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On 2019/3/24 at PM4点42分, plonk said:

花了将近一整天的时间调整配置和NRE,但现在我已经在GTX 660(DX11 for TU)上与Scatterer + EVE + PlanetShine + Texture Replacer + Textures Unlimited 一起运行KS3P。我很高兴看到这个在我老化的硬件上运行!:)

非常感谢你,@ The White Guardian这个伟大的mod。并且非常感谢所有发布配置的人,并开始学习!

  揭示隐藏的内容

 

Hello, I am also using DX11, but my sky scene is always overexposed, can you send me your configuration, thank you very much!:sticktongue:

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@jrodriguez did White Guardian push anything to his repo you can compile? Sounded like he was pretty close to done before he vanished again. It's been just over a month since he last logged on. If not I'm just using your last build, which is working fine. Really would like that in-game GUI tho...

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2 hours ago, Drew Kerman said:

@jrodriguez did White Guardian push anything to his repo you can compile? Sounded like he was pretty close to done before he vanished again. It's been just over a month since he last logged on. If not I'm just using your last build, which is working fine. Really would like that in-game GUI tho...

Sorry for the delay, personal life and other projects forced me to put it on the backburner for a while. A recent streaming test on Twitch though had me play KSP 1.7 and I could confirm that the in-game GUI still works as intended.

Main problem is compiling the non-DX11 shaders, I can't make heads or tails of Unity's new AssetBundle pipeline. I hope I got it figured out now. In any case, compiling the non-DX11 shaders should be the last thing to finish before release. KS3P can already identify DX11 and OpenGL requests and load the appropriate shaders.

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21 minutes ago, The White Guardian said:

Okay, I really don't know how to work with Unity's new AssetBundle pipeline. @jrodriguez so sorry to ask this of you, but could you please work your magic again on the non-DX11 shaders?

@The White Guardian Of course I can help with whatever you need. I haven't seen any new commits in your KS3P repo though  https://github.com/TheWhiteGuardian/KS3P . If you can push a Dev branch with your latest changes I will do a new Pull Request during next week for the assetsbundle recompiled using the Unity 2017.1 and pragma SM5.0 for DX11 only.

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I haven’t read all the comments in the post, but is there support for ModuleManager? I’m working on a cloud mod and included in that mod is a custom config for KS3P. But I don’t want users to have to manually edit the config file for KS3P as I would like it to be as simple as possible to install. So is there a way i could write a MM config which changes the main config?

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On 4/21/2019 at 4:49 PM, jrodriguez said:

@The White Guardian Of course I can help with whatever you need. I haven't seen any new commits in your KS3P repo though  https://github.com/TheWhiteGuardian/KS3P . If you can push a Dev branch with your latest changes I will do a new Pull Request during next week for the assetsbundle recompiled using the Unity 2017.1 and pragma SM5.0 for DX11 only.

Ask and you shall receive. I just created a new branch and pushed the changes. Thanks again for your help.

21 hours ago, Messier said:

I haven’t read all the comments in the post, but is there support for ModuleManager? I’m working on a cloud mod and included in that mod is a custom config for KS3P. But I don’t want users to have to manually edit the config file for KS3P as I would like it to be as simple as possible to install. So is there a way i could write a MM config which changes the main config?

I've drastically changed how KS3P works. The only 'hard-coded' file is the config file, but that doesn't store profile setups. It does store the desired profile for each scene as well as the preferred GUI keybinds.

To use KS3P, simply create a config file anywhere in GameData, create the profiles you want, and either manually assign them in the config file or select them in-game through the GUI. I believe KS3P could save the preferences but I'm not 100% certain.

Edited by The White Guardian
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8 hours ago, The White Guardian said:

I've drastically changed how KS3P works. The only 'hard-coded' file is the config file, but that doesn't store profile setups. It does store the desired profile for each scene as well as the preferred GUI keybinds.

To use KS3P, simply create a config file anywhere in GameData, create the profiles you want, and either manually assign them in the config file or select them in-game through the GUI. I believe KS3P could save the preferences but I'm not 100% certain.

Hold up, I’m a bit confused. So I make a profile and assign it in ks3p.cfg or whatever it’s called? (i’m on mobile rn so i don’t know the exact name of the config). There’s an in-game GUI as well? How do i open it? And there’s no way to do it automatically without changing any files?

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On 4/23/2019 at 6:57 AM, Messier said:

Hold up, I’m a bit confused. So I make a profile and assign it in ks3p.cfg or whatever it’s called? (i’m on mobile rn so i don’t know the exact name of the config). There’s an in-game GUI as well? How do i open it? And there’s no way to do it automatically without changing any files?

I think the in-game GUI is something in development, but not released yet.

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I love the mod, but I ran into some problems with it and I need help fixing it (can go into configs if needed)

Problem 1: The shading effects make the game too dark

Problem 2: When I come close to anything, it blurs and I don't want it to.

Could you please give me some advice on fixing it?

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On 4/27/2019 at 9:37 AM, Svm420 said:

Are the textures in this mod required to be png? I want to know if I will have issues if I convert them to dds for myself. Thanks!

KS3P gets its textures through the built-in 'GameDatabase' feature, which supports DDS. They needn't be PNG. That said I should probably convert them for the next release...

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4 hours ago, jr_0 said:

My water is very dark. What should I change?

Welcome to the forum :)

The default config is pretty dark in general. The easiest way to change this, would be to change the color grading from "ACES" to "None" or "Neutral". You can find the confi gfile in "GameData/KS3P/Config.cfg". Look through the file until you find "Scene = Flight" and the color grading settings for the flight scene. Change the values as suggested above and save the file. The water and pretty much everything else will become much brighter :)

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  • 2 weeks later...
On 4/11/2019 at 7:52 PM, Juijote said:

Hello, I am also using DX11, but my sky scene is always overexposed, can you send me your configuration, thank you very much!

Hi, and welcome to the forums. Sure. It's essentially derived of the configs I've found in this thread. I don't remember anymore which user provided the base works for this particular config, so thanks to all users that provided configs. You should also try out others' configs, and modify or merge them. Be sure to check the output of the debug console (alt F-12) or the KSP log to identify unsupported config sections/shaders. For example, I run into problems if I try to use Eye_Adaptation. Hope this helps,and here you go:

Spoiler

KS3P
{
    Name = Default
    
    //Profile for the SPH & VAB
    SETUP
    {
        Scene = VAB
        Color_Grading
        {
            Preset = Neutral
        }
    }
    
    SETUP
    {
        Scene = SPH
        Color_Grading
        {
            Preset = Neutral
        }
    }

    //Profile for flight
    SETUP
    {
        Scene = Flight
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.17
            Radius = 0.6
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = false
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.08
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = False
            Force_Forward_Compatibility = True
            High_Precision = True
            Intensity = 1.5
            Radius = 0.8
            Sample_Count = 12
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 25.7
            Use_Camera_FOV = False
            Focal_Length = 149
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Filmic
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.10
            Opacity = 1
            Roundness = 1
            Smoothness = 0.657
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
    }

    SETUP
    {
        Scene = EVA
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.15
            Radius = 0.8
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.1
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = False
            Force_Forward_Compatibility = True
            High_Precision = True
            Intensity = 1.8
            Radius = 0.6
            Sample_Count = 16
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 5.6
            Use_Camera_FOV = False
            Focal_Length = 50
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Neutral
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.366
            Opacity = 1
            Roundness = 1
            Smoothness = 0.657
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
    }

    SETUP
    {
        Scene = IVA
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.15
            Radius = 0.8
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = true
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 3
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.1
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = False
            Force_Forward_Compatibility = True
            High_Precision = True
            Intensity = 1.8
            Radius = 0.6
            Sample_Count = 16
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 5.6
            Use_Camera_FOV = False
            Focal_Length = 50
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Filmic
        }
        Vignette
        {
            Center = 0.5,0.5
            Color = 0,0,0,1
            Intensity = 0.366
            Opacity = 1
            Roundness = 1
            Smoothness = 0.657
            Rounded = False
            Mask = KS3P/Textures/Null
            Mode = 0
        }
    }

    SETUP
    {
        Scene = MainMenu
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.2
            Radius = 0.4
            Soft_Knee = 1
            Threshold = 1.0
            Dirt_Enabled = false
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        Color_Grading
        {
            Preset = Filmic
        }
    }
    SETUP
    {
        Scene = KSC
        Bloom
        {
            Anti_Flicker = true
            Intensity = 0.55
            Radius = 0.8
            Soft_Knee = 0.872
            Threshold = 1.5
            Dirt_Enabled = false
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        Chromatic_Abberation
        {
            Spectral_Tex = KS3P/Textures/NeutralLUT_16
            Intensity = 0.1
        }
        Ambient_Occlusion
        {
            Ambient_Only = False
            Downsampling = False
            Force_Forward_Compatibility = True
            High_Precision = True
            Intensity = 1.8
            Radius = 0.6
            Sample_Count = 16
        }
        Depth_Of_Field
        {
            Focus_Distance = 10
            Aperture = 2
            Use_Camera_FOV = False
            Focal_Length = 50
            Kernel_Size = 3
        }
        Color_Grading
        {
            Preset = Filmic
        }
    }
    SETUP
    {
        Scene = 4
        Bloom
        {
            Anti_Flicker = true
            Intensity = 1.15
            Radius = 0.8
            Soft_Knee = 0.872
            Threshold = 1.1
            Dirt_Enabled = false
            Dirt_Tex = KS3P/Textures/LensDirt01
            Dirt_Intensity = 2
        }
        Color_Grading
        {
            preset = Filmic
        }
    }
}

 

 

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  • 4 weeks later...

I haven't been able to find a clear answer doing a quick topic search, but should this mod work on a linux system? There were some things about it not working with OpenGL previously in the forum.

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1 hour ago, toric5 said:

I haven't been able to find a clear answer doing a quick topic search, but should this mod work on a linux system? There were some things about it not working with OpenGL previously in the forum.

KS3P contains 3 shader bundles, one for each operating system (windows, linux, macOS) so even though I haven't tried it, I'm inclined to say it will work fine on linux as well :)

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3 hours ago, toric5 said:

I haven't been able to find a clear answer doing a quick topic search, but should this mod work on a linux system? There were some things about it not working with OpenGL previously in the forum.

I'm running Manjaro with proprietary nvidia drivers on a 1070 and it is working perfectly fine under KSP 1.7.2 with both DLCs.

I used the following files from jrodriguez:

Spoiler

 

On 1/14/2019 at 1:05 AM, jrodriguez said:

KS3P compiled for KSP 1.6 and only for DX11.

https://github.com/jrodrigv/KS3P/releases/tag/dx11

The config inside is based on the recommend configuration but with the bloom effect very attenuated during flight scene.

 

On 5/12/2019 at 11:16 PM, jrodriguez said:

@The White Guardian I have recompiled the shaders and recreated the bundle for DX11. 

You can find the bundles here: https://1drv.ms/u/s!AixZLrjtqp-RgsFwnWwHluSugRzJrg

 

I'm currently using the config from Orbital_phoenix but you may choose whatever config you want just look in this thread.

Spoiler
On 2/28/2019 at 4:14 AM, Orbital_phoenix said:

Just posting my love for this mod. Keep up the good work!!

My screenshots can't live without it :D

 

CzE5BRg.png

eSY2gnR.png

512VvOD.png

JszynEQ.png

jKlq58W.png

m45sKRw.png

 

This is the config I use for my screenshots:

https://www.dropbox.com/s/6d0pzt1sjoaoh66/Config.cfg?dl=0

 

 

Edited by gh7531
links didn't work so I used quotes
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