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


rbray89

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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. :)

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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.

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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.

486101main_mars_clouds.jpg

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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.

486101main_mars_clouds.jpg

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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. :)

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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.

486101main_mars_clouds.jpg

I like the "dust" clouds, but I think I might add another layer of white clouds in as well.

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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 by Tw1
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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 by Frederf
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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.

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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.

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ULORAb2.png

7Wt5aYN.png

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/VMsMzCUFGq

CLOUD_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 by ymir9
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ULORAb2.png

7Wt5aYN.png

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/VMsMzCUFGq

VERY Clever! Though I think I will expose something a bit more robust for rings in the future.

Edited by rbray89
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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 VAB

2. launch it and go up for a bit (10 sec enough)

3. REVERT TO LAUNCH

4. Hit esc again and to space centre.

5. klick on the VAB

6. BOOOMMMMM CTD

Anyone else can repo it or is it my system ?

TY

I can't replicate this. Windows Linux or Mac?

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