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Found 11 results

  1. Parallax Parallax completely recreates the surfaces of the planets, from the environment all the way down to the terrain detail. It combines a tessellation and displacement terrain shader as well as a completely new scatter system to vastly improve the planet surfaces. Parallax uses GPU instancing for surface objects in order to render massive amounts of geometry at amazing performance. See Installation Instructions below. Also see the Troubleshooting section below, and direct users here if things are not working! Watch the new trailer here: Features Overview Parallax completely replaces the terrain shader used in the normal game as well as its scatter system for placing thousands of objects over great distances. Here are some of the key features of this mod: High quality terrain tessellation shader, like in No Man's Sky Trees, grass and many other types of foliage Procedural rocks and objects Collisions with surface objects Self shadowing Completely new planetary surface textures Improvements The shader that Squad uses for Kerbal Space Program's terrain is extremely limited. Parallax's original feature was a brand new terrain shader, but the scope has expanded to surface objects as well. Parallax improves upon the stock shader in a number of ways, for example: Normal mapped lighting is accurate and faces the right way on a surface at any angle Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces No lines/artifacts, unlike the stock shader The scatter system is also a massive improvement over Squad's implementation: Millions of objects can be generated almost instantly using compute shaders Each object is drawn using GPU instancing, meaning there are significantly less draw calls. This improves rendering performance massively Frustum culling for each object Objects are collideable On-demand loading Availability System Requirements: Minimum - Scatters disabled: CPU: Parallax does not have much of a CPU impact, so this isn't really a concern GPU: Must support shader model 3.0, RAM: 4GB (With scatter objects disabled) Minimum - Scatters enabled GPU: Must support shader model 5.0 Renderer: Recommended to use DX11, but OpenGL is supported. Due to limitations, Mac OSX is not supported since Apple dropped support for OpenGL. Linux works running OpenGL. Must support Async GPU Readback (if you do not know what this is, do not worry) RAM: 6GB Recommended: GPU: DirectX 11, Shader Model 5.0 RAM: 8GB You can follow Parallax's development here: https://github.com/Gameslinx/Tessellation/ Installation Instructions for installing Parallax and its scatters: Download Parallax, Parallax_StockTextures and Parallax_ScatterTextures from the GitHub release page. Download and install Kopernicus. Minimum version release 139 or later. Open the Parallax zip and move the Parallax Folder to GameData. Open the Parallax_StockTextures zip and move the Parallax_StockTextures folder to GameData. Open the Parallax_ScatterTextures.zip and move the Parallax_StockTextures folder to GameData, merging it with the existing folder. Yes, they are named the same. This is intentional. Do not miss this step. Launch the game, and set your terrain quality to High. Set your terrain shader quality to High or Ultra. Ultra will enable tessellation. Optional: This patch will disable the bubbles / life on Eve: https://drive.google.com/file/d/16-nTUbRgQescq4ajQtka1cJnaOzPcgPy/view Need a video? Check below Troubleshooting Did installation not go as planned? Expand this spoiler to see common errors when installing and how to resolve them. FAQ Right now, there are a few frequently asked questions. I hope I can answer some of them here: What is the performance impact? You can expect to run Parallax fairly well on a GT 960M or better. Is this for stock? Yes! This also works on planet mods that support it. Why are lots of lights laggy? For some reason, KSP uses Unity's "Forward Rendering" path instead of the "Deferred Rendering" path. This means that for every pixel light in the scene, the tessellation is re-calculated. With lots of lights, this can add up very quickly. Until KSP moves to the Deferred rendering path, there is nothing I can do about this. Do I need a NASA Supercomputer? No Does this work with EVE and Scatterer? Yes. Parallax was developed alongside Scatterer, so I recommend for the best results you use them both together. Can I change the settings? There is a config within the GameData/Parallax folder. This controls the quality of the terrain shader as well as options for the scatter system Will you release documentation for modders? Yes, documentation is in the works and will be updated frequently on the github wiki. Does this work with Rescale / Sigma Dimensions? Yes, but check for configs as some values must be adjusted for things to look correct. Can I use textures from Parallax_StockTextures in my own configs? While the license does allow you to use them, I would much prefer if you don't. The stock textures are to improve the stock game. I don't want to see loads of config packs using those textures because it takes away the uniqueness of the ones I created for the stock planets. Please - Don't be lazy, make your own. Download You can download Parallax for KSP 1.12.x here: Parallax: https://github.com/Gameslinx/Tessellation/releases Please read the install instructions. If you are reporting a bug, if applicable, please let me know the steps to reproduce the error. This is extremely useful. Donations If you would like to donate to show thanks for the mod or to support its development, there is a link to my Patreon below. You unlock some cool perks by donating too! Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Licensing Parallax is licensed under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). This means that you are free to share, copy and redistribute the material in any medium or format under the following conditions: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. From: https://creativecommons.org/licenses/by-nc-nd/4.0
  2. This is a set of comprehensive patches which add new Parallax surface textures and scatters to the various bodies included in Outer Planets Mod and Minor Planets Expansion. Two patches are available; which are meant to be installed separately. When installed together they will merge and overwrite some files. Both patches are in 2k resolution, as this is the resolution I use for playing Parallax- though many scatters directly reference assets from your Parallax_StockTextures install, which is a required dependency. The Outer Planets Mod patch also includes a few custom scatters for Slate and especially Tekto, including new models. These two bodies also come with new science definitions(supporting DMagic Orbital Science) that reference these changes. Releases Screenshots All screenshots taken with AVP, Better Kerbol with no light curves, no tesselation, a personal downrezzed verison of Parallax_StockTextures, and 0.4x scatter density/range. (these are the settings I play with) MIT License Copyright (c) 2023 Lithobraker Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  3. For some reason, parallax's trees are funky. The Trees I don't know what I did wrong, or if I need to reinstall parallax, because I would like to fix this issue! If you have any solutions, please tell me.
  4. Happens everytime when booting up. KSP and mods reinstalled once. Problem isolated to parallax. Do I just need to... wait? In player.log: NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) PQSLandControl.PQSLandControl.OnVertexBuildHeight_Patch0(PQSLandControl,PQS/VertexBuildData) at PQS.Mod_OnVertexBuildHeight (PQS+VertexBuildData data, System.Boolean overrideQuadBuildCheck) [0x00034] in <4b449f2841f84227adfaad3149c8fdba>:0 at PQS.GetSurfaceHeight (Vector3d radialVector, System.Boolean overrideQuadBuildCheck) [0x0003d] in <4b449f2841f84227adfaad3149c8fdba>:0 at PQSCity.Orientate (System.Boolean allowReposition) [0x0009e] in <4b449f2841f84227adfaad3149c8fdba>:0 at PSystemSetup+<SetupLaunchSites>d__38.MoveNext () [0x00746] in <4b449f2841f84227adfaad3149c8fdba>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  5. As the tilte suggest I made a config for JNSQ and I am releasing my first stable-ish configuration. This is the first config I have ever written for KSP. It´s stable-ish version but not the final version as I am still configuring some settings, there are still some known and unknown issues. [If you find any issues let me know, I will try to fix them, may take some time]. [Also working on custom textures, may take a while though] Currently known issues: Planets turning into a silver mesh thing ,I assumme this was caused by my old config [Fixed as I haven´t encountered it again, maybe?] Random gray squares [happend once fix below] Asteroid alike planets having white dots on their terrain If you have any visual anomalies like the gray squares appearing, please go to the trackingstation and back to your vessel that should fix it. I used kopernicus for ksp 1.11.1 and made this config for that version specifially. Important Before you download, if you care about your saves test this config in a sanbox save first. I would suggest turning off true lightning and shadows in the parralax global config. Scatter performance is currently unknown test at your own risk. Rover are quite lets say bouncy turn down your springs and turn up your dampers, drive safe everybody. Download from google drive. Feedback is really appreciated as it helps me to iron out some issues, if this config is done, I may even make some for other planet packs. Installation Requires Parallax, JNSQ, Kopernicus. You have to rename your Parallax_StockTextures to ParallaxJNSQ. Then you drag the the contents of the zip into that folder replacing all. My fps is around 80~90 fps in my newest config with a 1080 and Ryzen 5 1600, varying on diffrent planets. Eye candy included: Higher Quality version of the gif below here. On a lonely planet far away from home, Jeb watches as the sun rises above the horizon. I like this one quite a lot tbh. Duna and Huygen are definelty worth checking out Eeloo gives of creepy vibes check it out for yourself. Dragonfly wannabe taking flight on Huygen Higher Quality version of the gif below here. Distributed under CC BY-NC-SA 4.0 License. Special thanks to: @Gameslinx for making such an amazing mod and just being awesome in general. @R-T-Bfor continuing and updating Kopernicus and giving me permission to use his configs. @Galileo and the whole JNSQ team for making such a unique planet system.
  6. Time becomes 999 y, 499 d, all world disappears and i can do nothing. The last mod I installed was Parallax with it's dependencies but it didn't work properly. Think better uninstall them.
  7. I really hope that ksp becomes a game with good graphics kinda like the first games's graphics when you add mods to it. I hope reflections to the visors appear just like this, along with the cool sun flares and stuff. Take your time.... please. Oh and the flag is where I'm from lol.
  8. Hi, Perhaps an easy one for you gurus out there. Mods: Eve, scatterer, kopernicus, parallax, planetchine, waterfall. Recently, my planet textures (and aset navball mfd to a degree) become blury. Rover on mun, blurry textures when moving turning. ASET interior navball mfd slightly if rotating in mun orbit, and if looking at mun thru window. Driving me crazy because last week it seemed ok, I dont remember what mod I may have updated last. I just know I had been rover driving on mun earlier last month and hadn't had the issue. I listed some of the mods that impact this, not all mods installed, any thoughts? I even reset setting in graphics and restarted KSP itself, same. It's not a dealbreaker here, just wanting to figure it out and learn in the process, even for someone like me who has played a long time. Most likely if we cant figure it, I figure a mod will update and it will be gone. You all know how it is .... Marc (RW-One)_
  9. I am using parallax and eve visuals, and this issue has never happened before, My specs are a AMD Ryzen 5 3600 and a AMD Radeon 5500XT 16GB of DDR4 Ram, Windows 10 Here is the log report https://www.dropbox.com/s/rpn6x08fbsa2x8z/Player.log?dl=0, this has not happened before, nor am I on steam version. Not using AMD Freesync. Any help?
  10. Here is the error for you guys, including specs, do any of you know a fix? [LOG 20:01:13.937] ******* Log Initiated for Kerbal Space Program - 1.12.1.3142 (WindowsPlayer x64) ru ******* Kerbal Space Program - 1.12.1.3142 (WindowsPlayer x64) ru OS: Windows 10 (10.0.0) 64bit CPU: AMD Ryzen 5 3600 6-Core Processor (12) RAM: 16294 GPU: Radeon RX 5500 XT (8152MB) SM: 50 (Direct3D 11.0 [level 11.1]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16 Log started: Fri, Oct 29, 2021 20:01:13 [LOG 20:01:13.955] ActionCanvas MASK: 3458764513820540928 [LOG 20:01:13.955] AppCanvas MASK: 3458764513820540928 [LOG 20:01:13.956] MainCanvas MASK: 3458764513820540928 [EXC 20:01:14.099] DirectoryNotFoundException: Could not find a part of the path 'C:\Users\Al\Documents\AGFY-Kerbal.Space.Program.v1.12.1\AGFY-Kerbal.Space.Program.v1.12.1\Kerbal.Space.Program.v1.12.1\GameData\4th Step - Optional Features\Essential Features (still optional though)\0MB Atmospheric Scattering (tinted glow)\#U25b3 More\GameData'. System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource].HandleError (System.Int32 hr, System.String path) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource].CommonInit () (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource]..ctor (System.String path, System.String originalUserPath, System.String searchPattern, System.IO.SearchOption searchOption, System.IO.SearchResultHandler`1[TSource] resultHandler, System.Boolean checkHost) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableFactory.CreateFileNameIterator (System.String path, System.String originalUserPath, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.InternalGetFileDirectoryNames (System.String path, System.String userPathOriginal, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.InternalGetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.GetFiles (System.String path, System.String searchPattern) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.DirectoryInfo.GetFiles (System.String searchPattern) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFilesSubdirs(System.Collections.ArrayList,string) System.IO.DirectoryInfo.GetFilesSubdirs (System.Collections.ArrayList l, System.String pattern) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.DirectoryInfo.GetFiles (System.String searchPattern, System.IO.SearchOption searchOption) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.DirectoryInfo.GetFiles(string,System.IO.SearchOption) FontLoader.FindFonts () (at <a5c262f7fe724eb9918d4487db8b635e>:0) FontLoader+<LoadFonts>d__18.MoveNext () (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) FontLoader:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start()
  11. Hi everyone! I got good news and bad news, which do you want to hear first? I suppose I'll start on the good news. GN: I got parallax with some super-hard studying (asking @Spaceman.Spiff for some tips) and seeing if my pc was compatible, and it was! So I went in and got it. Let me tell you, that mod is INSANE! (with the krakens too.. that leads us to the Bad News..!) BD: Like I said, there is quite the bored kraken caused by something I think is fixable, but not working. I got parallax 1.2.1, which has collisions, which is AWESOME for my duna rover that had the collision mesh dampen before it landed, not after. So I go along with by business, continuing the Kraken series rockets (coincidence..? I think not..) to the Mun! As I go below 100m, I realize that the collision mesh hadn't said "Damping collision mesh" or whatever it said. So as my legs sink through the ground like I was playing the old version, I realize it hadn't damped.. oh well, let's plant a flag, try out the EVA science experiment (after Danny 2462's golf vid) and go some other stuff and go home. Well, as I EVA, parallax decides "Eh, why don't we dampen the Collison mesh now?" So down goes Jason Kerman, stepping on the Munar soil and watching the kraken grab-and-run with my lander like me grabbing McDonalds. I am still scared by that lunar lander, so is there a reason why it didn't do the collision dampening before I landed? KSP Log: I am going to bed, I will respond tomorrow. Goodnight and thanks
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