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WIP - Environmental Visual Enhancements Development


rbray89

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ok how i say pfew good i ask about that!!! coz it suppose to help you special if will look on screenshot & combine with log it is a perfect combo to see what it hapen & how i say there if is anything you need more just yell i am here to mess with thing till will work :)

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first test: same issue exact same step are need to be done

i will doo second test for manual delete logs & after end i will pack log with config file & rest thing ...

;.;:huh:;.;

---Update---

question you was use last Kopernicus update Beta 0.2.3 or old one Beta 0.2.2 ??? i was made first run test with 0.2.2

Edited by Blacks
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Second test done:

I pack log testing done with Kopernicus 0.2.2 = K.0.2.2Logs & Kopernicus 0.2.3 = K.0.2.3Logs result are same aka same issue, same manual procedure it need to be use & same exception & nulreff

Confirm if you was take & if u want to pack texture +config but be ware they are a complete mess & Pingo is hide very well, anyway quality at this point not mater!!! finding how to fix is much more important ....

https://drive.google.com/file/d/0B9RK2PFOUhe3TGgxMVFrM3otd1U/view?usp=sharing

p.s. i will love to set my hand on some config from Proot but he keep his work hide to :D gieef master our pretiossssss (golum voice)

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Hello. So I bought KSP few days ago. And started looking for visual mods before playing. Found out about this mod, but I didnt wanted to use grandma 7-4 after Ive seen pictures of this overhaul. So when I installed it I was happy with visuals of Kerbin planet, untill... I found out there no other planets with clouds and atmosphere. And the strong red glow kinda unrealistic.

So... As a normal person with a head, I started researching and tweaking things. After reading all 45 pages att the time, I found out how to start GUI with alt+E, and began the work of creating clouds and atmosphere on other atmospherical planets, including Jool. Just for my self, to be happy with.

After I done clouds, only one problemm. Clouds from space, can not be colored using Gui or config file. Nothing works. Yes they have color when you are on a planet. But from space they are allways white. I tried everything.

So I desided to color them on my own, and started learn Photoshop. After some learning and doing some equations for exact colors like from 7-4 , I colored cloud textures to same colors as in 7-4 version.

In the end I got colored cloud textures for - Duna (one), Eve (4 textures), Jool (3 textures), Laythe (1 texture).

And tweaked atmospheres so it does not glow like a Christmas lamp anymore, including Kerbin.

So... Does anybody want my Clouds/atmosphere config now? and the colored textures? Untill The maker of this mod fix coloring issue

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Second test done:

I pack log testing done with Kopernicus 0.2.2 = K.0.2.2Logs & Kopernicus 0.2.3 = K.0.2.3Logs result are same aka same issue, same manual procedure it need to be use & same exception & nulreff

Confirm if you was take & if u want to pack texture +config but be ware they are a complete mess & Pingo is hide very well, anyway quality at this point not mater!!! finding how to fix is much more important ....

https://drive.google.com/file/d/0B9RK2PFOUhe3TGgxMVFrM3otd1U/view?usp=sharing

p.s. i will love to set my hand on some config from Proot but he keep his work hide to :D gieef master our pretiossssss (golum voice)

Hmmmm... are you sure your configs are set to "Earth"? I just uploaded another version that should help and try to find the issue.

- - - Updated - - -

Hello. So I bought KSP few days ago. And started looking for visual mods before playing. Found out about this mod, but I didnt wanted to use grandma 7-4 after Ive seen pictures of this overhaul. So when I installed it I was happy with visuals of Kerbin planet, untill... I found out there no other planets with clouds and atmosphere. And the strong red glow kinda unrealistic.

So... As a normal person with a head, I started researching and tweaking things. After reading all 45 pages att the time, I found out how to start GUI with alt+E, and began the work of creating clouds and atmosphere on other atmospherical planets, including Jool. Just for my self, to be happy with.

After I done clouds, only one problemm. Clouds from space, can not be colored using Gui or config file. Nothing works. Yes they have color when you are on a planet. But from space they are allways white. I tried everything.

So I desided to color them on my own, and started learn Photoshop. After some learning and doing some equations for exact colors like from 7-4 , I colored cloud textures to same colors as in 7-4 version.

In the end I got colored cloud textures for - Duna (one), Eve (4 textures), Jool (3 textures), Laythe (1 texture).

And tweaked atmospheres so it does not glow like a Christmas lamp anymore, including Kerbin.

So... Does anybody want my Clouds/atmosphere config now? and the colored textures? Untill The maker of this mod fix coloring issue

Congrats! You just discovered your first bug! I'll have a fix up later tonight.

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Congrats! You just discovered your first bug! I'll have a fix up later tonight.

That was a bug? o.O

I tought, that feature just wasnt done yet

Learned photoshop for nothing :(

Thank you for building and fixing things!

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yes good sir i seen updated, i just grabbed & i will test it in few moment, feedback it will provide for sure :)

Sounds good!

- - - Updated - - -

That was a bug? o.O

I tought, that feature just wasnt done yet

Learned photoshop for nothing :(

Thank you for building and fixing things!

Yup. The _Color param wasn't being applied to the clouds. It's an easy enough fix to make though. Looks like it somehow got removed between revisions. That being said, it is ALWAYS good to know how to use image manipulation programs :)

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Hello & here we goo with feedback, sad to bring bad news ;.;:mad:;.; same issue ;.;:mad:;.; Now let goo in more detail, if you still have screenshot from me they are perfect to use coz how i say same problem (i will describe agen):

A. Game load partial white continent Don't Panic

1. Open Eve Gui

2. Go ONLY to CityLight Manager, any other section not mater

3. Hit Apply

4. First problem solve

screanshot 0,1,2

B. Loading a save

1. Open Tracking Station all is wonderfull

2. Swich to a orbital satelite = Don't Panic we have a nasty planet

3. Open Eve Gui

4. Go ONLY to Terrain Manager, any other section not mater

5. Hit Apply

6. Seccond problem solve, i told you don't panic :)

screanshot 4,5,6,7,8,9

C. Load a save with a deorbit plain what going to dive

1. We have a nasty planet i know Don't Panic!!! how much time to say it !!!

2. Open Eve Gui

3. Goo to Atmosfere Manager ONLY, rest section not mater

4. Select each Layer what are define & hit apply

5. 3rd problem solve

screanshot 13,14,15,16,17,18,19

D. All what i describe on A, B, C it need to be done manually each time when game is load or any save is load what it show predefine "GameScene" querry, load ("LoadedScene") they have problem & get rect > way manual procedure it fix issue that will be the golden question :) = 1. GameScenes.MAINMENU >CityLight buged, 2. GameScenes.FLIGHT this is a combination from multiple load scene , 3. GameScenes.SPACECENTER it have problem to , 4. GameScenes.TRACKSTATION place were EVERYTHING IS WORKING 100% (sorry for caps)

E. Screanshot 33 & 34 are after get out from a save & prepare to exit from game

GameLogs what i provide are from 3 separate test, each time i was manual delete them to be sure are clean:

1. Option0 = Logs & Config what are use in first Test0 aka custom config use from Pingo first pre release & change to Earth name how was suppose to be

2. Option1 > Logs from second test & Config diference = RVE.cfg.OFF (add extension .OFF) / invalidate for less intrusion

3. Option2 > Logs from 3rd test, Config what was use they are original config file what came with BoulderCo aka with your pack BUT name single thing done name Kerbin is replace with Earth

https://drive.google.com/file/d/0B9RK2PFOUhe3MG5RN2UxdGxhYzg/view?usp=sharing

Testf72889a = test > f72889a = x86 release number first 7 digit from github

i am tent to start make a video but that only for extrem case

sorry for bring bad news & sadly i wish to help more by my knolege in coding are minim to basic how i say in github

big hug

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Hmmm... First:

You need to make sure you don't have any references to any bodies that don't exist. Eg. Jool in pqs.cfg and Mun in terrain.cfg. I think that should solve a lot of errors in your logs. Lets start there.

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1. ok pqs.cfg is in BoulderCo & RVE\EVE\ & it came with x86-Release.zip do you want to remove completly that file ?

aka this code line:

PQS_MANAGER

{

Jool

{

deactivateDistance = 175000

}

}

2. when you say Mun from terain.cfg you want to remove all code from a. BoulderCo (your pack) or from b. RVE\EVE\ (pingo pack)

-- update--

i replace Mun with Moon that it supose to fix that problem soo ignore my previos coment :) my bad

Edited by Blacks
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1. ok pqs.cfg is in BoulderCo & RVE\EVE\ & it came with x86-Release.zip do you want to remove completly that file ?

aka this code line:

PQS_MANAGER

{

Jool

{

deactivateDistance = 175000

}

}

2. when you say Mun from terain.cfg you want to remove all code from a. BoulderCo (your pack) or from b. RVE\EVE\ (pingo pack)

If you use RVE\EVE\, you shouldn't be using BoulderCo at all. Delete the directory entirely.

In RVE\EVE\, you want to make sure that ALL bodies are replaced or removed that don't exist (eg. Jool/Mun)

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i not use in same time RVE\EVE & BoulderCo that is oblivious!!! if i use RVE\EVE i move out BoulderCo from gamedata or if i use BoulderCo i move out RVE\EVE from gamedata is logic i am not crazy to have same config file in same time to create a huge war between them :) but have them ready for test separate for see how it work a. pingo pack > b. your pack aka if in case b is work then a is broke ... if a & b give same result = bad then ... & soo on

anyway soo what do u want to doo to remove completly that pqs.cfg

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i not use in same time RVE\EVE & BoulderCo that is oblivious!!! if i use RVE\EVE i move out BoulderCo from gamedata or if i use BoulderCo i move out RVE\EVE from gamedata is logic i am not crazy to have same config file in same time to create a huge war between them :) but have them ready for test separate for see how it work a. pingo pack > b. your pack aka if in case b is work then a is broke ... if a & b give same result = bad then ... & soo on

anyway soo what do u want to doo to remove completly that pqs.cfg

You can remove the pqs.cfg if you have no immediate plans to use clouds on gas giants. So in this case, I would.

Then open up the terrain.cfg and alter the Mun reference to either be removed, or replaced with Moon.

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I just wanted to post a potential remedy for the 'red glow' - the very red glow around the sun.

under atmosphereMaterial try these values for _SunsetColor:

_SunsetColor = 1,0.75,0.2,0.25

These values imitate the color of Earth's 'sun glow' (It is a color aptly named Sun Glow). It is close to that color anyway (original is a bit too yellow to me) - original values for Sun Glow are: vec3(1.0, 0.8, 0.2).

Result:

XY42ZuE.jpg

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I just wanted to post a potential remedy for the 'red glow' - the very red glow around the sun.

under atmosphereMaterial try these values for _SunsetColor:

_SunsetColor = 1,0.75,0.2,0.25

These values imitate the color of Earth's 'sun glow' (It is a color aptly named Sun Glow). It is close to that color anyway (original is a bit too yellow to me) - original values for Sun Glow are: vec3(1.0, 0.8, 0.2).

Result:

http://i.imgur.com/XY42ZuE.jpg

Thank you. I just took your values and included them in my 10x Kerbol release.

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Hi Rbray.

Time to enjoy the fruits of your labor. I posted a video showing off your terrain improvements. The opening scene of the main menu has all those white dots which are where the cities are located. That is from the alpha values being set in my scaled space texture to allow the cities to show through. After the main menu I launch from the KSC2 which has a near by lake so you can see the new improvements to the oceans you did. I tweaked the ocean coloring after the upgrade and then compared them to aerial shots of the ocean. It looks so close now and close the to water you can see nice rolling waves. The land terrain is just plain incredible!!!! The blending of the texture with the default colors the LandControl provides brings new life to the terrain. The mountains look like they have actual snow on them. Even going up the side of the mountain the blending of the _midTex_ texture pops out the dark green the most. This gives the appearance of a pine forest on the side of a mountain. The snow showing partially in the high level plateau just gives you a feel of fresh snow fall. The only missing effect is lacking the ability to set the _highTex_ so currently the _midTex_ shows up on top of mountains. The last thing that in the past I ran into was the _midTex_ being applied to polar regions and farm land textures applied to ice sheets don't look right. Other than that terrain improvements are a leap forward.

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Hi Rbray.

Time to enjoy the fruits of your labor. I posted a video showing off your terrain improvements. The opening scene of the main menu has all those white dots which are where the cities are located. That is from the alpha values being set in my scaled space texture to allow the cities to show through. After the main menu I launch from the KSC2 which has a near by lake so you can see the new improvements to the oceans you did. I tweaked the ocean coloring after the upgrade and then compared them to aerial shots of the ocean. It looks so close now and close the to water you can see nice rolling waves. The land terrain is just plain incredible!!!! The blending of the texture with the default colors the LandControl provides brings new life to the terrain. The mountains look like they have actual snow on them. Even going up the side of the mountain the blending of the _midTex_ texture pops out the dark green the most. This gives the appearance of a pine forest on the side of a mountain. The snow showing partially in the high level plateau just gives you a feel of fresh snow fall. The only missing effect is lacking the ability to set the _highTex_ so currently the _midTex_ shows up on top of mountains. The last thing that in the past I ran into was the _midTex_ being applied to polar regions and farm land textures applied to ice sheets don't look right. Other than that terrain improvements are a leap forward.

Yeah, I still have to implement a low/mid/high detail system. It's in the works though :) I also have an idea to add lots of variety to the terrain (different detail sets for snow/rock/grass/sand). I'm starting to worry that the performance is suffering too much though.

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after i wach jsimmons viewpost-right.png i can say holy mother of sweet pixel that make my eye to explode in milion pice imagine how many nice thing can be done!!!

rbray something new to test ? :D i am sleepy but i will ready to grab anything for test :)

time to serch for nice big coffe !!!

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Rbray89 . That ptoblemm blacks is describing, persistant also in stock KSP with only EVE installed. When I was tweaking my planets, att first load the land white. Steps to reproduce the bug.

1. Launch KSP

2. Start any game(including scenarium) , or load save.

3. Att first load, land (continents) are white.

Quit to main menu. Reload the save and normal land is back

edit: Forgot to tell that Im' running on 64 bit KSP.exe and mono.dll

Edited by Reveral
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Rbray89 . That ptoblemm blacks is describing, persistant also in stock KSP with only EVE installed. When I was tweaking my planets, att first load the land white. Steps to reproduce the bug.

1. Launch KSP

2. Start any game(including scenarium) , or load save.

3. Att first load, land (continents) are white.

Quit to main menu. Reload the save and normal land is back

edit: Forgot to tell that Im' running on 64 bit KSP.exe and mono.dll

I run the 64 bit workaround and both stock and heavily modified it runs without texture failures. Sounds like your gpu may be on the fritz, update your video drivers maybe?

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