rbray89 Posted November 11, 2013 Author Share Posted November 11, 2013 If your releasing a new version may I make a small request? Since the png to tga change the city lights don't seem as bright is it possible to get them closer in brightness to how they were? I can barely make out the city lights from the Munar surface and I miss that .That would be because the MipMaps are being properly generated... hmmm... I guess I could try changing the shader a bit. I know a few people actually didn't like it as they thought it looked unrealistic (you can't see lights from Earth on the Moon). Link to comment Share on other sites More sharing options...
Frederf Posted November 11, 2013 Share Posted November 11, 2013 The blue orbit lines on the map scene are also being affected by clouds/cities behind the lines. Link to comment Share on other sites More sharing options...
Kalista Posted November 11, 2013 Share Posted November 11, 2013 That would be because the MipMaps are being properly generated... hmmm... I guess I could try changing the shader a bit. I know a few people actually didn't like it as they thought it looked unrealistic (you can't see lights from Earth on the Moon).I think its just a personal preferance plus the fact when I first got this mod I already had a lander in the middle of landing on the Mun and was flat blown away with how kerbin looked from the surface ( I got lucky and was lined up where half of Kerbin was on the light side other half was dark and where most of the planets lights are). And about realism while I do understand wanting to make this as "real" as possible ( I have damn near every realism mod this game has out) when it comes to your work i'll take pretty over real anyday. Link to comment Share on other sites More sharing options...
rbray89 Posted November 11, 2013 Author Share Posted November 11, 2013 They shouldn't be... they are rendered by the map camera, not the one I create, so there should be no issues with overlap. Link to comment Share on other sites More sharing options...
rbray89 Posted November 12, 2013 Author Share Posted November 12, 2013 Yep! The low one. And the updated texture is here.https://www.dropbox.com/s/xiq2kdoasa0sm9w/detail.pngNot sure what could be causing that, there are no gaps like that in the texture, though that is where the edges are, suggesting tilling issues. I've added some extra light to the edges, just in case, but it might be something to do with the way the texture is being loaded.Here's the texture with a black background, some colour exaggeration, so you can have a good look at it.I can still see areas to improve. Next time I just tried tiling the image in paint (after setting the BG to black) and it looks like there are some noticeable seams. I passed it through the GIMP seamless mapping, but it isn't as good as making it truly seamless. If you can get back to me in time, I'll use an updated version, otherwise I'll ship with the "seamless mapped" one. Link to comment Share on other sites More sharing options...
rbray89 Posted November 12, 2013 Author Share Posted November 12, 2013 Ok, Linux users: I think this release should address your issues. The Tangents look like they were being initialized in your versions, as I saw the exact same thing when I added tangent code. Link to comment Share on other sites More sharing options...
rbray89 Posted November 12, 2013 Author Share Posted November 12, 2013 And I just committed a realization that shaves ~20MB off of the memory usage. Should be in now. I think the clouds also look MUCH better now too. Link to comment Share on other sites More sharing options...
Xzabath Posted November 12, 2013 Share Posted November 12, 2013 Just wanna say love this mod, landed on Duna for first time with this mod excellent views, Ike wobbling in the sky and clouds blowing over head, awesome work and thank you. Link to comment Share on other sites More sharing options...
SirJodelstein Posted November 12, 2013 Share Posted November 12, 2013 Great plugin! I have one very minor quibble, not sure if this is a known issue, i didn't follow all 39 pages of this thread: This is a picture of the north pole of Duna, the clouds seem somewhat wrong here. Not sure if this happens at other planets with clouds as well. Link to comment Share on other sites More sharing options...
Ralathon Posted November 12, 2013 Share Posted November 12, 2013 Great plugin! I have one very minor quibble, not sure if this is a known issue, i didn't follow all 39 pages of this thread: This is a picture of the north pole of Duna, the clouds seem somewhat wrong here. Not sure if this happens at other planets with clouds as well.~snip~Yea, it happens at the poles of Kerbin as well. Looks rather ominous when you fly over it. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted November 12, 2013 Share Posted November 12, 2013 And I just committed a realization that shaves ~20MB off of the memory usage. Should be in now. I think the clouds also look MUCH better now too.Well thanks for getting rid of some memory usage. Well it won't be enough for me , I think. But maybe it is enough so the removal of one or two part mods is enough. But still great work you and the others doing there. Keep on with that Link to comment Share on other sites More sharing options...
bulletrhli Posted November 12, 2013 Share Posted November 12, 2013 Just pretend it is a polar hurricane Link to comment Share on other sites More sharing options...
acl8610 Posted November 12, 2013 Share Posted November 12, 2013 I've noticed two bugs: 1.) The atmosphere blinks along the horizon when viewed in low orbit. This is most noticeable around Eve but I've seen it around the other planets with clouds.2.) The ground textures move/jump around slightly such as looking at the bottom of a swimming pool. Only noticed this on Eve but assume it could happen anywhere a cloud is in front of kerbol.I'm on Windows7 with a Nvidia GeForce 310M Link to comment Share on other sites More sharing options...
KerbMav Posted November 12, 2013 Share Posted November 12, 2013 As far as I understand it, it'll probably need some clarifications and correxions.Thank you! Eve has quite a lot of layers! Will have to go there asap!Scale allows tiling. 1 == 1 tile (or essentially no tiling) 10 == 10 tiles, etc. Useful in detail and bump textures.But what does it do?If there is a good "Texturing for Dummies" website, I wont be insulted by a link! Does CAMERA_SWAP_DISTANCES have anything to do with rendering range?I had quite a bit of lag yesterday, but that might have also been my multi-satellite-launcher-vessel ...Is there anything to be gained performancewise by deleting the entries for planets I do not have?But I will hold further questions until I tried out the new "lighter" version. Link to comment Share on other sites More sharing options...
MOARdV Posted November 12, 2013 Share Posted November 12, 2013 Ok, Linux users: I think this release should address your issues. The Tangents look like they were being initialized in your versions, as I saw the exact same thing when I added tangent code.Not a Linux user, but it did address the issue for my Win7 install. From low orbit, it looks good. I haven't seen the volumetric effects yet (that's what the particle texture is for, right?), but it wasn't cloudy at the launch site. Now I want to track down a higher resolution cloud texture, to make it good-er looking in LKO. Link to comment Share on other sites More sharing options...
mushroomman Posted November 12, 2013 Share Posted November 12, 2013 Changing the cloud layer toscale{x = 1y = 0.1}would result in a smushed sphere, yes? Because this would provide a very simple and easy way to make planet rings. You'd just have to draw the textures yourself. Link to comment Share on other sites More sharing options...
rbray89 Posted November 12, 2013 Author Share Posted November 12, 2013 it would scale the texture... so instead of it using the full y, it would only use the top 1/10th of the texture.A brilliant fellow a few posts back created several layers of massive spheres with a "line" texture. I plan to add native support for rings though. Link to comment Share on other sites More sharing options...
rbray89 Posted November 12, 2013 Author Share Posted November 12, 2013 I've noticed two bugs: 1.) The atmosphere blinks along the horizon when viewed in low orbit. This is most noticeable around Eve but I've seen it around the other planets with clouds.2.) The ground textures move/jump around slightly such as looking at the bottom of a swimming pool. Only noticed this on Eve but assume it could happen anywhere a cloud is in front of kerbol.I'm on Windows7 with a Nvidia GeForce 310Mhmmm... Interesting. Do you have a video? Are you running with Release-4? Link to comment Share on other sites More sharing options...
rbray89 Posted November 12, 2013 Author Share Posted November 12, 2013 Not a Linux user, but it did address the issue for my Win7 install. From low orbit, it looks good. I haven't seen the volumetric effects yet (that's what the particle texture is for, right?), but it wasn't cloudy at the launch site. Now I want to track down a higher resolution cloud texture, to make it good-er looking in LKO. Yup If it isn't cloudy, just fast forward a bit. It will be. You can switch to map view and time warp until you have huge cloud cover overhead, then go back to flight view, and look up Volumetric effects are commented out right now. Currently I'm only generating a single test cloud, but it looks promising. I want to expose all the shader parameters to the config and a "dev" gui, so I'll probably add a button there to generate those test clouds in the next release along with all these changes. Link to comment Share on other sites More sharing options...
KerbMav Posted November 12, 2013 Share Posted November 12, 2013 What would I do to reduce cloudiness and population density/number of city lights? Link to comment Share on other sites More sharing options...
Bobhendly Posted November 12, 2013 Share Posted November 12, 2013 Change the textures, By possibly editing them with a image editor. Link to comment Share on other sites More sharing options...
Bobhendly Posted November 12, 2013 Share Posted November 12, 2013 With the advent of volumetric clouds, maybe this mod deserves a proper name?Ooh, Ooh! Ive got a name!"Cloudy with a chance of Cities" Link to comment Share on other sites More sharing options...
Stiggles Posted November 12, 2013 Share Posted November 12, 2013 (edited) Yup If it isn't cloudy, just fast forward a bit. It will be. You can switch to map view and time warp until you have huge cloud cover overhead, then go back to flight view, and look up Volumetric effects are commented out right now. Currently I'm only generating a single test cloud, but it looks promising. I want to expose all the shader parameters to the config and a "dev" gui, so I'll probably add a button there to generate those test clouds in the next release along with all these changes.I was wondering about the volumetric clouds: are the, what I assume are, sprites making up the clouds going to be definable through files in the mod or are the cloud textures from the base game? I was going to play around with the clouds when they came out in whichever release it was, but want to know if I should make a series of sprites in preparation like the following two I quickly whipped up while toying with ideas for making cloud cover textures not derived from the same satellite images of earth that everyone is using:1. 2. Edited November 12, 2013 by Stiggles Image hosting issues Link to comment Share on other sites More sharing options...
rbray89 Posted November 12, 2013 Author Share Posted November 12, 2013 I was wondering about the volumetric clouds: are the, what I assume are, sprites making up the clouds going to be definable through files in the mod or are the cloud textures from the base game? I was going to play around with the clouds when they came out in whichever release it was, but want to know if I should make a series of sprites in preparation like the following two I quickly whipped up while toying with ideas for making cloud cover textures not derived from the same satellite images of earth that everyone is using:1. 2. Yeah, probably. The clouds will be generated via particle emitters, so you will want to use round particle textures. Link to comment Share on other sites More sharing options...
Zeggpold Posted November 13, 2013 Share Posted November 13, 2013 Ok, Linux users: I think this release should address your issues. The Tangents look like they were being initialized in your versions, as I saw the exact same thing when I added tangent code.Release-4 works for me (on Linux) with no problems. Thanks! Link to comment Share on other sites More sharing options...
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