Rhedd Posted April 7, 2016 Share Posted April 7, 2016 On 4/4/2016 at 10:31 AM, lCristol said: On 3/31/2016 at 6:30 AM, lCristol said: Hi folks, I have a question a slight hope, that somebody here could get this done. I couldn't. In Astronomers Visual Pack there were two config files, which provided an surface glow for all planets and an atmosphere which looked kind of like scatterer. But without the usage of scatterer. The two configs - which I used till the 1.1 pre release together with EVE 7-4, the new ksprc and scatterer - made the game look abolutely stunning. I could even play without ksprc and scatterer and it still looked amazing. But since 1.1 the old EVE doesn't works anymore. And after quite some hours spend on merging this two configs with the new EVE I couldn't get it to work. I was even thinking about suggesting on the bugtracker to includ this configs together with EVE for the official 1.2 graphic overhaul. Or use it as an inspiration. The configs in question are the following: 10 Astronomer's Atmosphere.cfg: CLOUDS_SETTINGS { GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Kerbin altitude = 21500 volume = False color { r = 0.3 g = 0.55 b = 1 a = 0.4 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Laythe altitude = 20000 volume = False color { r = 0.35 g = 0.5 b = 1 a = 0.55 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0.0001 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Duna altitude = 10000 volume = False color { r = 1 g = 0.4 b = 0.2 a = 0.8 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 0.005 offset { x = 0 y = 0 } speed { x = 1E-06 y = 0 } } scaled_shader_floats { falloffPower = 2 falloffScale = 5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 2 falloffScale = 5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 100 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eve altitude = 60000 volume = False color { r = 0.71 g = 0.6 b = 1 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 0.005 offset { x = 0 y = 0 } speed { x = -1E-06 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 200 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 0 minimumLight = 0.5 fadeDistance = 200 rimDistance = 0.0001 } } } } and 12 Astronomer's Surface Glow.cfg: CLOUDS_SETTINGS { GUI_KEYCODE = N } CLOUD_LAYER_PACK { CLOUD_LAYER { SAVED { body = Mun altitude = 8000 volume = False color { r = 1 g = 1 b = 1 a = 0.3 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0.004218218 y = 0 } speed { x = 2E-05 y = 0 } } scaled_shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 2.5 falloffScale = 4 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Minmus altitude = 5730 volume = False color { r = 0.44775 g = 0.57375 b = 0.52425 a = 0.3 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 2.5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 5 falloffScale = 2.5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 100 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Moho altitude = 6818 volume = False color { r = 0.5 g = 0.4 b = 0.25 a = 0.3 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 4.5 detailDistance = 0.00875 minimumLight = 1 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 1.5 falloffScale = 3 detailDistance = 2E-06 minimumLight = 1 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Moho altitude = 1000000 volume = False color { r = 1 g = 0.9 b = 0.6 a = 0.75 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detail1 scale = 0.005 offset { x = 0 y = 0 } speed { x = -0.005 y = 0 } } scaled_shader_floats { falloffPower = 2 falloffScale = 0.8 detailDistance = 0 minimumLight = 0 fadeDistance = 10000 rimDistance = 1 } shader_floats { falloffPower = 2 falloffScale = 0.8 detailDistance = 0 minimumLight = 0 fadeDistance = 10000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Ike altitude = 12750 volume = False color { r = 1 g = 1 b = 1 a = 0.2 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 2 falloffScale = 1 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 2 falloffScale = 1 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Dres altitude = 5700 volume = False color { r = 1 g = 1 b = 1 a = 0.15 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 0.4 rimDistance = 1 } shader_floats { falloffPower = 4 falloffScale = 3.5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Tylo altitude = 11300 volume = False color { r = 1 g = 0.95 b = 0.83 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Vall altitude = -269200 volume = False color { r = 0.7 g = 0.95 b = 1 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 1 } shader_floats { falloffPower = 5 falloffScale = 5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.9708738 } } } CLOUD_LAYER { SAVED { body = Pol altitude = -39100 volume = False color { r = 1 g = 0.93 b = 0.75 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 2.5 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Bop altitude = -56600 volume = False color { r = 1 g = 0.83 b = 0.7 a = 0.1 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0 y = 0 } speed { x = 0 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 1.8 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 100 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 1.8 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 1000 rimDistance = 0.0001 } } } CLOUD_LAYER { SAVED { body = Eeloo altitude = 8000 volume = False color { r = 1 g = 1 b = 1 a = 0.2 } main_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 1 offset { x = 0.004218218 y = 0 } speed { x = 2E-05 y = 0 } } scaled_shader_floats { falloffPower = 3 falloffScale = 4 detailDistance = 0.00875 minimumLight = 0.5 fadeDistance = 120 rimDistance = 1 } shader_floats { falloffPower = 3 falloffScale = 4 detailDistance = 2E-06 minimumLight = 0.5 fadeDistance = 120 rimDistance = 0.0001 } } } } I tried to get it into the new format used by the EVE to use those with the "AnyCPU-EVE" for 1.1 pre release. But it looks like this old format is lost on the new EVE. I have an album left where astronomers clouds are running with the two configs and ksprc. Please ignore the Enterprise. The atmosphere is coming only from the two configs: https://imgur.com/a/5H3aI Is it somehow possible to convert the configs into a format that suits the new EVE? Please help me, Obi Wan Kenobi. You're my only hope! I'm going to bring this up again, because I'm amazed nobody had an answer for this guy, and I'm really missing my pre-1.1 lovely planets, as well. As far as I can tell, the new 1.1 EVE has NO atmospheric glow whatsoever, just cloud layers. The old one had the capability of creating beautiful glow and atmosphere, as shown in the Astronomer's Visual Pack, but now... Nothing? Is this broken? Unfinished? Now impossible in Unity 5? What's the deal? An official answer would be awesome, and if anyone has a solution, I'd love to hear it. Is Scatterer necessary to do this now? 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rbray89 Posted April 7, 2016 Author Share Posted April 7, 2016 34 minutes ago, Rhedd said: I'm going to bring this up again, because I'm amazed nobody had an answer for this guy, and I'm really missing my pre-1.1 lovely planets, as well. As far as I can tell, the new 1.1 EVE has NO atmospheric glow whatsoever, just cloud layers. The old one had the capability of creating beautiful glow and atmosphere, as shown in the Astronomer's Visual Pack, but now... Nothing? Is this broken? Unfinished? Now impossible in Unity 5? What's the deal? An official answer would be awesome, and if anyone has a solution, I'd love to hear it. Is Scatterer necessary to do this now? In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements. Link to comment Share on other sites More sharing options...
>_Avionix Posted April 7, 2016 Share Posted April 7, 2016 4 minutes ago, rbray89 said: In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements. Hey Rbray89, do you have any pics of the newest EVE? Link to comment Share on other sites More sharing options...
rbray89 Posted April 7, 2016 Author Share Posted April 7, 2016 9 minutes ago, >_Avionix said: Hey Rbray89, do you have any pics of the newest EVE? Not really... Haven't focused on promoting for a while... Link to comment Share on other sites More sharing options...
Rhedd Posted April 7, 2016 Share Posted April 7, 2016 (edited) 18 minutes ago, rbray89 said: In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements. I see. Thanks for the information! I guess it's going to take a lot more work than I expected to get things as pretty in 1.1 as the were before. I'm sure I'll succeed eventually, though. Edited April 7, 2016 by Rhedd Link to comment Share on other sites More sharing options...
lCristol Posted April 7, 2016 Share Posted April 7, 2016 19 hours ago, rbray89 said: In this case, the shaders were updated to use a unified lighting model, and that broke the "glitches" being used to do things in packs like this. When scatterer was released, I focused my efforts on clouds, shadows, etc. rather than other elements. darn But thank you anyway for the clarification. It's a tragedy though. KSP never looked more awesome than with astronomers old configs. Especially Duna. Link to comment Share on other sites More sharing options...
Musil Posted April 7, 2016 Share Posted April 7, 2016 Sad to say EVE is not running for me. KSP 1.1.0.1183, on OSx el capitan. Not sure if you need additional info. Thanks for your great work, anyways. I am looking forward to play a 64bit ksp with some nice clouds. Link to comment Share on other sites More sharing options...
pingopete Posted April 7, 2016 Share Posted April 7, 2016 (edited) 4 hours ago, lCristol said: sheeeiit But thank you anyway for the clarification. It's a tragedy though. KSP never looked more awesome than with astronomers old configs. Especially Duna. TBF though that's not rbray's responsibility what so ever, Rbray makes the incredible tool called EVE which other modders such as Astro/proot then use to make the visual visual packs many of us use. When the tool is updated it's the responsibility of the pack modders to update to the new system, and even if not one can always go back and grab the older versions of EVE to use with them provided the older EVE versions work on the given KSP build. Edited April 7, 2016 by pingopete Link to comment Share on other sites More sharing options...
Nhawks17 Posted April 7, 2016 Share Posted April 7, 2016 Hey @rbray89 in the 1.1 version did you make it so the 2D cloud textures show up brighter? They are showing up a lot brighter in SVE than they use to. I've reduced their alpha value in the config to help with it but they've become a little bit too transparent for my liking. Link to comment Share on other sites More sharing options...
rbray89 Posted April 7, 2016 Author Share Posted April 7, 2016 2 minutes ago, Nhawks17 said: Hey @rbray89 in the 1.1 version did you make it so the 2D cloud textures show up brighter? They are showing up a lot brighter in SVE than they use to. I've reduced their alpha value in the config to help with it but they've become a little bit too transparent for my liking. Nope. I think KSP is a lot brighter in 1.1 in general. You could always tone down the color, eg. rgb= 244,244,244 Link to comment Share on other sites More sharing options...
Nhawks17 Posted April 7, 2016 Share Posted April 7, 2016 Just now, rbray89 said: Nope. I think KSP is a lot brighter in 1.1 in general. You could always tone down the color, eg. rgb= 244,244,244 Ahh, good point. Didn't think of that. Thanks Link to comment Share on other sites More sharing options...
LameLefty Posted April 9, 2016 Share Posted April 9, 2016 I haven't played KSP a lot since 0.90 ... has there been a change to the GUI hotkey for EVE? I can't get it to appear in my game. FWIW, I'm playing on a Mac with the latest 1.1 beta (build 1186) and the March 30th release of downloaded tonight from the link in the first post. Link to comment Share on other sites More sharing options...
EL4M Posted April 9, 2016 Share Posted April 9, 2016 EVE + Scatterer =Ulta Realstic Stock KSP Link to comment Share on other sites More sharing options...
Rhedd Posted April 9, 2016 Share Posted April 9, 2016 (edited) I've been digging in to this new 1.1 compatible release, trying to recreate the awesome skies I had that were partially based on the Astronomer's Visual Pack, and I've run into two problems... First, the city lights detail maps don't seem to respect the light/dark division. The daylight texture keeps getting mixed in with the night one, no matter what I do. Second, when trying to add the aurora layer, I can't seem to figure out how to have a self-illuminated, glowing cloud layer, so it can't be done. Am I missing something? Other than that, I'm really enjoying the new EVE/Scatterer combo so far! Edited April 9, 2016 by Rhedd Link to comment Share on other sites More sharing options...
mikegarrison Posted April 9, 2016 Share Posted April 9, 2016 I don't know why, but EVE is not working for me in 1.1 build 1196 (windows 7, x64). I did download the "anyCPU" dev zip version. If I include the BoulderCo folder, the game hangs upon loading with no crash file created. If I take that out, it crashes upon trying to load a saved game, with the crash files indicating a problem with mono.dll trying to write to an illegal memory location. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted April 10, 2016 Share Posted April 10, 2016 5 hours ago, mikegarrison said: I don't know why, but EVE is not working for me in 1.1 build 1196 (windows 7, x64). I did download the "anyCPU" dev zip version. If I include the BoulderCo folder, the game hangs upon loading with no crash file created. If I take that out, it crashes upon trying to load a saved game, with the crash files indicating a problem with mono.dll trying to write to an illegal memory location. looks like out of memory... not sure... are you hittig the 3.2GB limit? On 09/04/2016 at 9:27 AM, LameLefty said: I haven't played KSP a lot since 0.90 ... has there been a change to the GUI hotkey for EVE? I can't get it to appear in my game. FWIW, I'm playing on a Mac with the latest 1.1 beta (build 1186) and the March 30th release of downloaded tonight from the link in the first post. Alt + 0 8 hours ago, Rhedd said: I've been digging in to this new 1.1 compatible release, trying to recreate the awesome skies I had that were partially based on the Astronomer's Visual Pack, and I've run into two problems... First, the city lights detail maps don't seem to respect the light/dark division. The daylight texture keeps getting mixed in with the night one, no matter what I do. Second, when trying to add the aurora layer, I can't seem to figure out how to have a self-illuminated, glowing cloud layer, so it can't be done. Am I missing something? Other than that, I'm really enjoying the new EVE/Scatterer combo so far! 1. not sure why that happens :/ probably a bug. 2. it was a problem in the old rendering AFAIK... it was fixed so yeah... @MrMeeb ha a AVP reboot versoon. Link to comment Share on other sites More sharing options...
mikegarrison Posted April 10, 2016 Share Posted April 10, 2016 12 minutes ago, Joshwoo69 said: looks like out of memory... not sure... are you hittig the 3.2GB limit? It's x64 so it should be able to use all 16GB of RAM I have installed. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted April 10, 2016 Share Posted April 10, 2016 huh.. then it is strange.... cannot help you there... Link to comment Share on other sites More sharing options...
Blacks Posted April 10, 2016 Share Posted April 10, 2016 @mikegarrison best what you can doo is to post log aka KSP.log & output_log.txt. Coz there there are useful information what can reveal what can cause problem like that p.s. same hope you was chose to run x64 KSP version when you run from Steam client aka when he ask that ... Cheer & Salute Link to comment Share on other sites More sharing options...
ibanix Posted April 10, 2016 Share Posted April 10, 2016 I'm getting a bug where textures are "cut" along hemisphere lines. See the picture: Logfiles: https://drive.google.com/file/d/0B4Rt7Cyo760Pd2NPa20zc19PRmc/view?usp=sharing Link to comment Share on other sites More sharing options...
Farix Posted April 10, 2016 Share Posted April 10, 2016 19 minutes ago, ibanix said: I'm getting a bug where textures are "cut" along hemisphere lines. See the picture: Do you have Kopernicus installed? This is a common problem between Kopernicus and EVE. Link to comment Share on other sites More sharing options...
ibanix Posted April 10, 2016 Share Posted April 10, 2016 22 minutes ago, Farix said: Do you have Kopernicus installed? This is a common problem between Kopernicus and EVE. Indeed I do, for OPM. Is there any type of fix/workaround? Link to comment Share on other sites More sharing options...
Farix Posted April 10, 2016 Share Posted April 10, 2016 3 minutes ago, ibanix said: Indeed I do, for OPM. Is there any type of fix/workaround? Not to my knowledge. Link to comment Share on other sites More sharing options...
Sigma88 Posted April 10, 2016 Share Posted April 10, 2016 3 hours ago, Farix said: Do you have Kopernicus installed? This is a common problem between Kopernicus and EVE. "this is a common problem between Kopernicus and EVE" it is infact so common that it happens also without Kopernicus Link to comment Share on other sites More sharing options...
ibanix Posted April 10, 2016 Share Posted April 10, 2016 So what's the fix? Does this happen to everyone? Link to comment Share on other sites More sharing options...
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