frozenbacon Posted April 3, 2014 Share Posted April 3, 2014 I'm using rss and I noticed that the flat clouds do not show up until I bring up the alt+n menu and load the save. Even then the flat clouds show up at a lower altitude than where they are defined. For example, when I set the altitude to 10,000 the flat clouds seem to hover at about 4km but the volumetric clouds are at at the proper height of 10km. The city lights also seem to clip in the terrain in some spots after a certain altitude (the water does as well, though). I'm not asking for a fix or anything, just trying to understand what is happening. Does it have something to do with PQS settings or what? It may be an issue with RSS with the city lights, but I don't understand what is going on with the 2d cloud layer.P.S. Excellent job with this mod, rbay. It really helps add that little bit extra that the vanilla game is missing. Keep up the good work. Link to comment Share on other sites More sharing options...
kiwiak Posted April 3, 2014 Share Posted April 3, 2014 WOudl like sill be able to use old packs with this version, like astronomer pack?By the wayhttp://pho.to/59H82/vshttp://pho.to/59H82/elhttp://pho.to/59H82/gm Woah, alot of the shape of the clouds did change and it wasnt long ago i downloaded the latest test one. KUDOSWhere is this cockpit andother parts from? Link to comment Share on other sites More sharing options...
NathanKell Posted April 3, 2014 Share Posted April 3, 2014 Amazing stuff, rbray! Congrats!An idea re: z-fighting. Might it be possible to increase the cloud-sphere's radius based on camera's distance from the scaled-space planet? That is, when close, it could still be only 6km or so above the surface; when far away, it'd be more, to avoid z-fighting. Even if you don't see it much stock, it's a big issue in RSS with the 11x diameter planet but still wanting clouds only 6km or so above the surface!And my *guess* is that by the time z-fighting becomes an issue, it won't be visually obvious whether clouds are 6 or 30km above the surface... Link to comment Share on other sites More sharing options...
sanity Posted April 3, 2014 Share Posted April 3, 2014 depth as i thickness of the layer, from its current 50m thickness to say 100m r so Link to comment Share on other sites More sharing options...
Westi29 Posted April 3, 2014 Share Posted April 3, 2014 So amazing. You have done fantastic work with this mod! I can't say enough how impressed I am. You have made the atmospheres come alive. Link to comment Share on other sites More sharing options...
ahappydude Posted April 3, 2014 Share Posted April 3, 2014 kiwiak its the new version of hollow structures, slskari really put some effort into that update he made Link to comment Share on other sites More sharing options...
soverign Posted April 3, 2014 Share Posted April 3, 2014 Does this have issues with RSS? I go to launch and I only see volumetric clouds for a short distance around the space center. The clouds seem to work right after I get into orbit though. Link to comment Share on other sites More sharing options...
mordin86 Posted April 3, 2014 Share Posted April 3, 2014 The new clouds are amazing, thank you for the awesome mod! This could easly be in stock game imo. Link to comment Share on other sites More sharing options...
rbray89 Posted April 3, 2014 Author Share Posted April 3, 2014 I'm using rss and I noticed that the flat clouds do not show up until I bring up the alt+n menu and load the save. Even then the flat clouds show up at a lower altitude than where they are defined. For example, when I set the altitude to 10,000 the flat clouds seem to hover at about 4km but the volumetric clouds are at at the proper height of 10km. The city lights also seem to clip in the terrain in some spots after a certain altitude (the water does as well, though). I'm not asking for a fix or anything, just trying to understand what is happening. Does it have something to do with PQS settings or what? It may be an issue with RSS with the city lights, but I don't understand what is going on with the 2d cloud layer.P.S. Excellent job with this mod, rbay. It really helps add that little bit extra that the vanilla game is missing. Keep up the good work. I'm not entirely sure myself. I'll have to try some things out to see if I can get it to work.WOudl like sill be able to use old packs with this version, like astronomer pack?By the wayWhere is this cockpit andother parts from?Not until they are updated to use the new config structure.depth as i thickness of the layer, from its current 50m thickness to say 100m r soNot yet, support to change particle size and shape will come though.Does this have issues with RSS? I go to launch and I only see volumetric clouds for a short distance around the space center. The clouds seem to work right after I get into orbit though.This doesn't work with RSS quite right. Looking into why. Link to comment Share on other sites More sharing options...
rbray89 Posted April 3, 2014 Author Share Posted April 3, 2014 Amazing stuff, rbray! Congrats!An idea re: z-fighting. Might it be possible to increase the cloud-sphere's radius based on camera's distance from the scaled-space planet? That is, when close, it could still be only 6km or so above the surface; when far away, it'd be more, to avoid z-fighting. Even if you don't see it much stock, it's a big issue in RSS with the 11x diameter planet but still wanting clouds only 6km or so above the surface!And my *guess* is that by the time z-fighting becomes an issue, it won't be visually obvious whether clouds are 6 or 30km above the surface...I was thinking about this last night as I was trying to wrangle an asteroid I'll probably add it to the shader in the next release. Link to comment Share on other sites More sharing options...
Guibod Posted April 3, 2014 Share Posted April 3, 2014 I really like the new clouds. Great job. Link to comment Share on other sites More sharing options...
pingopete Posted April 3, 2014 Share Posted April 3, 2014 New release 7-1 is looking very nice and rounded, though there is one major problem I'm having. Everytime I change anything in the Alt+N menu my volumetric disappear, the only way I can get them back is by reverting to launch or relaunching in someway. Literally any changes remove my volumetrics, and loading clouds from save or to default doesn't replace them. 2D cloud layer isn't effected by this problem at all and behaves normally. I am running 0.23.5 however so I can't say forsure if this is the mods fault or just incompatibility with the new ksp release. Link to comment Share on other sites More sharing options...
rbray89 Posted April 3, 2014 Author Share Posted April 3, 2014 New release 7-1 is looking very nice and rounded, though there is one major problem I'm having. Everytime I change anything in the Alt+N menu my volumetric disappear, the only way I can get them back is by reverting to launch or relaunching in someway. Literally any changes remove my volumetrics, and loading clouds from save or to default doesn't replace them. 2D cloud layer isn't effected by this problem at all and behaves normally. I am running 0.23.5 however so I can't say forsure if this is the mods fault or just incompatibility with the new ksp release.You may have to go to mapview and back. Link to comment Share on other sites More sharing options...
Mitchz95 Posted April 3, 2014 Share Posted April 3, 2014 The new clouds are awesome, but very laggy. Does the previous version work in 0.23.5? Link to comment Share on other sites More sharing options...
sidfu Posted April 3, 2014 Share Posted April 3, 2014 mitchz u can disable the volumetic clouds in the .cfg Link to comment Share on other sites More sharing options...
Mitchz95 Posted April 4, 2014 Share Posted April 4, 2014 mitchz u can disable the volumetic clouds in the .cfgThanks! So I change the "volume = " value to false for each planet? Link to comment Share on other sites More sharing options...
Taki117 Posted April 4, 2014 Share Posted April 4, 2014 Just got done taking up my spaceplane and flew right through a cloud on ascent. Absolutely amazing work! I almost expected to see the flow disturbance off the end of my wings. Link to comment Share on other sites More sharing options...
Wren Posted April 4, 2014 Share Posted April 4, 2014 These clouds are beautiful.Thank you so much for doing this addon. Link to comment Share on other sites More sharing options...
Astronomer Posted April 4, 2014 Share Posted April 4, 2014 (edited) V1V2Both WIPPS What happen to the bump textures? Edited April 4, 2014 by Astronomer Link to comment Share on other sites More sharing options...
Capt Snuggler Posted April 4, 2014 Share Posted April 4, 2014 First off. Congratulations on a absolutely fantastic mod! This makes the game look SO much better.Now I'm sorry if people have mentioned this before. would it be possible to add atmosphere scattering (soft distance fog)This is what I'm talking about:See how the hills in the distance look bluer the further away they are. it would give you a much better sense of scale.I think Duna and Eve would really benefit from this.I'm surprised this hasn't been added already. Link to comment Share on other sites More sharing options...
Subcidal Posted April 4, 2014 Share Posted April 4, 2014 This is amazing. Bit funky on RSS but I can't really go back. The small radius of clouds I do get is far too amazing. Link to comment Share on other sites More sharing options...
Astronomer Posted April 4, 2014 Share Posted April 4, 2014 (edited) First off. Congratulations on a absolutely fantastic mod! This makes the game look SO much better.Now I'm sorry if people have mentioned this before. would it be possible to add atmosphere scattering (soft distance fog)This is what I'm talking about:http://hyperphysics.phy-astr.gsu.edu/hbase/atmos/atmpic/bluesky.jpgSee how the hills in the distance look bluer the further away they are. it would give you a much better sense of scale.I think Duna and Eve would really benefit from this.I'm surprised this hasn't been added already.The only way I can think implementing this is by adding a transparent sphere, infinite in size ending at some point in front of you. The number of those spheres would increase with distance.This won't look great, but I'm not an expert at these things. Edited April 4, 2014 by Astronomer Link to comment Share on other sites More sharing options...
cttw Posted April 4, 2014 Share Posted April 4, 2014 How about a shader based on zpos? Link to comment Share on other sites More sharing options...
pizzaoverhead Posted April 4, 2014 Share Posted April 4, 2014 The only way I can think implementing this is by adding a transparent sphere, infinite in size ending at some point in front of you. The number of those spheres would increase with distance.This won't look great, but I'm not an expert at these things.There are many ways of doing this, some of which are very cheap:http://docs.unity3d.com/Documentation/ScriptReference/RenderSettings-fog.htmlThe ideal method is a shader-based one, as cttw said. Google Earth now has the option to enable such a shader for example: Link to comment Share on other sites More sharing options...
J.Random Posted April 4, 2014 Share Posted April 4, 2014 Volumetric clouds are great! Say, if I want to melt my PC, how can I increase the distance at which clouds disappear? Link to comment Share on other sites More sharing options...
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