rbray89 Posted February 26, 2014 Author Share Posted February 26, 2014 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 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.) Link to comment Share on other sites More sharing options...
Hammer Tech Posted February 26, 2014 Share Posted February 26, 2014 (edited) 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 February 26, 2014 by Hammer Tech Correcting autocorrect. Link to comment Share on other sites More sharing options...
pingopete Posted February 26, 2014 Share Posted February 26, 2014 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. Link to comment Share on other sites More sharing options...
rbray89 Posted February 26, 2014 Author Share Posted February 26, 2014 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... Link to comment Share on other sites More sharing options...
rbray89 Posted February 26, 2014 Author Share Posted February 26, 2014 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. Link to comment Share on other sites More sharing options...
Hammer Tech Posted February 26, 2014 Share Posted February 26, 2014 I'm not yet convinced it is worth the effort... Frankly I'm inclined to agree; such a small addition for a lot of extra work Link to comment Share on other sites More sharing options...
bulletrhli Posted February 26, 2014 Share Posted February 26, 2014 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.jpgPlease tell me how you got that and what skybox you have... I am in heaven looking at this. So beautiful. Link to comment Share on other sites More sharing options...
erona Posted February 27, 2014 Share Posted February 27, 2014 Some aurora effects seen from the ground using visual enhance.https://dl.dropboxusercontent.com/u/6861684/kerbin_aurora.zip Link to comment Share on other sites More sharing options...
Ignath Posted February 27, 2014 Share Posted February 27, 2014 Those Auroras are awesome erona, thanks for the download. Link to comment Share on other sites More sharing options...
sidfu Posted February 27, 2014 Share Posted February 27, 2014 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 Link to comment Share on other sites More sharing options...
rbray89 Posted February 27, 2014 Author Share Posted February 27, 2014 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 DATEIt means there are multiple textures with that name (but different extension) Link to comment Share on other sites More sharing options...
sidfu Posted February 27, 2014 Share Posted February 27, 2014 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. Link to comment Share on other sites More sharing options...
Proot Posted March 1, 2014 Share Posted March 1, 2014 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? Link to comment Share on other sites More sharing options...
rbray89 Posted March 1, 2014 Author Share Posted March 1, 2014 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. Link to comment Share on other sites More sharing options...
Proot Posted March 1, 2014 Share Posted March 1, 2014 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! Link to comment Share on other sites More sharing options...
RuBisCO Posted March 1, 2014 Share Posted March 1, 2014 Is there a way to turn off citylights and just have clouds? Link to comment Share on other sites More sharing options...
Hammer Tech Posted March 1, 2014 Share Posted March 1, 2014 Is there a way to turn off citylights and just have clouds?If I had a pound lol....Just delete the City Lights folder and you're good to go Link to comment Share on other sites More sharing options...
Superfluous J Posted March 1, 2014 Share Posted March 1, 2014 Is there a way to turn off citylights and just have clouds?The first post needs a FAQ, and this question needs to be the only one in it. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted March 1, 2014 Share Posted March 1, 2014 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/6Bi2tI'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! Link to comment Share on other sites More sharing options...
Julianus Naevius Lucius Posted March 2, 2014 Share Posted March 2, 2014 This makes my game crash for some reason. Link to comment Share on other sites More sharing options...
NoMrBond Posted March 2, 2014 Share Posted March 2, 2014 This makes my game crash for some reason.Mostly likely KSP running out of memory due to 32 bit limit, try running Active Texture Management as well Link to comment Share on other sites More sharing options...
Xentoe Posted March 2, 2014 Share Posted March 2, 2014 And when comes this ever in the pfficial Mod? Link to comment Share on other sites More sharing options...
sidfu Posted March 2, 2014 Share Posted March 2, 2014 xentoe try the dev version at the github u can see what he working on Link to comment Share on other sites More sharing options...
GavinZac Posted March 2, 2014 Share Posted March 2, 2014 If I had a pound lol....Just delete the City Lights folder and you're good to go It's also good to delete the citylights.dll file so that nothing is looking for them. Link to comment Share on other sites More sharing options...
sidfu Posted March 2, 2014 Share Posted March 2, 2014 delte the night te4xtures also cause even without the .dll it will load them into memory Link to comment Share on other sites More sharing options...
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