Wheat Bread Posted March 18, 2022 Share Posted March 18, 2022 So for some reason when I use EVE it turns gas giants and eve into black voids (it also turns the clouds on Duna black). I primarily play on JNSQ, but i've seen this same issue appear on KSRSS and stock KSP. I was wondering if anyone had a solution to this Screenshots Log Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted March 18, 2022 Share Posted March 18, 2022 34 minutes ago, Wheat Bread said: I was wondering if anyone had a solution to this if you're on the latest scatterer I would recommend trying 0.772 instead for those planet packs. Quote Link to comment Share on other sites More sharing options...
Wheat Bread Posted March 18, 2022 Share Posted March 18, 2022 1 hour ago, OrbitalManeuvers said: if you're on the latest scatterer I would recommend trying 0.772 instead for those planet packs. This worked thank you so much Quote Link to comment Share on other sites More sharing options...
Efrenlee Posted March 23, 2022 Share Posted March 23, 2022 (edited) cool Edited March 23, 2022 by Efrenlee wrong post Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted April 6, 2022 Share Posted April 6, 2022 im getting a thing saying that i need to add a file named eve.config to populate Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted April 7, 2022 Share Posted April 7, 2022 2 hours ago, squeaker0704 said: im getting a thing saying that i need to add a file named eve.config to populate Please refer to this post: Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted April 7, 2022 Share Posted April 7, 2022 im using jnsq Quote Link to comment Share on other sites More sharing options...
Tundra Posted April 12, 2022 Share Posted April 12, 2022 Hello! I seem to be getting a problem with the city lights somehow appearing during day and through the clouds. Using a modded install with KSRSS at 2.5 scale. Spoiler GameFolder: Some of the mods I have manually installed and edited configs to tweak it to my needs, but nothing that I can think might affect this. In the upper left corner you can see an example of my problem. I am using Scatterer, EVE, and the Visual Enhancement pack that comes with KSRSS. Its pretty strange to pass over America at day time and see what looks like gray blobs everywhere. Thanks for looking at this. If you need any more info just tell me. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 23, 2022 Author Share Posted April 23, 2022 First in-game images Don't worry if it looks different, I will post better images later after I tweak the settings, for now I have issues to fix. Quote Link to comment Share on other sites More sharing options...
SpaceCube2000 Posted April 23, 2022 Share Posted April 23, 2022 3 hours ago, blackrack said: First in-game images Don't worry if it looks different, I will post better images later after I tweak the settings, for now I have issues to fix. This looks absolutely incredible! I am curious to see what it looks like from orbit. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 24, 2022 Author Share Posted April 24, 2022 Getting a new sense of scale and appreciation for Kerbin that I didn't have before Quote Link to comment Share on other sites More sharing options...
SpaceCube2000 Posted April 24, 2022 Share Posted April 24, 2022 3 hours ago, blackrack said: Incredible work! This picture reminds me of the view from where I live in Colorado. I can't wait to try this out. Quote Link to comment Share on other sites More sharing options...
Delay Posted April 24, 2022 Share Posted April 24, 2022 4 hours ago, blackrack said: Getting a new sense of scale and appreciation for Kerbin that I didn't have before I cannot wait to fry my GPU with this! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted April 24, 2022 Share Posted April 24, 2022 4 hours ago, blackrack said: Getting a new sense of scale and appreciation for Kerbin that I didn't have before woah. Quote Link to comment Share on other sites More sharing options...
ballisticfox0 Posted April 24, 2022 Share Posted April 24, 2022 5 hours ago, blackrack said: Getting a new sense of scale and appreciation for Kerbin that I didn't have before Woah, you're really giving ksp 2 a run for their money. Quote Link to comment Share on other sites More sharing options...
Benzo Kerman Posted April 25, 2022 Share Posted April 25, 2022 6 hours ago, blackrack said: Getting a new sense of scale and appreciation for Kerbin that I didn't have before My goodness this is amazing. One question, previously you said that this would stay as part of the original mod, so how would these new clouds work with config packs? I mean, you wouldn't need a config pack with these, but what would happen if you did? Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 25, 2022 Author Share Posted April 25, 2022 6 hours ago, Benzo Kerman said: My goodness this is amazing. One question, previously you said that this would stay as part of the original mod, so how would these new clouds work with config packs? I mean, you wouldn't need a config pack with these, but what would happen if you did? This will be a new element in the config. So old config packs will continue working with the old effects unless they are modified. Quote Link to comment Share on other sites More sharing options...
JacobLove Posted April 27, 2022 Share Posted April 27, 2022 Looks and works great! Do you know know of any recourses I could use assist me in editing the EVE files to place different city light patters on kerbin? Thanks Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 27, 2022 Author Share Posted April 27, 2022 2 hours ago, JacobLove said: Looks and works great! Do you know know of any recourses I could use assist me in editing the EVE files to place different city light patters on kerbin? Thanks I'm not aware of any so I will let others reply. However it seems that it's just a base texture that applies to the whole planet and defines areas where the cities should be, and 2 detail textures that are overlayed on top and tiled multiple times, one for the day time and for night time. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 28, 2022 Author Share Posted April 28, 2022 Quick preview of some shading and noise improvements I'm working on, click and watch in hd: https://gfycat.com/politicalcirculargavial Quote Link to comment Share on other sites More sharing options...
Vandest Posted April 28, 2022 Share Posted April 28, 2022 It seem to working well ! The question I have to my mind is : How each clouds will be placed into the sky ? In standard EVE it's done by a cloud map, but there, it will be the same ? Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted April 28, 2022 Share Posted April 28, 2022 Can't wait to take a couple cockpit pictures and fool my friends. Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 28, 2022 Author Share Posted April 28, 2022 (edited) 19 minutes ago, Vandest said: It seem to working well ! The question I have to my mind is : How each clouds will be placed into the sky ? In standard EVE it's done by a cloud map, but there, it will be the same ? So basically there will be a map defining how much cloud there is and where, giving it it's horizontal shape, kind of like the actual 2d maps, and another map to place cloud types, sort of like biome maps, and perhaps another optional map to modulate heights. The "biomes" or cloud types properties will be defined separately by the user, they will contain different properties for max height, noise tiling and strength etc, but one of the most important properties is a float curve that will define the cloud's shape over height, giving it its vertical shape. This allows me for example to shape the cumulonimbus "anvil" I've shown in previous images. This will be complex to configure but will allow a lot of variety and flexibility. Edited April 28, 2022 by blackrack Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted April 29, 2022 Share Posted April 29, 2022 (edited) 4 hours ago, blackrack said: a float curve that will define the cloud's shape over height, giving it its vertical shape. This allows me for example to shape the cumulonimbus "anvil" I've shown in previous images. Curious, how exactly will this float curve work? Like, what actually is output by the curve to be turned into that by the renderer? My first instinct is it's a multiplier to the intensity in the placement map (which I assume is now more of a density than an opacity), but I'm not quite sure how that'd get reliable results like that. So is it more like, the clouds are generated from columnar seeds, and the curve defines the width of each "nodule"? Just looking to get a deeper understanding of how these're made so I know what I can look forward to people being able to do (not that I have much understanding of how to make base EVE configs to begin with; I'm more curious about the engine internals and possibilities here) Edited April 29, 2022 by WarriorSabe Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 29, 2022 Author Share Posted April 29, 2022 (edited) 3 hours ago, WarriorSabe said: Curious, how exactly will this float curve work? Like, what actually is output by the curve to be turned into that by the renderer? My first instinct is it's a multiplier to the intensity in the placement map (which I assume is now more of a density than an opacity), but I'm not quite sure how that'd get reliable results like that. So is it more like, the clouds are generated from columnar seeds, and the curve defines the width of each "nodule"? Just looking to get a deeper understanding of how these're made so I know what I can look forward to people being able to do (not that I have much understanding of how to make base EVE configs to begin with; I'm more curious about the engine internals and possibilities here) Both the map and the curve apply a remap operation to the 3d noise: https://stackoverflow.com/questions/3451553/value-remapping They cause the 3d noise to appear to expand and shrink in a natural way when the value varies, unlike applying a multiply to the noise which causes the overall shape to stay the same but vary in translucency/density. It is kind of like a threshold where values under this threshold are carved away. I don't know how much sense this explanation makes but it makes sense when you see it in action. I'm not sure what you mean about columnar seeds but this does in a way define the width and "connectedness" of nodules. With lower values you get more isolated and disconnected nodules, this usually on looks good on edges. With middle values you get kind of a swiss cheese with holes. With full values you get a fully solid volume. Edited April 29, 2022 by blackrack Quote Link to comment Share on other sites More sharing options...
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