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Everything posted by Gameslinx

  1. Collisions with these aren't currently possible because they exist only on the GPU
  2. Here's some more progress on the scatter system I'm working on. Over the last month I managed to get large scale objects working properly on Kerbin. I added some roses, daisies and ferns to go with them
  3. Your ground textures don't look like Parallax is installed (or working). Can you upload your KSP.log? You need to make sure that in your scatterer settings you have the depth buffer setting enabled
  4. This is EVE's city lights conflicting. To fix, you can remove the city lights folder
  5. Hey all, I have an update on the grass and scatter system I've been developing! I won't say much, but I'll post some pictures. Performance is much better than I expected and I'm excited to show you guys much more . The models for the trees will not be the final model, they're just there for proof-of-concept!
  6. Hey all, I hope you had a merry Christmas. I've been working with compute shaders and I found a way to generate huge amounts of points that lie on a mesh. The application? Grass: Pictured: Unity Editor I hope to get it running in-game but so far this is more of a "proof-of-concept". Definitely not inspired by the grass coming to KSP2 This grass uses GPU instancing rather than a geometry shader, so it will run faster than most normal applications. It doesn't use billboards either! Currently, these are proper 3D meshes being drawn at different positions and scales. This means that the application for this is not just limited to grass, but for rocks and small surface objects as well!
  7. There's a chance it will work because DART is meant to function independent of anything else installed . I'm interested to see if it does work
  8. An independent and custom version of Parallax is packaged with DART. It can work alongside the main Parallax without any issues, but DART doesn't depend on main Parallax being installed
  9. Yes, however the update is taking longer than I expected. Also see below
  10. Can you send a link to your KSP.log? Can you do the same? Thanks
  11. Hi all, I just wanted to make a quick post to let everyone know that an update is still in the works but taking longer than expected. I started off by developing the next part of Parallax - Asteroids - but I want to focus on a few bugs present in the current version before trying to add new stuff. University is starting again for me shortly. In the time between now and then, I'm taking some short time off to focus on getting my bearings for the new academic year. Thanks for all the feedback and I hope to get an update ready as soon as I feel comfortable to continue
  12. EdgeLength affects the range at which the tessellation quality begins to drop. It is essentially "the minimum length of an edge (two connected vertices) can be on the screen before it is tessellated less". The range value affects the range at which the tessellation stops completely. Reducing the EdgeLength will improve the quality, as will extending the range. 1.3.0 should not look worse than 1.2.3. If you can share a screenshot of what you're seeing, that would be helpful
  13. Because none of them were actually used. The stock textures never used the reflections, and collisions have been temporarily removed so I can rewrite them. Those settings you added back will do nothing. The code that uses them, and the shaders themselves, don't reference those settings anymore.
  14. This looks like the city lights, which are not compatible. You can disable them and that'll fix the flickering
  15. I removed collisions for now, so the ground behaves as normal in the stock game
  16. This might happen from time to time - You won't fall through the ground if it happens again, it just visually isn't there. I'm still working a few bugs out with the most recent major update because I'm using a completely new system to increase the terrain detail. Expect an update soon bringing a few fixes
  17. Enable it, see if that helps, then disable it if it doesn't do anything. I don't think that affects Parallax shadows anyway because it uses its own layer but it's better to be safe than sorry
  18. Yeah it doesn't look like you have shadows. Make sure your shadow cascades are set to 4 in the settings. Feel free to share your settings.cfg file if that doesn't help. Those rocks should be casting shadows behind them and it doesn't look like they are. Other than that, everything else looks fine. You could try going to Ike - The rocks there are taller and cast shadows better
  19. Make sure your terrain shader quality is set to Ultra and that your graphics card supports tessellation
  20. Parallax doesn't touch physics at the moment so it isn't causing your crafts to explode on load
  21. It's something I did wrong in the code. KSP uses two different triangle winding orders for the terrain mesh for some stupid reason and I got the code to detect it wrong. In update 1.3.1 I'll be addressing this, and the hovering above the ground will be fixed They will be coming back but I want to focus on making sure that the newest feature, Advanced Subdivision, works well. It has a bug as I mentioned above which would make troubleshooting the code for collisions harder than it already is. It is easier for me to focus on them separately
  22. Turn on Terrain Scatters in your main menu settings
  23. Yes, those blue particles do slowly orbit the asteroid
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