Frank Einstein Posted August 2, 2019 Share Posted August 2, 2019 On 7/31/2019 at 7:59 PM, 4x4cheesecake said: It is hardcoded so you have to edit the source code and compile it on your own. The line of code you're looking for is this one: https://github.com/WazWaz/EnvironmentalVisualEnhancements/blob/a60d4a54e374340e1c5cd3f2927d72a39b151b05/EveManager/GlobalEVEManager.cs#L126 Thank you! Quote Link to comment Share on other sites More sharing options...
m4ti140 Posted August 2, 2019 Share Posted August 2, 2019 (edited) How does the transition between day and night city detail textures work? Does it display both layered on top of each other and increase the light opacity as the time of day changes? Or does it slowly fade the day texture as the night texture gets brighter? Also does the night texture support transparency? Or is black treated as transparent on it? Edited August 2, 2019 by m4ti140 Quote Link to comment Share on other sites More sharing options...
oversoul Posted August 13, 2019 Share Posted August 13, 2019 On 7/26/2019 at 5:19 PM, Galileo said: And? Exactly why I was terrified to ask for help... and kept grinding along until I figured it out for myself! haha Quote Link to comment Share on other sites More sharing options...
Aluminum Oxide Posted August 24, 2019 Share Posted August 24, 2019 Hi, is there a way in the config file to adjust brightness, cos I want to get some of my clouds and aurora visible on the night side of the planet. Thanks Quote Link to comment Share on other sites More sharing options...
pingopete Posted August 27, 2019 Share Posted August 27, 2019 (edited) Is anyone having issues in the latest version of EVE (1.4.2-2) using cubemaps, I'm finding that eve doesn't seem to recognize predifined cubemap textures in textures.cfg. I'm not certain but I also found in some other examples that eve would read text editor config defined cubemap 'textures' fine but as soon as the apply was hit all eve features would stop running/appearing (perfmance boost at this point so assuming there actually no longer being loaded in game), I looked in the configs extensively before and after and noticed that the format of some parts of the config had changed e.g. from: _DetailTex = modname/Assets/Atmosphere/Detail/filename _UVNoiseTex = modname/Assets/Atmosphere/Detail/filename to being bracketed like this: _DetailTex { value = modname/Assets/Atmosphere/Detail/filename } _UVNoiseTex { value = modname/Assets/Atmosphere/Detail/filename } Could be completely irrelevant but thought I'd mention it seen as it was a change that occurred when the cubemaps stopped working. In addition to this a text editor defined cubemap texture name works until it is editied and changed back to the exact same name in the in-game GUI becoming red indicating EVE may no longer recognize the texture. It should also be noted I'm running this with scatterer, and on some occasions I found that having the scatterer config setting usesCloudIntegration = false made the clouds reappear but not in every instance. After some more digging it looks like scatterer 0.054 EVE cloud integration prevent EVE (1.4.2-2) from reading cubemapped clouds, they work with this feature disabled but there are then a host of other visual bugs sadly. Can anyone else confirm this? Edited August 27, 2019 by pingopete Quote Link to comment Share on other sites More sharing options...
Waz Posted September 5, 2019 Author Share Posted September 5, 2019 On 8/25/2019 at 5:59 AM, Aluminum Oxide said: Hi, is there a way in the config file to adjust brightness, cos I want to get some of my clouds and aurora visible on the night side of the planet. Thanks Sounds like _MinLight is what you're after. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted September 5, 2019 Share Posted September 5, 2019 Sneaky update to 1.7 Much appreciated @Waz Quote Link to comment Share on other sites More sharing options...
Waz Posted September 5, 2019 Author Share Posted September 5, 2019 5 minutes ago, 4x4cheesecake said: Sneaky update to 1.7 Much appreciated @Waz The old build was working fine in my testing, but there were some bits and pieces sitting in the repo that needed releasing. ... plus I'm starting a new KSP session :-) The new build has support for BumpMaps on clouds. No idea if that's useful to anyone... Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 5, 2019 Share Posted September 5, 2019 1 minute ago, Waz said: The old build was working fine in my testing, but there were some bits and pieces sitting in the repo that needed releasing. ... plus I'm starting a new KSP session :-) The new build has support for BumpMaps on clouds. No idea if that's useful to anyone... It's useful. Thank for releasing that feature Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 5, 2019 Share Posted September 5, 2019 1 hour ago, Waz said: No idea if that's useful to anyone... You had a test release a while ago didn't you? Or at least a call out for textures you could test with. I don't recall there being much response. Hopefully tho more people check it out now that it's released Quote Link to comment Share on other sites More sharing options...
pingopete Posted September 13, 2019 Share Posted September 13, 2019 (edited) Has anyone managed to get the latest version of EVE (for 1.7.3) to work with cubemaps? I'm still having the GUI not recognise predifined cubemap 'texture' configs EDIT: looking in the logs I found this: [LOG 20:59:21.393] [EVE] Creating Clouds Cubemap [LOG 20:59:21.393] [EVE TextureConfig]: Unable to parse config node: OBJECT { name = Clouds mipmaps = False type = TEX_CUBE_6 texXn = RSSVE/Textures/Cubemaps/Cloud/CloudsXn texXp = RSSVE/Textures/Cubemaps/Cloud/CloudsXp texYn = RSSVE/Textures/Cubemaps/Cloud/CloudsYn texYp = RSSVE/Textures/Cubemaps/Cloud/CloudsYp texZn = RSSVE/Textures/Cubemaps/Cloud/CloudsZn texZp = RSSVE/Textures/Cubemaps/Cloud/CloudsZp } [EXC 20:59:21.394] NullReferenceException: Object reference not set to an instance of an object EVEManager.EVEManagerBase.Apply () Rethrow as UnityException: Unable to apply node! [LOG 20:47:47.223] [EVE TextureConfig]: Unable to parse config node: OBJECT { name = Clouds mipmaps = False type = TEX_CUBE_6 texXn = RSSVE/Textures/Cubemaps/Cloud/CloudsXn texXp = RSSVE/Textures/Cubemaps/Cloud/CloudsXp texYn = RSSVE/Textures/Cubemaps/Cloud/CloudsYn texYp = RSSVE/Textures/Cubemaps/Cloud/CloudsYp texZn = RSSVE/Textures/Cubemaps/Cloud/CloudsZn texZp = RSSVE/Textures/Cubemaps/Cloud/CloudsZp } [LOG 20:47:47.224] EVEManager: Issue loading TextureConfig! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object at Utils.CubemapWrapper..ctor (System.String value, UnityEngine.Texture2D[] textures, TextureTypeEnum cubeType, Boolean mipmaps, Boolean readable) [0x00000] in <filename unknown>:0 at Utils.CubemapWrapper.GenerateCubemapWrapper (System.String value, UnityEngine.Texture2D[] textures, TextureTypeEnum cubeType, Boolean mipmaps, Boolean readable) [0x00000] in <filename unknown>:0 at TextureConfig.TextureConfigObject.Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 Just tested in fully stock KSP (without rss or CB naming and same thing, same errors in log file just tested again by literally dropping the textures in place of an eto install and for some reason this works, despite trying every possible variation of config files and adjustments Got it working intermediately with Scatterer although the scatterer cloud integration and cloud mapping seems to break cloud textures, here were some brief moments where they worked together: Edited September 15, 2019 by pingopete Quote Link to comment Share on other sites More sharing options...
maculator Posted September 15, 2019 Share Posted September 15, 2019 Where did the boulderCo folder go? Quote Link to comment Share on other sites More sharing options...
Waz Posted September 15, 2019 Author Share Posted September 15, 2019 2 hours ago, maculator said: Where did the boulderCo folder go? The BoulderCo folder is in the sample Configs package. These packages are huge and almost never change, so I don't ship a new one with every release. Quote Link to comment Share on other sites More sharing options...
Shawn Kerman Posted September 26, 2019 Share Posted September 26, 2019 Now, onto figuring out how bumpmaps(and the rest of eve) work. Quote Link to comment Share on other sites More sharing options...
pingopete Posted September 29, 2019 Share Posted September 29, 2019 @Waz Ignore my older posts, I managed to figure it all out, and got what I wanted working. I have a question though, how doable would it be to add a terrain texture option that allows for mapping a global texture through cube maps? This would fix so many of the issues affecting scatterer and eve running terrain as a cloud layer in order to be able to use cubemaps Quote Link to comment Share on other sites More sharing options...
Waz Posted September 29, 2019 Author Share Posted September 29, 2019 8 hours ago, pingopete said: @Waz Ignore my older posts, I managed to figure it all out, and got what I wanted working. I have a question though, how doable would it be to add a terrain texture option that allows for mapping a global texture through cube maps? This would fix so many of the issues affecting scatterer and eve running terrain as a cloud layer in order to be able to use cubemaps I'm not sure I understand the question. Do you mean clouds plastered onto the terrain as one unmoving texture? That would be pretty ugly. TextureReplacer/Kopernicus for terrain, EVE for (moving) clouds. Quote Link to comment Share on other sites More sharing options...
pingopete Posted September 30, 2019 Share Posted September 30, 2019 (edited) On 9/29/2019 at 11:55 PM, Waz said: I'm not sure I understand the question. Do you mean clouds plastered onto the terrain as one unmoving texture? That would be pretty ugly. TextureReplacer/Kopernicus for terrain, EVE for (moving) clouds. The old EVE terrain shader which used to allow mapping of repeated terrain/ground detail textures onto terrain in tiled positioning, it no longer works, but I was thinking maybe that system could be used to apply global terrain textures greater than the hard ksp 16384 px texture limit possible with a single texture file but instead using cubemaps. I understand this wouldn't exactly be as noticeable or as much of a use case on smaller planets, but on larger ones, or on any rss scaled planets it would make a huge difference. It may just be too much work to be worth doing, but I appreciate the consideration eitherway Here are some examples of what's possible with terrain textures greater than the 16384^2 max, this is in RSS where the planets are typically 10x the size of those in the kerbol system and thus texture to screen resolution is a factor of that less by default, even with the highest possible texture size limit without 6 faced cube maps it's impossible to even get close to this level of fidelity: (These are using terrain textures as cloud layer cubemap overlaid where the normal ScaledSpace/Kopernicus terrain would be) RSS with 8k Textures (from roughly 3x the height): In these instances where people want terrain above the single texture resolution unity cap, global cubemap textures to terrain would allow Scatterer to run properly on terrain, allow these textures to be used continuously from PQS through ScaledSpace, allow for the base kopernicus height maps to produce correct shadings/shadows at the ternimators, and even allowing 3D planet surfaces and scatterer godrays between mountains while in ScaledSpace which I think would look beyond incredible. I just want to clarify this is not a complaint, I'm still amazed at what has been achieved in EVE so far; the introduction of detail transparency, realistic shadow rendering, uv Noise edge deformation/animation and cubemaping for clouds were all huge leaps forwards and enabled the community to achieve things thought impossible prior, I just wanted to try and detail how much this could aid Visual modders in the future. I'd try and play with the source code but I literally know nothing about that language, or about unity coding. Thanks again for your continued support on EVE, it is much appreciated by virtually all KSP players Edited October 2, 2019 by pingopete Quote Link to comment Share on other sites More sharing options...
Waz Posted October 3, 2019 Author Share Posted October 3, 2019 On 9/30/2019 at 10:02 PM, pingopete said: The old EVE terrain shader which used to allow mapping of repeated terrain/ground detail textures onto terrain in tiled positioning, it no longer works, but I was thinking maybe that system could be used to apply global terrain textures greater than the hard ksp 16384 px texture limit possible with a single texture file but instead using cubemaps. I understand this wouldn't exactly be as noticeable or as much of a use case on smaller planets, but on larger ones, or on any rss scaled planets it would make a huge difference. It may just be too much work to be worth doing, but I appreciate the consideration eitherway EVE certainly attempted to package too much into one mod (it's been around for a surprisingly long time, even though what it does would be far better implemented by the core game). I think Kopernicus is probably the better place for that sort of thing. Quote Link to comment Share on other sites More sharing options...
pingopete Posted October 4, 2019 Share Posted October 4, 2019 8 hours ago, Waz said: EVE certainly attempted to package too much into one mod (it's been around for a surprisingly long time, even though what it does would be far better implemented by the core game). I think Kopernicus is probably the better place for that sort of thing. OK, I assumed this was the reasoning behind dropping the wip terrai support, I'll see what's possible in kopernicus Quote Link to comment Share on other sites More sharing options...
Waz Posted October 17, 2019 Author Share Posted October 17, 2019 (edited) New version is up for KSP 1.8, both on GitHub and CurseForge (though still waiting for them to notice that KSP 1.8 exists, so for now it's listed as for KSP 0.8 :-). No visible changes (except a new icon), but quite some hoop-jumping to get it to build for KSP 1.8 / Unity 2019, so post here if anything weird happens that didn't happen in previous versions. Edited October 17, 2019 by Waz Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 17, 2019 Share Posted October 17, 2019 7 minutes ago, Waz said: New version is up for KSP 1.8 Thank you, Waz. Quote Link to comment Share on other sites More sharing options...
Drowssap Posted October 17, 2019 Share Posted October 17, 2019 (edited) 11 hours ago, Waz said: New version is up for KSP 1.8, both on GitHub and CurseForge (though still waiting for them to notice that KSP 1.8 exists, so for now it's listed as for KSP 0.8 :-). No visible changes (except a new icon), but quite some hoop-jumping to get it to build for KSP 1.8 / Unity 2019, so post here if anything weird happens that didn't happen in previous versions. Hey, friend! After the update I started to experience this: Any idea why this is happening? Although one picture was taken at night, The difference that I wanted to point out is that when zoomed out, the "shade" takes over the screen and, as I zoom in, I begin to see the ground texture and buildings. Those were taken with only EVE and its configs installed, that are StockVisualEnhancements, its HighRes pack and Scatterer. Edit: This last picture was taken when I was trying figure it out which one was responsible for this bug and I got this result after removing Scatterer. There is still a shade line on the ground that persists when zooming in or out the camera and the clouds are squared now. Is there still a solution regarding EVE or is this a Scatterer issue that you can do nothing about it? On main menu and on "tracking center view" the clouds are as they should be. Thank you very much for your attention! Edited October 17, 2019 by Drowssap Explained on the post. Quote Link to comment Share on other sites More sharing options...
Carni35 Posted October 17, 2019 Share Posted October 17, 2019 Hey Scatterer is not compatible with KSP 1.8 yet Quote Link to comment Share on other sites More sharing options...
Drowssap Posted October 17, 2019 Share Posted October 17, 2019 1 hour ago, Carni35 said: Hey Scatterer is not compatible with KSP 1.8 yet I see, but I thought I had read somewhere that we didn't have to worry about the other things since EVE was updated. Thank you anyway =] Quote Link to comment Share on other sites More sharing options...
Waz Posted October 17, 2019 Author Share Posted October 17, 2019 8 hours ago, Drowssap said: Hey, friend! After the update I started to experience this: ... This last picture was taken when I was trying figure it out which one was responsible for this bug and I got this result after removing Scatterer. There is still a shade line on the ground that persists when zooming in or out the camera and the clouds are squared now. Is there still a solution regarding EVE or is this a Scatterer issue that you can do nothing about it? On main menu and on "tracking center view" the clouds are as they should be. Thank you very much for your attention! I saw something similar, but it wasn't consistent. I've rebuilt the shaders (didn't think it would be necessary) and made a new patch release. Let me know if you still get those effects. Quote Link to comment Share on other sites More sharing options...
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