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


rbray89

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Just tried out OVERHAUL-9 with normal size and my RSS 10x kerbol system. Only terrian manager comes up for me and their are no clouds or city lights in any case. Also when working with EVE 7.3 with RSS and one of the external packs like sonics or astronomer's work the lighting layer added to say the Mun intersects with the terrain. It helps to increase the altitude but currently EVE limits it to 22K which is not enough to address the problem. I noticed this is still the case in OVERHAUL-9. Could you increase the limit.

EVE Doesn't limit height as far as I know. The sliders end but you can just still change the numbers to go higher.

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Hi there, can't wait for the next version to come out, looking awesome! That being said, I've noticed a weird problem:

Atmospheric Sound Enhancement breaks when you install EVE (the EVE and BoulderCo files).

I've tested this with a bunch of stuff, thought it could be some other mods fighting, but nope. It's definitely EVE. Put EVE on, Atmospheric Sound Enhancement completely quits working.

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Actually, I have ASE installed with E.V.E. and it works perfectly fine.

Ah, yep, you're correct. Did more mod removing and checking - its not EVE, its Hot/Cool Rockets. Derp.

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Ok, I can't seem to get the Overhaul-9 version to work properly. The clouds simply don't appear. (I didn't look for the ocean/terrain features) I've installed correctly, to my knowledge, made sure the texture is readable in ATM, and even tried to make settings in the GUI from scratch to no avail. Haven't got a clue. Even tried with a clean .23.5 install with just EVE installed. No joy.

Logfile here from the clean install: http://cl.ly/1I3i1n3b0r1S

Also on a Mac, but the V7.3 release version works like a charm with the 8k texture and everything. I just really want to make sure this mod will work going forward, because now I can't play without clouds on Kerbin! :)

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Ok, I can't seem to get the Overhaul-9 version to work properly. The clouds simply don't appear. (I didn't look for the ocean/terrain features) I've installed correctly, to my knowledge, made sure the texture is readable in ATM, and even tried to make settings in the GUI from scratch to no avail. Haven't got a clue. Even tried with a clean .23.5 install with just EVE installed. No joy.

Logfile here from the clean install: http://cl.ly/1I3i1n3b0r1S

Also on a Mac, but the V7.3 release version works like a charm with the 8k texture and everything. I just really want to make sure this mod will work going forward, because now I can't play without clouds on Kerbin! :)

They aren't in the main menu yet. You have to go to flight/Tracking to see them.

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Just tried out OVERHAUL-9 with normal size and my RSS 10x kerbol system. Only terrian manager comes up for me and their are no clouds or city lights in any case. Also when working with EVE 7.3 with RSS and one of the external packs like sonics or astronomer's work the lighting layer added to say the Mun intersects with the terrain. It helps to increase the altitude but currently EVE limits it to 22K which is not enough to address the problem. I noticed this is still the case in OVERHAUL-9. Could you increase the limit.

Hmmmm... Possibly not installed correctly? Did you delete the BoulderCo configs for eve and delete the old EnvironmentalVisualEnhancements folder?

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The new shores look very nice, the sea texture is still ugly (not the texture itself, the obvious tiles repetition).

1024x640.resizedimage

There is some white lines that do appears randomly between sea tiles. It as something to do with seeing between two tiles. Not huge problem, but does appear.

There is huge blue line that pop-up at the bottom of the screen when I fly above a shore for the first time. When I move the camera the line stays at the bottom of the screen.

I was in love with the new foggy terrain texture, and then I realize that it was not fog but the actual terrain. I'm not in love any more, but it still look cool from above.

I am wrong to say that the terrain is always under a shadow ? (even when there is no clouds above).

1024x640.resizedimage

And the fact that we can't see any repetition is a major progress.

Still it seems that far off objects (like the mountains) a very low "resolution". Is there a way to increase the "Now we draw it in high def" distance ?

Actually far off objects are quite ugly.

I did not test it anywhere else than around the KSC. But it's looking quite good so far.

Edit : Forgot to mention, this is tested with the windows (steam) version. And an fairly competent computer (not bragging).

Edited by Minarkhaios
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I am wrong to say that the terrain is always under a shadow ? (even when there is no clouds above).

I think that's because the "city lights" texture wasn't really made to be a map of cities, but a picture simulating city lights. Where it's dim, the texture is drawn dim.

I'm playing with different ways to make the cities look more realistic. I've got what I hope is a really good idea but I need to play more.

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Hey, just testing O9 on RSS, worked surprisingly well- didn't expect it to run on my heavily modded RSS configuration, although a few major problems still.

-GUI save resets all/most settings and variables to blank. << Biggest problem atm imo.

-No reset button (not sure if intentional) so if you bodge things up or hit save all texture paths are lost and need reentering :'(

-Still low res city light placement (defined by 'main' tex), think nathan might have mentioned something about this before though.

-Water depth appears to decrease with view point height. Making an ascent appear to drain the oceans :o

-Volumetrics spawn everywhere the camera is. (could be the result of proportionately small vol area for RSS earth + low res cloud cover model?)

-Again sorry to bother about RSS use but I noticed that city light detail texture need to be at a scale of around 900-1000 for RSS purposes, not a problem until you view it from orbit where the high density lights merge into a sort of grey matte blob. I was wondering if we could possibly have the option for a 2nd less detailed texture as in previous versions for city lights from orbit; to appear as individual dots of lights representative of entire cities.

Also how can I adjust the offset of the city lights?

Small Album to illustrate some of the thing I'm struggling to describe:

Javascript is disabled. View full album
Edited by pingopete
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rbray89 I just tried a fresh 23.5 install with the only extra beig your overhaul-9. The same results as before with clouds or city lights. This time you can see the problem in the KSP.log. I posted the KSP.log here. An exception is happening that prevents complete loading of EVE. This is on a Linux x86_64 platform so that could be the reason.

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Are you using Nathan's RSS city lights for Earth? You can get them from his GitHub repo.

Yeah, for the overall placement map, had to change it from yellow to white to work with the new O9 system

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rbray: still having the RSS problem. I'll try some clean installs today.

pingopete (and everyone else): you need to change your ATM config BoulderCo.cfg to this:

ACTIVE_TEXTURE_MANAGER_CONFIG
{
folder = BoulderCo
enabled = true
OVERRIDES
{
BoulderCo/Atmosphere/.*
{
compress = true
mipmaps = true
scale = 1
max_size = 0
make_not_readable = false
}
BoulderCo/CityLights/.*
{
compress = true
mipmaps = true
scale = 1
max_size = 0
make_not_readable = true
}
}
}

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They aren't in the main menu yet. You have to go to flight/Tracking to see them.

I knew it was just me being silly. :rolleyes: Once I fixed that I did have to do a clean .23.5 install to make it work though. Looked like I lost the space center completely in the KSC view, as nothing showed up but the blue "haze" ring.

But after a clean install, copy/paste all of my mods, it's working fine so far.

Question: does the new system use up more RAM than the old? I had to clear out some mods to get a flight in due to memory crashes, and previously I was doing ok (even if I was on the edge).

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Ok, gave revision 9 a shot today and everything mostly looks good. Still have to downgrade the cloud texture to 4k, but that's a known thing. FWIW - I think 8k textures are more of an issue with my GPU (using Intel HD4000 here) than anything OS-specific. It also happens for me in Linux, and I've not run KSP on this hardware in Windows, so.... (May do that someday.) Oddly, though, some of the 8k planet body textures in RSS work, but that's unrelated.

Two points.

First, is it at all possible to have ocean color based on the depth of the water? Perhaps with a user-defined gradient? I can see the math for this being... uncomfortable..., but having a consistently aqua or dark-blue ocean across the entire planet just looks off. I think that would swing me towards wanting to use your updated ocean textures vs just removing them and using the stock ones. (Though depending on performance I may have to skip some of your terrain updates anyway. They look nice, but my feeble little i7 and its HD4000 already dies a bit each time I boot KSP.)

Second, these moire-like lines appear at the junction of the land and ocean, and change in width based on the angle of view:

20140525_ksp0011.jpg

There were no errors or warnings in either of my logs that could be related to EVE. Still get the bizarre Exception about not being able to access texture memory from scripts (as reported earlier), with perhaps a bit more enlightening data point in the player.log. Still not using ATM, and this happens in base KSP (not tested in RSS). The clouds continue to work despite these errors.


UnityException: Texture 'BoulderCo/Atmosphere/Textures/kerbin1' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.
at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixelBilinear (single,single)
at Atmosphere.CloudParticle.Update (UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0
at Atmosphere.VolumeSection.Update () [0x00000] in <filename unknown>:0
at Atmosphere.VolumeManager.Update (Vector3 pos) [0x00000] in <filename unknown>:0
at Atmosphere.CloudsVolume.UpdatePos (Vector3 WorldPos) [0x00000] in <filename unknown>:0
at Atmosphere.AtmospherePQS.Update () [0x00000] in <filename unknown>:0

KSP also occasionally has the same issue with my flag. (This is why sometimes we get the default KSP flag on the flagpole at launch instead of the one we have selected.) Not entirely convinced this isn't just a weird KSP/Unity bug manifesting itself in your mod, but then again it might just be something.

Edited by Cydonian Monk
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Okay, I am really excited to get this working, but I need help.

The clouds on Kerbin seem to work well. But Astronomer's pack claims to have clouds on other planets like Eve, dust storms, auroras, and glows. I can't get any of those to work.

Nobody on reddit wants to help. This is what I have in my game data.

pCLetY6.png

Again, all I am currently getting out of this are the clouds and lights on Kerbin. Nothing else.

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I've noticed while setting up cloud layers in the latest revision, that it appears to no longer be possible to anchor specific layers to geography with any precision. (Ex: a layer of persistent clouds to the west of a mountain range.) This is probably easiest to demonstrate by placing two identical layers over each other and changing one of their colors (drastically) and altering their altitudes. The "Starting" X-coord offset seems to change based on the cloud layer altitude, despite having texture offsets of zero.

Is this intended?

Edited by Cydonian Monk
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It seems that the problem is in the fact that you have multiple cloud layers.cfg files in BoulderCo. My guess is that nothing will work because of that. So it might help to only have Astronomer's cfg in there, and to leave out the others.

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It seems that the problem is in the fact that you have multiple cloud layers.cfg files in BoulderCo. My guess is that nothing will work because of that. So it might help to only have Astronomer's cfg in there, and to leave out the others.

The mod is intended to work with multiple configs. That's part of one of the updates.

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