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


rbray89

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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.

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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

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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

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.

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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.

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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 :(

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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 colour

KSP_2014_04_22_16_52_48_758.jpg?_subject_uid=257035972&w=AAAv6sAqbcaZySJi_6o4oyueOSrqpb9Vj0SVn2kjtbdj5w

KSP_2014_04_22_16_43_10_129.jpg?_subject_uid=257035972&w=AAD1i45xRXjGkWojrlp8sp657O92ORoKBJ6lpGTEkFyRqw

KSP_2014_04_22_16_42_34_495.jpg?_subject_uid=257035972&w=AADjU_NKJ_dW-BUBCdl5oC2KF7YdFdVsy6TE6aov9FKXdw

This is on RSS

KSP_2014_04_21_02_41_14_303.jpg?_subject_uid=257035972&w=AADbTaTtiqhikLsiTOHcHL6blipl0v6lwKu-xDVCOE64CA

Edited by pingopete
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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)

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how do you embed albums from imgur into forums? I would have but I've never known how

Like this [-IMGUR]album url[/imgUR]. Remove the -.

What you did wrong there is add another [, remove it and it should work fine.

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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.

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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 [].

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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 :cool:

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 :P

Edited by pingopete
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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#L1200

Input 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=default

asmi has working multithreading for running resource checks for on-rails craft.

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See here: https://github.com/NathanKell/RealSolarSystem/blob/master/Plugins/RealSolarSystem/RealSolarSystem.cs#L1200

Input 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=default

asmi 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.

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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.

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