herobrine's Posted August 28, 2014 Share Posted August 28, 2014 Why does my cloud pack can't be loaded? Link to comment Share on other sites More sharing options...
pingopete Posted August 28, 2014 Share Posted August 28, 2014 This is exactly what I've been juggling with regarding city lights, the trick is 4 or 8k textures that have some variation but are overall fairly average/continuous, this has been a difficult issue to overcome but i feel I'm getting there Link to comment Share on other sites More sharing options...
NathanKell Posted August 28, 2014 Share Posted August 28, 2014 Unity engine limits textures to 8192x8192. Link to comment Share on other sites More sharing options...
Astronomer Posted August 28, 2014 Share Posted August 28, 2014 So far 10k worked just fine for me. I still don't know the exact limit, but it isn't much of a change as I know 12288 isn't working. Link to comment Share on other sites More sharing options...
djnattyd Posted August 28, 2014 Share Posted August 28, 2014 Just... WOW O.OEDIT: wait, is it just me, or that image is actually a link to a weird youtube video? That was one of the weirdest things I've ever seen. Link to comment Share on other sites More sharing options...
Astronomer Posted August 28, 2014 Share Posted August 28, 2014 Took this screen yesterday. This is Paris (it looks alien enough to me).I'm in the process of making the Paris texture seamless. This will take quite some time considering its sheer size and level of detail. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 28, 2014 Share Posted August 28, 2014 these city textures won't be baked into the terrain right? Link to comment Share on other sites More sharing options...
Astronomer Posted August 28, 2014 Share Posted August 28, 2014 (edited) No. However, that was done for the testing purposes.I will work on the city overlay texture once I know what the detail image is, so I know what the scale is. This is why I am leaving that for the last.Also, the detail texture will be larger than 8k. Edited August 28, 2014 by Astronomer Link to comment Share on other sites More sharing options...
AndreyATGB Posted August 28, 2014 Share Posted August 28, 2014 If you somehow manage to get cities that detailed in RSS I'm going to be very, very impressed. I can't even imagine the resolution you'd need for that. Link to comment Share on other sites More sharing options...
Astronomer Posted August 28, 2014 Share Posted August 28, 2014 (edited) There is no resolution problem with making it just as detailed. The problem is tiling which will become much more apparent than it would on Kerbin when you get high.And you know I the game won't use the resolution any much higher than it already is. Guess I'll have to either make another texture but at a different scale (same res), or just stick to this and see what happens.I have not tried this on RSS. I will once I make it tileable. Edited August 28, 2014 by Astronomer Link to comment Share on other sites More sharing options...
Arron Rift Posted August 29, 2014 Share Posted August 29, 2014 Took this screen yesterday. This is Paris (it looks alien enough to me).http://i.imgur.com/EO3Xd8T.pngI'm in the process of making the Paris texture seamless. This will take quite some time considering its sheer size and level of detail.heh, that pack even looks a little like a kerbal with his hands on his hips ;D Link to comment Share on other sites More sharing options...
Astronomer Posted August 29, 2014 Share Posted August 29, 2014 (edited) Well... now I am really tempted to put a face on it.BTW, I am thinking of making it look more alien looking.What would you guys think of more alien looking cities?There is much I cannot do with just a texture, but this would be the best possible outcome imo:Maybe some day... Edited August 29, 2014 by Astronomer Link to comment Share on other sites More sharing options...
TMS Posted August 29, 2014 Share Posted August 29, 2014 One tiny request, if you do end up importing these city textures, can you make sure that there's a large "exclusion zone" around KSC? It's always bugged me that the cities disappear as you're coming in to land. Or is this artefact being solved with the "baking" method? Link to comment Share on other sites More sharing options...
ABAthedude Posted August 29, 2014 Share Posted August 29, 2014 (edited) Well... now I am really tempted to put a face on it.BTW, I am thinking of making it look more alien looking.What would you guys think of more alien looking cities?There is much I cannot do with just a texture, but this would be the best possible outcome imo:http://digital-art-gallery.com/oid/11/1400x579_3557_Landing_2d_sci_fi_cyberpunk_city_picture_image_digital_art.jpgMaybe some day...I personally don't like the idea, but it would be cool if you included both "normal" cities and alien cities in the pack, so you can switch texture after personal preference Edited August 29, 2014 by ABAthedude Link to comment Share on other sites More sharing options...
Astronomer Posted August 29, 2014 Share Posted August 29, 2014 (edited) One tiny request, if you do end up importing these city textures, can you make sure that there's a large "exclusion zone" around KSC? It's always bugged me that the cities disappear as you're coming in to land. Or is this artefact being solved with the "baking" method?They won't disappear. The cutoff is sudden around the coast though - nothing I can do about that.I personally don't like the idea, but it would be cool if you included both "normal" cities and alien cities in the pack, so you can switch texture after personal preference Yeah, that's what I'm thinking. A modern version and a +1000 years version of the pack.Update: If things go the way they are, the pack will weigh more than KSP itself.Update: Don't worry - multiple resolutions will be provided as not everybody has an x64 processor at this point in time.Here is a picture of Venus:And here is my vision of Eve:Less sand, more rocky planitia. Edited August 29, 2014 by Astronomer Link to comment Share on other sites More sharing options...
pingopete Posted August 31, 2014 Share Posted August 31, 2014 Hey rbray, do you think if you get some time you could just fix the bug that's removing all layers from scaledspace/mapview, at least then I could continue work with the latest overhauls. I understand if you're too busy still though. Link to comment Share on other sites More sharing options...
skbernard Posted August 31, 2014 Share Posted August 31, 2014 hey guys, figured i'd post a somewhat working clouds.cfg file for anyone using the Overhaul branch from github - this only has tweaks for Kerbin at the moment, its rough and dirty but lets you get something up and running that "works"copy and paste (overwriting everything) to your clouds.cfg file in BoulderCo/AtmosphereEVE_ATMOSPHERE{ Kerbin { kerbinAtmosphere { altitude = 4000 speed = 30 atmosphere { atmosphereMaterial { _Color = 0.41, 0.80, 1, 0.25 _Visibility = 0.00001 } } } kerbinCloudVolumetric { altitude = 2000 speed = 100 layerVolume { texture = BoulderCo/Atmosphere/Textures/kerbin1 offset = 0,0,0 particleMaterial { _Color = 1,1,1,1 _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _DistFade = 0.5 _DistFadeVert = 2e-400 _LightScatter = 1 _MinLight = 10 } } } kerbinCloud2D { altitude = 4000 speed = 100 layer2D { detailSpeed = 60 offset = 0,0,0 shadow = true shadowOffset = 0,0,0 macroCloudMaterial { _Color = 1,1,1,1 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _FalloffPow = 0.5 _FalloffScale = 0.5 _DetailScale = 0.5 _DetailOffset = 0,0,0 _DetailDist = 0.5 _MinLight = 10.5 _FadeDist = 1 _FadeScale = 1 _RimDist = 1 _RimDistSub = 1 } scaledCloudMaterial { _Color = 1,1,1,1 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _FalloffPow = 2 _FalloffScale = 3 _DetailScale = 6 _DetailOffset = 0,0,0 _DetailDist = 0.0012 _MinLight = 0.5 _FadeDist = 2.25 _FadeScale = 0.00375 _RimDist = 1 _RimDistSub = 0.01 } } } } Mun { } Minmus { } Duna { } Ike { } Dres { } Jool { } Laythe { } Vall { } Tylo { } Bop { } Pol { } Eeloo { } Sun { } Moho { } Eve { } Gilly { }} Link to comment Share on other sites More sharing options...
JTG Posted August 31, 2014 Share Posted August 31, 2014 I was just wondering, if I make my own cloud layers, such as 2 or 3 on Kerbin, and save them, will they stay there? Or will they reset when I restart the program? Link to comment Share on other sites More sharing options...
skbernard Posted September 1, 2014 Share Posted September 1, 2014 as long as you click the save button it will write your current settings to the cloud.cfg file, it reads from that file on startup Link to comment Share on other sites More sharing options...
skbernard Posted September 1, 2014 Share Posted September 1, 2014 PS my config has some render distance issues that may slow down some lower end machines (it's rendering volumetric clouds even when in space)also is there a definitions file anywhere (or comments in the code) that spells out which each config parameter does? Link to comment Share on other sites More sharing options...
Tw1 Posted September 1, 2014 Share Posted September 1, 2014 I am having similar issues with the x64 Gitub build. Which is a pity, as it looks like it has potential to be awesome.I'm getting these errors related to the Kerbin1 texture.As well as that, there is still light at midnight on Kerbin. The picture above is also at midnight. The cloud layer dialogue thing like in the older version is not working. Not yet included?I think I'll stick with the older one for now, but I look forward to setting this up.Output log if it's any use at all.https://www.dropbox.com/s/511qfuwkhj7zflz/output_log.txt?dl=0 Link to comment Share on other sites More sharing options...
rbray89 Posted September 1, 2014 Author Share Posted September 1, 2014 I am having similar issues with the x64 Gitub build. Which is a pity, as it looks like it has potential to be awesome.http://i.imgur.com/W26uBa4.pngI'm getting these errors related to the Kerbin1 texture.As well as that, there is still light at midnight on Kerbin. The picture above is also at midnight. http://i.imgur.com/rjEVsKo.pngThe cloud layer dialogue thing like in the older version is not working. Not yet included?I think I'll stick with the older one for now, but I look forward to setting this up.Output log if it's any use at all.https://www.dropbox.com/s/511qfuwkhj7zflz/output_log.txt?dl=0This is either caused by Texture Replacer, or an outdated ATM.The GUI is now mapped to ALT+E Link to comment Share on other sites More sharing options...
Tw1 Posted September 1, 2014 Share Posted September 1, 2014 This is either caused by Texture Replacer, or an outdated ATM.The GUI is now mapped to ALT+EOk, not currently using ATM, so must be texture replacer. Is having multiple cloud layers per planet no longer supported? Link to comment Share on other sites More sharing options...
AndreyATGB Posted September 1, 2014 Share Posted September 1, 2014 Can you change the GUI to something that doesn't activate trim? CTRL+E is fine for example but ALT sets a slight roll trim. Link to comment Share on other sites More sharing options...
skbernard Posted September 1, 2014 Share Posted September 1, 2014 (edited) As well as that, there is still light at midnight on Kerbin. The picture above is also at midnight. the light at night is a byproduct of the atmosphere information contained in the config or the GUI, you can tweak the color and/or visibility setting to get it how you like it, _Color is (R,G,B, Opacity) while Visibility appears to be either the density of the atmosphere or the distance at which you can see it, this one i'm not a hundred percent sure of yetIs having multiple cloud layers per planet no longer supported?this is supported just fine in the current GUI, you can add or remove layers, name them, all on the left side of the GUI, the config file i posted on the previous page currently uses three layers for Kerbin, one for Atmosphere, one for 2D clouds, and one for volumetric cloudsCan you change the GUI to something that doesn't activate trim? CTRL+E is fine for example but ALT sets a slight roll trim.i'm sure it will eventually support blizzy's toolbar but for now, in this development version, we may just have to put up with that extra button press (alt+x) to reset our trim... Edited September 1, 2014 by skbernard Link to comment Share on other sites More sharing options...
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