rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 You know about the MeshWrapper, right, that I use in RSS?MeshWrapper? I just did a search, looks like it isn't a unity thing. What is it for? My thought was to use a projector attached to the cloud layer. Link to comment Share on other sites More sharing options...
skbernard Posted April 22, 2014 Share Posted April 22, 2014 the volumetric clouds are awesome, gives so much to this game - my only little teenie tiny nit pick would be when new clouds spawn in after old ones float away from the vessel, it appears that a large number of particles pop in at once, i think it might look a little less jarring to the experience if a few came in then a few more, gradually over a few seconds, whaddya think?EDIT: on second thought, i guess the ideal scenario would be to constantly despawn the old particles and constantly spawn in new particles Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 the volumetric clouds are awesome, gives so much to this game - my only little teenie tiny nit pick would be when new clouds spawn in after old ones float away from the vessel, it appears that a large number of particles pop in at once, i think it might look a little less jarring to the experience if a few came in then a few more, gradually over a few seconds, whaddya think?EDIT: on second thought, i guess the ideal scenario would be to constantly despawn the old particles and constantly spawn in new particlesThe reason I'm using hexagons is to limit stress on the CPU. If I had to run a for-loop every update to check to see if I needed to reap particles, it would bog the system down considerably. Link to comment Share on other sites More sharing options...
Proot Posted April 22, 2014 Share Posted April 22, 2014 The only thing that bothers me from volumetric clouds is not the hexagon shape, is that the volumetric effect is a fixed point around the vessel and the camera movement only matters around that vessel, is not a real following of the camera itself.But I don't know if otherwise be possible or if it would look fine. Link to comment Share on other sites More sharing options...
Carmoldu Posted April 22, 2014 Share Posted April 22, 2014 I've updated to 0.23.5 and it's working fine in a "blank" copy of the game, but now I'm updating the mods and I can't make it work (it works fine without visual enhancements exept for ocasional crashes...) This game isn't that much enjoyable without the visual enhancements and I didn't even notice, it's an excellent mod!When installed, the game will load but when finishing loading, it doesn't even show the menu, does anybody have (or had) the same problem? I'm running these mods: Firespitter, HooliganLabs, Simple Parts Organizer, Deadly Reentry, Kethane, TacLifeSupport, Vanguard Plugin + Parachutes, Enhanced Navball, Kerbal Joint Reinforcement, Docking Port Aligment, Kerbal Attachement system, TAC Fuel Balancer, Kerbal alarm Clock, Engineer Redux, KW Rocketry, KWR Texture reduction pack, KSP Interestellar, Ferram Aerospace Research. Any idea about what could it be? I really would like to be able to make this mod work Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 (edited) I've tinkered a bit with the volumetric textures to get them slightly less intrusive, this is with Sonics BetterAtmospheres mod hence the shading layers and atmosphere's colourThis is on RSS Edited April 22, 2014 by pingopete Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 I've tinkered a bit with the volumetric textures to get them slightly less intrusive, this is with Sonics BetterAtmospheres mod hence the shading layers and atmosphere's colourhttps://dl-web.dropbox.com/get/KSP/Visual%20Enhancements/KSP_2014_04_22_16_52_48_758.jpg?_subject_uid=257035972&w=AAAv6sAqbcaZySJi_6o4oyueOSrqpb9Vj0SVn2kjtbdj5whttps://dl-web.dropbox.com/get/KSP/Visual%20Enhancements/KSP_2014_04_22_16_43_10_129.jpg?_subject_uid=257035972&w=AAD1i45xRXjGkWojrlp8sp657O92ORoKBJ6lpGTEkFyRqwhttps://dl-web.dropbox.com/get/KSP/Visual%20Enhancements/KSP_2014_04_22_16_42_34_495.jpg?_subject_uid=257035972&w=AADjU_NKJ_dW-BUBCdl5oC2KF7YdFdVsy6TE6aov9FKXdwThis is on RSShttps://dl-web.dropbox.com/get/KSP/Visual%20Enhancements/KSP_2014_04_21_02_41_14_303.jpg?_subject_uid=257035972&w=AADbTaTtiqhikLsiTOHcHL6blipl0v6lwKu-xDVCOE64CAHmmm... I can't see the images you are posting. Sure they are marked as public in dropbox? Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 Hmmm... I can't see the images you are posting. Sure they are marked as public in dropbox?oh snap! How do I do that, can't find any settings for privacy Link to comment Share on other sites More sharing options...
vanlock Posted April 22, 2014 Share Posted April 22, 2014 I'd advise the use of imgur.com Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 how do you embed albums from imgur into forums? I would have but I've never known how Link to comment Share on other sites More sharing options...
Minarkhaios Posted April 22, 2014 Share Posted April 22, 2014 The reason I'm using hexagons is to limit stress on the CPU. If I had to run a for-loop every update to check to see if I needed to reap particles, it would bog the system down considerably.Sorry if this is far off the subject (I do not know anything about what I'm asking) but can't it be possible to load the current hexagon and those around it ? To avoid the "reach hexagon frontier, load next one" effect ? And maybe add a small parameter so that we can set how many more hexagons we want around the central one ?Isn't it also a case where a small forking/threading could achieve marvellous result ? (But again, maybe it's far off what is possible to do with KSP modding) Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 22, 2014 Share Posted April 22, 2014 how do you embed albums from imgur into forums? I would have but I've never known howLike this [-IMGUR]album url[/imgUR]. Remove the -.What you did wrong there is add another [, remove it and it should work fine. Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 (edited) Ok this.. maybe?! I don't get imgurJavascript is disabled. View full album Edited April 22, 2014 by pingopete Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 Sorry if this is far off the subject (I do not know anything about what I'm asking) but can't it be possible to load the current hexagon and those around it ? To avoid the "reach hexagon frontier, load next one" effect ? And maybe add a small parameter so that we can set how many more hexagons we want around the central one ?Isn't it also a case where a small forking/threading could achieve marvellous result ? (But again, maybe it's far off what is possible to do with KSP modding)Nothing involving unity can be multithreaded. Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 Javascript is disabled. View full albumpingopete: Hit "Reply with Quote" to see how I did this.EDIT: Looks REALLY nice. I like it. Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 I did, still couldn't figure it out tried making it a hyperlink Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 I did, still couldn't figure it out tried making it a hyperlinkhttp://forum.kerbalspaceprogram.com/threads/36010-Introducing-the-Ability-to-Embed-Imgur-Albums! Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 ..Then I read that and figured it haha Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 ..Then I read that and figured it hahaGood to hear, though you should edit your posts to use the correct imgur embedding mechanism. Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 yeah mine's too zoomed in :/? Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 yeah mine's too zoomed in :/?No you are posting as a hyperlink. You need to follow the instructions in the link I posted (http://forum.kerbalspaceprogram.com/threads/36010-Introducing-the-Ability-to-Embed-Imgur-Albums) they go in imgur tags, NOT URL tags. You DON't include the URL, just the id (yours is WJUW7) so it'd be {imgur}WJUW7{/imgur} where you replace the {} with []. Link to comment Share on other sites More sharing options...
pingopete Posted April 22, 2014 Share Posted April 22, 2014 (edited) No you are posting as a hyperlink. You need to follow the instructions in the link I posted (http://forum.kerbalspaceprogram.com/threads/36010-Introducing-the-Ability-to-Embed-Imgur-Albums) they go in imgur tags, NOT URL tags. You DON't include the URL, just the id (yours is WJUW7) so it'd be {imgur}WJUW7{/imgur} where you replace the {} with [].Ok sorry, I'm a noob at this btw I think the way forwards with this may well be decreasing the size of the billboards and increase their numbers a bit. With high res 2D maps for their placement I think smaller more dense cloudlets will make the whole volumetric cloud scene look nicer/more realistic. They'd follow the real world cloud coverage (2D layers) better and be more defined.- and maybe prevent them from being uniform by some basic vertical random scatter spawning script for the billboards?I'm just thinkin out loud here Edited April 22, 2014 by pingopete Link to comment Share on other sites More sharing options...
NathanKell Posted April 22, 2014 Share Posted April 22, 2014 MeshWrapper? I just did a search, looks like it isn't a unity thing. What is it for? My thought was to use a projector attached to the cloud layer.See here: https://github.com/NathanKell/RealSolarSystem/blob/master/Plugins/RealSolarSystem/RealSolarSystem.cs#L1200Input is any spherical mesh and a PQS controller; it will adjust the spherical mesh's vertices to comport with the PQS.Nothing involving unity can be multithreaded.Not quite true; see the source for asmi's ECLSS here: https://bitbucket.org/asmi/ksp/src/0f35bb2580c6/KerbalPlugins/?at=defaultasmi has working multithreading for running resource checks for on-rails craft. Link to comment Share on other sites More sharing options...
rbray89 Posted April 22, 2014 Author Share Posted April 22, 2014 See here: https://github.com/NathanKell/RealSolarSystem/blob/master/Plugins/RealSolarSystem/RealSolarSystem.cs#L1200Input is any spherical mesh and a PQS controller; it will adjust the spherical mesh's vertices to comport with the PQS.Not quite true; see the source for asmi's ECLSS here: https://bitbucket.org/asmi/ksp/src/0f35bb2580c6/KerbalPlugins/?at=defaultasmi has working multithreading for running resource checks for on-rails craft.PQSMeshWrapper? How did I miss this?! How well does it work? I implemented my own version using the PQS surface height functionality, but it doesn't seem to work that well (hence all the terrain clipping). This could have MAJOR implications for things like cities if it really works.I meant to say anything involving Unity's core. Ie. GameObjects or Transforms. You could create wrappers and such, but all Unity's core functions would be off-limits. Link to comment Share on other sites More sharing options...
NathanKell Posted April 22, 2014 Share Posted April 22, 2014 1. Yeah, it's hidden pretty well. It seems to work perfectly for Earth in v6, but I've heard some strange reports from other folks about other CBs, and I haven't actually written a tester for it or done extensive testing. You might also (obviously) want a slight offset along each vertex's vertex normal to avoid clipping.It seems reasonably fast, although I've only used it on stock scaled-space meshes (maybe adds 10 seconds tops to wrap all CBs' meshes). I would assume its speed is closely correlated to the PQS map exporter, which has a profiler and takes 11 seconds to render a 2048x1024 map, IIRC. (Presumably you will have fewer than 2 million vertices!)2. Ah, right, Yeah. Link to comment Share on other sites More sharing options...
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