Klingon Admiral Posted April 18, 2014 Share Posted April 18, 2014 City lights are not working and the clouds on Duna are red.https://drive.google.com/file/d/0B783Ii_SFm7ZR3ZIZHJhR2JTQXM/edit?usp=sharing Link to comment Share on other sites More sharing options...
pingopete Posted April 18, 2014 Share Posted April 18, 2014 rbray: Any chance we'll see the return of bump maps or is that out for good? Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 City lights are not working and the clouds on Duna are red.https://drive.google.com/file/d/0B783Ii_SFm7ZR3ZIZHJhR2JTQXM/edit?usp=sharingClouds on Duna should be red. More like dust clouds. Are you certain you can't see city lights? Are you using RSS? At the moment city lights won't work very well for RSS as the sphere is so huge, you will only get them from orbit. Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 rbray: Any chance we'll see the return of bump maps or is that out for good?I think they are out for good, at least for the time being. May bring them back in the future, but don't count on it.- - - Updated - - -Nothing happens when I press reset to default?- - - Updated - - -Nothing happens when I press reset to default...You need to be more specific. Are you not seeing clouds? Did you read the FAQ? Link to comment Share on other sites More sharing options...
Klingon Admiral Posted April 18, 2014 Share Posted April 18, 2014 Clouds on Duna should be red. More like dust clouds. Are you certain you can't see city lights? Are you using RSS? At the moment city lights won't work very well for RSS as the sphere is so huge, you will only get them from orbit.Ok, I see city lights once I switched to a flight, but not if I go to the tracking station right after loading the save. After being on a flight, the tracking station displays city lights. Link to comment Share on other sites More sharing options...
pingopete Posted April 18, 2014 Share Posted April 18, 2014 (edited) On my mind for future releases.Yeah, I have a few ideas for the shading of the clouds. Right now it is just a VERY simple lighting element.What have you got planned just out of interest?http://en.wikipedia.org/wiki/Rayleigh_scattering <<<---- would be awesome Edited April 18, 2014 by pingopete Link to comment Share on other sites More sharing options...
Astronomer Posted April 18, 2014 Share Posted April 18, 2014 Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 18, 2014 Share Posted April 18, 2014 On my mind for future releases.Yeah, I have a few ideas for the shading of the clouds. Right now it is just a VERY simple lighting element.What have you got planned just out of interest?http://en.wikipedia.org/wiki/Rayleigh_scattering <<<---- would be awesome That happens in stock KSP. The horizon gets red just like IRL, very obvious in RSS for example. Link to comment Share on other sites More sharing options...
pingopete Posted April 18, 2014 Share Posted April 18, 2014 That happens in stock KSP. The horizon gets red just like IRL, very obvious in RSS for example.Yes but light cast from the sun during sunset doesn't actually change colour, it's always white (they just added this effect on the horizon from orbit to mimic the real thing). I was hoping for some way in which it could cast these colours onto clouds during sunset. Would look fantastic with multiple layers, especially if we had bump maps.. even more so if the volumetric particles took on these colours and cast long shadows X) ..one can only dream.. Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 http://i.imgur.com/wZVT5TU.pnghttp://i.imgur.com/d9D6SRj.pnghttp://i.imgur.com/BImDMG2.pngBeautiful. Just... WOW. Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 On my mind for future releases.Yeah, I have a few ideas for the shading of the clouds. Right now it is just a VERY simple lighting element.What have you got planned just out of interest?http://en.wikipedia.org/wiki/Rayleigh_scattering <<<---- would be awesome I started with volume atmosphere (ie. Distance Fog, thick atmosphere, etc.) But was annoyed to find that the terrain shader wasn't in the right RenderType for the depth buffer, so I am no working on replacing the terrain shader. Something I've wanted to do anyways. I'm also in need of an answer from Content Creators (Proot, Astronomer, Thesonicgalaxy, etc.) I'm looking at making the cloud layer a PQS element so it fades with the terrain, and adding a cloud component to the scaled space shader. How would you guys feel about that? It would mean that the z-writing issues *SHOULD* be no longer an issue, on the other hand, you would likely be limited to 3 layers, volumetric layers & atmosphere fog, and some things (like the rim glowing) may have to be added as a separate component later on.The reason I want to do this is to make them much, much easier for Squad to implement in the stock game if they chose to do so. Right now my biggest concern with this is Jool, as it has no PQS and I'm not certain with the implications of adding one just yet. Link to comment Share on other sites More sharing options...
pingopete Posted April 18, 2014 Share Posted April 18, 2014 That sounds great, I think 'true' volumetrics would make a big difference, maybe sorting some of this stuff will also allow for some better lighting abilities too. Link to comment Share on other sites More sharing options...
Proot Posted April 18, 2014 Share Posted April 18, 2014 (edited) I started with volume atmosphere (ie. Distance Fog, thick atmosphere, etc.) But was annoyed to find that the terrain shader wasn't in the right RenderType for the depth buffer, so I am no working on replacing the terrain shader. Something I've wanted to do anyways. I'm also in need of an answer from Content Creators (Proot, Astronomer, Thesonicgalaxy, etc.) I'm looking at making the cloud layer a PQS element so it fades with the terrain, and adding a cloud component to the scaled space shader. How would you guys feel about that? It would mean that the z-writing issues *SHOULD* be no longer an issue, on the other hand, you would likely be limited to 3 layers, volumetric layers & atmosphere fog, and some things (like the rim glowing) may have to be added as a separate component later on.The reason I want to do this is to make them much, much easier for Squad to implement in the stock game if they chose to do so. Right now my biggest concern with this is Jool, as it has no PQS and I'm not certain with the implications of adding one just yet. NathanKell say me in the RC thread that RSS have a system to tweak density, height, and color in the atmospheres. Maybe you two should talk to see if those features (or something similar) can be implemented in EVE with your objectives.Your previous version was more "flexible"... this is faster, better and stronger; volumetrics and the new features are just the awesomeness, despite the lack of auroras or rings features. If I can be honest, a future reduction of this mod's features and capabilities, despite your good intentions, it would surely be perceived as a backtrack (is that a correct expression?).Anyways any effort to make this stock count with my full support. Edited April 18, 2014 by Proot Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 NathanKell say me in the RC thread that RSS have a system to tweak density, height, and color in the atmospheres. Maybe you two should talk to see if those features (or something similar) can be implemented in EVE with your objectives.Your previous version was more "flexible"... this is faster, better and stronger; volumetrics and the new features are just the awesomeness, despite the lack of auroras or rings features. If I can be honest, a future reduction of this mod's features and capabilities, despite your good intentions, it would surely be perceived as a backtrack (is that a correct expression?).Anyways any effort to make this stock count with my full support.True. There is some trade-off between flexibility and specialization. After the fog and terrain shaders are complete, I'll be back looking at auroras and such effects. Link to comment Share on other sites More sharing options...
papics Posted April 18, 2014 Share Posted April 18, 2014 Hey rbray89, I have not been active for a while (since working on the first 8k NASA clouds back in December...), but now I am getting back to KSP, and I can not live without your clouds. But I have a serious problem (all this with clean install, no other mod, and the clean install running without issues): At the very beginning, everything works perfectly, but after a few scene changes, my cloud layer start to show graphical glitches, and also already from the start, my log file is filled with hundreds of lines saying "NullReferenceException: Object reference not set to an instance of an object". See example screenshots below, and I also put a .log file here: http://ster.kuleuven.be/~peterp/KSP/KSP_Apr182014201647.logMaybe an idea what can be going wrong? Not a memory issue for sure, the game without other mods is running at around 1.2 GB... Is it just me, or anyone else have seen similar issues? It is now very difficult to live without this mod Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 Yeah, a few people have had issues with Mac and 8K textures. It does NOT like them much. Something is wrong with the drivers. Link to comment Share on other sites More sharing options...
Hurry- Starfish! Posted April 18, 2014 Share Posted April 18, 2014 The clouds are speeding up tremendously whenever I turn on physwarp. It's quite silly flying an airplane eastwards and getting overtaken by clouds. Does this happen only to me? Link to comment Share on other sites More sharing options...
papics Posted April 18, 2014 Share Posted April 18, 2014 So by rescaling to 4k I should be fine? I will try! Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 The clouds are speeding up tremendously whenever I turn on physwarp. It's quite silly flying an airplane eastwards and getting overtaken by clouds. Does this happen only to me?The clouds are a bit fast to begin with. The cloud speed scales with the current warp setting. Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 So by rescaling to 4k I should be fine? I will try!*SHOULD* be fine. I publish the low res at 2048*4082. Link to comment Share on other sites More sharing options...
papics Posted April 18, 2014 Share Posted April 18, 2014 Ok, I did rescale the 8k to 4k, and so far I did not manage to break things graphically, which is great But the log is still full with those lines... Does the low-res release only differ in the Kerbin cloud resolution, or should I try that too? In any case, I can live with a spammed log, but not without the clouds Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 Ok, I did rescale the 8k to 4k, and so far I did not manage to break things graphically, which is great But the log is still full with those lines... Does the low-res release only differ in the Kerbin cloud resolution, or should I try that too? In any case, I can live with a spammed log, but not without the clouds The null reference exception is from the KSC view, and only occurs while loading. I forgot to add a check in the last update. It is harmless.The only difference in the low res is the Kerbin1.png texture. Link to comment Share on other sites More sharing options...
Pingonaut Posted April 18, 2014 Share Posted April 18, 2014 Not sure if this has been asked before, but why isn't this pack on the OP? Isn't it for this mod?http://forum.kerbalspaceprogram.com/threads/76547-V-3-BETA-Better-Atmospheres-Improved-Atmos-from-space-Glowing-Mun-and-more%21 Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 Not sure if this has been asked before, but why isn't this pack on the OP? Isn't it for this mod?http://forum.kerbalspaceprogram.com/threads/76547-V-3-BETA-Better-Atmospheres-Improved-Atmos-from-space-Glowing-Mun-and-more%21Right now it's in beta. When it's fully released, I'll put it on the OP. Link to comment Share on other sites More sharing options...
NathanKell Posted April 18, 2014 Share Posted April 18, 2014 rbray: you're welcome to grab the AtmosphereFromGround code in RSS if you like.Also, one thing about cloud speed / position. Might there be some way (or do you already do this?) to save the position of the cloud layers to persistence? It's weird to warp until you get clear skies, save, then when you launch KSP again it's back to cloudy. Link to comment Share on other sites More sharing options...
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