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


rbray89

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On 02/04/2016 at 4:48 PM, speedwaystar said:

@rbray89 i'm guessing that the default cloud.cfg setting for Kerbin-clouds1 (AlphaCubeMap using ALPHAMAP_B) is employing the blue channel (_B) in Textures/CubeXn.png etc. the red channel in the cube map is used for cities. green doesn't seem to be used currently.

what is ALPHAMAP_A then? it produces the full "blue marble" cloud pattern but i'm not clear how it is stored in the cube map. it doesn't seem to be the RGB channels combined (as far as i can see by toggling them on one after another using the ALT-0 ui).

EDIT: i'm trying to recreate the multiple cloud layers from @Nhawks17's Stock Visual Enhancements, which is why i'm wondering how the cube map layers are put together. :)

EDIT2: doh, of course it's the alpha channel :/ 

ETNBnDy.jpg

very pretty!

Where under that EVE Manager?

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WIll EVE finally be unified since now we are at 1.1? I dont like how there is hundrends of specific builds for linux, x86, x64. If i I lost you already, what I mean is will anyone no matter what flavor of 1.1 they will ALL use the same EVE version?

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47 minutes ago, lextacy said:

WIll EVE finally be unified since now we are at 1.1? I dont like how there is hundrends of specific builds for linux, x86, x64. If i I lost you already, what I mean is will anyone no matter what flavor of 1.1 they will ALL use the same EVE version?

That's how it is now with the pre-release.

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Hi folks, 

I have a question a slight hope, that somebody here could get this done. I couldn't. 

In Astronomers Visual Pack there were two config files, which provided an surface glow for all planets and an atmosphere which looked kind of like scatterer. But without the usage of scatterer. 

The two configs - which I used till the 1.1 pre release together with EVE 7-4, the new ksprc and scatterer - made the game look abolutely stunning. I could even play without ksprc and scatterer and it still looked amazing. But since 1.1 the old EVE doesn't works anymore. And after quite some hours spend on merging this two configs with the new EVE I couldn't get it to work. I was even thinking about suggesting on the bugtracker to includ this configs together with EVE for the official 1.2 graphic overhaul. Or use it as an inspiration.

The configs in question are the following: 

10 Astronomer's Atmosphere.cfg: 


CLOUDS_SETTINGS
{
	GUI_KEYCODE = N
}
CLOUD_LAYER_PACK
{
	CLOUD_LAYER
	{
		SAVED
		{
			body = Kerbin
			altitude = 21500
			volume = False
			color
			{
				r = 0.3
				g = 0.55
				b = 1
				a = 0.4
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Laythe
			altitude = 20000
			volume = False
			color
			{
				r = 0.35
				g = 0.5
				b = 1
				a = 0.55
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0.0001
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Duna
			altitude = 10000
			volume = False
			color
			{
				r = 1
				g = 0.4
				b = 0.2
				a = 0.8
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			detail_texture
			{
				file = BoulderCo/Clouds/Textures/detail1
				scale = 0.005
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 1E-06
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2
				falloffScale = 5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2
				falloffScale = 5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Eve
			altitude = 60000
			volume = False
			color
			{
				r = 0.71
				g = 0.6
				b = 1
				a = 1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			detail_texture
			{
				file = BoulderCo/Clouds/Textures/detail1
				scale = 0.005
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = -1E-06
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 200
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 0
				minimumLight = 0.5
				fadeDistance = 200
				rimDistance = 0.0001
			}
		}
	}
}

and 12 Astronomer's Surface Glow.cfg:


CLOUDS_SETTINGS
{
	GUI_KEYCODE = N
}
CLOUD_LAYER_PACK
{
	CLOUD_LAYER
	{
		SAVED
		{
			body = Mun
			altitude = 8000
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.3
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0.004218218
					y = 0
				}
				speed
				{
					x = 2E-05
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2.5
				falloffScale = 4
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Minmus
			altitude = 5730
			volume = False
			color
			{
				r = 0.44775
				g = 0.57375
				b = 0.52425
				a = 0.3
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 2.5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 5
				falloffScale = 2.5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Moho
			altitude = 6818
			volume = False
			color
			{
				r = 0.5
				g = 0.4
				b = 0.25
				a = 0.3
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 4.5
				detailDistance = 0.00875
				minimumLight = 1
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 1.5
				falloffScale = 3
				detailDistance = 2E-06
				minimumLight = 1
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Moho
			altitude = 1000000
			volume = False
			color
			{
				r = 1
				g = 0.9
				b = 0.6
				a = 0.75
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			detail_texture
			{
				file = BoulderCo/Clouds/Textures/detail1
				scale = 0.005
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = -0.005
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2
				falloffScale = 0.8
				detailDistance = 0
				minimumLight = 0
				fadeDistance = 10000
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2
				falloffScale = 0.8
				detailDistance = 0
				minimumLight = 0
				fadeDistance = 10000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Ike
			altitude = 12750
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.2
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 2
				falloffScale = 1
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 2
				falloffScale = 1
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Dres
			altitude = 5700
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.15
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 4
				falloffScale = 3.5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 0.4
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 4
				falloffScale = 3.5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Tylo
			altitude = 11300
			volume = False
			color
			{
				r = 1
				g = 0.95
				b = 0.83
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Vall
			altitude = -269200
			volume = False
			color
			{
				r = 0.7
				g = 0.95
				b = 1
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 5
				falloffScale = 5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.9708738
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Pol
			altitude = -39100
			volume = False
			color
			{
				r = 1
				g = 0.93
				b = 0.75
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 2.5
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Bop
			altitude = -56600
			volume = False
			color
			{
				r = 1
				g = 0.83
				b = 0.7
				a = 0.1
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0
					y = 0
				}
				speed
				{
					x = 0
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 1.8
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 100
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 1.8
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 1000
				rimDistance = 0.0001
			}
		}
	}
	CLOUD_LAYER
	{
		SAVED
		{
			body = Eeloo
			altitude = 8000
			volume = False
			color
			{
				r = 1
				g = 1
				b = 1
				a = 0.2
			}
			main_texture
			{
				file = BoulderCo/Clouds/Textures/detaileve1
				scale = 1
				offset
				{
					x = 0.004218218
					y = 0
				}
				speed
				{
					x = 2E-05
					y = 0
				}
			}
			scaled_shader_floats
			{
				falloffPower = 3
				falloffScale = 4
				detailDistance = 0.00875
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 1
			}
			shader_floats
			{
				falloffPower = 3
				falloffScale = 4
				detailDistance = 2E-06
				minimumLight = 0.5
				fadeDistance = 120
				rimDistance = 0.0001
			}
		}
	}
}

I tried to get it into the new format used by the EVE to use those with the "AnyCPU-EVE" for 1.1 pre release. But it looks like this old format is lost on the new EVE. 

I have an album left where astronomers clouds are running with the two configs and ksprc. Please ignore the Enterprise. The atmosphere is coming only from the two configs: https://imgur.com/a/5H3aI

Is it somehow possible to convert the configs into a format that suits the new EVE? Please help me, Obi Wan Kenobi. You're my only hope!

 

Could I pretty please bump this once?

 

...

 

whoops

Edited by lCristol
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1 hour ago, lCristol said:

 

Could I pretty please bump this once?

 

...

 

whoops

All I can really say, is try to convert it yourself. Use the GUI (ALT+0), play around with settings, etc. 

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5 hours ago, lCristol said:

 

Could I pretty please bump this once?

...

whoops

Do you mean a glow like this:

If so, I failed miserably when trying to convert it myself. If you succeed, please, tell the rest of us!

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On 4/3/2016 at 3:28 AM, Bizz Keryear said:

I love it but for final version it would be cool to have a once click solution to remove clouds & such from map view (for picking landing sides) or removing the cloud layer when zoomed in max or such

Get the SCANsat mod and make a map, it's great fun! :) Once you complete a radar map, it's like having the big screen at NASA's mission control, showing you the current and next orbit plots, your periapsis and apoapsis locations, and of course your spacecraft's current position. It's incredibly useful for planning landings on the other worlds.

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Hey, I still can't bring EVE menu using key combinations. I am using pre-release on KSP 1.1 on Ubuntu 14.04
Key combinations used: Shift + E, Shift + 0, Ctrl + 0, Ctrl + E, Alt + 0, Alt + E, neither in Menu, nor in Map mode or in flight.

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4 hours ago, quarrion said:

Hey, I still can't bring EVE menu using key combinations. I am using pre-release on KSP 1.1 on Ubuntu 14.04
Key combinations used: Shift + E, Shift + 0, Ctrl + 0, Ctrl + E, Alt + 0, Alt + E, neither in Menu, nor in Map mode or in flight.

It's ALT+0. Try both left and right ALTs.

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On 31. März 2016 at 1:30 PM, lCristol said:Hi folks, 
22 hours ago, jlcarneiro said:

Do you mean a glow like this:

If so, I failed miserably when trying to convert it myself. If you succeed, please, tell the rest of us!

 

Yupp wupp ... OK, i see. 

 

I'll try but so far it was not really successfull. But if I get anything going, I'll shout out to you all. 

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Is it normal for EVE sky to be pushing my 7790 core temp up to 100 degrees? I know I have a terrible cooling setup, but I'm surprised this mod can do that to a not-too-terrible GPU. Is it just too pretty for my old PC? All I know is, I never want to hear the grindy noise of a fan that's been at 100% RPM for too long again.

Edited by Volt
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10 minutes ago, Volt said:

Is it normal for EVE sky to be pushing my 7790 core temp up to 100 degrees? I know I have a terrible cooling setup, but I'm surprised this mod can do that to a not-too-terrible GPU. Is it just too pretty for my old PC? All I know is, I never want to hear the grindy noise of a fan that's been at 100% RPM for too long again.

It's doing LOTS of math :) What does scatterer do to it?

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3 minutes ago, rbray89 said:

It's doing LOTS of math :) What does scatterer do to it?

Not tried yet because I understand EVE and Scatterer aren't playing in 1.1P right now! I kind of don't want to try now that you've said that... one rapid unplanned almost-disassembly of the plastic components of my GPU is enough for me... these days I find myself missing the AMD reference coolers with the ducted cooling to the outside of the case; it's no use blowing air over the cores and into the case if the case has less vents than an attack submarine.

Edited by Volt
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9 hours ago, rbray89 said:

It's ALT+0. Try both left and right ALTs.

I found it needs ALT+RIGHT-SHIFT+0 on Linux because RIGHT-SHIFT is the modifier key on Linux, but EVE wants ALT as well still.

9 minutes ago, Volt said:

Not tried yet because I understand EVE and Scatterer aren't playing in 1.1P right now! I kind of don't want to try now that you've said that... one rapid unplanned almost-disassembly of the plastic components of my GPU is enough for me... these days I find myself missing the AMD reference coolers with the ducted cooling to the outside of the case; it's no use blowing air over the cores and into the case if the case has less vents than an attack submarine.

@blackrack has fixed the rectangles in the sky issue and the OpenGL issue, it's all good now

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1 hour ago, Volt said:

Is it normal for EVE sky to be pushing my 7790 core temp up to 100 degrees? I know I have a terrible cooling setup, but I'm surprised this mod can do that to a not-too-terrible GPU. Is it just too pretty for my old PC? All I know is, I never want to hear the grindy noise of a fan that's been at 100% RPM for too long again.

Honestly if your GPU is hitting 100 degrees you probably have a problem with your GPU cooler or the thermal paste.

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9 minutes ago, blackrack said:

Honestly if your GPU is hitting 100 degrees you probably have a problem with your GPU cooler or the thermal paste.

I think the problem is with airflow. There's almost no airflow movement through my case despite my having two fans extracting air out the rear (admittedly directed at a wall about 8inches away). The XFX model I have blows air over the card but then allows it to pass back into the case, probably causing a toroidal type movement where the heated air is recycled over and over. Basically, it's a really terrible design and I understand why I paid so little for it now. My PC is a long series of modifications on a very old chassis put together when I was living entirely off my parents, and it's reached its limit in all areas. I never expected casing cooling to be the killer issue, but that's a testament to the quality of mid-end tech through the years I've had this PC. Because of my goals in the next few months there's no point in buying a new setup. I certainly can't blame visual mods for maxing out my crap.

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2 hours ago, Volt said:

Not tried yet because I understand EVE and Scatterer aren't playing in 1.1P right now! I kind of don't want to try now that you've said that... one rapid unplanned almost-disassembly of the plastic components of my GPU is enough for me... these days I find myself missing the AMD reference coolers with the ducted cooling to the outside of the case; it's no use blowing air over the cores and into the case if the case has less vents than an attack submarine.

I know the feeling. On a bad day my laptop's processor idles at 95 degrees... It's not a very fun time! Especially when it shuts itself down while I'm in the middle of something!

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Just now, VenomousRequiem said:

I know the feeling. On a bad day my laptop's processor idles at 95 degrees... It's not a very fun time! Especially when it shuts itself down while I'm in the middle of something!

The CPU? Oh deary me.

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3 minutes ago, Volt said:

The CPU? Oh deary me.

Yeah, I wouldn't be surprised if the chip itself is practically welded to the mount. It's a decently powerful machine but the fact that I have to carry a auxiliary cooling pad with it makes it a little inconvenient.

Any tips? :P

Edited by VenomousRequiem
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3 minutes ago, VenomousRequiem said:

Yeah, I wouldn't be surprised if the chip itself is practically welded to the mount. It's a decently powerful machine but the fact that I have to carry a auxiliary cooling pad with it makes it a little inconvenient.

Any tips? :P

My Dad had a gaming laptop that was utterly choked with dust. Other than that... the energy required to run a modern 3D game is simply too high to be channelled away through the tiny air passages and heatsinks of a laptop, no matter how well designed. As far as I'm concerned a PC is necessary. The fact that I can't even run EVE on this perfectly okay PC kinda indicates I have a problem, though, as blackrack said.

Also, we are derailing! I wish someone could solve my endless GPU cooling problem (it was a nightmare with my old reference 5770 too, that ran at 105 in most modern games hence why I wanted to replace it *facepalm*) but it's as easy as spending £300 on a new PC, which I'm not willing to do just to abandon the poor thing when I head to training.

Edited by Volt
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