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


rbray89

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Not sure which parts of the build you're wanting feedback on (using overhaul 7), so I'll just type and you can discard/use as appropriate:

The GUI is a thing of beauty and makes navigating the options and possibilities far easier. Tooltips for buttons would be useful as some of them seem non-functional. Would be good to have a restore default option. Why? This couldn't be changed via GUI and needed a re-start to fix:

2el7fd4.png

The clouds seem better formed and higher resolution to the current release. Also, the transition 'hole' from 2D to 3D seems better managed (wider angle???).

The city lights from orbit are a little distracting on the dark side. The tight, grid-like texture of them seems to make them flicker/shimmer - especially in 'densely populated' areas with high contrast (yellow/black) present. You can see this on the day side, but it's less apparent due to the reduced contrast. Anti-aliasing settings don't affect it. Dropping detail scale to 15 reduces the effect somewhat when viewing a city at a right/obtuse angle angle but, obviously, looks absurdly oversized (unless Kerbals have boulevards the width of a football field). I'm wondering if the texture needs de-pixelating somewhat, or if the overlay texture is causing it? I may have a crack at experimenting with that (should I ever find time).

Clouds don't render when zoomed out during orbit, in map or title screen.

Texture on the mountains is lost at a distance.

Getting some weird z-fighting issues where the grass texture meets the KSC hex structures - most notable on the runway mount. I note that this is present in stock KSP, but the choice of matching colours/textures by SQUAD minimises its appearance. Is it possible to have the terrain detail texture be applied to the KSC hex structures as well?

The ocean texture is a tricky one. The new texture doesn't seem to permit shadows to be be cast onto it (rather, they trace the seabed), so I found it really tough to instinctively know my altitude by sight. Sure, there's an altimeter, but shadows really do make a difference to intuitive flight. I don't really know how you get the transparency thing to work at certain angles/heights, but the effect is subtle and effective.

However, I get this line at low altitudes:

pr7n7.png

Not sure how you'll prevent tiling as, even at lower detail scale values which work up close, the titling is still visible from orbit.

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Not sure which parts of the build you're wanting feedback on (using overhaul 7), so I'll just type and you can discard/use as appropriate:

The GUI is a thing of beauty and makes navigating the options and possibilities far easier. Tooltips for buttons would be useful as some of them seem non-functional. Would be good to have a restore default option. Why? This couldn't be changed via GUI and needed a re-start to fix:

http://i57.tinypic.com/2el7fd4.png

The clouds seem better formed and higher resolution to the current release. Also, the transition 'hole' from 2D to 3D seems better managed (wider angle???).

The city lights from orbit are a little distracting on the dark side. The tight, grid-like texture of them seems to make them flicker/shimmer - especially in 'densely populated' areas with high contrast (yellow/black) present. You can see this on the day side, but it's less apparent due to the reduced contrast. Anti-aliasing settings don't affect it. Dropping detail scale to 15 reduces the effect somewhat when viewing a city at a right/obtuse angle angle but, obviously, looks absurdly oversized (unless Kerbals have boulevards the width of a football field). I'm wondering if the texture needs de-pixelating somewhat, or if the overlay texture is causing it? I may have a crack at experimenting with that (should I ever find time).

Clouds don't render when zoomed out during orbit, in map or title screen.

Texture on the mountains is lost at a distance.

Getting some weird z-fighting issues where the grass texture meets the KSC hex structures - most notable on the runway mount. I note that this is present in stock KSP, but the choice of matching colours/textures by SQUAD minimises its appearance. Is it possible to have the terrain detail texture be applied to the KSC hex structures as well?

The ocean texture is a tricky one. The new texture doesn't seem to permit shadows to be be cast onto it (rather, they trace the seabed), so I found it really tough to instinctively know my altitude by sight. Sure, there's an altimeter, but shadows really do make a difference to intuitive flight. I don't really know how you get the transparency thing to work at certain angles/heights, but the effect is subtle and effective.

However, I get this line at low altitudes:

http://i58.tinypic.com/pr7n7.png

Not sure how you'll prevent tiling as, even at lower detail scale values which work up close, the titling is still visible from orbit.

Awesome! Thanks!

  • Restore to default? Ok.
  • By default, PNGs don't load up as mip-mapped, so they "twinkle" from a distance. I'll get this in the next release.
  • Yeah, I have to add options for shader integration and/or map view overlays.
  • See Detailing.
  • No, I can't re-texture that, at least not easily. But I can try to match color/lighting, which I will try to do.
  • Shadows aren't in the default shader, which is something I'm trying really hard to fix, but at the moment looks like it is not possible. (Lighting does affect it though)
  • The line appears in the default as well. It is an issue from overlapping camera clip planes.
  • Detailing: Multiple levels of tiling will solve this. From the top-most layer, you will have one detail, zooming in, it fades into another detail ( and possibly another).

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I wish there was a way to have the glow from the Mun like from the other packs, but without it appearing so hazy up close that it looks like you can use parachutes. The haziness of the glow on bodies that don't have an atmosphere is frankly ridiculous, especially with Proot's pack (and Astronomer's, to a lesser extent.)

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Trying out the new shaders... still needs some work I think. Thoughts?

http://imgur.com/a/5wLnN

Very nice! However, I really hope all this new stuff doesn't unbalance creativity. If you plan to make Texture packs a thing, you should try to make sure people can still be creative. Texture packs shouldn't just be a few cloud changes and maybe a lighter/darker atmosphere tint. They should push this pack to new reaches that make the game 20% better. Not a few minor changes to what already exists.

Also, I might as well ask. How is far is the update in terms of what you want to do with it before release and how fast you're working? Would you say it's around 1-2 weeks time,1 month, or a few months time? I was planning on waiting for the next EVE update to release V5 of better atmospheres, but the only feature V5 is actually NEEDED for, is the Sunrises/sets, which can easily wait until a V5-1. We still have alot to do with BA before release starts rolling around, but we're not far from it. I'm not asking you TUR HURRY URRP, I'm just asking how long it might take.

Edited by Thesonicgalaxy
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I wish there was a way to have the glow from the Mun like from the other packs, but without it appearing so hazy up close that it looks like you can use parachutes. The haziness of the glow on bodies that don't have an atmosphere is frankly ridiculous, especially with Proot's pack (and Astronomer's, to a lesser extent.)

Can't speak for Astronomer's as I haven't been to the Mun with it yet but Proot's pack has zero haze around the Mun. I had that haze appear myself and it was a bug induced by installing his pack over a copy of EVE that was one version out of date. You might want to check that your EVE is the latest version then reinstall the other packs over it. I'm guessing it's leaving a grey smoke like substance that starts at around 50km, if it does your probably seeing the same bug I was.

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Liking the new stuff, *especially* the cities on the scaled-space texture. So awesome!

Having a water issue though, presumably to do with near camera clipping? The nearest water quad isn't shown at all, apparently.

PuH5F49l.png

Also, am I correct that there are still no clouds in scaledspace, or is that an RSS issue only?

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Can't speak for Astronomer's as I haven't been to the Mun with it yet but Proot's pack has zero haze around the Mun. I had that haze appear myself and it was a bug induced by installing his pack over a copy of EVE that was one version out of date. You might want to check that your EVE is the latest version then reinstall the other packs over it. I'm guessing it's leaving a grey smoke like substance that starts at around 50km, if it does your probably seeing the same bug I was.

Aye, I've been traveling to Mun with Proot's Renaissance pack and the glow fades well before you approach and you get to experience a haze-free Mun up close while from Kerbin it looks a lot like rbray's glowing Mun in his gallery above

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Aye, I've been traveling to Mun with Proot's Renaissance pack and the glow fades well before you approach and you get to experience a haze-free Mun up close while from Kerbin it looks a lot like rbray's glowing Mun in his gallery above

How does it look like that? That Mun is more crisp and doesn't have that glow. Tbh, the glow doesn't really work all that well in the end.

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How does it look like that? That Mun is more crisp and doesn't have that glow. Tbh, the glow doesn't really work all that well in the end.

possibly a detail texture with a negative distance? You crazy people like to do odd things like that :)

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Liking the new stuff, *especially* the cities on the scaled-space texture. So awesome!

Having a water issue though, presumably to do with near camera clipping? The nearest water quad isn't shown at all, apparently.

http://i.imgur.com/PuH5F49l.png

Also, am I correct that there are still no clouds in scaledspace, or is that an RSS issue only?

No clouds in scaled-space yet. Is the near-water issue only in RSS? Do you do anything odd with "Camera 00"?

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Very nice! However, I really hope all this new stuff doesn't unbalance creativity. If you plan to make Texture packs a thing, you should try to make sure people can still be creative. Texture packs shouldn't just be a few cloud changes and maybe a lighter/darker atmosphere tint. They should push this pack to new reaches that make the game 20% better. Not a few minor changes to what already exists.

Also, I might as well ask. How is far is the update in terms of what you want to do with it before release and how fast you're working? Would you say it's around 1-2 weeks time,1 month, or a few months time? I was planning on waiting for the next EVE update to release V5 of better atmospheres, but the only feature V5 is actually NEEDED for, is the Sunrises/sets, which can easily wait until a V5-1. We still have alot to do with BA before release starts rolling around, but we're not far from it. I'm not asking you TUR HURRY URRP, I'm just asking how long it might take.

I don't have a firm release date. Basically, the things I want complete:

Shaders (ScaledSpace, Terrain, Ocean, Atmosphere)

Test and eliminate bugs from GUI

Desired:

Rings

Auroras

Expect less than a month, but more than a a week.

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I don't have a firm release date. Basically, the things I want complete:

Shaders (ScaledSpace, Terrain, Ocean, Atmosphere)

Test and eliminate bugs from GUI

Desired:

Rings

Auroras

Expect less than a month, but more than a a week.

Are those rings optional? and are they working just like a layer of volumetric clouds?

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Liking the new stuff, *especially* the cities on the scaled-space texture. So awesome!

Having a water issue though, presumably to do with near camera clipping? The nearest water quad isn't shown at all, apparently.

http://i.imgur.com/PuH5F49l.png

Also, am I correct that there are still no clouds in scaledspace, or is that an RSS issue only?

Hmmm... just tried it out. I'm going to hazard a guess and say that you are changing the clip distances?

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