therealcrow999 Posted November 9, 2013 Share Posted November 9, 2013 There is patchy clouds on Duna with Kerbin 2 textures. They use to be white, but I did a rgb color to them to make it look like dust, like mars. They are there, you have to get close to Duna to see them, or even land. The color of clouds matched surface very well that you wont be able to see them. If you want white clouds you can change rgb codes to 1.If you want to not have Duna clouds at all, just remove the whole code of Duna.But like I said they are there on Duna. I was going for the illusion that they aren't there, but they are there, lol.Looking through the cloud textures, wondering if there was anything that could be removed, and covered with one of the other textures, but there doesn't seem to be. Unless something clever was done with the Kerbin 2 texture, it could be stretched and tilled somehow to make patchy clouds on Duna. Maybe.One thing though, the cloud textures in the latest one seem to have grown 6-fold in file size. Something to do with conversion to TGA?Anyway, I'll be running the last one, until issues have been sorted. Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 9, 2013 Share Posted November 9, 2013 On a test I did early on was using the cloud texture of eve. That was pretty cool. Duna looked like a harsh place to visit, look like some serious storms were going on down there. Flying by surface though you could see the base of Duna and could barely see landing spots. The RGB codes for that were different. I'm sure you can try it out with these codes. Most people prefer Kerbin 2 clouds on Duna, so do I, but you can try eve clouds on them and see what it looks like, lol. Its all up to you what to do with textures and codes. Thats why rbray89 put the options to change things in there. This makes it nice, better then taking stuff in Photoshop then having to bring it back in. Link to comment Share on other sites More sharing options...
Tw1 Posted November 9, 2013 Share Posted November 9, 2013 But like I said they are there on Duna. Yep, I know, I was just looking at ways to save a little memory, one less texture, means a little more memory for loading spacecraft.I'm keeping them while, as the photos I see of Mars show while clouds. Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 9, 2013 Share Posted November 9, 2013 Yeah KSP and the 4GB memory. Is there a way to tell how much memory is being used. I want to check my KSP. I'm sure you can trim some layers places. Eve, Jool, or where ever to suit your game.Yep, I know, I was just looking at ways to save a little memory, one less texture, means a little more memory for loading spacecraft.I'm keeping them while, as the photos I see of Mars show while clouds. Link to comment Share on other sites More sharing options...
rbray89 Posted November 9, 2013 Author Share Posted November 9, 2013 Looking through the cloud textures, wondering if there was anything that could be removed, and covered with one of the other textures, but there doesn't seem to be. Unless something clever was done with the Kerbin 2 texture, it could be stretched and tilled somehow to make patchy clouds on Duna. Maybe.One thing though, the cloud textures in the latest one seem to have grown 6-fold in file size. Something to do with conversion to TGA?Anyway, I'll be running the last one, until issues have been sorted. TGA is uncompressed, so the image is larger on disk, but all textures are loaded into memory uncompressed, so memory wise, they take up the same space. Just this way the MipMaps are generated. Link to comment Share on other sites More sharing options...
rbray89 Posted November 9, 2013 Author Share Posted November 9, 2013 Yep, I know, I was just looking at ways to save a little memory, one less texture, means a little more memory for loading spacecraft.I'm keeping them while, as the photos I see of Mars show while clouds.I like the "dust" clouds, but I think I might add another layer of white clouds in as well. Link to comment Share on other sites More sharing options...
Tw1 Posted November 9, 2013 Share Posted November 9, 2013 (edited) TGA is uncompressed, so the image is larger on disk, but all textures are loaded into memory uncompressed, so memory wise, they take up the same space. Just this way the MipMaps are generated. Ah, that makes sense. No issue there, then.I like the idea of both dust clouds and white ones on Duna. My first mission there involved driving a long way away from the landing site. My lander had to be nice and stable "because of dust storms". Edited November 9, 2013 by Tw1 Link to comment Share on other sites More sharing options...
Chestburster Posted November 9, 2013 Share Posted November 9, 2013 They may be uncompressed but v2 clouds are taking about 90 megs more ram on my end than v1 did. Link to comment Share on other sites More sharing options...
Frederf Posted November 9, 2013 Share Posted November 9, 2013 (edited) Looked back a ways in the thread and didn't find it so I'll report it. I'm seeing the city lights layer through Kerbin's terrain, namely mountains. Is it possible to occlude based on the terrain mesh?Oh and to eliminate the "pole swirl" effect is it possible to fade the clouds out at the poles? Edited November 9, 2013 by Frederf Link to comment Share on other sites More sharing options...
HeadHunter67 Posted November 9, 2013 Share Posted November 9, 2013 That's not (exactly) Africa.And the spot on Jool isn't (exactly) Jupiter - after all, Jool is green, and the spot on Jupiter is a reddish-brown. So you kind of got my point, even if you didn't realize it, and even if you unknowingly reinforced what I was trying to say.If it ruins the verisimilitude for you, you're allowed not to use it. But some people don't mind it. Link to comment Share on other sites More sharing options...
rbray89 Posted November 9, 2013 Author Share Posted November 9, 2013 Looked back a ways in the thread and didn't find it so I'll report it. I'm seeing the city lights layer through Kerbin's terrain, namely mountains. Is it possible to occlude based on the terrain mesh?Oh and to eliminate the "pole swirl" effect is it possible to fade the clouds out at the poles?I've tried to think of a way to do it, but as of yet, it eludes me.To fix the poles, I'll probably just edit the UV to avoid pinching as much as possible. Link to comment Share on other sites More sharing options...
Galacticruler Posted November 10, 2013 Share Posted November 10, 2013 Javascript is disabled. View full albumYeah, I know what happend here, I failed to update the config file. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 Yeah, I know what happend here, I failed to update the config file.This would happen if the textures couldn't be located there. Link to comment Share on other sites More sharing options...
Galacticruler Posted November 10, 2013 Share Posted November 10, 2013 I'm sorry...what?I don't get what you mean. Link to comment Share on other sites More sharing options...
ymir9 Posted November 10, 2013 Share Posted November 10, 2013 (edited) I tried making some rough debris rings for Dres, Tylo and the Joolian system.They're far from perfect, but I think they add interest.Feel free to copy and paste the configs below, and of course, improve them.You can download the ring texture from here:https://www.dropbox.com/sh/b3abnwm6oz4i6yx/VMsMzCUFGqCLOUD_LAYER{ body = Dres radius = 3 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0 y = 0 } speed { x = .00019 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0 y = 0 } speed { x = .00019 y = 0 } scale { x = 1 y = 1 } } color { r = 0.65 g = 0.6 b = 0.6 }}CLOUD_LAYER{ body = Dres radius = 3.01 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.5 y = 0 } speed { x = .00019 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.5 y = 0 } speed { x = .00019 y = 0 } scale { x = 1 y = 1 } } color { r = 0.65 g = 0.6 b = 0.6 }}CLOUD_LAYER{ body = Tylo radius = 4 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.5 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.5 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.31 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.3 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.3 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.32 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.8 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.8 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.33 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.7 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.7 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.34 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.6 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.6 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.35 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.5 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.5 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.51 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.4 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.4 y = 0 } speed { x = .00029 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.54 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.3 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.3 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 3.56 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.2 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.2 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } color { r = 0.7 g = 0.7 b = 0.7 }}CLOUD_LAYER{ body = Tylo radius = 3.58 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.2 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.2 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } color { r = 0.7 g = 0.7 b = 0.7 }}CLOUD_LAYER{ body = Tylo radius = 3.51 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.1 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.1 y = 0 } speed { x = .00028 y = 0 } scale { x = 1 y = 1 } } color { r = 0.7 g = 0.7 b = 0.7 }}CLOUD_LAYER{ body = Tylo radius = 2.54 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.5 y = 0 } speed { x = .00048 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.5 y = 0 } speed { x = .00048 y = 0 } scale { x = 1 y = 1 } } color { r = 0.5 g = 0.5 b = 0.5 }}CLOUD_LAYER{ body = Tylo radius = 2.52 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.7 y = 0 } speed { x = .00047 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.7 y = 0 } speed { x = .00047 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Tylo radius = 2.58 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.2 y = 0 } speed { x = .00046 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.2 y = 0 } speed { x = .00046 y = 0 } scale { x = 1 y = 1 } } color { r = 1 g = 1 b = 1 }}CLOUD_LAYER{ body = Jool radius = 3.5 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.1 y = 0 } speed { x = .00000001 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.1 y = 0 } speed { x = .00000001 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 5.8 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.2 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.2 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 5.7 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.3 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.3 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 5.65 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.5 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.5 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 5.5 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.8 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.8 y = 0 } speed { x = .000000002 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 6 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.1 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.1 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 13 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.1 y = 0 } speed { x = .00000001 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.1 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 12.8 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.2 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.2 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 12.7 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.3 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.3 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 12.65 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.5 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.5 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }}CLOUD_LAYER{ body = Jool radius = 12.5 main_texture { file = BoulderCo/Clouds/Textures/ring1 offset { x = 0.8 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } bump_texture { file = BoulderCo/Clouds/Textures/ringbump offset { x = 0.8 y = 0 } speed { x = .000000001 y = 0 } scale { x = 1 y = 1 } } color { r = 0.209 g = 0.182 b = 0.139 }} Edited November 10, 2013 by ymir9 Link to comment Share on other sites More sharing options...
Galacticruler Posted November 10, 2013 Share Posted November 10, 2013 VERY nice work on those rings! Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 I'm sorry...what?I don't get what you mean.That is, the config file could have the wrong texture locations in it, or they simply don't match the actual names. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 (edited) I tried making some rough debris rings for Dres, Tylo and the Joolian system.They're far from perfect, but I think they add interest.Feel free to copy and paste the configs below, and of course, improve them.You can download the ring texture from here:https://www.dropbox.com/sh/b3abnwm6oz4i6yx/VMsMzCUFGqVERY Clever! Though I think I will expose something a bit more robust for rings in the future. Edited November 10, 2013 by rbray89 Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 Just to give an idea of what I hope to release next: Link to comment Share on other sites More sharing options...
Tommygun Posted November 10, 2013 Share Posted November 10, 2013 .Ya, more exploding rockets! ...I know it's really exhaust. Link to comment Share on other sites More sharing options...
ymir9 Posted November 10, 2013 Share Posted November 10, 2013 Nice! I'd love to see dust clouds come up when rocket jets hit terrain. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 Hi, cool mod, unfortunately I have a fix crash with it.Here is the reproduction steps:1. in sandbox mode make a simple rocket in the VAB2. launch it and go up for a bit (10 sec enough)3. REVERT TO LAUNCH4. Hit esc again and to space centre.5. klick on the VAB6. BOOOMMMMM CTD Anyone else can repo it or is it my system ?TYI can't replicate this. Windows Linux or Mac? Link to comment Share on other sites More sharing options...
bradley101 Posted November 10, 2013 Share Posted November 10, 2013 I love the ways kerbals invented city light pre city's. Haha looks cool will download it. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 .Ya, more exploding rockets! ...I know it's really exhaust. Actually, these are some volumetric cloud tests. Though, I see no reason why they couldn't be used to add more dust/launch/etc effects. Link to comment Share on other sites More sharing options...
rbray89 Posted November 10, 2013 Author Share Posted November 10, 2013 Nice! I'd love to see dust clouds come up when rocket jets hit terrain.Hmm... I'll have to look into that. Link to comment Share on other sites More sharing options...
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