Galileo Posted November 8, 2019 Share Posted November 8, 2019 2 hours ago, IanDHenderson said: Hi Waz, It says for 1.8 that it comes in two Zip files, however when clicking on the GitHub link above there only appears to be the 'EnvironmentalVisualEnhancements-1.8.0.2.zip' plus the two source code files. However, I can see a '...-Configs-1.2.2.1.zip' download under the version 'Environmental Visual Enhancements 1.2.2-1'. Am I missing something, being a bit thick, or is it ok to use the 1.2.2.1 config files? Cheers Ian about 3 posts above yours is your answer Quote Link to comment Share on other sites More sharing options...
Omnipius Posted November 10, 2019 Share Posted November 10, 2019 I'm seeing some strange behavior out of my city lights. Namely, the "dark" texture that actually has the lights is rendering during the day when in flight. Any thoughts? I'm running KSP 1.7.3 with RO, RP-1, and RSSVE. All of those have been heavily customized to implement detailed environments across a number of different star systems. I can provide cfg copies if needed. Quote Link to comment Share on other sites More sharing options...
G'th Posted November 17, 2019 Share Posted November 17, 2019 I have a question regarding cloud movement. Is it possible to set it up such that a cloud will rotate its texture while also rotating around the body? As in, say I have a triangle shaped cloud. Can I set it up so that it moves across the body, but as I do so it also rotates such that at some point in the body rotation the "point" of the triangle rotates 180 degrees? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 18, 2019 Share Posted November 18, 2019 Check out the link in my signature for axially rotating EVE clouds @G'th Quote Link to comment Share on other sites More sharing options...
G'th Posted November 18, 2019 Share Posted November 18, 2019 2 hours ago, Poodmund said: Check out the link in my signature for axially rotating EVE clouds @G'th Yep it took a bit of tinkering but it works now. Fortunately for what I needed I didnt need to take the step of converting the texture into a cubemap. Now if I can figure out how to make cloud layers fade in and out periodically id really be in business. Quote Link to comment Share on other sites More sharing options...
Natokerbal Posted November 30, 2019 Share Posted November 30, 2019 How do I give planets a cloud layer? I want to give the mun and minmus a layer of "dust" Quote Link to comment Share on other sites More sharing options...
G'th Posted December 1, 2019 Share Posted December 1, 2019 I have some requests as far as how the mods functionality could be improved, well, substantially. Now I will say I have very little coding knowledge so as far as how difficult any of this would be to implement I would be completely ignorant to. But that being said, not being able to do these things has frustrated the things I've wanted to do with EVE. _DetailTex Changes: Currently, the detail texture is not implemented too well unless you just want a static, opaque texture to take its place. Which is fine for when you need that, but if you want to do a rotating detail texture and/or a texture with a non-uniform opacity (IE, slowly fades from 100% to 0% opacity or just cuts straight to 0%) it is near impossible to get the texture to move in a way that looks good, and thats presuming you can get the texture to stop tiling in strange ways. So what would be nice to see here is some settings on how often the texture tiles as well as a better integration of the detail textures opacity with the host texture. If the detail texture has gone 0% transparent, then the host texture should go transparent as well. As far as what you could do with these, this would be most obviously suited to something like a hurricane, where you can have the detail texture controlling the general spin of the eye and the inner storm structure independently from the overall rotation of the storm texture. Cloud Variation Control: What would be even more amazing than above would be the ability to set up each cloud layer to have certain settings within it fluctuate over time. Settings like opacity, speeds, and even altitude or color could be set up to fluctuate to provide different looks to the clouds themselves as game time progresses. And beyond the current settings available, having the ability to control the size of the cloud layer relative to the host body would be a good addition here. Ideally, you'd be able to set up a maximum point and a minimum point for each setting and as time progresses it would fade back and forth between these points, and I think having a delay setting controlling when the setting "loop" starts again would be ideal. And what this would all do would provide the ability to do dynamic cloud systems. Rather than having one giant, static cloud map you could instead control each individual cloud structure and have them dynamically change over time. Coupled with already present speed and uv noise settings and you could have a body that only rarely has the same "cloud map" twice. And even if a user opts to skip going for the full dynamic clouds bit, having these settings available would go a long way to making the monolithic cloud maps a lot more lively. Volumetric Render Range: I do know that this has been requested before and I also understand how hard hitting volumetrics are to performance just as they are now. However, I think for those that wish to utilize them (IE me and anyone else who just wants to be a graphics um, "w" word) it would be nice to be able to tweak how far out the volumetrics render. Though now I think on it more I do realize that the current render range may actually be a limitation of KSP. If so then ignore this one, but if not, even just a 25% increase in that range would be awesome to help blend volumetrics into the 2D layers. And thats it. Quote Link to comment Share on other sites More sharing options...
kubi Posted December 26, 2019 Share Posted December 26, 2019 Is it possible to reload the config from the file while experimenting with EVE? When I make some mess with the editor (quite frequently), it would be great just to reload... Quote Link to comment Share on other sites More sharing options...
Folkhoer Posted December 30, 2019 Share Posted December 30, 2019 I like the lightning strikes but it is much to frequent and chaotic. What do I need to change to make them less frequent? And is it possible to group them together so it looks like a storm? Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 8, 2020 Share Posted January 8, 2020 Imo it would be easier for people if you added the config from 1.2.2 to the latest version because it can be a bit confusing when you say 2 files are required. I had to read the post 3 times before I saw the part that says the configs from 1.2 are compatible. I guess most people use ckan to be fair but for the manual installers it would be easier. Quote Link to comment Share on other sites More sharing options...
Shawn Kerman Posted January 22, 2020 Share Posted January 22, 2020 (edited) So, apparently my clouds like to glow in the dark, is their a reason? Or am I just setting something incorrectly Edited January 30, 2020 by Shawn Kerman Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted January 28, 2020 Share Posted January 28, 2020 On 1/21/2020 at 9:51 PM, Shawn Kerman said: So, apparently my clouds like to glow in the dark, is their a reason? Or am I just setting something correctly Sure looks cool tho. Quote Link to comment Share on other sites More sharing options...
Ioannes_Dallasinos Posted February 1, 2020 Share Posted February 1, 2020 Well i use Real Solar System and i run KSP 1.7.3 but the config needed for EVE to work is Real Solar System Visual Enhancements or something like that but the latest available version of it is for KSP 1.2. So if i get it right you cant have EVE with RSS for KSP 1.7.3 right? Quote Link to comment Share on other sites More sharing options...
Wackenhut Posted February 1, 2020 Share Posted February 1, 2020 2 hours ago, Ioannes_Dallasinos said: Well i use Real Solar System and i run KSP 1.7.3 but the config needed for EVE to work is Real Solar System Visual Enhancements or something like that but the latest available version of it is for KSP 1.2. So if i get it right you cant have EVE with RSS for KSP 1.7.3 right? https://github.com/KSP-RO/RP-0/wiki/RSSVE-Installation-Instructions The reference list of wich version to use with what ksp version is on the bottom of the page Quote Link to comment Share on other sites More sharing options...
Ravien Posted February 5, 2020 Share Posted February 5, 2020 (edited) Most recent version from Github + clean KSP 1.8.1 with MM gives errors in log: [LOG 00:17:17.836] Load(Assembly): /ModuleManager.4.1.3 [LOG 00:17:17.836] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\ModuleManager.4.1.3.dll [LOG 00:17:17.856] AssemblyLoader: KSPAssembly 'ModuleManager' V2.5.0 [LOG 00:17:17.856] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Atmosphere [LOG 00:17:17.856] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\Atmosphere.dll [LOG 00:17:17.857] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/CelestialShadows [LOG 00:17:17.857] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\CelestialShadows.dll [LOG 00:17:17.858] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/CityLights [LOG 00:17:17.858] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\CityLights.dll [LOG 00:17:17.858] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/EVEManager [LOG 00:17:17.858] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\EVEManager.dll [LOG 00:17:17.859] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/PartFX [LOG 00:17:17.859] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\PartFX.dll [LOG 00:17:17.860] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/PQSManager [LOG 00:17:17.860] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\PQSManager.dll [LOG 00:17:17.860] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/ShaderLoader [LOG 00:17:17.860] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\ShaderLoader.dll [LOG 00:17:17.861] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Terrain [LOG 00:17:17.861] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\Terrain.dll [LOG 00:17:17.861] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/TextureConfig [LOG 00:17:17.861] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\TextureConfig.dll [LOG 00:17:17.862] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Utils [LOG 00:17:17.862] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\Utils.dll [LOG 00:17:17.863] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/_BuildManager [LOG 00:17:17.863] AssemblyLoader: Loading assembly at C:\Games\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\_BuildManager.dll [LOG 00:17:17.864] AssemblyLoader: Loading assemblies [ERR 00:17:17.925] ADDON BINDER: Cannot resolve assembly: EVEManager, Culture=neutral, PublicKeyToken=null [ERR 00:17:17.925] ADDON BINDER: Cannot resolve assembly: EVEManager, Culture=neutral, PublicKeyToken=null [ERR 00:17:17.926] ADDON BINDER: Cannot resolve assembly: Utils, Culture=neutral, PublicKeyToken=null [ERR 00:17:17.926] ADDON BINDER: Cannot resolve assembly: Utils, Culture=neutral, PublicKeyToken=null ----------- Lisias' solution works for eve too http://ksp.lisias.net/blogs/tech-support/TweakScale/KSP-1.8-Issues You just have to move problematic assemblies into GameData root Edited February 6, 2020 by Ravien solution found Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted February 12, 2020 Share Posted February 12, 2020 alright how do I remove the city lights entirely? I like the clouds but just not the cities Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 12, 2020 Share Posted February 12, 2020 39 minutes ago, mindseyemodels said: alright how do I remove the city lights entirely? I like the clouds but just not the cities MM patch: @EVE_CITY_LIGHTS:FINAL { !OBJECT,* {} } Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted February 13, 2020 Share Posted February 13, 2020 1 hour ago, Drew Kerman said: MM patch: @EVE_CITY_LIGHTS:FINAL { !OBJECT,* {} } so what do I type that into? and just doing that will give a terrain un-marred by cities? because I really don't like the look of the cities Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 13, 2020 Share Posted February 13, 2020 1 hour ago, mindseyemodels said: so what do I type that into? paste it into any text file, give it a .cfg extension and stick it anywhere in your GameData folder. Also of course make sure you have Module Manager installed 1 hour ago, mindseyemodels said: and just doing that will give a terrain un-marred by cities? because I really don't like the look of the cities Yes, and it will ensure that no matter what visual pack you install you will never see cities. You could of course always remove the folders that contain the textures and configs but then you always have to do that when you update or change out visual packs or whatever Quote Link to comment Share on other sites More sharing options...
dok_377 Posted February 13, 2020 Share Posted February 13, 2020 (edited) Looks like the ultra shader for Kerbin kind of broke clouds. I'm getting some overlaying, it seems. Edited February 15, 2020 by dok_377 Some very terrible mistakes in the filename. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted February 14, 2020 Share Posted February 14, 2020 4 hours ago, dok_377 said: Looks like the ultra shader for Kerbin kind of broke clouds. I'm getting some overlaying, it seems. <snip> Yeah, the "ultra" shader is probably what's going to cause most 1.9 incompatibility. Still -- it looks great (aside from the visual hiccups) Quote Link to comment Share on other sites More sharing options...
OOM Posted February 15, 2020 Share Posted February 15, 2020 (edited) Update for 1.9.0? Edited February 15, 2020 by OOM Quote Link to comment Share on other sites More sharing options...
razark Posted February 15, 2020 Share Posted February 15, 2020 45 minutes ago, OOM said: Update for 1.9.0? Sure, go ahead. Let us know when it's done. Thanks for volunteering to spend your time and effort on it! Quote Link to comment Share on other sites More sharing options...
OOM Posted February 16, 2020 Share Posted February 16, 2020 9 hours ago, razark said: Sure, go ahead. Let us know when it's done. Thanks for volunteering to spend your time and effort on it! Of course. Do not thank Quote Link to comment Share on other sites More sharing options...
razark Posted February 16, 2020 Share Posted February 16, 2020 1 minute ago, OOM said: Of course. Do not thank I'm sorry, can you try again? Quote Link to comment Share on other sites More sharing options...
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