Paul_Sawyer Posted December 17, 2015 Share Posted December 17, 2015 Quote That's an issue with hullcam not adjusting near and far clipping planes properly. It will cause z-fighting, there is no way around this sadly. Well, thank you for the info. I'll go with this to HullCam thread then. Link to comment Share on other sites More sharing options...
rbray89 Posted December 17, 2015 Author Share Posted December 17, 2015 6 minutes ago, gamerscircle said: I really enjoy EVE and I am new to the mod, but this is screen of a fresh install. The division, is that a known issue or is there a conflict or perhaps I need to adjust something? https://drive.google.com/file/d/0B8bgPP0DpwZeOXJBZzR1OGd4WU0/view?pref=2&pli=1 Already reported. Link to comment Share on other sites More sharing options...
gamerscircle Posted December 17, 2015 Share Posted December 17, 2015 @rbray89okay.. sorry for the duplicate message and thank you for the support. Link to comment Share on other sites More sharing options...
releansol Posted December 17, 2015 Share Posted December 17, 2015 24 minutes ago, rbray89 said: That should be fine... Check to make sure that in the shaders folder there aren't two very similarly named (almost identical aside from one or two characters) files... Also, there was a new version posted last night that may fix it. Oh my! I mistakenly droped also the Boulder and EVE Datas in the path...\Kerbal Space Program\GameData\Squad at the end of November. Now the GUI is back http://images.akamai.steamusercontent.com/ugc/401182814310138573/6D9CE4F87A1A5FB25253F26934680FC1936A6768/ (Looking forward with the City Light Bugfix). But at first I get my CreditCard and donate you now. Not only for your awesome Plugin - also for handling Dummies-Support like me :-) Link to comment Share on other sites More sharing options...
space-is-hard Posted December 17, 2015 Share Posted December 17, 2015 Bug report, best explained with video: Log file: https://www.dropbox.com/s/lcnjq2kq4wrqyq8/eve.log?dl=0 Running Linux Ubuntu 14.04, KSP 1.0.5 64-bit Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 18, 2015 Share Posted December 18, 2015 15 hours ago, Paul_Sawyer said: Well, thank you for the info. I'll go with this to HullCam thread then. I've not fully tested this workaround, but try making sure to disable the GUI prior to entering hullcam view (use the +/- keys to toggle through cameras) then make sure you wait until you're out of hullcam view (Backspace) before bringing it back. Link to comment Share on other sites More sharing options...
Matt77 Posted December 19, 2015 Share Posted December 19, 2015 On 17/12/2015 at 9:01 PM, space-is-hard said: Log file: https://www.dropbox.com/s/lcnjq2kq4wrqyq8/eve.log?dl=0 Running Linux Ubuntu 14.04, KSP 1.0.5 64-bit Same here. It's a pain but you can choose which hemisphere gets clouds as demonstrated above. Linux Mint 17.2, Nvidia GTX670 with drivers 352.63. Log file Link to comment Share on other sites More sharing options...
Jovzin Posted December 20, 2015 Share Posted December 20, 2015 I have a question. Can I use scatterer new ocean with EVE ? I see that in EVE there is ocean shader too. So do I have to pick only one or ? Link to comment Share on other sites More sharing options...
Proot Posted December 21, 2015 Share Posted December 21, 2015 Rbray, I've ported all my settings to the "object" system. All is working fine but I can't make my cubemap to work. I have a RGBA (8bit) cubemap in .png but the line of the main texture keep appearing in red. Is my texture wrong or maybe the "textures" file can't be outside of boulderCo folder? Link to comment Share on other sites More sharing options...
rbray89 Posted December 21, 2015 Author Share Posted December 21, 2015 7 minutes ago, Proot said: Rbray, I've ported all my settings to the "object" system. All is working fine but I can't make my cubemap to work. I have a RGBA (8bit) cubemap in .png but the line of the main texture keep appearing in red. Is my texture wrong or maybe the "textures" file can't be outside of boulderCo folder? Look at the new textureConfig section in the GUI/config. You need to add a configuration item that sets up the cubemap. Link to comment Share on other sites More sharing options...
Proot Posted December 21, 2015 Share Posted December 21, 2015 43 minutes ago, rbray89 said: Look at the new textureConfig section in the GUI/config. You need to add a configuration item that sets up the cubemap. Yup, so I have "textures.cfg" in my folder: TEXTURE_CONFIG { OBJECT { name=KSPRC/Atmospheres/Textures/cube format=RGBA32 (I've tried other formats too) isCubeMap=True texXn=KSPRC/Atmospheres/Textures/cubeXn texYn=KSPRC/Atmospheres/Textures/cubeYn texZn=KSPRC/Atmospheres/Textures/cubeZn texXp=KSPRC/Atmospheres/Textures/cubeXp texYp=KSPRC/Atmospheres/Textures/cubeYp texZp=KSPRC/Atmospheres/Textures/cubeZp } } But in game, the line "KSPRC/Atmospheres/Textures/cube" appears always red and nothing appears... And any layer appears until you delete this one. Link to comment Share on other sites More sharing options...
rbray89 Posted December 21, 2015 Author Share Posted December 21, 2015 30 minutes ago, Proot said: Yup, so I have "textures.cfg" in my folder: TEXTURE_CONFIG { OBJECT { name=KSPRC/Atmospheres/Textures/cube format=RGBA32 (I've tried other formats too) isCubeMap=True texXn=KSPRC/Atmospheres/Textures/cubeXn texYn=KSPRC/Atmospheres/Textures/cubeYn texZn=KSPRC/Atmospheres/Textures/cubeZn texXp=KSPRC/Atmospheres/Textures/cubeXp texYp=KSPRC/Atmospheres/Textures/cubeYp texZp=KSPRC/Atmospheres/Textures/cubeZp } } But in game, the line "KSPRC/Atmospheres/Textures/cube" appears always red and nothing appears... And any layer appears until you delete this one. Do you expand the texture box for the layer and change the texture type to cubemap or aphacubemap? Link to comment Share on other sites More sharing options...
Proot Posted December 21, 2015 Share Posted December 21, 2015 (edited) Yup, nothing seems to work there. The line _MainText ( KSPRC/Atmospheres/Textures/cube) keeps appearing in red. If I try to apply the config the Debug says: [Exception]: UnityException: Unable to parse "_MainTex" in "settings"! The layer config for reference: OBJECT { name = CloudsA body = Kerbin altitude = 4000 detailSpeed = 0,6,0 settings { _DetailTex = KSPRC/Atmospheres/Textures/nubs _MainTex { value = KSPRC/Atmospheres/Textures/cube type = AlphaCubeMap } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { maxTranslation = 0,100,0 size = 2000,2 area = 18000,4 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/3 _LeftTex = KSPRC/Atmospheres/Textures/particle/2 _FrontTex = KSPRC/Atmospheres/Textures/particle/1 _LightScatter = 0.55 _MinLight = 0.5 } } } Edited December 21, 2015 by Proot Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 4 hours ago, Proot said: Yup, nothing seems to work there. The line _MainText ( KSPRC/Atmospheres/Textures/cube) keeps appearing in red. If I try to apply the config the Debug says: [Exception]: UnityException: Unable to parse "_MainTex" in "settings"! The layer config for reference: OBJECT { name = CloudsA body = Kerbin altitude = 4000 detailSpeed = 0,6,0 settings { _DetailTex = KSPRC/Atmospheres/Textures/nubs _MainTex { value = KSPRC/Atmospheres/Textures/cube type = AlphaCubeMap } } layer2D { shadowMaterial { } macroCloudMaterial { _DetailDist = 2E-06 } } layerVolume { maxTranslation = 0,100,0 size = 2000,2 area = 18000,4 particleMaterial { _TopTex = KSPRC/Atmospheres/Textures/particle/3 _LeftTex = KSPRC/Atmospheres/Textures/particle/2 _FrontTex = KSPRC/Atmospheres/Textures/particle/1 _LightScatter = 0.55 _MinLight = 0.5 } } } Hmmm.... And this is with the latest dev-build? Do you have BoulderCo in your folders? If so, what happens when you remove that? Are there any other exceptions in the log? Do all your textures have the right "case"? What texture format are they? Link to comment Share on other sites More sharing options...
swjr-swis Posted December 22, 2015 Share Posted December 22, 2015 (edited) 21 minutes ago, rbray89 said: The line _MainText ( KSPRC/Atmospheres/Textures/cube) keeps appearing in red. Talking as a complete outsider to this specifically, but having other coding experience: I do notice that the layer config uses '_MainTex', while the line you say fails to parse uses '_MainText'. Could it be as simple as a misspelled word? Not sure btw why this quotes rbray89 when I quoted @Proot, but oh well. Edited December 22, 2015 by swjr-swis forum quote quirk Link to comment Share on other sites More sharing options...
Proot Posted December 22, 2015 Share Posted December 22, 2015 15 minutes ago, rbray89 said: Hmmm.... And this is with the latest dev-build? Do you have BoulderCo in your folders? If so, what happens when you remove that? Are there any other exceptions in the log? Do all your textures have the right "case"? What texture format are they? Yes, this is with your latest dev-build. I don't have BoulderCo folder right now. All my clouds and effects works perfectly if I remove the cubemap layer. The log: https://drive.google.com/file/d/0B8doOUfa8UN-YXhRZ1lBWUptbzQ/view?usp=sharing The textures seems correctly named, aswell the paths in the configs. The cube images are in PNG-24 RGBA (8bit). The usual PNG with transparecy. The rest of my 2D layers are in the same format without problems Link to comment Share on other sites More sharing options...
Proot Posted December 22, 2015 Share Posted December 22, 2015 19 minutes ago, swjr-swis said: Talking as a complete outsider to this specifically, but having other coding experience: I do notice that the layer config uses '_MainTex', while the line you say fails to parse uses '_MainText'. Could it be as simple as a misspelled word? Not sure btw why this quotes rbray89 when I quoted @Proot, but oh well. That is just my error, but thanks. BTW Rbray, I also noticed right now that new layers can't be created with the UI. Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 22, 2015 Share Posted December 22, 2015 44 minutes ago, Proot said: That is just my error, but thanks. BTW Rbray, I also noticed right now that new layers can't be created with the UI. Yeah noticed this as well too, forgot to say that in the dev thread Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 2 hours ago, Proot said: Yes, this is with your latest dev-build. I don't have BoulderCo folder right now. All my clouds and effects works perfectly if I remove the cubemap layer. The log: https://drive.google.com/file/d/0B8doOUfa8UN-YXhRZ1lBWUptbzQ/view?usp=sharing The textures seems correctly named, aswell the paths in the configs. The cube images are in PNG-24 RGBA (8bit). The usual PNG with transparecy. The rest of my 2D layers are in the same format without problems Looks like it doesn't like the texture format: [EXC 02:35:16.174] UnityException: Unable to parse "format" in "OBJECT"! Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 22, 2015 Share Posted December 22, 2015 Does it like .tga? I know .dds has had issues reading transparency in the past. Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 2 hours ago, Nhawks17 said: Yeah noticed this as well too, forgot to say that in the dev thread Just uploaded a fix. Also added more parsing error information, and made the zwrite offset only apply to openGL platforms. Link to comment Share on other sites More sharing options...
Proot Posted December 22, 2015 Share Posted December 22, 2015 May I know what is the correct format for an alpha cube map? and/or or the less memory-hungry format admitted? Link to comment Share on other sites More sharing options...
Joshwoo70 Posted December 22, 2015 Share Posted December 22, 2015 (edited) hmm @rbray89 after updating to the latest release have a couple of NRE's : s NullReferenceException: Object reference not set to an instance of an object at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[Atmosphere.CloudsObject].MoveNext () [0x00000] in <filename unknown>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator) at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsPQS.OnExitMapView () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at MapView.exitMapView () [0x00000] in <filename unknown>:0 at MapView.ExitMapView () [0x00000] in <filename unknown>:0 at MapView.Update () [0x00000] in <filename unknown>:0 Edited December 22, 2015 by Joshwoo69 new NRE Link to comment Share on other sites More sharing options...
SR1978 Posted December 22, 2015 Share Posted December 22, 2015 9 hours ago, rbray89 said: Looks like it doesn't like the texture format: [EXC 02:35:16.174] UnityException: Unable to parse "format" in "OBJECT"! I did some tests on a fresh install and it looks like there is a compatibility issue between EVE and Texture Replacer. As soon as i add Texture Replacer mod the clouds disappear and you get those cubemap errors. @Proot: Perhaps you can verify this by deleting Texture Replacer Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 5 hours ago, Proot said: May I know what is the correct format for an alpha cube map? and/or or the less memory-hungry format admitted? Exactly what my configs use.... Though it sounds like there may be an issue between TR and EVE... Not sure how though. 3 hours ago, Joshwoo69 said: hmm @rbray89 after updating to the latest release have a couple of NRE's : s NullReferenceException: Object reference not set to an instance of an object at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[Atmosphere.CloudsObject].MoveNext () [0x00000] in <filename unknown>:0 NullReferenceException at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator) at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsPQS.OnExitMapView () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at MapView.exitMapView () [0x00000] in <filename unknown>:0 at MapView.ExitMapView () [0x00000] in <filename unknown>:0 at MapView.Update () [0x00000] in <filename unknown>:0 Well that's odd. I'll need the rest of your logs though. What other mods are you running? Are you running with modified configs? Do you run with TR? Link to comment Share on other sites More sharing options...
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