Jump to content

[WIP][1.0.5]* RSS Visual Enhancements (RVE)


pingopete

Realistically what would you prefer in RVE? -- choose one from each letter  

2,062 members have voted

  1. 1. Realistically what would you prefer in RVE? -- choose one from each letter

    • A) 1 main cloud layer, 1 cirrus layer (Medium/Compromise)
    • A) Low, Medium, High cloud layers (Heavy/Realistic)
    • B) Detail bias towards Land/Atmosphere visuals
    • B) Detail bias towards Orbit/Space visuals
    • C) Realism
    • C) Detail
    • C) CPU accessibility


Recommended Posts

Once this gets officially released, it would be great if there was an optional low-res pack, my RSS install is already pushing the memory limit.

That definately something I will provide, I just tend to work with the highest res version first, then once all is working nicely, scale it down :)

Link to comment
Share on other sites

Awesome! This is looking amazing so far.

Thank you, development has, unfortunately, slowed more than I'd hoped due to the atmosphere shader being still broken on RSS, I will continue doing what else I can to the planets but the atmosphere is the main body of this mod tbh!

Link to comment
Share on other sites

Is the .25 in-dev release supposed to work with RSS 8.4 and KSP .90? I plopped it in there and nothing happened. If so, I'll continue to debug. If not, then I'll eagerly await release.

Did you forget to install the latest release of EVE? It won't work without those plugins. The install method is kinda contrived :P

Link to comment
Share on other sites

Did you forget to install the latest release of EVE? It won't work without those plugins. The install method is kinda contrived :P

I did not forget, but if it can work, then I'm going to make it work. I followed the readme: I installed EVE, deleted ever texture in the bolderco folder, then copied over the RVE and EVE folders that I downloaded into the GameData folder, clicking "merge" and "replace" for the EVE folder files. Though on further examination I see that there is another EVE folder inside the RVE folder, so I guess I have no idea where I'm supposed to put these things. The readme suggested just putting RVE in the gamedata folder, but that isn't doing anything.

Also, just we're clear, this is the latest version of EVE, yes? I could not find a newer one.

Edited by avi
Link to comment
Share on other sites

I did not forget, but if it can work, then I'm going to make it work. I followed the readme: I installed EVE, deleted ever texture in the bolderco folder, then copied over the RVE and EVE folders that I downloaded into the GameData folder, clicking "merge" and "replace" for the EVE folder files. Though on further examination I see that there is another EVE folder inside the RVE folder, so I guess I have no idea where I'm supposed to put these things. The readme suggested just putting RVE in the gamedata folder, but that isn't doing anything.

Also, just we're clear, this is the latest version of EVE, yes? I could not find a newer one.

http://forum.kerbalspaceprogram.com/threads/100857-WIP-EVE-%28Environmental-Visual-Enhancements%29-Overhaul

Link to comment
Share on other sites

There are some very odd behaviours I'm getting from this mod. Sometimes Kerbin is covered entirely in white, but sometimes not (like when from map view), and sometimes there are weird white stripes and kerbin is invisible, and the white can (but doesn't always) disappear above a certain altitude. I have some screenshots. If anybody knows what this is, that'd be helpful. If not, I'll wait for a stable release:

Javascript is disabled. View full album

Link to comment
Share on other sites

There are some very odd behaviours I'm getting from this mod. Sometimes Kerbin is covered entirely in white, but sometimes not (like when from map view), and sometimes there are weird white stripes and kerbin is invisible, and the white can (but doesn't always) disappear above a certain altitude. I have some screenshots. If anybody knows what this is, that'd be helpful. If not, I'll wait for a stable release:

http://imgur.com/a/GDuxd

Avi, looks like you've still got the textures and configs in the boulderCo folder, did you remove them?

Only textures and configs needed should be in GameData/RVE... Any others left in BC folder will cause problems.

Link to comment
Share on other sites

Yeah sorry that was my bad :)

That's alright, I look forward to trying it out. Unfortunately, my ubuntu partition is unusable because it doesn't work with my wireless adapter drivers which I can't stop using until we rewire the house into which we just moved, so I might not get to until there's a stable release anyway, but I'm glad I have things all set, because what I've seen so far looks amazing.

I really like the high resolution low earth orbit textures, but I have a couple of recommendations, if you care to hear about them. the first is that the city textures sometimes end so abruptly that you can see the primary low earth orbit texture's pixels within the edges of the city, i.e., you can tell how pixelated the normal orbital texture is based on where the detailed textures change. Would it be possible to make that change fuzzier and less consistent so as to remove that effect? Also, are there plans for higher detailed bump maps? The low resolution of the bump maps is extremely obvious when viewing parts of the planet near dawn or sunset.

If these features are infeasible or out of scope though, don't worry about it. This mod looks amazing.

Link to comment
Share on other sites

That's alright, I look forward to trying it out. Unfortunately, my ubuntu partition is unusable because it doesn't work with my wireless adapter drivers which I can't stop using until we rewire the house into which we just moved, so I might not get to until there's a stable release anyway, but I'm glad I have things all set, because what I've seen so far looks amazing.

I really like the high resolution low earth orbit textures, but I have a couple of recommendations, if you care to hear about them. the first is that the city textures sometimes end so abruptly that you can see the primary low earth orbit texture's pixels within the edges of the city, i.e., you can tell how pixelated the normal orbital texture is based on where the detailed textures change. Would it be possible to make that change fuzzier and less consistent so as to remove that effect? Also, are there plans for higher detailed bump maps? The low resolution of the bump maps is extremely obvious when viewing parts of the planet near dawn or sunset.

If these features are infeasible or out of scope though, don't worry about it. This mod looks amazing.

Thanks, that's a shame to hear that, working on a new release as we speak, though it won't more stable then any others I produced before but will be more than the most recent testing versions I had up.

If you're referring to the weird pixelation/un-antialiasing effect that's most visible on city lights at night, yeah it started happening with one of the updates to the EVE overhaul, I've mentioned it to rbray (the developer) and I believe it's on his fix list, it actually effects everything generated by EVE overhaul mod, but not stock ksp parts&textures. Apart from that the whole city day&night texture is a test and definitely not final.

The bump map for earth from orbit, should already be 8k (though it might be lower depending on what RSS textures you chose), 8K is the limit for any single texture in ksp at the moment. It'd be more than adequate on stock sized Kerbin planets, but unfortunately this is RealSolarSystem sized Earth :P On that note however, I have considered mentioning bump/normals for terrain detail textures, EVE used to have them for clouds and it was beautiful.

Link to comment
Share on other sites

I'm glad to hear there might be a detailed bump map. But I wasn't talking about the aliasing of the city lights (which doesn't really bother me), but the fact that, because the borders of the city are defined by the one big orbit texture, you can see the pixels of the orbit texture as defined by the boundaries of the city, which makes it look, in a weird way, pixellated.

Here's an example, from your album:

V9VGDjA.png

All the detail textures are very nice and high res, but you can see how the edges of the city areas are all blocky. This is because you're filling in the pixels of a lower resolution texture. My recommendation, if it is feasible, is to blur those edges more so the defining pixel structure is less visible and it looks less pixelated.

Link to comment
Share on other sites

I'm glad to hear there might be a detailed bump map. But I wasn't talking about the aliasing of the city lights (which doesn't really bother me), but the fact that, because the borders of the city are defined by the one big orbit texture, you can see the pixels of the orbit texture as defined by the boundaries of the city, which makes it look, in a weird way, pixellated.

Here's an example, from your album:

http://i.imgur.com/V9VGDjA.png

All the detail textures are very nice and high res, but you can see how the edges of the city areas are all blocky. This is because you're filling in the pixels of a lower resolution texture. My recommendation, if it is feasible, is to blur those edges more so the defining pixel structure is less visible and it looks less pixelated.

I see what you're referring too, however by blurring the city mask it'd increase the area of semi transparent city which I felt looked worse than the pixelation, don't you think?

Also im hoping by adding some areas of transparency to the city detail, this pixelation may be somewhat reduced

Edited by pingopete
Link to comment
Share on other sites

I see what you're referring too, however by blurring the city mask it'd increase the area of semi transparent city which I felt looked worse than the pixelation, don't you think?

Also im hoping by adding some areas of transparency to the city detail, this pixelation may be somewhat reduced

Honestly, it'd be hard for me to say; I'd need to see a picture. Maybe instead of increasing the area of the semi-transparent city, you could just reshape the edges either randomly or by rounding them such that they're less blocky? Or maybe you can have a transitional suburbs texture that you use in the transition areas, though that really might be overkill for that which barely constitutes a problem. Obviously at this point I'm getting pretty nitpicky, and the mod looks amazing.

Link to comment
Share on other sites

Honestly, it'd be hard for me to say; I'd need to see a picture. Maybe instead of increasing the area of the semi-transparent city, you could just reshape the edges either randomly or by rounding them such that they're less blocky? Or maybe you can have a transitional suburbs texture that you use in the transition areas, though that really might be overkill for that which barely constitutes a problem. Obviously at this point I'm getting pretty nitpicky, and the mod looks amazing.

haha no I appreciate the ideas :) I've given it some thought before, (rounding can't be done in the current system without increasing the resolution I don't think). I think what would be idea would be a full on proceedural system, but what would be more realistic/in scope with EVE mod, would be a mid level mask texture available, so one from great distance (currently the 8 k city mask) then a middle range one (that'd determine cities layouts from a closer scale), then the cities detail texture currently in use. This could be used for all other textures as well not just cities.

All of these things would be lovely to have, and more, however I don't like bugging rbray too much as you have to remember these are pretty much all unneeded for stock kerbal sized planets, which is used by the vast majority of the community :/

He's already done a huge amount just to make RVE, thus far, even possible on RSS, which I'm hugely greatful for. This is, for the time being at least, why I'm just focusing on the more significant issues, but don't worry I'm keeping all these ideas in the back of my mind for when it may be appropriate to ask :)

New sun flare for ksp 0.90, what do you guys think?

JwgjMhI.png

Edited by pingopete
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...