Mitchz95 Posted April 28, 2014 Share Posted April 28, 2014 Just downloaded Proot's pack. How do I open a .rar file? Link to comment Share on other sites More sharing options...
Pecan Posted April 28, 2014 Share Posted April 28, 2014 Just downloaded Proot's pack. How do I open a .rar file?A rar file is like a zip file. If your OS can't handle it already then you'll need to download and install an application that can. Link to comment Share on other sites More sharing options...
Zeroignite Posted April 28, 2014 Share Posted April 28, 2014 http://www.7-zip.org/ Link to comment Share on other sites More sharing options...
BFGfreak Posted April 28, 2014 Share Posted April 28, 2014 Well I can't seem to get the alt-N key to work. Since you guys don't seem to have a problem, I'm going to go ahead and assume the problem is on my end. Anyway I'm thinking I have a conflicting mod somewhere that's preventing the alt-n menu from showing up, and before I start mindlessly deleting mods until it works, I think I'll just go ahead and ask if there are any known mods that could conflict with EVE's alt-n menu and start from there. Link to comment Share on other sites More sharing options...
mikebell Posted April 28, 2014 Share Posted April 28, 2014 I don't know about conflicting mods, but I believe you can change the key to Alt-<something else> by changing the line right near the top of BoulderCo/Clouds/cloudLayers.cfg: GUI_KEYCODE = Nto select a key of your choice - that might help? Link to comment Share on other sites More sharing options...
rbray89 Posted April 28, 2014 Author Share Posted April 28, 2014 What I've been working on:Fully configurable shaders for terrain and scaled-space bodies (better for terminators, colors, etc.)Daytime city texturesHigher-vertex count spheres for RSSUsing my BSc to design a proper generic module management mechanism for configs and GUIs.Is there anything else specifically you wonderful people would like to see? Link to comment Share on other sites More sharing options...
Proot Posted April 28, 2014 Share Posted April 28, 2014 What I've been working on:Fully configurable shaders for terrain and scaled-space bodies (better for terminators, colors, etc.)Daytime city texturesHigher-vertex count spheres for RSSUsing my BSc to design a proper generic module management mechanism for configs and GUIs.Is there anything else specifically you wonderful people would like to see?Will be solved the zfight issue in city lights? Link to comment Share on other sites More sharing options...
rbray89 Posted April 28, 2014 Author Share Posted April 28, 2014 Will be solved the zfight issue in city lights?Yes, provided the new terrain replacement shader is in use for Kerbin. Link to comment Share on other sites More sharing options...
LostElement Posted April 28, 2014 Share Posted April 28, 2014 How would I decrease the intensity of the volumetric clouds? it's too thick for my PC to run smoothly. Link to comment Share on other sites More sharing options...
NathanKell Posted April 28, 2014 Share Posted April 28, 2014 rbray: that sounds like a good list! For terrain, do you also mean water shader? That's a big issue with RSS, where it seems they're using a fresnel shader but the shader vars are off.The setting-cloud-position-based-on-UT thing? Is that in?A longer-term issue (non-critical) but that I have seen for a number of versions, unless I'm misconfiguring: it seems very hard to get the detail texture's alpha to affect cloud opacity. In particular, what I'd like to see would be very *white* clouds (i.e. weak RGB effect from detail texture) that are nonetheless very broken up by the detail texture's alpha. As it stands, in order to get detail in the clouds, they come out looking somewhat gray.If you get bored (hah) there's my perpetual suggestion to just implement pnoise in the pixel shader (perhaps rather than detail textures, perhaps in combination). That will neatly avoid the issue of detail texture scaling since it operates in screenspace rather than worldspace, and you can have the resolution be as fine as you want (so even if you're reasonably close to the 2D cloudlayer the detailing will look very sharp).You could do something similar to make city lights twinkle.I have even more long-term stuff (using similar paging terrain code to handle landclasses, which then translate into different terrain shader (or even tiled diffuse/normal textures based on landclass); replacing/enhancing the stock terrain scatter system and getting it to the level of a flight sim (trees, buildings, etc)... Link to comment Share on other sites More sharing options...
rbray89 Posted April 28, 2014 Author Share Posted April 28, 2014 rbray: that sounds like a good list! For terrain, do you also mean water shader? That's a big issue with RSS, where it seems they're using a fresnel shader but the shader vars are off.The setting-cloud-position-based-on-UT thing? Is that in?A longer-term issue (non-critical) but that I have seen for a number of versions, unless I'm misconfiguring: it seems very hard to get the detail texture's alpha to affect cloud opacity. In particular, what I'd like to see would be very *white* clouds (i.e. weak RGB effect from detail texture) that are nonetheless very broken up by the detail texture's alpha. As it stands, in order to get detail in the clouds, they come out looking somewhat gray.If you get bored (hah) there's my perpetual suggestion to just implement pnoise in the pixel shader (perhaps rather than detail textures, perhaps in combination). That will neatly avoid the issue of detail texture scaling since it operates in screenspace rather than worldspace, and you can have the resolution be as fine as you want (so even if you're reasonably close to the 2D cloudlayer the detailing will look very sharp).You could do something similar to make city lights twinkle.I have even more long-term stuff (using similar paging terrain code to handle landclasses, which then translate into different terrain shader (or even tiled diffuse/normal textures based on landclass); replacing/enhancing the stock terrain scatter system and getting it to the level of a flight sim (trees, buildings, etc)...Water is on my list. It will be a verticies-altering depth-based shader. Similar to fog. I also hope to have a mechanism in-place for when you look under water as well. Yeah, UT is going to be included in my clouds re-do. If you are doing noise in screen-space, wouldn't it look weird when you move the camera? The alpha is being transferred in the detail, though people may not use it. Haha, yeah, I've been thinking about that kind of stuff. Right now I've been looking at using a global map (PQS only uses one material per-body) but obviously that would be less than ideal for RSS. What I'd LIKE to do is embed the info per-vertex, but no matter what I do, the UV coords get messed up, and I don't really want to muck with color (though I would if I had to.). Link to comment Share on other sites More sharing options...
InfectedGrowth Posted April 28, 2014 Share Posted April 28, 2014 I am getting nothing when I press Alt+n... I am on the most recent version, just re-downloaded the mod and still no change. I have never gotten it to work (I did not know of it until recently, been bugging me ever since) Any idea what the problem could be? Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted April 28, 2014 Share Posted April 28, 2014 I am getting nothing when I press Alt+n... I am on the most recent version, just re-downloaded the mod and still no change. I have never gotten it to work (I did not know of it until recently, been bugging me ever since) Any idea what the problem could be?Can you give us more insight? It's hard to work with "IT DOESN'T WURK PLZ HELP". Link to comment Share on other sites More sharing options...
NathanKell Posted April 28, 2014 Share Posted April 28, 2014 rbray89:Water: cool! The main problem RSS has with water, though, is it seems the fresnel params get messed up and near-screen water is treated as transparent pretty much no matter the angle.Re: pnoise. Yeah, fair point. Hmm. I guess what I was really gunning for was having frequency dependent on distance, maybe, as a way to get around having to use octaves?There *should* be a spare float or two per vertex; we should dig into PQS....pretty sure I've seen something you could maybe use. Link to comment Share on other sites More sharing options...
Superfluous J Posted April 28, 2014 Share Posted April 28, 2014 Yes, provided the new terrain replacement shader is in use for Kerbin.Are the current problems with cities caused by trying to make sure they cut off right at the shore line? If so then I have no requests.If not, then my only request is that cities be cut off right at the shore line Link to comment Share on other sites More sharing options...
rbray89 Posted April 28, 2014 Author Share Posted April 28, 2014 rbray89:Water: cool! The main problem RSS has with water, though, is it seems the fresnel params get messed up and near-screen water is treated as transparent pretty much no matter the angle.Re: pnoise. Yeah, fair point. Hmm. I guess what I was really gunning for was having frequency dependent on distance, maybe, as a way to get around having to use octaves?There *should* be a spare float or two per vertex; we should dig into PQS....pretty sure I've seen something you could maybe use.Yeah, the water transparency will be based purely on distance to the terrain below. Right now I'm using the tangent to assign a "planetNormal" for procedural UV'ing. The normal obviously isn't up for grabs, and There are only 3 fields (alpha is assigned via the heightmap) for color (not enough to ensure color assignment) so I don't know where I'd be able to assign them to the vertex.Are the current problems with cities caused by trying to make sure they cut off right at the shore line? If so then I have no requests.If not, then my only request is that cities be cut off right at the shore line Haha, I'll try to include it. Right now it doesn't look to bad as it is, as it doesn't do the weird hovering thing. Link to comment Share on other sites More sharing options...
MAKC Posted April 28, 2014 Share Posted April 28, 2014 (edited) The clouds seem to be moving a bit fast. I haven't clocked them but they are faster than me flying at Mach 2. Using RSS btw. Edited April 28, 2014 by MAKC Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted April 28, 2014 Share Posted April 28, 2014 The clouds seem to be moving a bit fast. I haven't clocked them but they are faster than me flying at Mach 2. Using RSS btw.You can change that Adjust the speed setting in the ALT+N menu. Link to comment Share on other sites More sharing options...
Hyomoto Posted April 29, 2014 Share Posted April 29, 2014 You can change that Adjust the speed setting in the ALT+N menu.Super longtime answer for supreme happy! Seriously though, I think that question and answer are on every page. One more for the record! Link to comment Share on other sites More sharing options...
Astronomer Posted April 30, 2014 Share Posted April 30, 2014 (edited) Last three images were taken from Laythe.[insert avatar music][picture heavy thread intensifies] Edited April 30, 2014 by Astronomer Link to comment Share on other sites More sharing options...
Castun Posted April 30, 2014 Share Posted April 30, 2014 Beautiful shots man! Link to comment Share on other sites More sharing options...
vanlock Posted April 30, 2014 Share Posted April 30, 2014 Hahahaha Astronomer this looks fabulous ! Yeah Avatar is a possible comparison indeed.... The space/planetary flight footage was stunning. Link to comment Share on other sites More sharing options...
Zeroignite Posted April 30, 2014 Share Posted April 30, 2014 ...yes yes yes yes yes.How do they look from orbit? Link to comment Share on other sites More sharing options...
pingopete Posted May 1, 2014 Share Posted May 1, 2014 sweeeeeeeet jesus those cloud look incredible, and the colours Link to comment Share on other sites More sharing options...
lextacy Posted May 1, 2014 Share Posted May 1, 2014 is there anyway to disable clouds on non-atmospheric bodies such as minumus/mun? It looks bad in my opinion and not realistic when trying to land. I do like having clouds on Kerbin, they are done nicely . I don't want to lose that, but I want the moon clouds gone...... Link to comment Share on other sites More sharing options...
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