tg626 Posted May 3, 2016 Share Posted May 3, 2016 Is this a known thing? Seems to happen when a cloud's shadow passes over. happens to all sorts of lights with corona's, like the spot light on that tower beside the launch pad and the runway lights (esp the big end lights). Looks to me like we are seeing the polys, like the "transparent" part of the texture is rendering gray. Link to comment Share on other sites More sharing options...
rbray89 Posted May 3, 2016 Author Share Posted May 3, 2016 28 minutes ago, Proot said: @rbray89 could use Eve the shader for the giant gas planets inside this mod to create procedural clods with behaviours similar to the clouds in the video loop posted by @pingopete? I mean for planets like Kerbin. It wouldn't work as well for something like kerbin unfortunately... I've looked high and low for something that will approximate procedural clouds, but I think I'm going to have to invent something. 2 minutes ago, tg626 said: Is this a known thing? Seems to happen when a cloud's shadow passes over. happens to all sorts of lights with corona's, like the spot light on that tower beside the launch pad and the runway lights (esp the big end lights). Looks to me like we are seeing the polys, like the "transparent" part of the texture is rendering gray. It's known. Squad never added the proper render tags to ignore it. Eventually I plan to overhaul the lighting system and I'll get to this. Link to comment Share on other sites More sharing options...
rbray89 Posted May 3, 2016 Author Share Posted May 3, 2016 There is a new dev update. New cube map system available, as well as the new shading.https://github.com/rbray89/EnvironmentalVisualEnhancements/blob/master/AnyCPU-EVE.zip Link to comment Share on other sites More sharing options...
Dermeister Posted May 3, 2016 Share Posted May 3, 2016 Can I get this to work In RSS? Link to comment Share on other sites More sharing options...
Blacks Posted May 3, 2016 Share Posted May 3, 2016 just wooow @rbray89 what you done this time is speechless just a quick run Link to comment Share on other sites More sharing options...
MartGonzo Posted May 3, 2016 Share Posted May 3, 2016 Sorry for my deficient brain but I can't figure out how to download that new dev version. The link above just takes me to a github page with no download options and anything I click on takes me to another page. If anyone out there can give me some pointers I'd appreciate it. Link to comment Share on other sites More sharing options...
Sniper296 Posted May 3, 2016 Share Posted May 3, 2016 1 minute ago, MartGonzo said: Sorry for my deficient brain but I can't figure out how to download that new dev version. The link above just takes me to a github page with no download options and anything I click on takes me to another page. If anyone out there can give me some pointers I'd appreciate it. Click View Raw to download binaries(zip) from GitHub. Link to comment Share on other sites More sharing options...
MartGonzo Posted May 3, 2016 Share Posted May 3, 2016 12 minutes ago, Sniper296 said: Click View Raw to download binaries(zip) from GitHub. Many thanks! lol I'm such an idiot, that must have been the only thing I didn't try Link to comment Share on other sites More sharing options...
Blacks Posted May 3, 2016 Share Posted May 3, 2016 a test done with Scatterer + Thomassino's Sunflares & new Eve release This is Stock Eve pack / texture (with few personal tune ) but for shure when Pingo, Proot, Nhawks they will doo a proper use it will make immersion lvl to get on next lvl :)))) Cheers! Link to comment Share on other sites More sharing options...
Proot Posted May 3, 2016 Share Posted May 3, 2016 The particles seems to not be customizable. I'm getting just squares with ghosts textures... Also, the ghosts textures at the squares are not mine, are the ghost from your textures, even when your configs and textures are not installed. Link to comment Share on other sites More sharing options...
KerbMav Posted May 3, 2016 Share Posted May 3, 2016 To think it all started out with a 2D texture layer ... really looking forward using this mod in 1.2 again. *goes back to hunting aliens* Link to comment Share on other sites More sharing options...
DrFumbles Posted May 3, 2016 Share Posted May 3, 2016 (edited) @rbray89 Great job on the new clouds, they look fantastic! Had a bit of a play around in the config to see what cloud covering I could come up with for Minmus. Didn't turn out too bad with the new Dev Update and Scatterer. Spoiler hope the pics work Edited May 3, 2016 by DrFumbles Link to comment Share on other sites More sharing options...
rbray89 Posted May 3, 2016 Author Share Posted May 3, 2016 2 hours ago, Blacks said: a test done with Scatterer + Thomassino's Sunflares & new Eve release This is Stock Eve pack / texture (with few personal tune ) but for shure when Pingo, Proot, Nhawks they will doo a proper use it will make immersion lvl to get on next lvl :)))) Cheers! Glad you like them! 2 hours ago, Proot said: The particles seems to not be customizable. I'm getting just squares with ghosts textures... Also, the ghosts textures at the squares are not mine, are the ghost from your textures, even when your configs and textures are not installed. To reduce the number of textures (and help draw calls), I mapped RGB to XYZ as a single texture. You may need to take a look at the textures and configs in BoulderCo to see what I'm doing. 2 hours ago, DrFumbles said: @rbray89 Great job on the new clouds, they look fantastic! Had a bit of a play around in the config to see what cloud covering I could come up with for Minmus. Didn't turn out too bad with the new Dev Update and Scatterer. Reveal hidden contents hope the pics work Alright, that is seriously cool. I hope to add an option for the layers to "move up" at some point. Link to comment Share on other sites More sharing options...
DrFumbles Posted May 3, 2016 Share Posted May 3, 2016 Thanks @rbray89 Only thing I have to try to workout is when zoomed out or in map mode it does not show as a cloud cover. Spoiler Link to comment Share on other sites More sharing options...
theonegalen Posted May 3, 2016 Share Posted May 3, 2016 (edited) Eclipses are showing up on the backside of planets. Newest dev update. This seems wrong. Intended behavior? Apologies if I missed something earlier in the thread about it. Spoiler Edited May 3, 2016 by theonegalen Link to comment Share on other sites More sharing options...
rbray89 Posted May 3, 2016 Author Share Posted May 3, 2016 10 minutes ago, theonegalen said: Eclipses are showing up on the backside of planets. Newest dev update. This seems wrong. Intended behavior? Apologies if I missed something earlier in the thread about it. Reveal hidden contents This is one of those things that is kinda hard to solve. Working on it though. Link to comment Share on other sites More sharing options...
Poodmund Posted May 3, 2016 Share Posted May 3, 2016 @rbray89 has the newest build changed config structure at all or should existing configs be safe to continue to use? Link to comment Share on other sites More sharing options...
rbray89 Posted May 3, 2016 Author Share Posted May 3, 2016 3 minutes ago, Poodmund said: @rbray89 has the newest build changed config structure at all or should existing configs be safe to continue to use? Particles have changed. I also added a new option for cloud maps. Take a look at the new Kerbin configs. Link to comment Share on other sites More sharing options...
Poodmund Posted May 3, 2016 Share Posted May 3, 2016 Gotcha. Thanks for the quick reply. Link to comment Share on other sites More sharing options...
Proot Posted May 3, 2016 Share Posted May 3, 2016 (edited) 1 hour ago, rbray89 said: Glad you like them! To reduce the number of textures (and help draw calls), I mapped RGB to XYZ as a single texture. You may need to take a look at the textures and configs in BoulderCo to see what I'm doing. Alright, that is seriously cool. I hope to add an option for the layers to "move up" at some point. I've seen that, and I've done my own cloud+bumpmap. All works fine except this, even when I create a completely new layer. In the layers where I didn't use normalmap the problem persist too. Also, once you have writed in the GUI space for the bumpmaps particles you can't completely delete it anymore. If you want, I can send you my logs to check. Edited May 3, 2016 by Proot Link to comment Share on other sites More sharing options...
rbray89 Posted May 3, 2016 Author Share Posted May 3, 2016 8 minutes ago, Proot said: I've seen that, and I've done my own cloud+bumpmap. All works fine except this, even when I create a completely new layer. In the layers where I didn't use normalmap the problem persist too. Also, once you have writed in the GUI space for the bumpmaps particles you can't completely delete it anymore. If you want, I can send you my logs to check. The bumpmaps aren't actually used... Forgot to remove that. So the issue only shows up after creating a new layer using the GUI? There aren't any problems with just using the configs? Link to comment Share on other sites More sharing options...
Proot Posted May 3, 2016 Share Posted May 3, 2016 (edited) 46 minutes ago, rbray89 said: The bumpmaps aren't actually used... Forgot to remove that. So the issue only shows up after creating a new layer using the GUI? There aren't any problems with just using the configs? So the bumpmap is not necessary/can't be changed? Ok, let me re-do some changes and check again. Edit: @rbray89 Now is working, seems like my bump was messing all. Its very nice!! Could be possible in the future to have an optative mode (mixed with the old one) for 3particles+3(customizable)bumps? Under this system that could give the most gorgeus clouds ever seen! ...I'm statring to doubt about the channel system to store the clouds and the particles (dds has a very poor compression saving quality for separated channels and huge pixels are visible due the compression). And btw, could you explain how works the new system for could maps? Edited May 3, 2016 by Proot Link to comment Share on other sites More sharing options...
Leandro Basi Posted May 3, 2016 Share Posted May 3, 2016 The atmosphere of planets is fantastic with this new dev! How i can put more clouds around Kerbin? Thanks Link to comment Share on other sites More sharing options...
VonFrank Posted May 3, 2016 Share Posted May 3, 2016 20 hours ago, rbray89 said: Ah... that is due to the scale of the universe... I can only use floats so even this scaled system will run into the floating point limit. 4 casters is the limit. So systems need to only use the closest/largest bodies in their shadow config. Well, we may not have solved my problem, but we do at least have some documentation down on these issues for other people who might have these questions in the future. Thanks for all the help rbray! Link to comment Share on other sites More sharing options...
rbray89 Posted May 3, 2016 Author Share Posted May 3, 2016 6 minutes ago, VonFrank said: Well, we may not have solved my problem, but we do at least have some documentation down on these issues for other people who might have these questions in the future. Thanks for all the help rbray! Yeah, unfortunately there are lots of these kinds of limits... Link to comment Share on other sites More sharing options...
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