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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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Nearly opaque? Do you mean transparent? To fix what?

No I mean Opaque, NOT transparent. See in the images how we can see all the layers of clouds on eve as well as some of the surface still when we fly high enough? I think you should make some of the cloud layers at least the bottom two (the really purple ones) completely opaque, so that we can't see through them at all, the upper cloud layers you should make non-uniform such that we can see streaking cause by seeing the darker opaque purpler layer below.

Mariner_10_NASA_NEWS-WEB.jpeg?itok=0L5f4J0Q

This will make eve a much more intresting target when viewed from orbit as wells as make flying through its clouds even more visually exciting patched of white-ish clouds fly over slower moving solid purpple cloud layers.

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No I mean Opaque, NOT transparent. See in the images how we can see all the layers of clouds on eve as well as some of the surface still when we fly high enough? I think you should make some of the cloud layers at least the bottom two (the really purple ones) completely opaque, so that we can't see through them at all, the upper cloud layers you should make non-uniform such that we can see streaking cause by seeing the darker opaque purpler layer below.

http://www-prod-storage.cloud.caltech.edu.s3.amazonaws.com/styles/article_photo/s3/Mariner_10_NASA_NEWS-WEB.jpeg?itok=0L5f4J0Q

This will make eve a much more intresting target when viewed from orbit as wells as make flying through its clouds even more visually exciting patched of white-ish clouds fly over slower moving solid purpple cloud layers.

Ah, I get you now. I'll see if there is anything I can do. I'm afraid my abilities in texturing are highly limited though. :)

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rubisco have u tried haveing the mutiple layers go differnt speeds?

this is the setup i use for even have to see how the bump1 looks with test 8 thou

CLOUD_LAYER
{
body = Eve
altitude = 4000
color
{
r = 0.314
g = 0.216
b = 0.435
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0005
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0005
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 40
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0005
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 6000
color
{
r = 2
g = 1
b = 2
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.0015
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.0015
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 15
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.0015
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 8000
color
{
r = 0.411
g = 0.204
b = 0.663
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.00001
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
offset
scale = 100
{
x = 0.4609106
y = 0
}
speed
{
x = -0.00001
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 10000
color
{
r = 0.314
g = 0.216
b = 2
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -0.0025
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -0.0025
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 20
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -0.0025
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 12000
color
{
r = 0.643
g = 0.424
b = 0.914
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = 0.0035
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -0.0035
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 15
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -0.0035
y = 0
}
}
}

btw do u think having each layer atleast 2k apart will help with the layers looking better?

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rubisco have u tried haveing the mutiple layers go differnt speeds?

this is the setup i use for even have to see how the bump1 looks with test 8 thou

CLOUD_LAYER
{
body = Eve
altitude = 4000
color
{
r = 0.314
g = 0.216
b = 0.435
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0005
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0005
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 40
offset
{
x = 0.9218211
y = 0
}
speed
{
x = -0.0005
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 6000
color
{
r = 2
g = 1
b = 2
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.0015
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.0015
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 15
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.0015
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 8000
color
{
r = 0.411
g = 0.204
b = 0.663
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
offset
{
x = 0.4609106
y = 0
}
speed
{
x = -0.00001
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
offset
scale = 100
{
x = 0.4609106
y = 0
}
speed
{
x = -0.00001
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 10000
color
{
r = 0.314
g = 0.216
b = 2
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -0.0025
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -0.0025
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 20
offset
{
x = 0.1718219
y = 0
}
speed
{
x = -0.0025
y = 0
}
}
}
CLOUD_LAYER
{
body = Eve
altitude = 12000
color
{
r = 0.643
g = 0.424
b = 0.914
a = 1
}
main_texture
{
file = BoulderCo/Clouds/Textures/eve1
scale = 0
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = 0.0035
y = 0
}
}
detail_texture
{
file = BoulderCo/Clouds/Textures/detaileve1
scale = 100
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -0.0035
y = 0
}
}
bump_texture
{
file = BoulderCo/Clouds/Textures/bump1
scale = 15
offset
{
x = 0.08436437
y = 0.5
}
speed
{
x = -0.0035
y = 0
}
}
}

btw do u think having each layer atleast 2k apart will help with the layers looking better?

bump has actually been removed for now, I need to figure out if it is worth bringing it back in. It messes up the blending of 2D & 3D due to lighting a LOT when in-place. Plus, it looks pretty darn good without it.

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I'm at work right now, presently crying over the fact I'm going to have to order a new D2 Lamp for our HPLC for like $600, anyways give me a few hours to try v8 and altering cloud speeds, I don't see how or why we can't make layers completely opaque though.

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I'm at work right now, presently crying over the fact I'm going to have to order a new D2 Lamp for our HPLC for like $600, anyways give me a few hours to try v8 and altering cloud speeds, I don't see how or why we can't make layers completely opaque though.

Oh it is certainly doable, but the eve layer image will have to be updated to remove transparency. You can only use color to make layers more transparent, not less.

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Pretty sure I re-introduced the performance issue that I'll have to take care of tonight. For now, you'll have to bear with the FPS drop.

I've seen a little bit of an FPS drop, but not much. Combined with the smokescreen plugin, launches typically show the MET clock as yellow until I'm a ways up, but most of that is due to the smokescreen effects. Outside of that time, I do see a few occasional flickers of yellow that weren't there before, mostly when I rotate the camera view in low orbit, and during landing. Nothing severe, however. It looks really good, so I can live with it.

I'm curious - how are you mapping the alpha value on the cloud texture to the particles in the volumetric rendering? Does it control opacity / density only? Or does it affect the vertical thickness of the clouds. What I mean is, would it be possible to spread the clouds vertically for high alpha values (under the premise that high alpha / thick clouds tend to be vertically thick, not just more opaque)? I don't see this as strictly necessary, but it might make for an interesting effect when parts of the cloud layer are noticeably thicker when you're flying near / over them (like cumulus clouds).

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I've seen a little bit of an FPS drop, but not much. Combined with the smokescreen plugin, launches typically show the MET clock as yellow until I'm a ways up, but most of that is due to the smokescreen effects. Outside of that time, I do see a few occasional flickers of yellow that weren't there before, mostly when I rotate the camera view in low orbit, and during landing. Nothing severe, however. It looks really good, so I can live with it.

I'm curious - how are you mapping the alpha value on the cloud texture to the particles in the volumetric rendering? Does it control opacity / density only? Or does it affect the vertical thickness of the clouds. What I mean is, would it be possible to spread the clouds vertically for high alpha values (under the premise that high alpha / thick clouds tend to be vertically thick, not just more opaque)? I don't see this as strictly necessary, but it might make for an interesting effect when parts of the cloud layer are noticeably thicker when you're flying near / over them (like cumulus clouds).

It's a strict 1-1 mapping for ALL color information (RGBA). So, if you had a muti-colored texture, it would pull all the color info from it.

it is definitely possible, but it would be considerably a bit slower during updates. I was thinking of doing something like that, where the size/height of particles is determined in a non-random fashion, the problem I have is that they can't stray too far from the 2D layer, else it doesn't cover it enough. There may be room to expand ABOVE it though. ie. add additional particles to make other cloud formations than just a flat layer. However, the base layer will always have a flat bottom.

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got my .cfg working but noticed something else but its from the new changes

http://imgur.com/a/HpVuG#0

bah cant remember hwo to add imgur galery like others lol

well back on subject look at the edges of the planets u get that glowing area in it also another thing where before the clouds would fade at the edge of planet when in that veiw now they dont u see a complate overlay above the planet. this is probaly just a side effect change of the shader changes.

adding some of kerbin to show what i mean

Edited by sidfu
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got my .cfg working but noticed something else but its from the new changes

http://imgur.com/a/HpVuG#0

bah cant remember hwo to add imgur galery like others lol

well back on subject look at the edges of the planets u get that glowing area in it also another thing where before the clouds would fade at the edge of planet when in that veiw now they dont u see a complate overlay above the planet. this is probaly just a side effect change of the shader changes

Yeah, I need to tweak the rim-opacity settings in the shader that I'm using.

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Makes landing a LOT harder.

I like my games as my women, hard as rock :) Haha its not just the aestatic(dont know if i spelled that right) but this plugin adds several layers to the game and make it feel deeper for me KUDOS

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Is it okey to share screens in this thread? With the ex launchpad+hl mods+hollow structures i made an launchsite in the cloudy soup haha.

Thanks for the reply, didnt mean to stress you with it =)

One pic of breaking through the clouds

J3yiUmx.png

Random bits(i know the black fog was a bug but it was pretty nontheless)

iy3zr1n.png

rUT2K70.png

Edited by ahappydude
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Does anyone have a good config for RSS yet?

All I get is volumetric clouds, I can change the altitude. They move really fast so I'll have to adjust the speed.

The 2d layer looking up from the ground refuses to show up anymore. So its just one patch of volume clouds in a clear sky.

Great work by the way. This adds so much to the game, but I cant go back from RSS now !

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Is it okey to share screens in this thread? With the ex launchpad+hl mods+hollow structures i made an launchsite in the cloudy soup haha.

Thanks for the reply, didnt mean to stress you with it =)

One pic of breaking through the clouds

http://i.share.pho.to/82ff67ee_l.png

Of course! (looks like you aren't up-to-date with the newest release. the volume textures aren't "splotchy" anymore. ))

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Does anyone have a good config for RSS yet?

All I get is volumetric clouds, I can change the altitude. They move really fast so I'll have to adjust the speed.

The 2d layer looking up from the ground refuses to show up anymore. So its just one patch of volume clouds in a clear sky.

Great work by the way. This adds so much to the game, but I cant go back from RSS now !

I still have some work to figure out how to get RSS to play nice with default settings. However, some have been saying that 10K altitude works.

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could you think of why I cant see the cloud 2d layer? i.e its a clear sky from the ground but I see cloudy kerbin in high orbit.

Well the high orbit one shows up due to the PQS switch. The reason you can't see it from low, is probably due to some stuff in the shader that needs to be fiddled with. I think camera distances were messed around with in RSS, so I have to investigate.

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found a new bug im landing on laythe and whenver look directly at jool it turns into black box. not sure if its my .cfg ima check it thou.

nvm sems like its my texture maybe when look at jool it goes into a black box. its the cloud itself not jool.

hmm kerbin and eve are fine just went to duna it was fine. guess might have to try defualt texture for laythe see if that fixes it

update; texture is working fine but for some erason when the volmetric clouds and jool are in same picture the clouds blackbox

seems to be if jool is on horizion when the volemtric clouds are being genrated it blackboxes them check more now

update 2 fixed it chaned my scale of the bump to match the detail and black box gone

some ss from eve and laythe

Javascript is disabled. View full album

dont know why but area between my eve cloud layers is blue lol. everything is looking good just need to expand the area the clouds are volmetric so that it covers far enough u cant see the edge. in the eve shots my eve clouds go about at 20times faster than kerbin lol but ran good but this test setting dont know how that speed go wtih all my mods. how thick are the volmetric cloud layers want to play with ti some to see how close i can get them so less of a gap

Edited by sidfu
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