rbray89 Posted May 7, 2016 Author Share Posted May 7, 2016 28 minutes ago, theonegalen said: I tried that for OPM, but never saw any shadowing. Note that there is a maximum of 4 casters. If you went beyond that I don't think it'd work. Link to comment Share on other sites More sharing options...
theonegalen Posted May 7, 2016 Share Posted May 7, 2016 3 minutes ago, rbray89 said: Note that there is a maximum of 4 casters. If you went beyond that I don't think it'd work. What I put into the cfg was OBJECT { body = Sarnus caster = Ovok caster = Eeloo caster = Slate caster = Tekto } But I didn't see any shadows. Link to comment Share on other sites More sharing options...
Proot Posted May 7, 2016 Share Posted May 7, 2016 @rbray89, I'm working in a fake system to simulate rain with the current Eve version... But if you want new challenges, what about vertical particles with vertical movement to do that? (snow, volcanos, rain, geysers...) A lot of possibilities! Also, could be doable a new type of layer with the lighting options of a city-ligth layer, to re-create auroras at night sides? And about clouds... I don't know if this could sound dumb to you, but I'd been thinking in how to enhance the clouds shapes under the actual system... I don't know if you can understand my point, or if this is even doable. My idea is to do the particle size smaller or bigger (from X to X range of size) depending on the position which the particle occupy at the grid in relation to the 2D map layer and/or detail. (Like in an equalizer?) The closer is the particle to the "visible" border of the main 2-D map and/or detal texture the smaller should be, but as you goes inside the 2-D visible shape the particle goes bigger, creating a more "natural" shape to the eye (less repetitive/tile perception). Also you can expand that system, with "2-D" particles facing the camera and fading to a bigger visible range, to expand the "3-D" particle system and avoid the "gap" between the particle system and the 2D layer. If this sounds crazy, or just very daring for my small knowledge, just forget it, please... Link to comment Share on other sites More sharing options...
HafCoJoe Posted May 7, 2016 Share Posted May 7, 2016 Proot, your genius never ceases to amaze. Also your diagram skills are quite good too! That's pretty much the same hopes I had with the lightning being brought back. Your bottom alignment idea is fantastic, and would definitely make tiling very hard to see, as well as making upper cloud levels have more height variation. Perhaps tying the cloud scale factor with a height displacement. Once again though my lack of knowledge doesn't help out with how. Link to comment Share on other sites More sharing options...
heliobyte Posted May 7, 2016 Share Posted May 7, 2016 (edited) How do I go about using this with RSS, and how do I bring up the ingame GUI? In stock KSP the clouds are a bit too thick for my liking, so it would be nice to play around with the settings and change the density (if possible). I'd like to have a nice balance between Ci, Cc and Cs clouds instead of almost exclusively Cu/Sc clouds. Edited May 7, 2016 by heliobyte Link to comment Share on other sites More sharing options...
julijan1604 Posted May 7, 2016 Share Posted May 7, 2016 On 30/3/2016 at 5:12 PM, Majorjim said: It's an issue with EVE and is known by the maker. so is there a fix for it soon? Link to comment Share on other sites More sharing options...
jsimmons Posted May 7, 2016 Share Posted May 7, 2016 Quick question. Does the terrain manager work? Link to comment Share on other sites More sharing options...
[email protected] Posted May 7, 2016 Share Posted May 7, 2016 subscribed! Link to comment Share on other sites More sharing options...
rbray89 Posted May 7, 2016 Author Share Posted May 7, 2016 2 hours ago, julijan1604 said: so is there a fix for it soon? I you could follow the OP and provide screenshots and logs that would help. 14 minutes ago, jsimmons said: Quick question. Does the terrain manager work? Nope. This was put on hold once squad added the shader tags I needed. Link to comment Share on other sites More sharing options...
Pilotmaster Posted May 8, 2016 Share Posted May 8, 2016 (edited) This look nice Can i play with Real solar system for ksp 1.1? because Real solar system visual enchantment is still 1.0.5 Edited May 8, 2016 by Pilotmaster Add more content Link to comment Share on other sites More sharing options...
Benti Posted May 8, 2016 Share Posted May 8, 2016 @Pilotmaster yes you can. Follow this link here: and see the post from @Rhavoreth. He provides a somewhat working solution. But please do read everything carefully and don't start complaining if it doesn't work. Link to comment Share on other sites More sharing options...
Alexoff Posted May 8, 2016 Share Posted May 8, 2016 Layer2D properties in menu work? I changed it but looks like nothing happened... Link to comment Share on other sites More sharing options...
Galileo Posted May 8, 2016 Share Posted May 8, 2016 (edited) Dust storms on Duna? Spoiler Edited May 8, 2016 by Berlin Link to comment Share on other sites More sharing options...
Irezel Posted May 8, 2016 Share Posted May 8, 2016 Are they any known mods incompatible with this mod? Clouds are not appearing for me, city lights are though, I have a lot of mods installed. When I only have Eve and scatterer installed it works just fine. I have try deletiing the and reinstalling it and still doesnt work. Link to comment Share on other sites More sharing options...
Blacks Posted May 8, 2016 Share Posted May 8, 2016 playing & testing eve + scatterer i end to make this 3 cloud layer: hope video to not get fry Link to comment Share on other sites More sharing options...
Tekener Posted May 8, 2016 Share Posted May 8, 2016 3 hours ago, Berlin said: Dust storms on Duna? Reveal hidden contents If you want them back try if this works for you: On 26.4.2016 at 5:09 AM, Tekener said: I managed to get the Duna duststorms back and also add the old Kerbin atmosphere layers. Just extract this zip into the GameData folder:http://tekener.com/KSP/BoulderCo.zip Link to comment Share on other sites More sharing options...
Galileo Posted May 8, 2016 Share Posted May 8, 2016 30 minutes ago, Tekener said: If you want them back try if this works for you: Those gifs I made myself bit thanks. Link to comment Share on other sites More sharing options...
Tekener Posted May 8, 2016 Share Posted May 8, 2016 11 minutes ago, Berlin said: Those gifs I made myself bit thanks. Oh, thought you wanted them. So if you made some for yourself, how about offering your Dune Duststorms to the community instead of just posting pics about it? Link to comment Share on other sites More sharing options...
Galileo Posted May 8, 2016 Share Posted May 8, 2016 33 minutes ago, Tekener said: Oh, thought you wanted them. So if you made some for yourself, how about offering your Dune Duststorms to the community instead of just posting pics about it? I planned on it when I make them as good looking as I can Link to comment Share on other sites More sharing options...
jlcarneiro Posted May 9, 2016 Share Posted May 9, 2016 45 minutes ago, Berlin said: I planned on it when I make them as good looking as I can Please, do! Link to comment Share on other sites More sharing options...
Galileo Posted May 9, 2016 Share Posted May 9, 2016 2 minutes ago, jlcarneiro said: Please, do! I will post them tonight Link to comment Share on other sites More sharing options...
jsimmons Posted May 9, 2016 Share Posted May 9, 2016 On May 6, 2016 at 4:18 PM, rbray89 said: Migrating all the shadows and lighting to a universal system. After that I'm not sure. I have a suggestion I so been wanting for a long time. Procedural 2D cloud maps generated based on turbulent flow. Also make the clouds travel in an elliptical path like real clouds do with trade winds (via hadley cells.) Link to comment Share on other sites More sharing options...
PauloRazen Posted May 9, 2016 Share Posted May 9, 2016 43 minutes ago, Berlin said: I will post them tonight Oh, justing wait here. good work done this. Link to comment Share on other sites More sharing options...
gamerscircle Posted May 9, 2016 Share Posted May 9, 2016 (edited) I have two questions: 1.) I have been downloading EVE viahttps://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/AnyCPU-EVE.zip vshttps://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.1-1 2.) If I install EVE and I get no clouds or anything, did I miss a setup step? AnyCPU-EVE-Release.zip = \GameData\EnvironmentalVisualEnhancements AnyCPU-Configs-Release.zip = \GameData\BoulderCo and their respective sub-folders and files. Thanks for the mod and the support. Edited May 9, 2016 by gamerscircle Link to comment Share on other sites More sharing options...
rbray89 Posted May 9, 2016 Author Share Posted May 9, 2016 15 hours ago, jsimmons said: I have a suggestion I so been wanting for a long time. Procedural 2D cloud maps generated based on turbulent flow. Also make the clouds travel in an elliptical path like real clouds do with trade winds (via hadley cells.) This is something I'd really like to do, but it is a VERY difficult problem. I've yet to see a planet in ANY game or simulator that makes nice procedural clouds. They seem to use perlin noise exclusively. 3 hours ago, gamerscircle said: I have two questions: 1.) I have been downloading EVE viahttps://github.com/rbray89/EnvironmentalVisualEnhancements/raw/master/AnyCPU-EVE.zip vshttps://github.com/rbray89/EnvironmentalVisualEnhancements/releases/tag/EVE-1.1-1 2.) If I install EVE and I get no clouds or anything, did I miss a setup step? AnyCPU-EVE-Release.zip = \GameData\EnvironmentalVisualEnhancements AnyCPU-Configs-Release.zip = \GameData\BoulderCo and their respective sub-folders and files. Thanks for the mod and the support. Send logs. Seriously, do people not even just glance at the OP? Link to comment Share on other sites More sharing options...
Recommended Posts