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


rbray89

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I also tested the purposed solution for OVERHAUL 9-2 on linux and it worked. The dll just needs to be built as EVEManager.dll instead of EveManager.dll.

Although changing the name does get this working in general, clouds do not show up in the menu screen with Kerbin in the background.

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The other option here would be to go back to rotation speed instead, but that removes a useful reference frame.

Thoughts?

Not to sure maybe someway of locking this layer to its cloud counterpart, maybe using the original technique in part? Tbh if you can't be bothered to sort it or don't wanna roll back just for this one thing, I don't blame you. What was the usefulness of the reference frame tho anyway?.. to maintain a global time scale or something?

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Not to sure maybe someway of locking this layer to its cloud counterpart, maybe using the original technique in part? Tbh if you can't be bothered to sort it or don't wanna roll back just for this one thing, I don't blame you. What was the usefulness of the reference frame tho anyway?.. to maintain a global time scale or something?

figuring out how fast 1m/s will be vs a small rotation coefficient is much easier, and ports between RSS much better.

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I also tested the purposed solution for OVERHAUL 9-2 on linux and it worked. The dll just needs to be built as EVEManager.dll instead of EveManager.dll.

Sorry, I done this too, but only volumetric clouds appeared. The clouds for map view are under the "surface" of mesh and they don't want to change their radius. Clouds above the Duna and Eve don`t work, too.

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The overhaul doesn't have clouds configured for anything other than Kerbin.

Oh, then i must sorry for that question.

But clouds for generated mesh of Kerbin (I use sort of 10x rescale) still not appear above it's surface, only volumetric clouds are here.

My problem:

screenlml.png

Changing height in manager doesn't make any effect.

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This is what is in the BoulderCo. config:

ACTIVE_TEXTURE_MANAGER_CONFIG
{
folder = BoulderCo
enabled = true
OVERRIDES
{
BoulderCo/Clouds/.*
{
compress = true
mipmaps = true
scale = 1
max_size = 0
make_not_readable = false
}
}
}

Clouds folder has changed name for Overhaul. That would be why. Use this config.

ACTIVE_TEXTURE_MANAGER_CONFIG
{
folder = BoulderCo
enabled = true
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 = true
}
}
}

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Clouds folder has changed name for Overhaul. That would be why. Use this config.

ACTIVE_TEXTURE_MANAGER_CONFIG
{
folder = BoulderCo
enabled = true
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 = true
}
}
}

Thanks alot!

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So I just figured out that negative fallOffPower and Scale values give the effect of specularity/horizon haze:D:D:D:D:D Rbray your mod knows no bounds!

Edited by pingopete
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I think you have the basic idea, but are missing the point. This is WIP. I still have lots to do to get everything working as originally desired. I had to create a basic replacement to make sure other features would work, and same goes for ocean. Same for everything basically. Please be patient, it is a DEV release, hence why it isn't on the first page.

So there's no way to use a good-looking Kerbin with RSS or 6.4:1 Kerbin?

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(Also a tone problem, obvs).

In text I sometimes end up sounding more angry than I do in real life. After all, text doesn't convey tone or emotion nearly as well as real life. I suppose I should really fix that. Sometimes I forget that other forum members are people.

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Am I correct in saying the only incompatibility of current EVE with RSS is that the volumetric clouds are too high?

EDIT: Turns out my only problem with EVE is that I'm confusing version numbers. Everything works and looks fine now.

EDIT2: Turns out I'm wrong about the above statement. The statement above the above statement seems to be correct after all. :(

Edited by GregroxMun
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Ah. Yeah. We are people, yeah. :]

The current EVE Overhaul 9-2 appears, so far as I can tell, to work correctly with RSS. However if you are playing on Earth you will want the city lights texture in the RSS OP as otherwise you'll get Kerbin's city placement.

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Hello All,

I am having difficulties installing the mods. I would appreciate some advice. Here is what I did:

1. Downloaded and installed each individual prerequisite mod. Used download link found on this thread on the 1st post.

2. Downloaded Better Atmospheres and extracted to GameData folder, overwriting everything I just installed in previous step.

3. Removed CloudLayers.cfg

4. Installed Sun flare

Game crashes when I attempt to boot it up. Now When I remove the EnvironmentVisualEncancements folder, the game does NOT crash. However I do not get my better atmospheres. I have the dump logs but I am not sure exactly which file you need to see to help.

Please advise.

I look forward to seeing better atmospheres in game. :)

Edit: Cancel this question! ActiveTextureManagement fixed my problem!

Edited by Taco_Tony_Jones
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still a work in progress: Shadow work.

How is procedural cloudcover coming along, and will procedural shadows be possible to match the clouds?

I don't care how long it takes for those precedural clouds to be added, just so long as I have a purpose for my weather satellites to be in orbit. If the procedural clouds and/or shadows are impossible, I'll just blow the weather probes up. It's just as fun anyways! :D

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Decided to rework the auroras as one of the things for the upcoming patch for my pack. You can't see it from here, but they are animated a lot better now. Still WIP, probably should turn it down for Duna.

Also I've reworked Eve. I figured if the land has to be somewhat visible from orbit for convenience, doesn't mean I can't add more volumetric layers as you come in for landing.

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Edited by Astronomer
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Decided to rework the auroras as one of the things for the upcoming patch for my pack. You can't see it from here, but they are animated a lot better now. Still WIP, probably should turn it down for Duna.

Also I've reworked Eve. I figured if the land has to be somewhat visible from orbit for convenience, doesn't mean I can't add more volumetric layers as you come in for landing.

http://imgur.com/a/gW1No

Are you doing this for the eventual release of EVE 8 or is this a rework for 7.3?

Looks great as ever, btw.

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Lookin' so fine.
Are you doing this for the eventual release of EVE 8 or is this a rework for 7.3?

Looks great as ever, btw.

V3 FINAL will be based on 7-3. V4 will be based on whatever the next version is. :]

rbray89, people on reddit are asking for color sliders. Will this be a feature?

Edited by Astronomer
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I get a dozen of these in my outputlog:

NullReferenceException: Object reference not set to an instance of an object
at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Is this normal? I use RSS and the realism mods amongst a bunch of other mods.

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