papics Posted January 22, 2014 Share Posted January 22, 2014 Tested the pqs dev version. Default settings. The kerbin clouds look nice except for the issue reported a few times before where the mountains come through the clouds someplaces. I had a quick look at duna and eve and eve looks ok but perhaps a bit oversaturated with clouds? Duna is the other way. I can see a slight shade difference when i turn the clouds on and off but they are really barely visible at best.I have not actually tried the experimental version, but I looked into the config, and the cloud height is set to 4000 by default, so I guess mountains higher than that will clip through. Try changing the height to something higher than the highest peaks of Kerbin Link to comment Share on other sites More sharing options...
rbray89 Posted January 22, 2014 Author Share Posted January 22, 2014 Tested the pqs dev version. Default settings. The kerbin clouds look nice except for the issue reported a few times before where the mountains come through the clouds someplaces. I had a quick look at duna and eve and eve looks ok but perhaps a bit oversaturated with clouds? Duna is the other way. I can see a slight shade difference when i turn the clouds on and off but they are really barely visible at best.Yeah, One thing that always bugged me was that the clouds didn't "run" into the mountains. Even when they should. This will fix that. Link to comment Share on other sites More sharing options...
rbray89 Posted January 22, 2014 Author Share Posted January 22, 2014 I have not actually tried the experimental version, but I looked into the config, and the cloud height is set to 4000 by default, so I guess mountains higher than that will clip through. Try changing the height to something higher than the highest peaks of Kerbin Yeah, the config in the next update will now use altitude, as the "radial ratio" was a bit difficult for people to use. Link to comment Share on other sites More sharing options...
rbray89 Posted January 22, 2014 Author Share Posted January 22, 2014 All of a sudden this mod seems to be causing me crashes. Not memory crashes, it's on startup and scene changes. I have no idea when this happened or which one of my dozens of mods it could possibly be conflicting with. Does anyone have any possible ideas? It used to work just fine.Looks like you are running out of memory:DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!Trying to allocate: 178956976B with 32 alignment. MemoryLabel: TextureAllocation happend at: Line:388 in Memory overviewMay I recommend: http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs%21 Link to comment Share on other sites More sharing options...
mushroomman Posted January 22, 2014 Share Posted January 22, 2014 Looks like you are running out of memory:DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!Trying to allocate: 178956976B with 32 alignment. MemoryLabel: TextureAllocation happend at: Line:388 in Memory overviewMay I recommend: http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs%21Wouldn't you know it! It's worked! Link to comment Share on other sites More sharing options...
Motokid600 Posted January 22, 2014 Share Posted January 22, 2014 The deal with clouds being lower then mountains.. that happens in real life. So making that effect look good might be where its at. The top of Olympus Mons is damn near out of the atmosphere, no? Link to comment Share on other sites More sharing options...
avicide Posted January 22, 2014 Share Posted January 22, 2014 Errmm... Hmm... City lights works, but the clouds don't? Usually when something like this occurs, I recommend trying to remove all traces of the plugin and perform a clean install. The folder tree should be something like: KSP_mac/GameData/BoulderCo/...Hey rbray89,Thanks for the reply. I actually downloaded, installed, re-installed, deleted, rinsed and repeated many times. I did get it to work after searching some more and trying a bunch of different combinations. I'm working with Clouds & City Lights Lo-Res, 2K textures, and Universe Replacer, Seems I couldn't use 8K even with a machine from 2013... doh (haven't tried 4K yet). Although Duna's "clouds" appear red no matter what I try! very annoying. Any suggestions?Best,Avi Link to comment Share on other sites More sharing options...
Sido Posted January 22, 2014 Share Posted January 22, 2014 I love this mod, you can use it for made a lot of thing I made this aurora borealis : Link to comment Share on other sites More sharing options...
rbray89 Posted January 22, 2014 Author Share Posted January 22, 2014 Hey rbray89,Thanks for the reply. I actually downloaded, installed, re-installed, deleted, rinsed and repeated many times. I did get it to work after searching some more and trying a bunch of different combinations. I'm working with Clouds & City Lights Lo-Res, 2K textures, and Universe Replacer, Seems I couldn't use 8K even with a machine from 2013... doh (haven't tried 4K yet). Although Duna's "clouds" appear red no matter what I try! very annoying. Any suggestions?Best,AviALT+N brings up the gui. There you should be able to alter the color of the clouds. I used red, as it made it look more like dust storms Link to comment Share on other sites More sharing options...
rbray89 Posted January 22, 2014 Author Share Posted January 22, 2014 I love this mod, you can use it for made a lot of thing I made this aurora borealis :http://i.imgur.com/nJRziIa.pngInteresting... Lots of people have become quite creative with this mod I must say! Link to comment Share on other sites More sharing options...
brooklyn666 Posted January 22, 2014 Share Posted January 22, 2014 Hey rbray (or anyone else), do you know the best way to optimize this for RSS? It seems to work mostly fine, but there are a few things that seem to not show up correctly. I don't see any clouds when on the surface of Kerbin, but they look normal once I'm in space. I assume this is a rescaling issue with layer 0, but I'm not sure.I also don't see ANY clouds on Duna, and when I try to edit the layer, it becomes opaque white (I posted this a while back).Any ideas? Link to comment Share on other sites More sharing options...
rbray89 Posted January 22, 2014 Author Share Posted January 22, 2014 Hey rbray (or anyone else), do you know the best way to optimize this for RSS? It seems to work mostly fine, but there are a few things that seem to not show up correctly. I don't see any clouds when on the surface of Kerbin, but they look normal once I'm in space. I assume this is a rescaling issue with layer 0, but I'm not sure.I also don't see ANY clouds on Duna, and when I try to edit the layer, it becomes opaque white (I posted this a while back).Any ideas?In the common config, the values for the camera distances have to be increased by the same scale as RSS. ~10x Link to comment Share on other sites More sharing options...
brooklyn666 Posted January 22, 2014 Share Posted January 22, 2014 In the common config, the values for the camera distances have to be increased by the same scale as RSS. ~10xJust the camera swap distances, or the camera layers as well? Link to comment Share on other sites More sharing options...
rbray89 Posted January 22, 2014 Author Share Posted January 22, 2014 Just the camera swap distances, or the camera layers as well?Only the distances for the bodies. Link to comment Share on other sites More sharing options...
Astronomer Posted January 22, 2014 Share Posted January 22, 2014 I love this mod, you can use it for made a lot of thing I made this aurora borealis :http://i.imgur.com/nJRziIa.pngWaverora Sinualis Link to comment Share on other sites More sharing options...
Proot Posted January 23, 2014 Share Posted January 23, 2014 (edited) Pimp My Clouds (And city lights!) Texture Pack v0.5 - (23/01/14 UPDATE) Javascript is disabled. View full album[B]DISCLAIMER:[/B]I'm not responsible if you accidentally overwrite any of your previous personalized textures or settings!![B][I]CAUTION:[/I][/B][B]This pack overwrites cityLights.cfg and cloudLayers.cfg to use new default settings. IT'S EXPERIMENTAL and still in progress, so all this should be used aware of it.[/B]For the best and most secure installation, put this pack on a clean installation of "Visual Enhancements: Clouds & City Lights" mod. If you can't or you don't want to do it, please, do a backup of all your personalized textures and configs (if you have it) before use this.DOWNLOADhttps://mega.co.nz/#!skFEyaaa!EeS9FGAItEyWWyF68gkRqy9kWZYEhCrEmOzQuLdoHhEHOW TO INSTALL:1- To install this pack, merge the folder "BoulderCo" from the rar with your mod installed folder "BoulderCo" (Substituting the necessary files in the process). 2- Then, just delete (or rename completely different as backup) all remaining TGA textures in your "CityLights" and "Clouds" installed folders (yet inside "BoulderCo").This pack uses his own files, all in PNG, so this last step is important: having duplicate texture names may cause undesirable results.(Texture Replacer Mod + Pimp my Kerbals Texture Pack is recommended for best results of this pack)[B][Changelog][/B]Version 0.5- Several changes in cloudLayers.cfg.- Added clouds (and corresponding shadows) to Duna and Laythe.- Eve improved and recolored.- New improved clouds for Kerbin.- first approaches to better under-clouds settings in Kerbin. Trying to avoid excessive traces and reach a good fake-visual "volume" for clouds from ground.- New city lights and map for city lights. Visible from space now, but yet not too much if you don't zoom the camera to Kerbin. Trying to find the best settings in glow, size and distribution.- Jool clouds improved and recolored. Please, use "Pimp My Kerbals Texture pack" (containing his first low-res texture) for the best results. If not, remind that layer not going to be there and Jool may seem strange or different to captures in KSP Forum.- Please, use Texture replacer and "Pimp My Kerbals Texture pack" for the best results with this pack: contains revamps for Kerbin, Minimus, Mun, Duna and Jool -last one necessary for the best results with Jool-.- This pack is optimized now and is near to half the stock mod size but, if you are concerned yet about performance issues, TextureCompressor mod (A.K.A. Active Texture Management) is highly recommended. [URL]http://forum.kerbalspaceprogram.com/threads/59005-0-22-Release-1-Active-Memory-Reduction-Mod[/URL]-------------------------------------------Regards and gratefulness:Thanks to rbray89 (author of the mod which shows this textures) by make this possible. Edited January 23, 2014 by Proot Link to comment Share on other sites More sharing options...
Astronomer Posted January 23, 2014 Share Posted January 23, 2014 Pimp My Clouds (And city lights!) Texture Pack v0.5 - (23/01/14 UPDATE) http://imgur.com/a/nk6XH¡New versión! A lot of changes and[B]DISCLAIMER:[/B]I'm not responsible if you accidentally overwrite any of your previous personalized textures or settings!![B][I]CAUTION:[/I][/B][B]This pack overwrites cityLights.cfg and cloudLayers.cfg to use new default settings. IT'S EXPERIMENTAL and still in progress, so all this should be used aware of it.[/B]For the best and most secure installation, put this pack on a clean installation of "Visual Enhancements: Clouds & City Lights" mod. If you can't or you don't want to do it, please, do a backup of all your personalized textures and configs (if you have it) before use this.DOWNLOADhttps://mega.co.nz/#!skFEyaaa!EeS9FGAItEyWWyF68gkRqy9kWZYEhCrEmOzQuLdoHhEHOW TO INSTALL:1- To install this pack, merge the folder "BoulderCo" from the rar with your mod installed folder "BoulderCo" (Substituting the necessary files in the process). 2- Then, just delete (or rename completely different as backup) all remaining TGA textures in your "CityLights" and "Clouds" installed folders (yet inside "BoulderCo").This pack uses his own files, all in PNG, so this last step is important: having duplicate texture names may cause undesirable results.(Texture Replacer Mod + Pimp my Kerbals Texture Pack is recommended for best results of this pack)[B][Changelog][/B]Version 0.5- Several changes in cloudLayers.cfg.- Added clouds (and corresponding shadows) to Duna and Laythe.- Eve improved and recolored.- New improved clouds for Kerbin.- first approaches to better under-clouds settings in Kerbin. Trying to avoid excessive traces and reach a good fake-visual "volume" for clouds from ground.- New city lights and map for city lights. Visible from space now, but yet not too much if you don't zoom the camera to Kerbin. Trying to find the best settings in glow, size and distribution.- Jool clouds improved and recolored. Please, use "Pimp My Kerbals Texture pack" (containing his first low-res texture) for the best results. If not, remind that layer not going to be there and Jool may seem strange or different to captures in KSP Forum.- Please, use Texture replacer and "Pimp My Kerbals Texture pack" for the best results with this pack: contains revamps for Kerbin, Minimus, Mun, Duna and Jool -last one necessary for the best results with Jool-.- This pack is optimized now and is near to half the stock mod size but, if you are concerned yet about performance issues, TextureCompressor mod (A.K.A. Active Texture Management) is highly recommended. [URL]http://forum.kerbalspaceprogram.com/threads/59005-0-22-Release-1-Active-Memory-Reduction-Mod[/URL]-------------------------------------------Regards and gratefulness:Thanks to rbray89 (author of the mod which shows this textures) by make this possible.That looks awesome, downloading!I'll stick with my Eve thoughCLOUD_LAYER{ body = Eve radius = 1.008 color { r = 0.314 g = 0.216 b = 0.435 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 40 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } shader_floats { falloffPower = 1 falloffScale = 3 detailDistance = 0.02 minimumLight = 0.1 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.05 minimumLight = 0.1 }}CLOUD_LAYER{ body = Eve radius = 1.025 color { r = 2 g = 1 b = 2 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 15 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } shader_floats { falloffPower = 2 falloffScale = 3 detailDistance = 0.01 minimumLight = 0.1 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.04 minimumLight = 0.1 }}CLOUD_LAYER{ body = Eve radius = 1.03 color { r = 0.314 g = 0.216 b = 2 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 20 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } shader_floats { falloffPower = 2 falloffScale = 3 detailDistance = 0.008 minimumLight = 0.2 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.025 minimumLight = 0.1 }}CLOUD_LAYER{ body = Eve radius = 1.035 color { r = 0.643 g = 0.424 b = 0.914 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.08436437 y = 0.5 } speed { x = 0.0035 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.08436437 y = 0.5 } speed { x = -0.0035 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 15 offset { x = 0.08436437 y = 0.5 } speed { x = -0.0035 y = 0 } } shader_floats { falloffPower = 2 falloffScale = 3 detailDistance = 0.01 minimumLight = 0.1 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.025 minimumLight = 0.1 }} Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 23, 2014 Share Posted January 23, 2014 (edited) That looks awesome, downloading!I'll stick with my Eve thoughhttp://i.imgur.com/HzQjLOO.pngCLOUD_LAYER{ body = Eve radius = 1.008 color { r = 0.314 g = 0.216 b = 0.435 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 40 offset { x = 0.9218211 y = 0 } speed { x = -0.0005 y = 0 } } shader_floats { falloffPower = 1 falloffScale = 3 detailDistance = 0.02 minimumLight = 0.1 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.05 minimumLight = 0.1 }}CLOUD_LAYER{ body = Eve radius = 1.025 color { r = 2 g = 1 b = 2 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 15 offset { x = 0.4609106 y = 0 } speed { x = -0.0015 y = 0 } } shader_floats { falloffPower = 2 falloffScale = 3 detailDistance = 0.01 minimumLight = 0.1 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.04 minimumLight = 0.1 }}CLOUD_LAYER{ body = Eve radius = 1.03 color { r = 0.314 g = 0.216 b = 2 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 20 offset { x = 0.1718219 y = 0 } speed { x = -0.0025 y = 0 } } shader_floats { falloffPower = 2 falloffScale = 3 detailDistance = 0.008 minimumLight = 0.2 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.025 minimumLight = 0.1 }}CLOUD_LAYER{ body = Eve radius = 1.035 color { r = 0.643 g = 0.424 b = 0.914 a = 1 } main_texture { file = BoulderCo/Clouds/Textures/eve1 scale = 0 offset { x = 0.08436437 y = 0.5 } speed { x = 0.0035 y = 0 } } detail_texture { file = BoulderCo/Clouds/Textures/detaileve1 scale = 100 offset { x = 0.08436437 y = 0.5 } speed { x = -0.0035 y = 0 } } bump_texture { file = BoulderCo/Clouds/Textures/bump1 scale = 15 offset { x = 0.08436437 y = 0.5 } speed { x = -0.0035 y = 0 } } shader_floats { falloffPower = 2 falloffScale = 3 detailDistance = 0.01 minimumLight = 0.1 } underside_shader_floats { falloffPower = 1.8 falloffScale = 10 detailDistance = 0.025 minimumLight = 0.1 }}Thanks I think I will make it like you and stick with Proots version but with your Eve. I just like your Eve texture better @Proot This updated version looks gorgeous I like those toned down City Lights Edited January 23, 2014 by DasBananenbrot Link to comment Share on other sites More sharing options...
AndreyATGB Posted January 23, 2014 Share Posted January 23, 2014 I don't mean to be impatient or demanding but how are those volumetric clouds going? It's been a while since the last (official) update. Also would they enable auroras and initial weather conditions, like fog on Eve? Link to comment Share on other sites More sharing options...
Proot Posted January 23, 2014 Share Posted January 23, 2014 @Astronomer I love your Eve! but I want to make something more than a copy . Thanks for that configuration info, in this moment is pure gold for me. Link to comment Share on other sites More sharing options...
rbray89 Posted January 23, 2014 Author Share Posted January 23, 2014 I don't mean to be impatient or demanding but how are those volumetric clouds going? It's been a while since the last (official) update. Also would they enable auroras and initial weather conditions, like fog on Eve?No worries. I had to move to a different rendering mechanism, and most of my time has been spent on the other mod I have. I have toyed around with a bunch of different mechanisms, and I have settled on HOW I will go about implementing the clouds, it is just a matter of finding the time. Link to comment Share on other sites More sharing options...
Proot Posted January 23, 2014 Share Posted January 23, 2014 (edited) I'm working on realistic reflection for mun. As first step for realistic interplanetary reflections for all rocky bodies. Any advice?Would be possible make this a feature?, to add a small glow to all bodies (only visible from interplanetary distances)?I achieve certain grade of success making this with the actual features and a fake-cloud low-res texture. The effect is close to be realistic from kerbin, but is awful from mun ground (visible and for that just not acceptable). Edited January 23, 2014 by Proot Link to comment Share on other sites More sharing options...
Hammer Tech Posted January 23, 2014 Share Posted January 23, 2014 No worries. I had to move to a different rendering mechanism, and most of my time has been spent on the other mod I have. I have toyed around with a bunch of different mechanisms, and I have settled on HOW I will go about implementing the clouds, it is just a matter of finding the time.Ooooh, this is exciting stuff! I can't wait.One other thing, how badly would rings made of tiny objects decimate my memory? Link to comment Share on other sites More sharing options...
rbray89 Posted January 23, 2014 Author Share Posted January 23, 2014 Ooooh, this is exciting stuff! I can't wait.One other thing, how badly would rings made of tiny objects decimate my memory?Hardly at all. I have given this quit a bit of thought. The way I'm planning on implementing it is to use a couple (2-3) ring segments, each containing 20-100 medium vertex count rock bodies of a variety of size/shape. When the user gets close to the edge of a segment, then I swap out the other edge to that one. When in map view, the ring will be a simple 2d medium vertex ring. Link to comment Share on other sites More sharing options...
rbray89 Posted January 23, 2014 Author Share Posted January 23, 2014 I'm working on realistic reflection for mun. As first step for realistic interplanetary reflections for all rocky bodies. Any advice?Would be possible make this a feature?, to add a small glow to all bodies (only visible from interplanetary distances)?I achieve certain grade of success making this with the actual features and a fake-cloud low-res texture. The effect is close to be realistic from kerbin, but is awful from mun ground (visible and for that just not acceptable)."reflection" can be achieved through the specular (Alpha) component of the planet texture. There was a recent discussion on this in the texture replacer thread. Link to comment Share on other sites More sharing options...
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