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


rbray89

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It's a shame up close the clouds turn relative to the angle of the camera. I've been pondering as to whether some kind of script could be implemented that progressively adds ambient haze (i.e. cloud) to the cam viewpoint as you approach the clouds whilst fading the nearest particles.. or begin this at a certain radius from the particle center to induce a sense of sudden, faded immersion into a cloud bank. This would probably have a pretty weird appearance from another point of view but as the game is hardly multiplayer at the moment it might be a viable option worth experimenting, that's provided this is even remotely possible with scripting and as I am clueless in this area I'd assume not :P

Yeah, for this, I was thinking of fading the billboard out as you approach, but that leads to issues where you don't see clouds up-close (might not actually be an issue.)

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I maybe have an idea as to how cloud tendrils following your craft might be implemented. What if it weren't part of the clouds at all but part of the craft- like the condensation/shock heating effects but specific to the altitude of the cloud layer? I don't know anything about modding so I might be talking out of my bottom here, but it struck me as a possibility.

Edited by Hammer Tech
Correcting autocorrect.
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Yeah, for this, I was thinking of fading the billboard out as you approach, but that leads to issues where you don't see clouds up-close (might not actually be an issue.)

I was thinking the surrounding 'haze' could fade in at the same rate the billboards faded out producing a smooth transition into and out of the clouds. In the clip it was pretty cool seeing some variation in cloud density when going through slightly thicker patches of cloud. I think this would probably happen anyway with this fading idea as it would be continuously increasing and decreasing fade amount based on the camera's proximity to nearby billboards.

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I maybe have an idea as to how cloud tendrils following your craft might be implemented. What if it weren't part of the clouds at all but part of the craft- like the condensation/shock heating effects but specific to the altitude of the cloud layer? I don't know anything about modding so I might be talking out of my bottom here, but it struck me as a possibility.

I'm not yet convinced it is worth the effort... :)

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I was thinking the surrounding 'haze' could fade in at the same rate the billboards faded out producing a smooth transition into and out of the clouds. In the clip it was pretty cool seeing some variation in cloud density when going through slightly thicker patches of cloud. I think this would probably happen anyway with this fading idea as it would be continuously increasing and decreasing fade amount based on the camera's proximity to nearby billboards.

Yeah, I'll have to see what I can implement.

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Congratulations again rbray89, that new clouds looks truly awesome.

I'm looking forward to the final version.

Edit:

Btw... Rings! It's possible make them act like physical objects in any way?? (for example produce collisions)

http://i.imgur.com/NuNt20q.jpg

Please tell me how you got that and what skybox you have... I am in heaven looking at this. So beautiful.

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anyone know what this mean got it from checking ksp log. i have the hd pack installed the one that the guy made ealier in the thread

[LOG 11:32:36.017] Load(Texture): BoulderCo/Clouds/Textures/detaileve1 OUT OF DATE

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anyone know what this mean got it from checking ksp log. i have the hd pack installed the one that the guy made ealier in the thread

[LOG 11:32:36.017] Load(Texture): BoulderCo/Clouds/Textures/detaileve1 OUT OF DATE

It means there are multiple textures with that name (but different extension)

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just had noticed had your defualt hd textures and the hd pack by astronomer installed. that fixed now to go lean how to do the .tcfg for texture compressor so that it dont break tac life support.

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rbray89 I'm working on rings for Jool and so on, and I wonder: is it possible to get the textures visible from its back for the rings? What may I specify in the configs for that?

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rbray89 I'm working on rings for Jool and so on, and I wonder: is it possible to get the textures visible from its back for the rings? What may I specify in the configs for that?

Not with that version... the dev version you could do that. In future releases rings will be added in.

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Not with that version... the dev version you could do that. In future releases rings will be added in.

Great! Fantastic feature, you are in all details, thank you very much rbray!

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Visual Enhancement’s clouds no longer look tiled or flat. All atmospheric bodies now look much more realistic and beautiful with new HD textures.

http://imgur.com/a/6Bi2t

I've redone the configuration of all the planets (Kerbin, Duna, Jool, Laythe, and most importantly Eve), replaced both detail and normal map textures with two HD ones I made, and turned Duna cloud texture into a beautiful 8k texture.

Link to the original post and download: http://www.reddit.com/r/KerbalSpaceProgram/comments/1v7bqs/mod_improved_visual_enhancements_clouds_upclose/

Sun Flare? It's so pretty!

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