jduchock Posted November 1, 2013 Share Posted November 1, 2013 got this mod last night and restarted career mode to let it have full effect. Kerbin looks fantastic from the surface of Mun... This mod certainly adds a layer of depth not in the originalGood job ! Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 Beta2: Fixes IVA, adds config options for camera-swap distance and utilized layershttps://github.com/waka324/VisualEnhancements/releases/tag/Beta-2 Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 got this mod last night and restarted career mode to let it have full effect. Kerbin looks fantastic from the surface of Mun... This mod certainly adds a layer of depth not in the originalGood job !Thanks! That is exactly what I thought when I saw Kerbin. It just looks almost naked without cloud cover. Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 1, 2013 Share Posted November 1, 2013 I just took standard RGB values and divided by 255.Awesome, thanks for adding those RGB codes in makes my life much easier. I don't have to take PNG in a photo editing software to change color. I can now make my duna rusty looking clouds.I like changing to color to Laythe clouds, if not they look very similar to Kerbins clouds. I go for a blueish gray. I still need to tweak the duna color more. I will upload pictures later when I get the right color going. Link to comment Share on other sites More sharing options...
briansun1 Posted November 1, 2013 Share Posted November 1, 2013 wow you pushing out these updates quite quickly Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 wow you pushing out these updates quite quicklyIt's how I rolling release. Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 1, 2013 Share Posted November 1, 2013 I got the perfect color match finally for duna. I am going to take some pics with Fraps. KSP screenshots color distort somewhat. Link to comment Share on other sites More sharing options...
briansun1 Posted November 1, 2013 Share Posted November 1, 2013 try MSI afterburner (for pics and video) Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 try MSI afterburner (for pics and video)I ended up buying FRAPS a while back. It works amazingly. Link to comment Share on other sites More sharing options...
briansun1 Posted November 1, 2013 Share Posted November 1, 2013 But Msi afterburner is free... and IMHO dose a better job then Fraps while useing less resorces...(they both do about the samething video and picture wise) Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 1, 2013 Share Posted November 1, 2013 (edited) Here is the RGB tweak I did for this mod. You guys will have to try it in game, the pictures don't do justice. The color gets saturated when I take photos of them.Kerbin:I change the second cloud layer, Kerbin 2. I dulled out the white a little went in the grayish side, not much. Picture shows it too much, in game looks better. In game its not that much noticeable. I did the change to give the different cloud layers dimension.Duna:You're not going to notice the clouds with Duna right away, that's the way I wanted it. I wanted them to blend in with terrain color, to make it dust like. You will notice it more on the white capped poles. When you land on Duna you will see that the clouds are there.Laythe:Laythe in the first screen shot looks very purple, in game its not so. I changed color of Laythe to give it a difference in look from the Kerbin Clouds.This is the RGB changed I did:Laythe r = 0.4g = 0.4b = 0.60Dunar = 0.38g = 0.16b = 0.098Kerbin, the second layer kerbin2r = 0.909g = 0.909b = 0.878 Edited November 7, 2013 by therealcrow999 Link to comment Share on other sites More sharing options...
Motokid600 Posted November 1, 2013 Share Posted November 1, 2013 I was in low Jool orbit last night and I noticed there's s seam on the horizon gradient. I noticed it as the sun rose. Along with the seam the horizon flashes black violently. Very nice mod on the other hand though. I love the city lights and will be keeping those. Kerbins clouds are nice, but I find there too spread out and cover far too much of the planet. Ive always longed for a cloud mod that could emulate actual cold fronts, but Idk if that's possible. Good stuff though. Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 Here is the RGB tweak I did for this mod. You guys will have to try it in game, the pictures don't do justice. The color gets saturated when I take photos of them.Here is my cloudLayers.cfg file is anyone wants to use it and try it out:http://www./download/g5h5tdq0trigf2x/cloudLayers.cfgoooh... I like these! Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 I was in low Jool orbit last night and I noticed there's s seam on the horizon gradient. I noticed it as the sun rose. Along with the seam the horizon flashes black violently. Very nice mod on the other hand though. I love the city lights and will be keeping those. Kerbins clouds are nice, but I find there too spread out and cover far too much of the planet. Ive always longed for a cloud mod that could emulate actual cold fronts, but Idk if that's possible. Good stuff though.I think there might have been an issue with Beta-1 and Jool. Yeah, I would really like to simulate weather and generate the clouds procedurally, but I haven't concentrated on it too much. I'm hoping an artist will come along and create some nice textures for this effort in the meantime What I want to finish next is volumetric clouds that would follow the texture clouds and allow users to fly through them. Right now the camera simply fades them out as you approach, but I hope to use the particle system in unity to create some relatively light weight cloud cover. Link to comment Share on other sites More sharing options...
QuantumManiac Posted November 1, 2013 Share Posted November 1, 2013 Is this compatible with universe replacer becuse some textures have clouds. Link to comment Share on other sites More sharing options...
Ralathon Posted November 1, 2013 Share Posted November 1, 2013 Is this compatible with universe replacer becuse some textures have clouds.This question has been answered multiple times. Yes, they are compatible but it is suggested to use kerbin textures without clouds for UR. Else it becomes way too cloudy. Link to comment Share on other sites More sharing options...
Kalista Posted November 1, 2013 Share Posted November 1, 2013 I think there might have been an issue with Beta-1 and Jool. Yeah, I would really like to simulate weather and generate the clouds procedurally, but I haven't concentrated on it too much. I'm hoping an artist will come along and create some nice textures for this effort in the meantime What I want to finish next is volumetric clouds that would follow the texture clouds and allow users to fly through them. Right now the camera simply fades them out as you approach, but I hope to use the particle system in unity to create some relatively light weight cloud cover.I wonder if the same system could be used to produce contrails off the aircraft when you fly up high enough as well hmmm. If its not outside this mods scope and everything else is finished think thats somethin u might be able to add near the end of the mods development ? Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 I wonder if the same system could be used to produce contrails off the aircraft when you fly up high enough as well hmmm. If its not outside this mods scope and everything else is finished think thats somethin u might be able to add near the end of the mods development ?Hmmm... that would be interesting. I am not sure of the best way to do that though... I'll have to look into it. Thanks for the suggestion! Link to comment Share on other sites More sharing options...
Ralathon Posted November 1, 2013 Share Posted November 1, 2013 Hmmm... that would be interesting. I am not sure of the best way to do that though... I'll have to look into it. Thanks for the suggestion!If you decide to look into that I suggest you look how the persistent trails guy did it. Since that's basically the same thing with a line instead of a texture. It seems a bit far outside the scope of this mod though. Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 If you decide to look into that I suggest you look how the persistent trails guy did it. Since that's basically the same thing with a line instead of a texture. It seems a bit far outside the scope of this mod though.Haha, I was thinking up lots of things "outside the scope" of this mod... One idea I was toying with was to use a render texture in place of the static ones, and create clouds procedurally. If that were the case, contrails would be somewhat easy to add to it. The only thing I'm not terribly sure of would be what altitude to use it, how to handle multiple cloud layers, what to do when the ship goes more vertically or through a cloud layer, etc. Link to comment Share on other sites More sharing options...
Kalista Posted November 1, 2013 Share Posted November 1, 2013 Haha, I was thinking up lots of things "outside the scope" of this mod... One idea I was toying with was to use a render texture in place of the static ones, and create clouds procedurally. If that were the case, contrails would be somewhat easy to add to it. The only thing I'm not terribly sure of would be what altitude to use it, how to handle multiple cloud layers, what to do when the ship goes more vertically or through a cloud layer, etc.For altitude 25,000 feet would be a decent start (7,620m) could even go down as low as 6,000m as well. Link to comment Share on other sites More sharing options...
elkar Posted November 1, 2013 Share Posted November 1, 2013 This is so cool and so much better than using Universe Replacer for it. Link to comment Share on other sites More sharing options...
XNerd_Bomber Posted November 1, 2013 Share Posted November 1, 2013 Is there any way that you could figure out how to make smoke trails from engines longer? Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 This is so cool and so much better than using Universe Replacer for it.Haha, Thanks! Link to comment Share on other sites More sharing options...
rbray89 Posted November 1, 2013 Author Share Posted November 1, 2013 Is there any way that you could figure out how to make smoke trails from engines longer?It could be a fairly big drain on CPU... I'll see if there is anything that could be exposed though. Link to comment Share on other sites More sharing options...
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