless worlds? 

To reproduce: Load a Stock Visual Enhancements configuration with EVE and Scatterer added, and observe any airless moon eclipsed by their parent body. Good examples are the Mun, Ike, Vall and Tylo.

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I am getting some spam in my console .

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at CityLights.LocalCityComponent.OnPreCull () [0x00000] in <filename unknown>:0

 

Edited by jesterlol
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15 hours ago, jesterlol said:

I am getting some spam in my console .


(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at CityLights.LocalCityComponent.OnPreCull () [0x00000] in <filename unknown>:0

 

KSP version?

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Hello @Waz, & @panzer1b,

Enjoying these mods. Thanks for the work you are doing. They are really making this game much more visually appealing. The Clouds EVE adds are IMO great looking, really don't know how they could even appear better. And I personally like the more SciFi look of the planets with SciFiVE over the more realistic mods. 

 

@Waz , I am not 100% sure. But I think the issue I am having is coming from EVE? I downloaded a clean install to run my tests to rule out anything else. And to help you rule out anything else if you care to help my issue.

@panzer1b, I am not 100% sure that it is EVE doing this, so that is why I tagged you here. I have not jumped into all this knowledge (all my motivation is wrapped around learning kOS at the moment) on how to understand the logs.

 

I have ran SciFiVE with out EVE and it works beautifully, albiet no clouds...

I have ran just EVE with out SciFive and again works like the stock game...

 

When I run the both together, I get serious glitching/freezing when at the space center or on the launchpad and launch a rocket, I usually run at around 100-120 FPS then I get a glitch/freeze and in bumps me down to around 8 - 15 FPS, It will do this a few times and then the game will crash.

 

Here is the log from the KSP.log   https://www.dropbox.com/s/3y49ikjvjaiohj7/KSP.log?dl=0

Here is the log from output_log   https://www.dropbox.com/s/y4k25d7fbk7t1bz/output_log.txt?dl=0

 

I am not able to record what I did to create this, But how I did it was like this.

1. downloaded a clean install of KSP 1.3.1

2. downloaded and installed SciFiVE & EVE and put them into the GameData Folder.

3. took the Science Jr. on a flight.

 

BTW thanks for you time, if you provide it. I am always pressed for time in my life also, so I do appreciate it. Also I read the "How to get help post a couple times now" So I think/hope I am not being derelict on my part here.

 

 

EDIT: I also downloaded 1.3.0 and I just replicated the freezing/glitching in that release also. I cant't get a game crash, but I can get freezing for 30 ~ 40 seconds.

 

Edited by Agog
More information to help the modder(s).
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Hello @Waz, & @panzer1b,

 

I am 100% sure that this issue was my fault. Apologies if any of you tried to replicate it.

 

I sat up until late last night trying all kinds of things. Some you you scratch your head at I am sure.

 

I gave up, and went to bed. Pondered the issue for a while, woke up and ran Prime95 to stress test my PC to rule out any more possibilities. Yup... it was my PC not being stable. SMH!!!! :blush:

 

I immediately thought I have to delete my KSP Forum account and pretend I am someone else. Then I had a cup of coffee and thought I need to own up to this mistake so you don't possibly waste any of your time trying to replicate this!

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okay, this is probably a known issue, but I'm running a partial copy of new horisons, a planet of my own making, and OPM.

from orbit, all the non-stock rocky planets are covered with swirling lines, and the gas giands are just solid swirling lines. i copied the cloud texture for kerbin  onto the aired words.

I'm assuming this is some sort of Noob mistake. i' never installed EVE before

my modpack

OPM

Kopernicus

Larth (my planet)

New Horisons

StockVisualEnhancements

PlanetShine

DistantObject

CustomAsteroids

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I'm stupid as well, until I get the hang of this.

 

EVE and SVE installed, my city lights seem layered, and I have a screenshot attached.

Double city lights png

I know it must be a duplicate of configs somewhere, and I have tried removing various files/folders to obtain better results, all have failed me.

 

Any assistance would be welcome, I'm on 1.3.1 and can supply more info if requested.

 

 

Edited by RW-1
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  • 2 weeks later...

Little bug I found.

When viewing bodies that are being eclipsed through planetary rings, like Hale through Sarnus' rings in OPM, the black layer causing the eclipse is invisible and the planet shows up normally. It isn't a big issue, but it doesn't seem like it would be too hard to fix.

Thanks.

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On 12/4/2017 at 1:51 PM, Gordon Fecyk said:

Pitch Black Eclipses

With an EVE_SHADOWS configuration defined, airless worlds end up pitch black when eclipsed by another body. Local ship lights don't appear to illuminate the ground, and vacuum ambient light settings (stock or PlanetShine) have no effect.

The configuration is the one included with Stock Visual Enhancements. I turn off eclipses in Scatterer and this still happens. I remove the EVE_SHADOWS configurations and this stops happening, though the 'light side' of an airless moon is still fully illuminated while eclipsed. Solar panels stop working as they should, however.

Is there a way to have eclipses behave more like the dark sides of airless worlds? 

To reproduce: Load a Stock Visual Enhancements configuration with EVE and Scatterer added, and observe any airless moon eclipsed by their parent body. Good examples are the Mun, Ike, Vall and Tylo.

I would like to solve this exact same problem if anyone knows how.

Is there a setting to alter just how 'dark' the shadow is? For example, making the shadow 99% darkness instead of 100%? Assuming it works that way at all?

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20 minutes ago, VonFrank said:

I would like to solve this exact same problem if anyone knows how.

Is there a setting to alter just how 'dark' the shadow is? For example, making the shadow 99% darkness instead of 100%? Assuming it works that way at all?

No that’s not how it works. It would take recoding the way eclipses are done in EVE.

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I'm trying to learn how to work with the .cfgs for clouds, on my older laptop. I've run into a weird problem, early on, that I cannot figure out. 

Here's what I'm trying to do; I want to take the aurora layers from SVE and add them to the stock E.V.E. .cfgs, so I put the SVE textures folder in it's normal location (GameData>StockVisualEnhancements>Textures) and then added the associated objects to the clouds.cfg in the boulderCo folders (shown in spoiler bellow). I also added the object for the duna dustorms. 

Now the problem is that it only works on kerbin. None of the other planets that I added anything to got anything added to them, except kerbin, which did get the extra cloud layer, and the aurora layer added to it just fine. Anyone know what I did wrong?

Ping: @Waz

Spoiler

EVE_CLOUDS
{
	OBJECT
	{
		name = Kerbin-Auroras
		body = Kerbin
		altitude = 22000
		speed = 0,100,0
		detailSpeed = 0,1000,0
		settings
		{
			_DetailScale = 6
			_UVNoiseScale = 0.3
			_UVNoiseStrength = 0.02
			_UVNoiseAnimation = 0.1,0.35
			_Color = 255,255,255,150
			_DistFadeVert = 1E-02
			_DetailDist = 1E-09
			_MainTex
			{
				value = StockVisualEnhancements/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/AuroraDetail
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = Kerbin-MainClouds
		body = Kerbin
		altitude = 4000
		speed = 0,20,0
		settings
		{
			_DetailScale = 10
			_DistFadeVert = 3.99999E-05
			_UVNoiseAnimation = 0.2,0.2
			_UVNoiseStrength = 0.0001600001
			_Color = 255,255,255,300
			_DetailDist = 2E-06
			_UVNoiseScale = 0.0039999998
			_MainTex
			{
				value = StockVisualEnhancements/Textures/kerbin1
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/DetailLow
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffScale = 10
				_RimDist = 0.001
				_FalloffPow = 0.7
				_InvFade = 0.02
			}
			shadowMaterial
			{
				_ShadowFactor = 0.35
			}
		}
		layerVolume
		{
			area = 15000,3
			noiseScale = 1.2,1.2,90
			followDetail = True
			size = 5000,2
			rotationSpeed = 0.0010000001
			particleMaterial
			{
				_Tex = StockVisualEnhancements/Textures/particle/rgb
				_BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.0
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Kerbin-clouds1
		body = Kerbin
		altitude = 9000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_DetailScale = 30
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_MainTex
			{
				value = BoulderCo/Atmosphere/Textures/fair
				type = CubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		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
			}
		}
	}
	OBJECT
	{
		name = Laythe-Auroras
		body = Laythe
		altitude = 8000
		speed = 0,100,0
		detailSpeed = 0,1000,0
		settings
		{
			_DetailScale = 6
			_UVNoiseScale = 0.3
			_UVNoiseStrength = 0.02
			_UVNoiseAnimation = 0.1,0.35
			_Color = 50,150,255,150
			_DistFadeVert = 1E-02
			_DetailDist = 1E-09
			_MainTex
			{
				value = StockVisualEnhancements/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/AuroraDetail
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 1
			}
		}
	}
	OBJECT
	{
		name = Laythe-clouds1
		body = Laythe
		altitude = 6000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 20
			_Color = 102,102,153,255
			_MainTex
			{
				value = BoulderCo/Textures/cube
				type = AlphaCubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
	OBJECT
	{
		name = Duna-clouds1
		body = Duna
		altitude = 8000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseScale = 0.05
			_UVNoiseStrength = 0.005
			_UVNoiseAnimation = 0.5,0.02
			_DetailScale = 20
			_Color = 150,150,150,255
			_MainTex
			{
				value = BoulderCo/Textures/cube
				type = AlphaCubeMap
				alphaMask = ALPHAMAP_G
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
	OBJECT
	{
		name = Duna-DustStorms
		body = Duna
		speed = 0,75,0
		altitude = 2001
		detailSpeed = 0,300,0
		killBodyRotation = True
		settings
		{
			_MainTex = StockVisualEnhancements/Textures/duststorms
			_DetailTex = StockVisualEnhancements/Textures/detail1
			_DetailScale = 2
			_DistFadeVert = 4E-05
			_Color = 85,37,17,255
		}
		layerVolume
		{
			visibleRange = 10000
			rotationSpeed = 0.0025000001
			maxTranslation = 100,200,100
			area = 2000,2
			followDetail = True
			size = 4000,2
			particleMaterial
			{
				_Tex = StockVisualEnhancements/Textures/particle/rgb
				_BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.0
				_Opacity = 1.25
				_MinScatter = 1.5
			}
		}
	}
	OBJECT
	{
		name = Eve-Auroras
		body = Eve
		altitude = 9201
		speed = 0,100,0
		detailSpeed = 0,1000,0
		settings
		{
			_DetailScale = 6
			_UVNoiseScale = 0.3
			_UVNoiseStrength = 0.02
			_UVNoiseAnimation = 0.1,0.35
			_Color = 755,50,500,80
			_DistFadeVert = 1E-02
			_DetailDist = 1E-09
			_MainTex
			{
				value = StockVisualEnhancements/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/AuroraDetail
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 0.75
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds1
		body = Eve
		altitude = 4000
		speed = 0,90,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds2
		body = Eve
		altitude = 6000
		speed = 0,80,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds3
		body = Eve
		altitude = 8000
		speed = 0,70,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds4
		body = Eve
		altitude = 10000
		speed = 0,60,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds5
		body = Eve
		altitude = 12000
		speed = 0,50,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Jool-clouds1
		body = Jool
		altitude = 4500
		speed = 0,90,0
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseScale = 0.1
			_UVNoiseStrength = 0.007
			_UVNoiseAnimation = 1,0.1
			_DetailScale = 120
			_Color = 26,43,16,255
			_MainTex
			{
				value = BoulderCo/Textures/jool
				type = AlphaCubeMap
				alphaMask = ALPHAMAP_R
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
}

 

 

Edited by Errol
EDIT: Fixed this by finding a couple files out of place in my texture folders, and a few values that made no sense in the .cfgs.......nothing to see here......
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  • 2 weeks later...

Hi there

I'm not sure how I'm the first one to see this, but, I'm sorry to have to report that EVE seems to leak like quite severely.

Maybe it's because I play real time and so I can leave my machine running for days on end...

Anyway, I am running KSP 64 bit 1.3.1.1891 and EVE 1.2.2.1
My entire reproduction method is to download the EVE and config files from the links at the start of this thread, place the correct files in GameData, and start KSP
From this point on, it leaks around 700KB every second. Prior to placing the EVE and BoulderCo directories, there was no noticable leak.

I don't have to DO anything. I start a new game, and leave it with nothing else happening, view of the KSC, and wait.

No other mods are in use.

It means I have to restart KSP about every 4 hours, as it all becomes completely unresponsive and the process has grown from 3GB to 10GB

I'm not quite sure how to insert logfiles here, but the logfile in KSP_x64_Data/output_log.txt hasn't changed since the game started to load, and doesn't seem to have anything especially useful in it...

I'm happy to try and help as much as I can. I'm a professional developer, and don't mind spending a little time on this.
 

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On 1/22/2018 at 9:44 AM, lgpmichael said:

I'm not quite sure how to insert logfiles here, but the logfile in KSP_x64_Data/output_log.txt hasn't changed since the game started to load, and doesn't seem to have anything especially useful in it...

How To Get Support (READ FIRST) - Technical Support (PC, modded installs) - Kerbal Space Program Forums.  Essentially, upload your files to any sharing service (Dropbox, Google Drive, Imgur, as appropriate, etc.) and post the links here.

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Though a workaround i found(seems Errol had the same idea...sorta lol) with sve ive gotten city lights and clouds to spawn. With the absence of all texture manager related items. What is the purpose of those textures?? I see the BoulderCo has texture subfolders in atmosphere and citylights folders. Im confused...

 

(im talking about the textures.cfg and Textures folder it points too with files cubex,cubey, etc

Edited by Jesusthebird
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Hey there, so here's the thing. My game crashes every time I try to land on Eve. I'd like to fix that by applying the clouds from Laythe to Eve as well. But I can't for the life of me figure out how it's done. Any chance there's an expert out there who can help me?

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Hello,i tried to edit cfg so that the clouds on dark side are not so dark(black).But i have problem,there is "belt" between dark and illuminated side of a planet,where the clouds remain black (pictures) ,it gets even more noticable if i make clouds brighter.
here is my .cfg for kerbin:

Spoiler

OBJECT
 {
  name = Kerbin-clouds1
  body = Kerbin
  altitude = 4000
  detailSpeed = 0,500,0
  settings
  {
   _DetailTex = BoulderCo/Atmosphere/Textures/detail1
   _DetailScale = 30
   _UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
   _MainTex
   {
    value = BoulderCo/Textures/cube
    type = AlphaCubeMap
    alphaMask = ALPHAMAP_B
   }
  }
  layer2D
  {
   shadowMaterial
   {
                                _ShadowFactor = 0.2
   }
   macroCloudMaterial
   {
                                _MinLight = 0.03
    _DetailDist = 2E-06
   }
  }
  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
                                //_MinLight = 0.05
   }
  }
 }

Can someone tell me how to fix that,or if it's even possible?

here are also logs,in case this is a bug

Edited by sebi.zzr
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