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hebarusan avatar lghassen avatar nathankell avatar rbray89 avatar stolld avatar wazwaz avatar

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environmentalvisualenhancements's Issues

Atmospheric layer fade in

In a mod like SciFiVE (it’s only 4mb), a single cloud layer is used as a way to create an atmospheric “haze”, but flying through this breaks immersion as the layer clips the camera. What I propose is to add a parameter for the layers that tells the layers to fade in at a defined altitude. In this case, if the altitude of this atmosphere layer is 25000m, you can set the fade in start at 25002m and end at 30km or something like that. This would give users a good alternative to scatterer without having to deal with immersion breaking camera clipping. I linked the SciFiVE download because it’s the only mod that uses it right now but I intend to use it in SVE and my planet packs if a solution like this can be achieved.

KSP 1.9

Can you update for ksp1.9? Thanks.

How do I install this mod?

Well,I know how to install now but I don't know how to deletethis lssues;by the way,downloading from here is very slow,why not upload to spacedock and so on?

KSP 1.8 support

I'm back to stock clouds (none) in KSP 1.8. So the mod doesn't seem to work in the new version

Bug causing the entire bottom half of Kerbin to be filled with CityLights.

Hey,
When I launched KSP today, for some reason, the entire bottom half of Kerbin was filled with the city lights dark texture. Everything was working the other day, I would have probably noticed if an issue had occurred.

Anywhom, removing the CityLights extension from EVE's .dlls, and removing the BoulderCo/CityLights folder looks to have cleared up the issue. Of course, now, there are no actual city lights, but I do believe the city textures still exist. I guess the Kerbin Electric Grid just stopped working.

Anywhom, if this helps, here's the "modlist", as is listed in the GameData folder:

000_Toolbar, 000_USITools, BoulderCo, Coatl Aerospace, CommNetConstellation, CommunityCategoryKit, CommunityResourcePack, CTTP, CustomAsteroids, CustomBarnKit, DistantObject, DMagicOrbitalScience, DMagicScienceAnimate, EnvironmentalVisualEnhancements, Firespitter, HullCameraVDS, JSI, KerbalEngineer, Kopernicus, MechJeb2, ModularFlightIntegrator, OPM, PlanetShine, PreciseManeuver, RealisticAtmospheres, SCANsat, scatterer, Sigma, Squad, SVT, Trajectories, TriggerTech, UmbraSpaceIndustries, and VesselView, along with the usual ModuleManager 2.7.5.

Hope this is enough detail. I'd be happy to send over the full log with CityLights enabled, from startup to me going into the tracking station, if that's needed. I'm running KSP on Windows 10 in 64-bit mode.

RSSVE clouds missing

Well Im using RSSVE(or lite) on my new laptop with KSP 1.2.2 & 1.6.1 There is a problen that RSSVEs EVE part never really work (Nope!) that clouds and auroras fail to load completely and only scatterer worked.....
I solved it in 1.2.2 with a full RSSVE-Lite and scatter texture from RSSVE 1.6.1 and dll&scatterer cfg part of RSSVE 1.2.2.1622-RC4.
But in 1.6.1 when I was using the same strategy it still went abnormal that Earth became featureless blue sphere when flying at 104-170km.I'm still wondering whether it's scatterer of EVE that went wrong......
Also calling @PhineasFreak and @LGhassen for this issue.
Note that I`m using 1.6.1 legacy version since I used RSS+RO and there is no version for 1.7.x(Kopernicus restriction)

NullReferenceException in RemoveFromPQSCities

Hi!

  • KSP 1.7.3
  • EVE 1.4.2-2

NullReferenceException in RemoveFromPQSCities:

System.NullReferenceException: Object reference not set to an instance of an object
  at Utils.MaterialPQS.RemoveFromPQSCities () [0x00000] in <filename unknown>:0 
  at Utils.MaterialPQS.Remove () [0x00000] in <filename unknown>:0 
  at CelestialShadows.ShadowObject.Remove () [0x00000] in <filename unknown>:0 
  at EVEManager.GenericEVEManager`1[T].Clean () [0x00000] in <filename unknown>:0 
  at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 
  at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 
  at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 
  at CelestialShadows.ShadowManager.Setup () [0x00000] in <filename unknown>:0 
  at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 

It looks like it is caused by the lack of null-check on this.sphere.
RemoveFromPQSCities being called by Remove, I suggest to split the existing null-check on this.sphere and replace it by something like:

            if (this.sphere != null)
            {
                RemoveFromPQSCities();
                if (this.sphere.quads != null)
                {

CityLights do not appear by default in scaledspace on bodies other than the homeworld.

For Whirligig World, I have a planet called Yalthe which uses CityLights functionality to make volcanoes light up.

It behaves as expected from localspace, showing the glowing lava in places determined by the emissive map:
image

image

However, it appears as if there are no lights from scaledspace, either in flight or in the map view, throughout quicksaves/quickloads, and scene changes, unless you do the following:

  • Open EVE Config Manager
  • Tab over to Yalthe
  • Switch to CityLights Manager
  • Hit the "Apply" button.

When that is done, the volcanoes pop into view, and remain persistent throughout the game.

image

The config used is as follows. You can see that Mesbin-Volcanoes, which uses body = Kerbin (the homeworld) is identical to Yalthe-Volcanoes, except with the detail scale, body name, and map filepaths changed. (Changing the detail scale does not affect the problem.)

EVE_CITY_LIGHTS { OBJECT { name = Mesbin-Volcanoes body = Kerbin cityLightsMaterial { _CityOverlayDetailScale = 30 _CityOverlayTex { value = WhirligigWorld/ModCompatibility/Emissives/Textures/Mesbin_Volcanoes } _CityDarkOverlayDetailTex { value = WhirligigWorld/ModCompatibility/Emissives/Textures/VolcanoLights } _CityLightOverlayDetailTex { value = WhirligigWorld/ModCompatibility/Emissives/Textures/VolcanoLights } } } OBJECT { name = Yalthe-Volcanoes body = Yalthe cityLightsMaterial { _CityOverlayDetailScale = 2 _CityOverlayTex { value = WhirligigWorld/ModCompatibility/Emissives/Textures/Yalthe_Emissive_Volcanoes type = AlphaMap } _CityDarkOverlayDetailTex { value = WhirligigWorld/ModCompatibility/Emissives/Textures/VolcanoLights } _CityLightOverlayDetailTex { value = WhirligigWorld/ModCompatibility/Emissives/Textures/VolcanoLights } } } }
EDIT: Markdown ate the config so rather than sort it out I'll just link the config in pastebin: https://pastebin.com/p8jUAdUU

To be clear, the problem does not occur on the homeworld. The volcanoes set glowing there are visible from space by default.

CityLights throws exceptions when applied to nonexistent bodies

I was testing on my RSS install and ended up commenting out the cbNameLater = Earth line in Earth's configuration file, so Earth's internal name was still Kerbin and not Earth, which is not how RSSVE is defined. This provoked a flood of exceptions from CityLights.LocalCityComponent.OnPreCull() in the flight scene.

Pink block on vessels can be caused by EVE

Is not really a big of a deal, but since I download the 1.8 Environmental Visual Enhancements, pink blocks normally attached to the command module spawn almost every time I launch my vessels, normally a simple tap with the left mouse button can make it disappear.
can you guys make a update to 1.8.1 and 1.9?

cloud rim in scaled space

Using this test set up HERE, I was trying to minimize the cloud rim seen in scaled space. EXAMPLE.
I had some success, changing the _RimDistSub from 1.01 to 0.0001 and messing with the FalloffPow and FalloffScale.

This looks great in scaled space, but unfortunately, setting the _RimDistSub to anything more than 0.0001 results in the rim reappearing and anything less that 1 results in no 2D clouds on the surface.

If this could be rectified, visual mods like SVE or AVP or even default EVE cfgs can take advantage of this and look at least 62.71% better!

Error generated during EVE loading related to AssetBundle files...

Excerpt from the log file:

_[ERR 00:23:04.771] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:04.771] AssetLoader: Bundle is null

[ERR 00:23:04.821] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:04.821] AssetLoader: Bundle is null

[ERR 00:23:04.871] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:04.871] AssetLoader: Bundle is null

[ERR 00:23:04.921] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:04.921] AssetLoader: Bundle is null

[ERR 00:23:04.971] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:04.971] AssetLoader: Bundle is null

[ERR 00:23:05.021] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:05.021] AssetLoader: Bundle is null

[ERR 00:23:05.071] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:05.071] AssetLoader: Bundle is null

[ERR 00:23:05.238] Trying to reload asset from disk that is not stored on disk

[ERR 00:23:05.276] Trying to reload asset from disk that is not stored on disk

[ERR 00:23:05.294] Trying to reload asset from disk that is not stored on disk

[ERR 00:23:05.381] Trying to reload asset from disk that is not stored on disk

[ERR 00:23:05.401] Trying to reload asset from disk that is not stored on disk

[ERR 00:23:05.457] Trying to reload asset from disk that is not stored on disk

[ERR 00:23:05.488] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:05.488] AssetLoader: Bundle is null

[ERR 00:23:05.538] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:05.538] AssetLoader: Bundle is null

[ERR 00:23:05.587] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:05.587] AssetLoader: Bundle is null

[ERR 00:23:05.638] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:05.638] AssetLoader: Bundle is null

[ERR 00:23:05.687] The AssetBundle 'file://G:\Kerbal Space Program 1.2.0\GameData\EnvironmentalVisualEnhancements\eveshaders-windows.ksp' can't be loaded because another AssetBundle with the same files is already loaded.

[ERR 00:23:05.687] AssetLoader: Bundle is null_

Atmospheres are "upside down"

image
I'm 99% sure this is a problem with E.V.E. I've tried reinstalling the mod but that doesn't fix it. I'm running ksp version 1.4.2

EVE cfg edit bug

Open EVE GUI at KSC or in orbit or anywhere in flight, make any change in the cloudmanager, and hit apply. You don't even have to make a change just hit apply. Debug menu floods with NullRefs.

Only way to fix the issue is to perform a scene change.

Changing EVE cfgs in tracking station does not cause the above issues.

Compatibility with KSP 1.9 through CKAN

The Compatibility with KSP 1.9 through CKAN would be cool.

Any plans? Do we know what's needed? I could contribute; I have C# unity experience from work.

im new to EVE and im not seeing any effects

I just downloaded eve and what all i believe to be the dependency, and im not seing any effects. i have the SVE, AVP, and BC but im not able to get them to work. i can see SVE in the UI but no matter what i do nothing shows up. tell me if im missing.

Limited compatibility with HaystackContinued / Shadows not matching clouds

As described on forum: http://forum.kerbalspaceprogram.com/index.php?/topic/149733-122-environmentalvisualenhancements-12-2/&do=findComment&comment=3027031
For reproduction:

  1. Install KSP (version 1.2.2)
  2. Add this Mod, its Default Configuration, and HaystackContinued (https://github.com/qberticus/HaystackContinued/releases/tag/0.5.2.1)
  3. Launch new game
  4. Build and launch a new rocket to orbit - the clouds will look as beautiful as expected
  5. Jump back to the Space Center
  6. Jump back to the ship in orbit using the Haystack Continued Menu - do NOT go through the tracking station
  7. The shadows of the clouds on Kerbin won't match the clouds and the clouds move strangely, especially during time warp

Clouds overexposed

Note how much more overexposed the clouds are in map view as opposed to how they look in flight mode and in the tracking station in scaled space. I tested on Default EVE cfgs and SVE and both are extremely overexposed.

(originally reported by @Galileo88)

doesn't even work

its in my gamedata folder but it won't even show up in the game. No clouds or anything the game looks stock, any fixes????

Volumetrics clouds performance

Hi!

After lot of testing I have concluded that the current volumetric clouds are creating a massive performance hit. Every GPU will go 100% usage when approaching the clouds or when turning the camera into them.

Currently I'm using RSSVE and dx11.

My questions is if maybe we can take back previous volumetrics clouds implementations (I rememeber one from rbray from 2014/2015 which had a much better performance)

If you don't have time but you can point me in the right direction I'll be more than happy give it a try.

my EVE does not work, please help

it keeps showing it as stock, EVE is on my gamedata but it doesnt show up.

nah even kopernicus mods dont show even thought i have it on my gamedata

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