Gojira Posted May 21, 2015 Share Posted May 21, 2015 I just tried it, and anything that isn't detail textures gets screwed up big time. They show up all pixellated and not even the full texture shows up. Link to comment Share on other sites More sharing options...
Streetwind Posted May 22, 2015 Share Posted May 22, 2015 I have a question: what happens if I take a normal, working cloud config and load it in a game that has rescaled planets? I assume it is unlikely to just work out of the box, but from the way I see it, there's two possible scenarios:1.) The cloud configs are defined relative to the surface, so as long as the atmosphere doesn't change, the clouds will work without adjustment2.) The cloud configs are defined relative to the planet's center, so if the planet radius changes in any way, the clouds no longer work as they shouldBut which one is it? Have people actually used EVE clouds with rescaled planets? (Not RO, I think they had a custom version of EVE?)And are there other complications I may not have thought of? Link to comment Share on other sites More sharing options...
jbmacnchee Posted May 22, 2015 Share Posted May 22, 2015 But which one is it? Have people actually used EVE clouds with rescaled planets? (Not RO, I think they had a custom version of EVE?)And are there other complications I may not have thought of?I actually just finished tinkering with clouds for 3.7x rescale + OPM. As far as I can tell, the altitude is defined relative to the surface.The biggest things I've considered when using clouds on an upscaled system are z-fighting (weird graphical flickering) and the cloud speeds. I've managed to reduce z-fighting by using a higher than normal altitude for the clouds and removing some cloud layers altogether. Also you'll need to reduce the cloud speed a bit depending on the scale so the clouds aren't whizzing by at unrealistic speeds (tangential velocity increasing as radius increases and all that mathy stuff).I haven't ever tinkered with scale settings or anything like that as it hasn't really seemed necessary. Link to comment Share on other sites More sharing options...
Streetwind Posted May 23, 2015 Share Posted May 23, 2015 Thanks! That gives me hope Link to comment Share on other sites More sharing options...
Yukon0009 Posted May 23, 2015 Share Posted May 23, 2015 Hey guys, clouds don't work on atmosphereless bodies right? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 23, 2015 Share Posted May 23, 2015 Hey guys, clouds don't work on atmosphereless bodies right?Wrong. Link to comment Share on other sites More sharing options...
bubbleawsome Posted May 24, 2015 Share Posted May 24, 2015 Pardon my ignorance, but the pack in OP is 0.24 right? And there is a 1.0 pack somewhere in the thread? Want to make sure I'm not wasting my time going through these 450+ pages. Link to comment Share on other sites More sharing options...
UnanimousCoward Posted May 24, 2015 Share Posted May 24, 2015 Pardon my ignorance, but the pack in OP is 0.24 right? And there is a 1.0 pack somewhere in the thread? Want to make sure I'm not wasting my time going through these 450+ pages.It hasn't been updated since 0.24, but it works fine in 1.0.2. Link to comment Share on other sites More sharing options...
Pingonaut Posted May 24, 2015 Share Posted May 24, 2015 Pardon my ignorance, but the pack in OP is 0.24 right? And there is a 1.0 pack somewhere in the thread? Want to make sure I'm not wasting my time going through these 450+ pages.Because of how it works, it hasn't needed an update since 0.24. The mod author is still adding stuff to the mod, though. He's said on reddit he's gonna try and add a Scatterer-type thing to it. Link to comment Share on other sites More sharing options...
bubbleawsome Posted May 24, 2015 Share Posted May 24, 2015 Oh dear. When I install it I don't get anything. You just drop gamedata into the main folder so it merges right? Link to comment Share on other sites More sharing options...
V8jester Posted May 24, 2015 Share Posted May 24, 2015 Oh dear. When I install it I don't get anything. You just drop gamedata into the main folder so it merges right?Yes, what are your system specs? And are you running OpenGL? And lastly did you install just EVE? Or did you install astronomers visual or renaissance along with it? I like to open the game data folders in the zip files to make sure I don't roll back my version of Module manager. What version I module manager are you currently running by the way? Link to comment Share on other sites More sharing options...
CaelumEtAstra Posted May 25, 2015 Share Posted May 25, 2015 -snip-Avg, the download link is broken. I would really love to use that cloud pack, it looks absolutely beautiful! Link to comment Share on other sites More sharing options...
SmarterThanMe Posted May 25, 2015 Share Posted May 25, 2015 Something is broken...http://imgur.com/1XJWFrJ...installed using CKAN. Link to comment Share on other sites More sharing options...
Sigma88 Posted May 25, 2015 Share Posted May 25, 2015 Something is broken...http://imgur.com/1XJWFrJ...installed using CKAN.do you have some mod like texture replacer or advanced texture management? Link to comment Share on other sites More sharing options...
GavinZac Posted May 25, 2015 Share Posted May 25, 2015 do you have some mod like texture replacer or advanced texture management?Same effect for me, same installation (CKAN) and yes, using both TR and ATM. These played nicely together previously. I don't have any part mods installed so didn't expect to run into memory problems or anything of the sort. Link to comment Share on other sites More sharing options...
Sigma88 Posted May 25, 2015 Share Posted May 25, 2015 Same effect for me, same installation (CKAN) and yes, using both TR and ATM. These played nicely together previously. I don't have any part mods installed so didn't expect to run into memory problems or anything of the sort.You could try to add an exception for eve textures and see if that fixes the problemor at least try a clean install with eve only and then see if you have that problem anyway Link to comment Share on other sites More sharing options...
Deadpan110 Posted May 25, 2015 Share Posted May 25, 2015 Something is broken...http://imgur.com/1XJWFrJ...installed using CKAN.Same effect for me, same installation (CKAN) and yes, using both TR and ATM. These played nicely together previously. I don't have any part mods installed so didn't expect to run into memory problems or anything of the sort.To expand on what Sigma88 has mentioned:Image conversion is a high mem intensive task and even though ATM does a good job, sometimes things can go a little wrong (especially if you are using Win KSP_32).*ATM also tries to do its best to convert textures and free memory as it builds its cache - but it is still quite easy to hit the high mark occasionally.*Once the texture is done correctly and stored in ATM's cache, it will not need processing again.(I have had a 'Pink Kerbin' in the past due to a crash during ATM processing).You can try and find the faulty cache files in ATM's cache folder and delete them - ATM will redo them if they are missing. Link to comment Share on other sites More sharing options...
GavinZac Posted May 26, 2015 Share Posted May 26, 2015 Thanks guys. What I did was delete the cache folder, and then rerun the 'build' a few times. After each crash I deleted any files that looked corrupt (0 bytes) and the file that the loader crashed on. After a few runs of it basically doing each PNG individually, it finally loaded up and no more pink Kerbin and no red and white stripes.I wonder if a solution can be made where EVE can be recoded to use DDS files, in order to make ATM completely unnecessary? Perhaps the ideal solution would be Squad contacting the developers to work together to get this into stock like the many other mods that have been incorporated. Or perhaps that should wait until after the Unity 5 conversion, since there are several new visual effects available with that that might make parts of EVE unnecessary or obsolete.All the same, I'm glad this is back up and running, while I'm not too bothered about clouds on Kerbin, I've always enjoyed a mission to Eve itself much better with the sense of foreboding that the first moments of entering the first wisps of its soupy atmosphere brings. I've just reached this point in my current career hence my desire to get EVE reinstalled. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 26, 2015 Share Posted May 26, 2015 Has anyone used modulemanager to change the EVE config?I'm looking to change the speed of clouds, but haven't had any success.Here is an example of the code that isn't working @CLOUD_LAYER_PACK{ @CLOUD_LAYER[Laythe] { @DEFAULTS { @main_texture { @speed { @x /= 2 } } @detail_texture { speed { x /= 2 } } } }} Link to comment Share on other sites More sharing options...
Manwith Noname Posted May 26, 2015 Share Posted May 26, 2015 I think you are over complicating matters. Simply edit the config found in the BoulderCo/Clouds directory. Link to comment Share on other sites More sharing options...
Proot Posted May 26, 2015 Share Posted May 26, 2015 I wonder if a solution can be made where EVE can be recoded to use DDS filesWIP-EVE version can use DDS textures. No need to recode anything. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 26, 2015 Share Posted May 26, 2015 I think you are over complicating matters. Simply edit the config found in the BoulderCo/Clouds directory.That's fine for personal use, but no good if I want to distribute the changes with a mod. Link to comment Share on other sites More sharing options...
NathanKell Posted May 27, 2015 Share Posted May 27, 2015 If you want an example (it's for EVE Overhaul, but still should point the way) check out the patching done by RVE. Link to comment Share on other sites More sharing options...
Manwith Noname Posted May 27, 2015 Share Posted May 27, 2015 That's fine for personal use, but no good if I want to distribute the changes with a mod.Indeed and it gets a lot more complicated when you factor into account that not everyone will be using default EVE. Some might be using KSPRC or another config pack which has multiple layers of clouds for a number of varying effects along with default and saved settings. Anyway, I had a crack at it and while I could get module manager to acknowledge it had patched something I could not get the desired effect to take hold in game, so I have no idea what it actually patched.I'm far from a module manager expert but here's the code I tried...@CLOUD_LAYER_PACK{ @CLOUD_LAYER { @DEFAULTS:HAS[#body[Kerbin]] { @main_texture { @speed { @x *= 5000 } } @detail_texture { @speed { @x *= 5000 } } } @SAVED:HAS[#body[Kerbin]] { @main_texture { @speed { @x *= 5000 } } @detail_texture { @speed { @x *= 5000 } } } }}I tried replacing the values instead of multiplying them aswell as putting [*] markers behind all the titles...I'm too tired to think. EVE Overhaul uses a different config structure and from what I can make out on the RVE github, they are simply distributing redefined configs.It might be worth asking in the Module Manager thread but I'm inclined to think it's not built to handle EVEs configs as they are not defined in the same way as say a part with modules. Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted May 27, 2015 Share Posted May 27, 2015 Sarbian worked it out!It's a tangle of nested HAS commands!http://forum.kerbalspaceprogram.com/threads/55219-1-0-x-Module-Manager-2-6-5-%28May-24%29-With-more-nyan?p=1976532&viewfull=1#post1976532@CLOUD_LAYER_PACK{ @CLOUD_LAYER:HAS[@DEFAULTS:HAS[#body[Laythe]]] { @DEFAULTS { @altitude = 6500 } }} Link to comment Share on other sites More sharing options...
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