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


rbray89

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Holy Batman those clouds are friggin perfect!

Edit: Yeah I don't want to be that guy, but it still looks very green to me. An ideal to me would be to achieve the same look as the .gif in your sig. But I understand that is probably impossible and I also understand if you want to go with this look you have now.

No matter what RSS has never looked this beautiful before. Great work!

Edit2: Actually, is it even possible to add a distant haze/fog similar to what you see IRL when you look through lots of atmosphere. I know Orbiter can do it, but that ain't ksp. Not making demands, just asking out of curiosity.

Edited by ThorBeorn
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Holy Batman those clouds are friggin perfect!

Edit: Yeah I don't want to be that guy, but it still looks very green to me. An ideal to me would be to achieve the same look as the .gif in your sig. But I understand that is probably impossible and I also understand if you want to go with this look you have now.

No matter what RSS has never looked this beautiful before. Great work!

Edit2: Actually, is it even possible to add a distant haze/fog similar to what you see IRL when you look through lots of atmosphere. I know Orbiter can do it, but that ain't ksp. Not making demands, just asking out of curiosity.

I stumbled across a haze effect be accident when messing about with wavelengths, I'll try and replicate that again, also yeah I toned it down some but the ocean texture is still wayyy greener than originally, I can easily make it darker and will do, still is to tropical globally :P

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Thanks guys!

Rbray: I was wandering if there's meant to be an option for non-scaled space(ground level) cloud detail textures? The option is there but I can't see anything :(

Also does EVE have its own mechanism for switching from pqs to scaled space? It seems to be doing strange things out of sink with my RSS's switching altitudes :/

They should work... possibly an issue with distances?

Yes/no. It handles it internally to re-scale the cloud geometry/handle tracking, etc.

I need to make a bigish GUI update, so the next update may be a while (week).

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Yup, going to a flight worked, but I am now seeing a weird circular... space below the craft, where there are no clouds at all... It seems like maybe some sort of interaction, because once I timewarped to a higher latitude, the circle was there, but only half had no clouds. The whole circle had muted colors, however.

bjkIKld.png

Edited by Playful1510
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They should work... possibly an issue with distances?

Yes/no. It handles it internally to re-scale the cloud geometry/handle tracking, etc.

I need to make a bigish GUI update, so the next update may be a while (week).

Oh ok thank for the info, I'll try fidling with the distances a bit more. Anyway I might be able to low the pqs fade altitude to coincide better with RSS pqs/scale space fade alt?

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I stumbled across a haze effect be accident when messing about with wavelengths, I'll try and replicate that again,...

I noticed that effect on Kerbin in Scott Manley's latest KSP video. I think he uses Better Atmospheres. Keep up the good work!

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Oh ok thank for the info, I'll try fidling with the distances a bit more. Anyway I might be able to low the pqs fade altitude to coincide better with RSS pqs/scale space fade alt?

Well, it pulls it from the PQS fade controller. RSS however has a slight incompatibility until the next release (EVE loads the values at main-menu before RSS does it's thing).

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Can someone please help me on this??? After 3 weeks of it I'm ready to start pulling teeth out....:huh:

The ONLY thing not working for me in EVE is the daytime city textures... everything else works fine.. I've installed, reinstalled tried absolutely everything I can.. I'm using EVE 7.3 Do I need something else for daytime cities to show!?! Like I say, the volumetric stuff, the night time city lights Everything else works fine but for the life of me I can't find anything in the files or folders other than .dll files that could be telling the daytime cities not to show up, even tho it all looks correctly installed.

Also, I see there's this GUI panel for doing realtime adjustments to EVE, how do I access that?

Lastly, despite using EVE for a few months now, I just discovered this RSS thing today... Do i need THAT for the daytime cities to show up? Do I want RSS in general to improve the look of the game?? I must admit I'm having a hard time keeping track of EVE lately with all the other mods using it(astronermers pack etc) and now we got another, the better atmospheres mod.

Edited by mcbmaestro
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Can someone please help me on this??? After 3 weeks of it I'm ready to start pulling teeth out....:huh:

The ONLY thing not working for me in EVE is the daytime city textures... everything else works fine.. I've installed, reinstalled tried absolutely everything I can.. I'm using EVE 7.3 Do I need something else for daytime cities to show!?! Like I say, the volumetric stuff, the night time city lights Everything else works fine but for the life of me I can't find anything in the files or folders other than .dll files that could be telling the daytime cities not to show up, even tho it all looks correctly installed.

Also, I see there's this GUI panel for doing realtime adjustments to EVE, how do I access that?

Lastly, despite using EVE for a few months now, I just discovered this RSS thing today... Do i need THAT for the daytime cities to show up? Do I want RSS in general to improve the look of the game?? I must admit I'm having a hard time keeping track of EVE lately with all the other mods using it(astronermers pack etc) and now we got another, the better atmospheres mod.

There is no daytime city textures for 7-3 :P

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Hence the name pre-release. It's not a full release yet so it's going to have some bugs. :)
Ya I know what a pre-release means, I was just asking if someone had a fix for it because not everyone is having that issue with it.

Nope.. and still nothing no change. Using the pre-release link you gave me. Night lights but no daytime city textures... at least I don't have missing terrain glitch anymore. Time to pull out that first tooth now unless I find out why the daytime textures will not draw in.

Nothing left to try again but uninstall KSP and delete it entirely then rebuild with just EVE + Overhaul8 and go from there. Sigh.. if ANYONE knows why daytime cities aren't showing plz let me know thanks.

PS- Am I supposed to install EVE first then Overhaul 8, in that order or just Overhaul 8?

Edited by mcbmaestro
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Ya I know what a pre-release means, I was just asking if someone had a fix for it because not everyone is having that issue with it.

Nope.. and still nothing no change. Using the pre-release link you gave me. Night lights but no daytime city textures... at least I don't have missing terrain glitch anymore. Time to pull out that first tooth now unless I find out why the daytime textures will not draw in.

Hmm... I am not to sure about the things on the pre-release because I only use the stable version for now. :P

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Ya I know what a pre-release means, I was just asking if someone had a fix for it because not everyone is having that issue with it.

Nope.. and still nothing no change. Using the pre-release link you gave me. Night lights but no daytime city textures... at least I don't have missing terrain glitch anymore. Time to pull out that first tooth now unless I find out why the daytime textures will not draw in.

I'm afraid you will have to be patient while I work on the mod. The dev release is intended explicitly for individuals to try out, and report issues with.

It sounds like the mod is either not fully installed/updated. Due to the swapping out the shader, if you can see the city lights, you should at LEAST see huge white blobs where the city lights show up at night.

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I was just asking if someone had a fix for it because not everyone is having that issue with it.

As one of the people who has posted screen shots (and a couple vids) of the prerelease, I will tell you I don't use it when playing. Daytime cities are nice but not at the expense of all the visual problems.

There is no fix, other that waiting for Rbray to pull yet another digital rabbit out of his hat and make this all work.

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Thanks for replies as I was saying I finally got them working.

Thanks again and good luck with future work, I know it's not easy, I've tried modding the stable version myself and made it unstable very quickly, lol.

BTW- I've fixed all the problems/glitches. Just a matter of fresh install/full folder deletion and restarting the game a few times. Overhaul looks perfect now! That light effect on the ocean is sooo nice. Shoulda turned AA on but having it off lets me see problems better.

8E579147BD0D0B14B3F6754FC44D40B89E201B87

What I like best about this mod is how the color scheme and everything adds new graphical fidelity but also stays consistent to the look of the original game.

Edited by mcbmaestro
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I am having issues with this and RSS6.2, for some reason I can not adjust the altitude of the clouds to get them high enough so it is not a low fog or low cloud coverage of 3km altitude around the real Earth. I have looked in the cfg file and there is no adjustment perimeter in it. So if someone has a working cfg file for RSS6.2 with the planet factory planets that would be great.

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I couldn't find anything in this thread or anywhere else, so forgive me if this has been covered, but is there any documentation or user guide about what all the advanced sliders do? A lot of their functions aren't very obvious and a few seem counterintuitive to me, so a cheat sheet would be useful.

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Hello! Terribly sorry for my english, i'm a foreigner. I have a problem with a compatibility between Overhaul 8 (pre-release) and RSS 6.2 - clouds and cities aren't spawn, so i have only terrain textures. By pressing Alt+E only Terrain Manager appears, GUI-arrows of which doesn't work. What should I do? In TextureManager's BoulderCo.cfg I added strings:

OVERRIDES

{

BoulderCo/Atmosphere/.*

{

compress = true

mipmaps = true

scale = 1

max_size = 0

make_not_readable = false

}

BoulderCo/CityLights/.*

{

compress = true

mipmaps = true

scale = 1

max_size = 0

make_not_readable = false

}

BoulderCo/Terrain/.*

{

compress = true

mipmaps = true

scale = 1

max_size = 0

make_not_readable = false

}

}

But it still ot working.

Also, I'm using Linux 64-bit version.

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Incidentally, using that fade-away-during-approach trick used in Better Atmospheres v5, I've discovered that you can mimic some of the functionality of Distant Object Enhancement; just make a layer with the "atmo" texture a little higher than all the others, set its color values to something high (around 20 or so), and make the Rim Distance (I think that's the one) really small so it's only visible from really far out.

Only issue so far is that this seems to have a limited range, so if this trick ends up seeming like a good idea for the official pack then I suggest looking into increasing the render distance for the atmosphere layers.

As a proof-of-concept, those two white dots just above the ship in this pic are Jool and Pol:

screen14.jpg

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