Jump to content

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


rbray89

Recommended Posts

I've been playing around trying to add in some more cloud types

For example, high-altitude cirrus clouds

http://puu.sh/85jxS.png

http://puu.sh/85jBx.png

Dat Sirrus cloud.. DANG! It'd be cool if sunrise/set sun light faded into red (diffraction) at morning/evening to illuminate the tops of the clouds with pinky/red glow like this..

http://www.webexhibits.org/causesofcolor/images/earthshad/s114e6077Z.jpg

Gonna mess around with cloud layers now and see if i can make this happen. Hopefully I'll add this to my pack soon :)

Link to comment
Share on other sites

Sweet, may well be possible with the 2D cloud layer (would look especially tasty if it still had a bump map), but if I remember correctly the vol. particles are extremely limited in their graphic/lighting capabilities. There's a better particle someone made but pretty sure it's not available yet in ksp (includes better shadows)

smoke4.jpg

Oh btw you might be able to tap into the atmospheric colouring gradient (spectrum) seen when looking side on from orbit at the sun rise, could be somewhere to start, I dunno :P

Edited by pingopete
Link to comment
Share on other sites

So far it seems this isn't possible.. I'll keep trying but..I don't think it can be done :(

Yeah I don't think ksp actually simulates proper diffraction through the atmosphere, they just made the colour gradient effect visible from orbit, which looks very pretty and isn't to demanding. I think trying to properly implement something like this would be a lost cause, but what might be more realistic would be to adapt some aspects of its effect to the clouds during sunset... somehow.. :P maybe just one colour, and have it fade in? I don't know what variables you'd be working with; it'd have to return a value depending on the angle of sunlight, or time to sundown :S

.. I'm just gonna leave this thread for a bit, Been getting in wwaaayy over my head

Link to comment
Share on other sites

I've been playing around trying to add in some more cloud types

For example, high-altitude cirrus clouds

http://puu.sh/85jxS.png

http://puu.sh/85jBx.png

Dat Sirrus cloud.. DANG! It'd be cool if sunrise/set sun light faded into red (diffraction) at morning/evening to illuminate the tops of the clouds with pinky/red glow like this..

http://www.webexhibits.org/causesofcolor/images/earthshad/s114e6077Z.jpg

Will do what I can with cfg.

Link to comment
Share on other sites

I was thinking, with the custom biomes plugin, can you assign different layers around kerbin? Like in the mountains there is thicker fogs, more grey etc. Havnt touched the editor ingame If its hard to understand what i mean, think of the position of certain lands/places on earth that always have sunny more or less /someplaces nerver sees the sun but once in a while.

Anywhoo, thanks for maintaining and developing this plugin

Link to comment
Share on other sites

For example, high-altitude cirrus clouds

http://puu.sh/85jxS.png

http://puu.sh/85jBx.png

Dat Sirrus cloud.. DANG! It'd be cool if sunrise/set sun light faded into red (diffraction) at morning/evening to illuminate the tops of the clouds with pinky/red glow like this..

http://www.webexhibits.org/causesofcolor/images/earthshad/s114e6077Z.jpg

On my mind for future releases.

rbray; what are the capabilities of the volumetric billboards in terms of the lighting engine? Can they cast shadows onto ground (and themselves?) and be 'shone' on by other light sources? I'm just wandering what the possibilities of unity currently are in terms of lighting and your method of cloud generation

Right now they can't. Shaders cast shadows based off of geometry, so because it is just a simple quad, it would look really bad to cast shadows that way (tried). HOWEVER, I'm working on a different idea that may work to create shadows.

Can be added more particles to clouds or this just work with 3?

Only the 3 are hardcoded for now. This will be configurable in future updates.

Yeah I don't think ksp actually simulates proper diffraction through the atmosphere, they just made the colour gradient effect visible from orbit, which looks very pretty and isn't to demanding. I think trying to properly implement something like this would be a lost cause, but what might be more realistic would be to adapt some aspects of its effect to the clouds during sunset... somehow.. :P maybe just one colour, and have it fade in? I don't know what variables you'd be working with; it'd have to return a value depending on the angle of sunlight, or time to sundown :S

.. I'm just gonna leave this thread for a bit, Been getting in wwaaayy over my head

Yeah, I have a few ideas for the shading of the clouds. Right now it is just a VERY simple lighting element.

I was thinking, with the custom biomes plugin, can you assign different layers around kerbin? Like in the mountains there is thicker fogs, more grey etc. Havnt touched the editor ingame If its hard to understand what i mean, think of the position of certain lands/places on earth that always have sunny more or less /someplaces nerver sees the sun but once in a while.

Anywhoo, thanks for maintaining and developing this plugin

THAT is an interesting idea. Using the biome map to maybe fade in/out clouds? Dessert would get very few clouds, etc. I like it. I'll have to look into this.

Link to comment
Share on other sites

Thanks for the reply! Havnt seen the duna sandstorm yet, doing a replay of career but i dont think they are that ram heavy?

I looked back at some screenshots and boy it has comen along way since the first version i tested, honestly i didnt think this was even possible to do mod wise in ksp, kudos!

Link to comment
Share on other sites

Didn't get a reply, and haven't seen one for a similar problem. Will you be fixing the save function for the advanced settings, rbray?

Hmmm... last I checked it was working. I'll double check. Can you send me your output_log.txt file from Ksp_Data after trying to save shader float modifications?

Link to comment
Share on other sites

Hmmm... last I checked it was working. I'll double check. Can you send me your output_log.txt file from Ksp_Data after trying to save shader float modifications?

Sure, I'll do that later. Kinda busy right now. If it means anything, the .cfg seems to have the settings saved in, it just doesn't want to load them.

Link to comment
Share on other sites

Sure, I'll do that later. Kinda busy right now. If it means anything, the .cfg seems to have the settings saved in, it just doesn't want to load them.

You can go into the cfg and change


CLOUD_LAYER
{
SAVED

to


CLOUD_LAYER
{
DEFAULTS

I've done that for your pack (great work by the way). That seems to work. And just replace the Defaults with the SAVED when both are present in Could_layer{}

Link to comment
Share on other sites

You can go into the cfg and change


CLOUD_LAYER
{
SAVED

to


CLOUD_LAYER
{
DEFAULTS

I've done that for your pack (great work by the way). That seems to work. And just replace the Defaults with the SAVED when both are present in Could_layer{}

AH! Ok. That makes more sense.

Link to comment
Share on other sites

You can go into the cfg and change


CLOUD_LAYER
{
SAVED

to


CLOUD_LAYER
{
DEFAULTS

I've done that for your pack (great work by the way). That seems to work. And just replace the Defaults with the SAVED when both are present in Could_layer{}

Hm, doesn't seem to work for me. Thanks for the praise, though :)

I'll keep messing around, and if all else fails, I'll wait for an update that fixes this.

Link to comment
Share on other sites

Hm, doesn't seem to work for me. Thanks for the praise, though :)

I'll keep messing around, and if all else fails, I'll wait for an update that fixes this.

Well, I wasn't a hundred percent on the exact issue (so I may well be talking about something else entirely), but it does mean that loads the settings on start up. Although I've run into problems when trying to use the alt-n menu in the past, so I've always just done things from the cfg.

Link to comment
Share on other sites

Apologies if this has been asked before, I couldn't find anything after a cursory search: is there a way to turn off clouds just for Duna? I tried commenting out the section in the config file but it turned off all of the clouds (e.g. for Eve, Kerbin, Laythe and Jool as well).

Link to comment
Share on other sites

Apologies if this has been asked before, I couldn't find anything after a cursory search: is there a way to turn off clouds just for Duna? I tried commenting out the section in the config file but it turned off all of the clouds (e.g. for Eve, Kerbin, Laythe and Jool as well).

Go to duna VIA tracking station or map view, hit ALT+N, then hit the remove button.

Link to comment
Share on other sites

Well, I wasn't a hundred percent on the exact issue (so I may well be talking about something else entirely), but it does mean that loads the settings on start up. Although I've run into problems when trying to use the alt-n menu in the past, so I've always just done things from the cfg.

No, it's not the same problem.

"Although I've run into problems when trying to use the alt-n menu in the past, so I've always just done things from the cfg."

It's not a menu problem, rather than a config problem it seems.

Also, rbray, do you still want the outputlog.txt? The output_log.

Edited by Thesonicgalaxy
Link to comment
Share on other sites

You can go into the cfg and change


CLOUD_LAYER
{
SAVED

to


CLOUD_LAYER
{
DEFAULTS

I've done that for your pack (great work by the way). That seems to work. And just replace the Defaults with the SAVED when both are present in Could_layer{}

That is not the problem. And of course not the solution.

Lets put an example here: if I try to add a layer in mun, and then I change things like, for example, the the detail distance that value is saved in configs yes, but not re applied the next time you gonna play. As default or saved layer. Nevermind. In some way that layer avoid the configuration and start again like a new created layer. I'm not in home, at by back I send my logs.

Link to comment
Share on other sites

That is not the problem. And of course not the solution.

Lets put an example here: if I try to add a layer in mun, and then I change things like, for example, the the detail distance that value is saved in configs yes, but not re applied the next time you gonna play. As default or saved layer. Nevermind. In some way that layer avoid the configuration and start again like a new created layer. I'm not in home, at by back I send my logs.

Not the exact problem. This is happening, but it's only things under the advanced settings won't be read.

Link to comment
Share on other sites

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