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


rbray89

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Uh small but significant problem, it would appear that cloud rotational speed is now 'realistically' but problematically constant despite altitude. My problem is that I want a shadow layer ~4km beneath the actual clouds (always below), but its slightly lower radius gives it a faster spin, making the shadow and clouds slowly miss-align over several in-game month's to years. Readjusting the minuscule cloud speed difference would be almost impossible, and would still over time gradually mess up :(

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Uh small but significant problem, it would appear that cloud rotational speed is now 'realistically' but problematically constant despite altitude. My problem is that I want a shadow layer ~4km beneath the actual clouds (always below), but its slightly lower radius gives it a faster spin, making the shadow and clouds slowly miss-align over several in-game month's to years. Readjusting the minuscule cloud speed difference would be almost impossible, and would still over time gradually mess up :(

Did you check the offset fix on RSS? I still have no control over volumetric offset on any of my installs. The volumetrics take on an offset of their own unrelated to it's 2D layer.

One other interesting thing I found was that ramping up the colour values to above 1 gave clouds at the terminators those colours, by giving my SS&PQS layers values of 1.2,1,1,1 my cloud turned pink at sunrise/set, and consiquentially my volumetrics did too. Obviously this isn't meant to work but it's pretty cool, maybe something like this could be implemented properly? I have no idea how it worked :P

7ymtkvp.png

mt2aZwx.png

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Did you check the offset fix on RSS? I still have no control over volumetric offset on any of my installs. The volumetrics take on an offset of their own unrelated to it's 2D layer.

One other interesting thing I found was that ramping up the colour values to above 1 gave clouds at the terminators those colours, by giving my SS&PQS layers values of 1.2,1,1,1 my cloud turned pink at sunrise/set, and consiquentially my volumetrics did too. Obviously this isn't meant to work but it's pretty cool, maybe something like this could be implemented properly? I have no idea how it worked :P

http://i.imgur.com/7ymtkvp.png

http://i.imgur.com/mt2aZwx.png

Ah, seems I never connected up the internals behind the volumetric offset. Will do.

As for the issue behind the shadows, I'll probably just implement the shadow mechanism I've been meaning to get to.

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Sweet! :D :D

EDIT: The terrain manager doesn't seem to do anything to the oceans from ScaledSpace? RSS comes with an earth colour image but even with the oceans as transparent, still nothin? I can effect them at PQS level though, land works fine on both.

..Ok it does do most things, I just can't seem to control reflectivity of SS oceans alone, Dw it's nothing major.

Edited by pingopete
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Did you check the offset fix on RSS? I still have no control over volumetric offset on any of my installs. The volumetrics take on an offset of their own unrelated to it's 2D layer.

One other interesting thing I found was that ramping up the colour values to above 1 gave clouds at the terminators those colours, by giving my SS&PQS layers values of 1.2,1,1,1 my cloud turned pink at sunrise/set, and consiquentially my volumetrics did too. Obviously this isn't meant to work but it's pretty cool, maybe something like this could be implemented properly? I have no idea how it worked :P

http://i.imgur.com/7ymtkvp.png

http://i.imgur.com/mt2aZwx.png

That looks awesome!

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So, still not working under Linux... ;.;

If "not working" mean "no clouds" then it is due to case-sensitive file system. Game engine tries to load EVEManager.dll but fails, because "out of box" it named as EveManager.dll. After changing file name i get this:

IHIRJN7l.png

P.S. But, unfortunately, with some strange mesh, when looking "down" while in flight (not visible at preview, due to resize, but clearly seen at full-size image):

XVkk3tBl.png

P.P.S. Sorry for terrible English. Not my native language.

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So 7-3 is still the official release but 9-2 is out there? But it's not working under linux is that correct? 7-3 works fine for me in linux, but a couple posts up it looks like maybe its just a naming thing for 9-2? Any clarification on this?

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The strange mesh you're talking about is just tiling of the water. You can change the size of the little squares with ALT-E, I think it's called detailscale or something like that. I've tried playing around with it, but it seems you either get rid of tiling from the ground (lower number) and have it from orbit or the other way around.

As for overhaul in Linux, why not try it yourself? It doesn't break anything and takes 5 minutes including copying 7-3 back if it doesn't work.

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Overhaul 9.2 doesn't like planet factory + RSS very much, applying layers to planets other than earth does nothing, half the time it'll load for a few seconds and nothing will appear and the other times it'll have a mini memory crash and hitting apply literally does nothing thereafter, when this happens clouds on earth also dissappear and EVE stops entirely until next game restart.

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If "not working" mean "no clouds" then it is due to case-sensitive file system. Game engine tries to load EVEManager.dll but fails, because "out of box" it named as EveManager.dll. After changing file name i get this:

http://i.imgur.com/IHIRJN7l.png

P.S. But, unfortunately, with some strange mesh, when looking "down" while in flight (not visible at preview, due to resize, but clearly seen at full-size image):

http://i.imgur.com/XVkk3tBl.png

P.P.S. Sorry for terrible English. Not my native language.

AHA! I'll look into why the case is off and can't seem to find the library. Thanks!

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Is it possible to change what altitude Kerbin (and other planets) changes from the detailed model to the simple sphere? If it switched model at 70km I think Kerbin would not only look better from orbit but also run better, especially when in time acceleration.

Edited by The-Bean
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Is it possible to change what altitude Kerbin (and other planets) changes from the detailed model to the simple sphere? If it switched model at 70km I think Kerbin would not only look better from orbit but also run better, especially when in time acceleration.

What you're asking for is the PQS to ScaledSpace switch. The RSS plugin can do that, I'm not aware of any others.

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Okay, so I want to bring the size of volumetric clouds down so I can bring a light fluffy layer of cumulus down to 1000 meters or so without having this mass scattered bank of clouds ranging from ground level to 2000 meters. I don't know exactly what I need to mess with, but I know they're particle fields.

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Overhaul 9.2 doesn't like planet factory + RSS very much, applying layers to planets other than earth does nothing, half the time it'll load for a few seconds and nothing will appear and the other times it'll have a mini memory crash and hitting apply literally does nothing thereafter, when this happens clouds on earth also dissappear and EVE stops entirely until next game restart.

This is because Overhaul still doesn't play nice with non-stock Scaled Space Transform scale settings. It works for Earth because I have "wrap" (i.e. mess with scaled space transforms, meshes, etc) disabled for Earth as a workaround.

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Oh ok, well I'm using spacedinvador's planet pack now, and EVE play well with it, except it may be using an older rss config or something as I can't use my previous AFG node without it giving bkack skys and no AFG on any planet :(

(DP soz)

Rbray: do you think you could also address that cloud speed issue I mentioned, in the next release, even if you were to implement the 2D shadows (Which would be immeasurably awesome) I'd still be using a volumetric shadow layer beneath the main 2d&3D cloud layer, which at the moment would still suffer from this issue

Edited by pingopete
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