lextor Posted January 18, 2014 Share Posted January 18, 2014 Thank you for create this texture pack ,sir. Link to comment Share on other sites More sharing options...
rbray89 Posted January 18, 2014 Author Share Posted January 18, 2014 Yeah, I added mipmap generation for PNGs. Link to comment Share on other sites More sharing options...
Surefoot Posted January 18, 2014 Share Posted January 18, 2014 When i am on dark side of Kerbin, i still can see the clouds quite clearly - is there a way to tune that down so the dark side is completely dark ? Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted January 18, 2014 Share Posted January 18, 2014 When i am on dark side of Kerbin, i still can see the clouds quite clearly - is there a way to tune that down so the dark side is completely dark ?You can turn the minlight down in the menu, but no, for some reason you can't make the clouds completely black. Link to comment Share on other sites More sharing options...
pingopete Posted January 18, 2014 Share Posted January 18, 2014 When i am on dark side of Kerbin, i still can see the clouds quite clearly - is there a way to tune that down so the dark side is completely dark ?change the cloud min light value to 0 (i have mine to 0.01) via the ingame menu Alt + N in the advanced section Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted January 18, 2014 Share Posted January 18, 2014 change the cloud min light value to 0 (i have mine to 0.01) via the ingame menu Alt + N in the advanced sectionThat doesn't make them dark though. That only makes them slightly less white. Link to comment Share on other sites More sharing options...
rbray89 Posted January 18, 2014 Author Share Posted January 18, 2014 That doesn't make them dark though. That only makes them slightly less white.Hmmm... if you post a picture, I can tell you if that is as dark as they get. They should be able to go almost as dark as Kerbin is on the night side. The problem with lighting is that there is a bit of global lighting in place. Link to comment Share on other sites More sharing options...
SnappingTurtle Posted January 18, 2014 Share Posted January 18, 2014 Have you thought about including periodic auroras around certain planets into this mod? Link to comment Share on other sites More sharing options...
rbray89 Posted January 18, 2014 Author Share Posted January 18, 2014 Have you thought about including periodic auroras around certain planets into this mod?That and lighting. Link to comment Share on other sites More sharing options...
Surefoot Posted January 18, 2014 Share Posted January 18, 2014 change the cloud min light value to 0 (i have mine to 0.01) via the ingame menu Alt + N in the advanced sectionThanks, that's good enough for me. Link to comment Share on other sites More sharing options...
Proot Posted January 19, 2014 Share Posted January 19, 2014 (edited) This mod have power, gentlemen! Do it shine!No more weird clouds...At the image, 8k Clouds, new HD bump and detail... with shadows... Definitive version 10k Clouds cooming soon! Edited January 19, 2014 by Proot Link to comment Share on other sites More sharing options...
Proot Posted January 19, 2014 Share Posted January 19, 2014 I was trying to create a 10k clouds for better aspect of clouds at closer Kerbin cameras or better aspect under clouds... but I can't find a way to use bigger textures than 8k. No matter if I use transparent png or TGAs.If I use TGA the file seems not be loaded, some jool clouds appears in their place.If I use PNG (compressed or not) all appears white.Have this mod some limit at 8k textures?Or must I jump from 8k to 16K to textures to use better resolutions? No way to use a mid step? Link to comment Share on other sites More sharing options...
Motokid600 Posted January 19, 2014 Share Posted January 19, 2014 with shadows... Shadows you say? Link to comment Share on other sites More sharing options...
Proot Posted January 19, 2014 Share Posted January 19, 2014 (edited) Look the clouds at the bright side of Kerbin in my captures. You can notice "terrain" shadows under the clouds. It's a little trick: two different cloud layers at different distances but same velocities. Bottom layer dont use bump or detail, it just a blurried black copy of the white clouds (0.5 alpha in the .cfg), to make the shadow effect. You can't see the shadows from the ground (like you can`t see the city lights) but from planetary perspective works perfectly, IMMO.I'm gonna share this, but I was trying to make a bigger texture than 8k for the main clouds...BTW... I made new city lights too... more subtle and realistic, you can see it from high distances, but not from space. (the kerbals live under earth, so their cities don't make so much luminic pollution as us...) Edited January 19, 2014 by Proot Link to comment Share on other sites More sharing options...
rbray89 Posted January 19, 2014 Author Share Posted January 19, 2014 I was trying to create a 10k clouds for better aspect of clouds at closer Kerbin cameras or better aspect under clouds... but I can't find a way to use bigger textures than 8k. No matter if I use transparent png or TGAs.If I use TGA the file seems not be loaded, some jool clouds appears in their place.If I use PNG (compressed or not) all appears white.Have this mod some limit at 8k textures?Or must I jump from 8k to 16K to textures to use better resolutions? No way to use a mid step?8K is the largest image possible for Unity. Nothing can go larger. Link to comment Share on other sites More sharing options...
Proot Posted January 19, 2014 Share Posted January 19, 2014 Thank you for the info! I thought you could use larger textures... But 8K is enough. You saved me a lot of time... so I'm gonna put muy textures here even sooner. Link to comment Share on other sites More sharing options...
rbray89 Posted January 20, 2014 Author Share Posted January 20, 2014 (edited) I have just finished work on a major overhaul on the rendering mechanism, and I need some beta-testers for the next release. I had to do this in order to support volumetric rendering. THIS IS A TEST RELEASE, but I do need feedback: https://github.com/waka324/VisualEnhancements/releases/tag/PQS-TEST-RELEASEEDITED THE LINK. Edited January 20, 2014 by rbray89 Link to comment Share on other sites More sharing options...
NathanKell Posted January 20, 2014 Share Posted January 20, 2014 PQS? You have my interest. Any changelog or commit history? The commit history even in that branch seem to date only to December, unless I'm using git wrong. Link to comment Share on other sites More sharing options...
rbray89 Posted January 20, 2014 Author Share Posted January 20, 2014 PQS? You have my interest. Any changelog or commit history? The commit history even in that branch seem to date only to December, unless I'm using git wrong.Seperate branch... Looks like I goofed with the label assignment. I just updated the release to point to the correct branch. https://github.com/waka324/VisualEnhancements/tree/PQS-Sphere Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted January 20, 2014 Share Posted January 20, 2014 (edited) erm.http://imgur.com/1glQt41,WYCuNHQ,kFCNSSH,mTrvZkj#0 Also, the city lights just instantly coming back and leaving is rather wierd. I do like the way the city lights look on terrain now! Now i wish that i could make a sort of copy of them but change said copy to only appear in the day, add a city texture and bam, happy face. Edited January 20, 2014 by Thesonicgalaxy Link to comment Share on other sites More sharing options...
rbray89 Posted January 20, 2014 Author Share Posted January 20, 2014 erm.http://imgur.com/1glQt41,WYCuNHQ,kFCNSSH,mTrvZkj#0What release? Did you modify any configs? This doesn't look like the default textures. Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted January 20, 2014 Share Posted January 20, 2014 What release? Did you modify any configs? This doesn't look like the default textures.Okay, there seems to be 2 clouds, one attached to the world(I assume PQS test) and the regular one, and it's the PQS which has the weird texture. Link to comment Share on other sites More sharing options...
NoMrBond Posted January 20, 2014 Share Posted January 20, 2014 (edited) This is what I'm seeing at Kerbin with the PQS test build (deleted ve6-7 first)Javascript is disabled. View full albumPretty good really, but that's just what I had in orbit at the timeIs there a testing schedule? (high/low + equitorial/polar @ kerbin, duna, jool, laythe etc?)[Edit] When you get a bit lower, the mountains suddenly pop up through the cloud layer Edited January 20, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
brooklyn666 Posted January 20, 2014 Share Posted January 20, 2014 I'm having an issue with the clouds on Duna. They look like this: I'm using the 2-15 aggressive texture compressor, and RSS, but I don't have problems on any other planets. I'm also using the latest version of this.I used the GUI to reset it to default, thinking maybe something got messed up, and it fixed it, but now there are no clouds at all.Anyone have any ideas? Link to comment Share on other sites More sharing options...
rbray89 Posted January 20, 2014 Author Share Posted January 20, 2014 This is what I'm seeing at Kerbin with the PQS test build (deleted ve6-7 first)http://imgur.com/a/rb8OvPretty good really, but that's just what I had in orbit at the timeIs there a testing schedule? (high/low + equitorial/polar @ kerbin, duna, jool, laythe etc?)The seam is from the texture... I think it has been reported by others already in the existing versions. I'll have to checkout the orbit issue though. Definitely not expecting that. Link to comment Share on other sites More sharing options...
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