Jump to content

[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

Recommended Posts

New dev release is amazing. Great work rbray. I'm not sure what I was expecting, but this is a straight-up miracle.

One note: The volumetric clouds look pretty bad from space. Is this what the particle lighting is for?

That's one reason, the other is that right now they don't get dark at all. I will probably make them fade out as you go up, so that they won't have to be worried about.

Link to comment
Share on other sites

i know it will be kinda difficult to implement this but here goes. Is it possible at some point you could build in this mod lightning effects and storm clouds? Lightnings could be seen from Jool and Eve since they are covered in clouds and storm clouds with lightnings could be seen at Kerbin and Laythe, i don't include Duna since it has very thin atmosphere.

It's on my radar. lots to do before then though.

Link to comment
Share on other sites

Just flied around that volumetric cloud area. It looks promising though I don't understand why they're so purple. The screen gets purple when I get close to them in any way with random lines until I'm well above them. The bug where no vessel would appear and orbiting at 0.0m/s is still there from last PQS test. Is it possible to make these volumetric bits maintain their orientation with relation to the planet and not the camera? When I rotate the camera, the little cloud pieces rotate as well.

Link to comment
Share on other sites

Just flied around that volumetric cloud area. It looks promising though I don't understand why they're so purple. The screen gets purple when I get close to them in any way with random lines until I'm well above them. The bug where no vessel would appear and orbiting at 0.0m/s is still there from last PQS test. Is it possible to make these volumetric bits maintain their orientation with relation to the planet and not the camera? When I rotate the camera, the little cloud pieces rotate as well.

The particles are purple because I made them that way :) The particles are billboards, so you will notice that some look like they rotate, and some do not. I spent a lot of time getting the shader to do something remotely close to what I was looking for, but there are always improvements that can be made.

I'm not aware of the bug you mention. What is it exactly?

Link to comment
Share on other sites

The particles are purple because I made them that way :) The particles are billboards, so you will notice that some look like they rotate, and some do not. I spent a lot of time getting the shader to do something remotely close to what I was looking for, but there are always improvements that can be made.

I'm not aware of the bug you mention. What is it exactly?

I'm not sure whether or not you stated this in an earlier post, but does it come pre-installed with Astronmer's HD cloud pack?

Link to comment
Share on other sites

The particles are purple because I made them that way :) The particles are billboards, so you will notice that some look like they rotate, and some do not. I spent a lot of time getting the shader to do something remotely close to what I was looking for, but there are always improvements that can be made.

I'm not aware of the bug you mention. What is it exactly?

This from a while ago.

Link to comment
Share on other sites

If you joined forces with the nice people in the Kerbal City plugin Dev team, all those citys,farms and the rest could happen! I'm not saying you couldn't do it on your own, but the community could pitch in on making motorways and such :D It's only a suggestion btw.

Link to comment
Share on other sites

Another Dev release: https://github.com/waka324/VisualEnhancements/releases/tag/VOLUME_TEST this one gives a glimpse of what I've been working on. Launch a craft, and check out the single hex-segment of volumetric cover that is created. The cover is only generated once per game launch for now, and is generated above the first craft to be controlled.

ToDo:

Variate the cloud particle position

Particle lighting

hex-quad spawning/management.

(google traduction)

In the state it's already very interesting.

At the moment it is great when we are above or below , but in the cloud there are too many collisions.

I guess you generate the cloud with respect to the vertical position of the vessel, then

I think you should limit the onset of clouds in a "bubble" around the vessel so that it did not conflict with the particles .

In fact, you should create 3 zones of transparency : around vessel ( anything up to max - zone 1 ), one for the cloud ( max - zone 2 ) and one for a gradual fading out of the region ( zone 3 ) , which would drown in the cloud mass already present, those generated by the volumetric effect . And avoid this aspect of " zoning" .

When the ship go away from the height of the cloud zone 1 would resume gradually the level of transparency in zone 2 , which would venture to avoid a hole effect .

uvVrY3O.jpg

I follow your developments very closely , well done!

Link to comment
Share on other sites

When I try to install this the game gets stuck loading 'Kerbin1'? Also, do I put this in the same folder as other BoulderCo mods?

this is a stock game bug happens even with no mods randomly. what normaly fixes it is remove the parts it gets stuck on. once it fully loads to start menu exit and u can reput those parts back in and should start fine. think its just the game gets stuck loading the files into ram.

Link to comment
Share on other sites

wow that video looks amazing, but maybe the particle is making a too tiled effect? No way to add size variation for the particles?

Using small particles at the "edges" of the clouds and bigger ones in the center would result in a more realistic look and probably needing less calculations (a bit more particles at cloud edges but much less in the center).

Anyway amazing work rbray.

Link to comment
Share on other sites

wow that video looks amazing, but maybe the particle is making a too tiled effect? No way to add size variation for the particles?

Using small particles at the "edges" of the clouds and bigger ones in the center would result in a more realistic look and probably needing less calculations (a bit more particles at cloud edges but much less in the center).

Anyway amazing work rbray.

That's a million-dollar idea, right there.

Link to comment
Share on other sites

If you can manipulate the VE rendering to create a plane perpendicular to the surface parallel rendering layers, could that also be used to make similar effects at the poles for auroras rather than making them as flat higher layers?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...