optimusjamie Posted December 3, 2015 Share Posted December 3, 2015 Does the mod still play nice with Scatterer? Link to comment Share on other sites More sharing options...
rbray89 Posted December 3, 2015 Author Share Posted December 3, 2015 1 minute ago, optimusjamie said: Does the mod still play nice with Scatterer? For the most part, but there is some weirdness with cloud shadows. Link to comment Share on other sites More sharing options...
Poodmund Posted December 3, 2015 Share Posted December 3, 2015 (edited) Cube Map support, excited!!! Rbray, how is this implemented exactly? This may save me time having to stitch together cube maps in Hugin. Edited December 3, 2015 by Poodmund Link to comment Share on other sites More sharing options...
Nansuchao Posted December 3, 2015 Share Posted December 3, 2015 The cloud shadow have a weird behavior with the new sea shader from Scatterer, but togheter these two mods are incredible! Link to comment Share on other sites More sharing options...
rbray89 Posted December 3, 2015 Author Share Posted December 3, 2015 1 minute ago, Poodmund said: Cube Map support, excited!!! Rbray, how is this implemented exactly? This may save me time having to stitch together cube maps in Hugin. Right now, cubemap support is a BIT iffy, but I hope to fix that soon. Basically, in the textures that support it (main texture of clouds only for now) The box gets checked, and that expands the options. The Type is changed to the cubemap type desired, and then the texture is set. Right now I plan to support 3! different cube mapping techniques. The first, is where -/+x, -/+y, -/+z = RGB in two different square textures are used to compute alpha. This method is a bit buggy right now, and results in visible seams. The next, is where 6 different square textures are stitched into the different sides. (-X, +Z, +X, -Z, +Y, -Y) Should work, but eats up lots of memory due to being uncompressed. Future: Same as above, but alpha-mapped so that the uncompressed textures can be "Compressed" to just re-map R/G/B/A to alpha. This will achieve the same memory savings as though they were compressed, but should offer significant quality improvements. I primarily wanted to get this release out there so the clouds would be visible in the main menu 7 minutes ago, Nansuchao said: The cloud shadow have a weird behavior with the new sea shader from Scatterer, but togheter these two mods are incredible! Yeah, I'm aware... the only person who can address this is blackrack. Link to comment Share on other sites More sharing options...
curtquarquesso Posted December 3, 2015 Share Posted December 3, 2015 Is there a list somewhere of compatible cloud packs for the latest release of EVE overhaul? I know the old KSPRC needs a lot of fiddling around with to make it kinda work, I think there's a version of AVP V2 that I can't seem to make quite work. The only working pack I can find is Stock Visual Enhancements. Anyone want to start a list of working EVE configs? I'm not too worried about KSPRC as Proot should have a release out any day now. Link to comment Share on other sites More sharing options...
Curiosity7907 Posted December 3, 2015 Share Posted December 3, 2015 On 10/30/2013, 10:44:24, theSpeare said: Any performance drops? Never with e.v.e Link to comment Share on other sites More sharing options...
Hyomoto Posted December 3, 2015 Share Posted December 3, 2015 I've never had any performance issues like you are describing, rbray. I did some performance tests on several laptops a year or so ago for you, it ran fine on a Toshiba Qosmio with a GTX 560M and a 2630QM, let alone my more modern Asus G550JK with a GTX 850M and a 4710HQ which is nearly identical to the specs you described. I doubt you are looking for a bunch of computer advice, but it seems like you should be able to pull in the 40's at least unless you are building 200+ behemoths or using a 4k resolution or something. Link to comment Share on other sites More sharing options...
Pliuple Posted December 3, 2015 Share Posted December 3, 2015 (edited) Cloud shadows all good here: Edited December 3, 2015 by Pliuple Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 4, 2015 Share Posted December 4, 2015 (edited) Hmmm..... Hey rbray do the main menu clouds only work with the default configs? My custom ones aren't showing up with the 1-0-4 version you released today. Ahh... well ok. Maybe possibly does not work on DirectX 9. Only working with DirectX 11 right now Let's forget I said anything at all. Move along. Nothing to see here. Edited December 4, 2015 by Nhawks17 Link to comment Share on other sites More sharing options...
curtquarquesso Posted December 4, 2015 Share Posted December 4, 2015 (edited) Ok, I've got an interesting bug: Setup: OS X using the 64-bit workaround (yes, I know, if this is a problem, let me know...) When textures are half-res, all works fine, everything just looks, well, half-res: With my current setup, I have no problem running full-res, due to the 64-bit workaround. When I run full-res with the latest EVE installed, I get this: It's worth noting that the sliver of clouds that are visible seem to be high res. Can anyone running normal KSP confirm this for me? EDIT: After some more digging, it seems like this might be an issue with Macs handling 8k textures. Does anyone have any workarounds, or ways to get decent looking clouds on OS X? Edited December 4, 2015 by curtquarquesso Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 4, 2015 Share Posted December 4, 2015 Congrats on the new update Rbray Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 4, 2015 Share Posted December 4, 2015 2 hours ago, curtquarquesso said: Ok, I've got an interesting bug: Setup: OS X using the 64-bit workaround (yes, I know, if this is a problem, let me know...) When textures are half-res, all works fine, everything just looks, well, half-res: With my current setup, I have no problem running full-res, due to the 64-bit workaround. When I run full-res with the latest EVE installed, I get this: It's worth noting that the sliver of clouds that are visible seem to be high res. Can anyone running normal KSP confirm this for me? EDIT: After some more digging, it seems like this might be an issue with Macs handling 8k textures. Does anyone have any workarounds, or ways to get decent looking clouds on OS X? 8k textures are a no go on OSX in KSP (and I think all Unity things on OSX). Max you can do is 4k textures. Link to comment Share on other sites More sharing options...
Murdox Posted December 4, 2015 Share Posted December 4, 2015 I'm currently using Windows x64 workaround and all clouds missing in main menu when full res textures enabled. when i change half res it works fine. Not big deal for me anyway if there's clouds in main menu or not In my case whole EVE and cloud shadows seems to work very well with Scatterer. Huge thanks to you rbray for latest update and all work you've done with EVE... looks good as allways! Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 4, 2015 Share Posted December 4, 2015 Hiya rbray. I don't know if its EVE or Kopernicus that is causing it but when Kopernicus is installed on a save, that is what causes the clouds not to show up on the main menu. It's really not that big of a deal as the effects still work in-game. Just some useful feedback. Link to comment Share on other sites More sharing options...
Phineas Freak Posted December 4, 2015 Share Posted December 4, 2015 (edited) On 12/4/2015 at 6:26 PM, Nhawks17 said: Hiya rbray. I don't know if its EVE or Kopernicus that is causing it but when Kopernicus is installed on a save, that is what causes the clouds not to show up on the main menu. It's really not that big of a deal as the effects still work in-game. Just some useful feedback. I can confirm this issue (RSS installation). Also, a small problem with the tooltips: their position offsets outside the EVE interface bounds if the interface is moved. Normal tooltip position. Offset tooltip position. Edited November 16, 2016 by Phineas Freak Remove image links Link to comment Share on other sites More sharing options...
rbray89 Posted December 4, 2015 Author Share Posted December 4, 2015 56 minutes ago, Nhawks17 said: Hiya rbray. I don't know if its EVE or Kopernicus that is causing it but when Kopernicus is installed on a save, that is what causes the clouds not to show up on the main menu. It's really not that big of a deal as the effects still work in-game. Just some useful feedback. Techincally that would be Kopernicus. Needs to rename the Mun and Kerbin main-menu bodies. Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 4, 2015 Share Posted December 4, 2015 2 hours ago, rbray89 said: Techincally that would be Kopernicus. Needs to rename the Mun and Kerbin main-menu bodies. Gotcha. Will report the issue there! Link to comment Share on other sites More sharing options...
SR1978 Posted December 4, 2015 Share Posted December 4, 2015 The day city light texture seems to be used on the dark side also, mixing with dark city light. Is this intended? I think this results in a weird look, like huge flashlights from orbit. Also applying city light changes in the eve gui removes city lights altogether until a scene change. Link to comment Share on other sites More sharing options...
Alexoff Posted December 5, 2015 Share Posted December 5, 2015 I tried to make cloud layers for new horizons mod, but I cannot add any clouds for new planets - there is no clouds or atmosphere and after reloading game ctrl+0 don't work... Link to comment Share on other sites More sharing options...
HansB Posted December 5, 2015 Share Posted December 5, 2015 Ok, strange, i did a complete new install of KSP and added with CKAN, only RSS, Kopernicus, EVE and scatterer. But i don't get any clouds anywhere, not on the main menu or ingame????? Scatterer works with the planetlist.cfg change. This is in the KSP log: [EXC 15:01:03.483] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node, System.String body) EVEManager.GenericEVEManager`1[T].Apply () EVEManager.GenericEVEManager`1[T].LoadConfig () EVEManager.GenericEVEManager`1[T].Setup () EVEManager.GenericEVEManager`1+<SetupDelay>d__25[Atmosphere.CloudsObject].MoveNext () Link to comment Share on other sites More sharing options...
ThePixeledFox Posted December 5, 2015 Share Posted December 5, 2015 a stunning mod .... in pictures, there is unfortunately no way for me to run this without low or medium res Link to comment Share on other sites More sharing options...
rbray89 Posted December 5, 2015 Author Share Posted December 5, 2015 4 hours ago, HansB said: Ok, strange, i did a complete new install of KSP and added with CKAN, only RSS, Kopernicus, EVE and scatterer. But i don't get any clouds anywhere, not on the main menu or ingame????? Scatterer works with the planetlist.cfg change. This is in the KSP log: [EXC 15:01:03.483] NullReferenceException: Object reference not set to an instance of an object Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node, System.String body) EVEManager.GenericEVEManager`1[T].Apply () EVEManager.GenericEVEManager`1[T].LoadConfig () EVEManager.GenericEVEManager`1[T].Setup () EVEManager.GenericEVEManager`1+<SetupDelay>d__25[Atmosphere.CloudsObject].MoveNext () "Kopernicus" "RSS" If you are using RSS and others, you'll need to get config files that use the new body names. Look up RVE. Link to comment Share on other sites More sharing options...
Epox75 Posted December 5, 2015 Share Posted December 5, 2015 I'm having this graphical glitch since I've installed the version 1.05-4. I never had this problem with all the previous releases of E.V.E. I play on Windows 10, with Half Res Texture quality. Other settings are SM3 Terrain Shader and Terrain Scatter off. 2x Antialiasing, Pixel Light Count 8, Shadow Cascades 4, PPFX on Surface FX on and Underwater FX on. Any suggestions? Thanks in advance! Link to comment Share on other sites More sharing options...
Alexoff Posted December 6, 2015 Share Posted December 6, 2015 I still try to make clouds for new horisons, I create cfg file for this, but when I try to add some layer for new planet nothing happened. after reloading I cannot open ingame editor. how can I fix it? Link to comment Share on other sites More sharing options...
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