rbray89 Posted June 21, 2014 Author Share Posted June 21, 2014 So, still not working under Linux... Gah... Well, time for me to bust out a live install then... Link to comment Share on other sites More sharing options...
pingopete Posted June 22, 2014 Share Posted June 22, 2014 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 Link to comment Share on other sites More sharing options...
jsimmons Posted June 22, 2014 Share Posted June 22, 2014 Thank you rbay89 for looking into fixing the linux platform. Also while trying the latet release I saw this http://www.infradead.org/~jsimmons/overhaul-9.png Link to comment Share on other sites More sharing options...
pingopete Posted June 22, 2014 Share Posted June 22, 2014 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 Link to comment Share on other sites More sharing options...
rbray89 Posted June 22, 2014 Author Share Posted June 22, 2014 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 http://i.imgur.com/7ymtkvp.pnghttp://i.imgur.com/mt2aZwx.pngAh, 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. Link to comment Share on other sites More sharing options...
pingopete Posted June 22, 2014 Share Posted June 22, 2014 (edited) Sweet! :DEDIT: 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 June 23, 2014 by pingopete Link to comment Share on other sites More sharing options...
skykooler Posted June 24, 2014 Share Posted June 24, 2014 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 http://i.imgur.com/7ymtkvp.pnghttp://i.imgur.com/mt2aZwx.pngThat looks awesome! Link to comment Share on other sites More sharing options...
pingopete Posted June 24, 2014 Share Posted June 24, 2014 Any chance of getting an ETA on 9.3, and whether it'll contain those shadows, and atmosphere shader? Sorry to pester Link to comment Share on other sites More sharing options...
rbray89 Posted June 24, 2014 Author Share Posted June 24, 2014 Any chance of getting an ETA on 9.3, and whether it'll contain those shadows, and atmosphere shader? Sorry to pesterNot yet. The new shaders/shadows are on my list though. Link to comment Share on other sites More sharing options...
Canis Dirus Leidy Posted June 25, 2014 Share Posted June 25, 2014 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: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):P.P.S. Sorry for terrible English. Not my native language. Link to comment Share on other sites More sharing options...
Eleven Posted June 25, 2014 Share Posted June 25, 2014 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? Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 25, 2014 Share Posted June 25, 2014 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. Link to comment Share on other sites More sharing options...
Avalon304 Posted June 25, 2014 Share Posted June 25, 2014 If I want to install 9-2 can I just install it over 7-3 or do I need to remove 7-3 first? Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 25, 2014 Share Posted June 25, 2014 If I want to install 9-2 can I just install it over 7-3 or do I need to remove 7-3 first?Remove both folders first, it's a big change. Link to comment Share on other sites More sharing options...
Avalon304 Posted June 25, 2014 Share Posted June 25, 2014 Remove both folders first, it's a big change.I can just remove the contens of those folders right? I also run ATM and that puts stuff in the BoulderCo folder as well... Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 25, 2014 Share Posted June 25, 2014 I can just remove the contens of those folders right? I also run ATM and that puts stuff in the BoulderCo folder as well...Yeah that's fine. Link to comment Share on other sites More sharing options...
Avalon304 Posted June 25, 2014 Share Posted June 25, 2014 Yeah that's fine.Ok, thanks! Link to comment Share on other sites More sharing options...
pingopete Posted June 25, 2014 Share Posted June 25, 2014 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. Link to comment Share on other sites More sharing options...
rbray89 Posted June 25, 2014 Author Share Posted June 25, 2014 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.pngP.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.pngP.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! Link to comment Share on other sites More sharing options...
The-Bean Posted June 25, 2014 Share Posted June 25, 2014 (edited) 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 June 25, 2014 by The-Bean Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 25, 2014 Share Posted June 25, 2014 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. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted June 25, 2014 Share Posted June 25, 2014 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. Link to comment Share on other sites More sharing options...
TheReaper Posted June 25, 2014 Share Posted June 25, 2014 when will there be a new pack? i was told 8.0 would be close Link to comment Share on other sites More sharing options...
NathanKell Posted June 25, 2014 Share Posted June 25, 2014 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. Link to comment Share on other sites More sharing options...
pingopete Posted June 26, 2014 Share Posted June 26, 2014 (edited) 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 June 26, 2014 by pingopete Link to comment Share on other sites More sharing options...
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