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


rbray89

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honeyfox that error is caused by the texture replacer. and technodaleks it works fine in ksp 24.2 64x for windows. and astro do u know of any good outside game color gradeint tool that i can see the color on. i combined yours and astros pack but i suck at getting the colors what i want.

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Hello!

Apologies if this was already answered (I did my best to dig through posts and search for it, but it doesn't seem conclusive). Is the mod compatible with x64? I've tried the 7-3 version and the clouds do not show up in x64. I also tried the x64 overhaul link that was posted, and this too was without success. I've stripped out my mods to test this (save Planet Factory) to make sure it wasn't something else. If there's any testing or logs I can do/pull for this, please let me know. I'm happy to help. :)

PF has issues with EVE (or vise-versa) in the most recent release and I haven't been able to look into why. The newest version that will be released in the near future may take care of that though.

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PF has issues with EVE (or vise-versa) in the most recent release and I haven't been able to look into why. The newest version that will be released in the near future may take care of that though.

Ah, thanks! I should have searched the thread for Planet Factory first - or better yet, test x86 v. x64 with and without it first to verify. *Is embarrassed now*

But, thank you for all your work. I've found I can't play KSP without EVE now. I need the clouds. XD

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HoneyFox: ensure that BoulderCo.cfg in your ATM configs folder has exceptions for both /Clouds/ and /Atmosphere/, as well as ensuring Texture Replacer has an exception for the texture.

I'm not using ATM.

Guess that TR is grabbing some sort of file handle and disallow EVE to access it? I will check and see.

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No, TR, like ATM, will default to (a) compressing all textures and (B) making them not-readable by code, all to save memory. So you need a special cfg for it (just like for ATM) to tell it to leave kerbin1 readable. (and any other textures that need to remain readable)

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No, TR, like ATM, will default to (a) compressing all textures and (B) making them not-readable by code, all to save memory. So you need a special cfg for it (just like for ATM) to tell it to leave kerbin1 readable. (and any other textures that need to remain readable)

I added ^BoulderCo/ into the "generateMipmaps=" setting and set "isCompressionEnabled = never" inside @Default.cfg of TR.

It still doesn't work properly in map view. The exception I mentioned above doesn't seem to be thrown by the game though.

To be more accurate, the cloud displays when in normal view. When I switch to map view, for the first ~one second period of time in the map view, the cloud was there but after that it just disappears. BTW, in case this is a clue to the issue, I tried to switch the cloud shadow on and the shadow displayed correctly.

EDIT: Alright, I gave up. I removed TR completely from my install and the cloud still disappear after 1 second when switched to map view... :(

Edited by HoneyFox
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I added ^BoulderCo/ into the "generateMipmaps=" setting and set "isCompressionEnabled = never" inside @Default.cfg of TR.

It still doesn't work properly in map view. The exception I mentioned above doesn't seem to be thrown by the game though.

To be more accurate, the cloud displays when in normal view. When I switch to map view, for the first ~one second period of time in the map view, the cloud was there but after that it just disappears. BTW, in case this is a clue to the issue, I tried to switch the cloud shadow on and the shadow displayed correctly.

EDIT: Alright, I gave up. I removed TR completely from my install and the cloud still disappear after 1 second when switched to map view... :(

What other mods are you running with? What version of EVE are you running with?

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What results are to be expected from the Overhaul versions on git? Will I run into bigger problems or should I be able to try them out?

If you want to try them out (packs don't work, clouds only for kerbin, etc.) use the x86-Release and x64-Release in the file list here: https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul

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What other mods are you running with? What version of EVE are you running with?

I'm running the EVE Overhaul x64 Release you just put up on the above post.

Well that's quite a long list... I will list them all so that you won't miss anything. :)

Toolbar

BeastlyScience

BobCatind Soviet Engines

BoulderCo Atmosphere/CityLights/Terrain

CrewManifest

CrossFeedEnabler

CustomBiomes

DREC

DebRefund

ActionGroupExtended

EditorExtensions

EI+EIRPM

EnhancedNavBall

EVE

FASA Launch Towers

FAR

FinePrint

JSI MFD

KJR

Kethane

KW

MagicSmokeIndustries

MJ2+MJ2RPM

NavHud

NF

NP2

PartAngleDisplay

PartHighlighter

PreciseNode

ProcDynamics

ProcFairings

ProcParts

Proctractor

RealChutes

RF

RO

RSS

RT2

RLA_Stockalike

SCANSat+SCANSatRPM

ScienceAlert

SmokeScreen

SoundtrackEditor

StationScience

StripSymmetry

Targetron

Telemachus

TACLifeSupport/TACFuelBalancer

KerbalAlarmClock

TweakableParam

ETC

TweakScale

VesselView

VOID

Wolf Separatron pack

Modulefixer

ModuleManager

ResearchThemAll

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I'm running the EVE Overhaul x64 Release you just put up on the above post.

Well that's quite a long list... I will list them all so that you won't miss anything. :)

Toolbar

BeastlyScience

BobCatind Soviet Engines

BoulderCo Atmosphere/CityLights/Terrain

CrewManifest

CrossFeedEnabler

CustomBiomes

DREC

DebRefund

ActionGroupExtended

EditorExtensions

EI+EIRPM

EnhancedNavBall

EVE

FASA Launch Towers

FAR

FinePrint

JSI MFD

KJR

Kethane

KW

MagicSmokeIndustries

MJ2+MJ2RPM

NavHud

NF

NP2

PartAngleDisplay

PartHighlighter

PreciseNode

ProcDynamics

ProcFairings

ProcParts

Proctractor

RealChutes

RF

RO

RSS

RT2

RLA_Stockalike

SCANSat+SCANSatRPM

ScienceAlert

SmokeScreen

SoundtrackEditor

StationScience

StripSymmetry

Targetron

Telemachus

TACLifeSupport/TACFuelBalancer

KerbalAlarmClock

TweakableParam

ETC

TweakScale

VesselView

VOID

Wolf Separatron pack

Modulefixer

ModuleManager

ResearchThemAll

AH!... I thought you were working with the stable release. Yeah, this is an issue with the dev version right now with the shadows. Still working on figuring out why it does this.

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AH!... I thought you were working with the stable release. Yeah, this is an issue with the dev version right now with the shadows. Still working on figuring out why it does this.

Since NathanKell request us to use EVE Overhaul with RSS instead of EVE 7-3...

Should I try the stable release then?

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Im using this mod along with the Astronomer's Visual Pack and every time I go into the hangar my game crashes, and If I am able to get into the hangar the UI is all messed up, how do I fix this? I am using other mods, but I dont think they would conflict with these two mods because they are gameplay mods.

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Hey, so I've messed around some more with the current overhaul. As it stands I am having trouble getting a number of things to work properly. I love that you can now pick which particle textures the particle layer will utilize. That is probably my favorite new feature.

I have to say that, aside from some minor issues getting fixed, out of all the features, these are the ones I really want to go in:

Custom surface-bound layers. Having sandstorms roll over the hills instead of through them would create a whole new level of immersion. Think of it as rolling city lights. Also cities on other bodies could be interesting.

More adjustable atmospheric scattering. Fade distance, the sharpness of the rolloff rim, and maybe even height.

Better aurora support. I haven't found a way to make auroras work again. Let me know if it is still possible or will be supported in the future.

Rotation of particles. I am not sure if that has already changed or not. Not really necessary, but I can see how I could use that for clouds.

Also, here is a teaser image of something in it's early infancy. I hope you guys recognize the reference.

Some terrain textures are already being worked on. This picture should give you the idea of what I'm aiming at.

MLFbYwA.png

UPDATE: Fixed the font

VSiI2o8.png

Edited by Astronomer
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Hey, so I've messed around some more with the current overhaul. As it stands I am having trouble getting a number of things to work properly. I love that you can now pick which particle textures the particle layer will utilize. That is probably my favorite new feature.

I have to say that, aside from some minor issues getting fixed, out of all the features, these are the ones I really want to go in:

Custom surface-bound layers. Having sandstorms roll over the hills instead of through them would create a whole new level of immersion. Think of it as rolling city lights. Also cities on other bodies could be interesting.

More adjustable atmospheric scattering. Fade distance, the sharpness of the rolloff rim, and maybe even height.

Better aurora support. I haven't found a way to make auroras work again. Let me know if it is still possible or will be supported in the future.

Rotation of particles. I am not sure if that has already changed or not. Not really necessary, but I can see how I could use that for clouds.

Also, here is a teaser image of something in it's early infancy. I hope you guys recognize the reference.

Some terrain textures are already being worked on. This picture should give you the idea of what I'm aiming at.

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

Hmmm... I'll have to think about surface layers... shouldn't be too terribly difficult, though getting a proper height can be difficult.

Aurora's and rings are still on my TODO list. Atmospheric effects are still very much WIP.

Rolling of particles has been floating around in my head for a while, but I want to get shadows, atmosphere, and ocean working well first.

Do you like the "soft" edges of the clouds now? (look at the intersection of mountains with the 2d and volume layer)

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I actually haven't noticed the new soft edges as I had my cloud altitude set to 6000.

I just tested it and I really can't tell any difference.

Am I seeing what I should be seeing, or is it something subtle?

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

Actually I can see it here. Is this it? Looks almost like several layers going through it.

AB9MxXB.png

nvQ7JAX.png

Ignore the city textures (hardest thing to do, I know).

Also, about the scattering - this is the rim issue I spoke of:

phe90hU.png

Edited by Astronomer
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I've been trying to install the 64 bit overhaul for EVE, but have been running into difficulty with clouds not rendering on the map, and grass textures at the KSC being differently coloured. Im wondering if I installed it correctly as i only installed the x86 release gamedata folders, could someone help?

Using the stuff at this link: https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul

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Im using this mod along with the Astronomer's Visual Pack and every time I go into the hangar my game crashes, and If I am able to get into the hangar the UI is all messed up, how do I fix this? I am using other mods, but I dont think they would conflict with these two mods because they are gameplay mods.

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