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


rbray89

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I wanna join in on the crying for DLLs, I was enjoying using the incomplete versions up for grabs there. Are you planning on having nighlies on Git or something like MechJeb (release every time there's a change)?

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Ah, thank you sir. My first guess was procedural fairings.

I really wish people would stop being so lazy and spell it out, these abbreviations are not universal ya know.

Those are some nice pictures by the way Astronomer, nice little ship design as well.

I thought it was proc fairings too. Glad it isn`t...

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To the 7-3 version. It might be a stupid question, because I might be missing a changelog somewhere.

What you will see is a different ocean and land shader. The cloud layer isn't much different but the planets have a much nicer terminator (darker night side) and cities work in the day as well. Rbray is working on the atmosphere, which at the moment looks like fog basically. Overhaul also completely reworks the config files and the in-game menu. I think that's all.

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Noooo you removed the DLLs! I've been getting "nightlies" that way :P

Even inspired me to start including DLLs in *my* repos.

Really looking forward to the full flowering of the atmo shader!

Also, I do want to second pingopete's point about the normal maps. Even if you just do

if(light_facenormaldot > 0)

normal = texture_normal

it will still look better than no normal map at all. Especially in RSS, we *need* normal maps :\

(But I don't want to give up cities! So...)

To build, I am now putting the KSP libs in my working directory, and didn't want to distribute them with KSP, hence adding *.dll to .gitignore.

I wanna join in on the crying for DLLs, I was enjoying using the incomplete versions up for grabs there. Are you planning on having nighlies on Git or something like MechJeb (release every time there's a change)?

I'm automating the release packages such that they will be zipped-up and included in commits I think. Couldn't find a way to generate actual releases automatically in Github though. I'm also making a small change to make upgrading KSP releases (and managing the dll differences) so that there will be a separate x86 build and x64 build based off of the VS build settings.

Edited by rbray89
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What you will see is a different ocean and land shader. The cloud layer isn't much different but the planets have a much nicer terminator (darker night side) and cities work in the day as well. Rbray is working on the atmosphere, which at the moment looks like fog basically. Overhaul also completely reworks the config files and the in-game menu. I think that's all.

Awesome, thanks.

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With the other packs like Astronomer's pack, do you need anything else like Texture replacer? Or is it just EvE?

Read the instructions that come with the pack. Its different for all of them.

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In 0.24 Visual Enhancements seem to produce enormous lag (but no crash) right after launch, while everything seems to be fine while sitting on the launchpad :/

I checked with both the 32 and 64 bit versions...

(Visual enhancements worked fine on my machine in previous KSP versions)

Is there some trivial way to counter this behavior?

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is there a new config structure for 9-2 or we can still use the old configs from 7-3 ?

O M G , ....... I just noticed you added terrain and ocean shader !!!!!!!!!! We can finally customize ugly stock terrain

Edited by nismobg
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I've downloaded the mod but is there some settings I need in order to turn it on?

Hey rbray89, I had finally some time to look into the new release (6-6). Good work around the poles! Here are a few issues/suggestions I still have:

1) for the 8k clouds, I see you got also the Blue Marble textures, but they have here and there a few pixel-level errors... For my original 8k pack, I manually went over those and corrected them, so if you want to compile your 8k clouds from an even nicer version, then you can get my corrected cloud layer at http://ster.kuleuven.be/~peterp/KSP/8kNASAprocessed.png (pixel level errors cleaned up, and a slight scaling) - although you will need to turn this PNG into a tga with alpha, but since you did that with the original Blue marble image, that can not be a big problem for you I guess :)

2) For the city lights, it would be really nice if they could not shine through the clouds, so the whiter the clouds are, the less transparent they should be. See image below with the issue.

http://ster.kuleuven.be/~peterp/KSP/Clouds_screenshot2.png

So the lights from below the big white stretch of clouds should not be visible. It is especially an issue, when you put the MinLight to 0 (over cloud brightness), which makes the clouds on the dark side totally black (as they are in real life, except on long exposure images where lights indeed come through a bit, but not to this extent), which would be even more realistic (try it, on low orbit, around sunset or sunrise, only the dark silhouette of the clouds can be seen over the reflecting surface of the planet, really cool), because currently the lights shine through, even though I would want them to block the light. I hope you get what I mean.

3) I think lots of users complain because they see the following:

http://ster.kuleuven.be/~peterp/KSP/Clouds_screenshot8.png

Too much repetition in detail texture. It is very easy to go around this, just change the default scale for the Detail and Bump to 15 (then globally we are still using 15k x 15k coverage), which makes the texture still detailed enough from above the atmosphere, but keeps it large enough so that the repeating pattern is not really visible.

http://ster.kuleuven.be/~peterp/KSP/Clouds_screenshot9.png

4) Change all the default rotation values to negative on Kerbin ;) Go to map mode and time warp, you will see it is much better like that :) Check other planets to have the same effect everywhere. Slower cloud layer than planet is very strange.

5) Maybe in the UI include a switch for the city lights, if it is not too much work.

Keep up the good work!

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Do you also use better atmospheres? Because for me in .24 EVE works but only if I don't use better atmospheres, don't know why.

Yeh... For some reason it does work with better atmospheres. I installed astronomers visuals pack with it and it is the most amazing thing to see (as well as working in.24).

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Rbray: will you include controls for the atmosphere shader such as (inverse)FallOff rate/gain, when I tested it on RSS it seemed as if opacity ramped up too close to POV.

I'm thinking it should more gradually pick up with distance so that from upper atmosphere the ground below is, say, 5/10% while mountains on the horizon might be ~60/70% opacity but this increase happens majoritively very close to the horizon. Then again this may all be doable with the current settings, I just can't stop fantasizing about it, damn it!

ISS007-E-9986.JPG

I was also wondering how the shader will fade away at its top, when I tested it was a solid line

EDIT: Disregard everything I just said, new release is lookin hooooly, and this effect can be achieved by simply adjusting visibility :D

Edited by pingopete
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Yah the new version is on a completely new lvl of crazy godnesss , I have to give it to you man you truly did something amazing. Adding those various shaders is just EPIC. Are they based on biomess? If so can we add various shaders for various biomes ?

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For overhaul testers:

Releases are now shipped with every push. I still haven't figured out the macro to use to add version info though. I'm not sure if it makes a difference or not, but I also build with both the x86 and x64 libs that KSP ships with.

https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul

Oh. My. God.

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