sokid2k Posted November 27, 2013 Share Posted November 27, 2013 Okay so what do I type in the box? I'm not getting what path you mean. Link to comment Share on other sites More sharing options...
rbray89 Posted November 27, 2013 Author Share Posted November 27, 2013 Okay so what do I type in the box? I'm not getting what path you mean.You would add the path to the texture. ie. "BoulderCo/Clouds/Textures/kerbin1" or whatever layer it is that you want to add. You also have to update all the other settings to configure it to how you want it to look. (detail texture, bump texture, etc.) Link to comment Share on other sites More sharing options...
RavingCraze Posted November 27, 2013 Share Posted November 27, 2013 Hi guys,I'm so desperated right now. I'd love to have this mod, but I can't get it to work. I must have done something wrong.I simply put the mod (GameData-Folder) into my KerbalSpaceProgram-Folder (like any other mod) but it wont work. Whats wrong? >.<Many GreetingsRaving Link to comment Share on other sites More sharing options...
rbray89 Posted November 27, 2013 Author Share Posted November 27, 2013 Hi guys,I'm so desperated right now. I'd love to have this mod, but I can't get it to work. I must have done something wrong.I simply put the mod (GameData-Folder) into my KerbalSpaceProgram-Folder (like any other mod) but it wont work. Whats wrong? >.<Many GreetingsRavingwhat is the current location of BoulderCo? Any other mods installed? How does it not work (do clouds show on the main menu)? Did you install it before? What dows your KSP log show? Link to comment Share on other sites More sharing options...
KAO Posted November 27, 2013 Share Posted November 27, 2013 Hi guys,I'm so desperated right now. I'd love to have this mod, but I can't get it to work. I must have done something wrong.I simply put the mod (GameData-Folder) into my KerbalSpaceProgram-Folder (like any other mod) but it wont work. Whats wrong? >.<Many GreetingsRavingare you sure that the folder in GameData is titled BoulderCo? Link to comment Share on other sites More sharing options...
rbray89 Posted November 28, 2013 Author Share Posted November 28, 2013 Preview of dev volumetric clouds. Link to comment Share on other sites More sharing options...
hoojiwana Posted November 28, 2013 Share Posted November 28, 2013 Volumetric is a bit of a misnomer there surely? Link to comment Share on other sites More sharing options...
NathanKell Posted November 28, 2013 Share Posted November 28, 2013 Wowsers, that's VERY cool! Link to comment Share on other sites More sharing options...
Bobhendly Posted November 28, 2013 Share Posted November 28, 2013 Need More transperancy Link to comment Share on other sites More sharing options...
rbray89 Posted November 28, 2013 Author Share Posted November 28, 2013 Volumetric is a bit of a misnomer there surely?Not really... It is faked volume. Pretty standard to use particles to achive the effect. Link to comment Share on other sites More sharing options...
jrandom Posted November 28, 2013 Share Posted November 28, 2013 Spriteclouds! The underside of the clouds needs to be darkened, but this is a great start! Link to comment Share on other sites More sharing options...
RavingCraze Posted November 28, 2013 Share Posted November 28, 2013 (edited) are you sure that the folder in GameData is titled BoulderCo?I haven't changed anything. I simply unpack the GameData folder into the main folder of KSP. I have to admit...HyperEdit isn't working, too. I only know that all the Mods which includes parts work fine. (KW Rocketry)Of course I tried to run the mod in a fresh installed KSP with no other mod but it still won't work! Edited November 28, 2013 by RavingCraze Link to comment Share on other sites More sharing options...
tygoo7 Posted November 28, 2013 Share Posted November 28, 2013 The volumetric clouds look awesome! I agree that the bottom of them should be darkened but it looks awesome so far Link to comment Share on other sites More sharing options...
rbray89 Posted November 28, 2013 Author Share Posted November 28, 2013 I haven't changed anything. I simply unpack the GameData folder into the main folder of KSP. I have to admit...HyperEdit isn't working, too. I only know that all the Mods which includes parts work fine. (KW Rocketry)Of course I tried to run the mod in a fresh installed KSP with no other mod but it still won't work!Are you running. 22? Link to comment Share on other sites More sharing options...
RavingCraze Posted November 28, 2013 Share Posted November 28, 2013 (edited) Yepp, downloaded it several times via steam now. xDEdit: Okay, found a solution. Don't start it through Steam. Sorry for stealing your time. Now I'm going to enjoy KSP with clouds ;D Edited November 28, 2013 by RavingCraze Link to comment Share on other sites More sharing options...
asmi Posted November 29, 2013 Share Posted November 29, 2013 You might want to check out this paper on subject: http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Inproceedings@117681e94b6_1e9c7f4/clouds.pdf Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted November 29, 2013 Share Posted November 29, 2013 Well, as the clouds improve, the question is going to become 'how does generate cloud patterns?'Personally, I'd tie it to a three layer system.Layer 1 is the opacity of the master cloud textures for a planet determining where you'll see the cloud areas form in the first place.Layer 2 is the... ... microtexture layer(*?) which determines the density of the cloud formations.Layer 3 is the volumetric clouds themselves.*?: The sub-layer that someone posted that determines what the planet cloud textures start looking like when they get up close. I'm not familiar with the name.This could be further broken into layers that define a few different shapes and types of volumetric clouds to fit various sections of weather patterns. While the weather patterns would be static and unchanging aside from rotation of the cloud texture around the planet, at least it would look like there's weather going on.The last question is how to come up with a smooth transition to bring the volumetric clouds into rendering, at what range to make it look nice, and without melting a GPU. Because you obviously don't want to draw these in high orbit, but you don't want them to be concentrated in a narrow field around the active vessel and break the illusion. Link to comment Share on other sites More sharing options...
jrandom Posted November 29, 2013 Share Posted November 29, 2013 I pine for the days when we will all have graphics cards powerful enough to do full stochastic global-illumination sampling with volumetrics in realtime. That would make for great clouds.Damnit future, get here faster! Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted November 29, 2013 Share Posted November 29, 2013 I pine for the days when we will all have graphics cards powerful enough to do full stochastic global-illumination sampling with volumetrics in realtime. That would make for great clouds.Damnit future, get here faster!We have that.They're just the size of a truck, produce enough waste heat to keep a school warm through the winter, and cost more money than anyone would consider SANE. Naturally, the military owns them. Military simulators are Serious Business. Link to comment Share on other sites More sharing options...
jrandom Posted November 29, 2013 Share Posted November 29, 2013 We have that.They're just the size of a truck, produce enough waste heat to keep a school warm through the winter, and cost more money than anyone would consider SANE. Naturally, the military owns them. Military simulators are Serious Business.I said graphics cards, not graphics mobile homes! (I wonder how close we could get with a box stuffed full of Teslas...) Link to comment Share on other sites More sharing options...
kahlzun Posted November 29, 2013 Share Posted November 29, 2013 Is there any way to make the 'city lights' smaller? Kerbin feels a little too populated imho.. Link to comment Share on other sites More sharing options...
jduchock Posted November 29, 2013 Share Posted November 29, 2013 DOOD !You are another modder that seems to improve your stuff faster than i can download it (which is in no way a bad thing).I can't wait to check out the new clouds...will be poking on it all weekend !Cheers !!! Link to comment Share on other sites More sharing options...
Superfluous J Posted November 29, 2013 Share Posted November 29, 2013 Is there any way to make the 'city lights' smaller? Kerbin feels a little too populated imho..You can modify the BoulderCo\CityLights\Textures\Main.tga to either lessen the number of lights, dim them, modify where they are, or even (by increasing the image resolution) reduce the size of each pixel. In my testing though even doubling the WxH resolution wasn't enough to eliminate the blockiness of the cities. Link to comment Share on other sites More sharing options...
DigitalProeliator Posted November 29, 2013 Share Posted November 29, 2013 We have that.They're just the size of a truck, produce enough waste heat to keep a school warm through the winter, and cost more money than anyone would consider SANE. Naturally, the military owns them. Military simulators are Serious Business.Not really. Hell the simulators *I* used looked and played VERY suspiciously like Arma lol. The pilots got the fancy mock ups of their helicopters to "fly" around in but use low enlisted just used a desktop pc. Link to comment Share on other sites More sharing options...
Camacha Posted November 29, 2013 Share Posted November 29, 2013 Not really. Hell the simulators *I* used looked and played VERY suspiciously like Arma lol. The pilots got the fancy mock ups of their helicopters to "fly" around in but use low enlisted just used a desktop pc.From what I have seen, military simulations look kind of substandard. What they do well is proper simulation, with all kinds of effects that normal games do not bother with. Looks are not the most important, functionality is. Link to comment Share on other sites More sharing options...
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