Jump to content

[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]


Gameslinx

Recommended Posts

Hi, loving this mod so far. It's gotten me back into KSP after a long hiatus! I'm excited to get back into it.

I've only had one small problem so far. That is the lighting/shading appears to be off on the smaller, non-collidable scatter objects. It is most noticeable in the dark. Below is a screenshot on the dark side of Minimus. The rocks on the Mun look some what the similar. From what I've seen of others' screenshots and videos, this is not what it's supposed to look like. Got any ideas of what it might be?

KSP.log:
https://www.dropbox.com/s/dsgjcr28xcmt82b/KSP.log?dl=0

I have more information about my mod list and configuration settings below.

MrGbA06.png

The other visual mods I have installed are:

  • EnvironmentalVisualEnhancements
  • PlanetShine
  • Scatterer
  • StockVisualEnhancements

Full list of all mods I have installed:

Spoiler

AdvancedFlyByWire
B9PartSwitch
ClickThroughBlocker
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
DeployableEngines
DynamicBatteryStorage
EasyVesselSwitch
EngineLightRelit
EnvironmentalVisualEnhancements
Firespitter
FirespitterCore
FirespitterResourcesConfig
Harmony2
KAS
KerbalStats
KIS
Konstruction
Kopernicus
KSP
MoarKerbals
ModularFlightIntegrator
ModuleManager
NearFutureConstruction
NearFutureElectrical
NearFutureLaunchVehicles
NearFuturePropulsion
NearFutureSolar
Parallax
PlanetShine
RealPlume
Scatterer
SmokeScreen
StationScienceContinued
StockVisualEnhancements
SVE
ToolbarController
TriggerAu
USITools
Waterfall

My graphics settings are below:

yFxMPsr.png

 

Link to comment
Share on other sites

19 hours ago, Ravenspetdragon said:

Sooooo, With the KK scatters fixed, (I think), Is there a possibility of collidable trees?

You can manually add these yourself, it's a flag in the stock configs. E.g:

# Kerbal Space Program\GameData\Parallax_StockTextures\_Scatters\Configs\Kerbin.cfg
  
Scatter
	{
		name = OakTree
		model = Parallax_StockTextures/_Scatters/Models/Kerbin/oaktrunk0
		collideable = True # This is the new line
		updateFPS = 0.330000013
		cullingRange = 200
		cullingLimit = -400
		alignToTerrainNormal = False
		maxObjects = 40000
		SubdivisionSettings

 

Link to comment
Share on other sites

3 hours ago, Moose said:

You can manually add these yourself, it's a flag in the stock configs. E.g:

# Kerbal Space Program\GameData\Parallax_StockTextures\_Scatters\Configs\Kerbin.cfg
  
Scatter
	{
		name = OakTree
		model = Parallax_StockTextures/_Scatters/Models/Kerbin/oaktrunk0
		collideable = True # This is the new line
		updateFPS = 0.330000013
		cullingRange = 200
		cullingLimit = -400
		alignToTerrainNormal = False
		maxObjects = 40000
		SubdivisionSettings

 

You are an absolute legend.

Link to comment
Share on other sites

8 hours ago, Ravenspetdragon said:

You are an absolute legend.

Cheers - personally I only do the base layer (which are the trunks). The "tops" are the leaves which are worth leaving uncollidable imho. I also do "sapling" for the smaller trees that spot the planet.

Link to comment
Share on other sites

On 12/16/2022 at 8:22 PM, Gameslinx said:

To add - I am working on backwards compatibility so that planet packs that will only go up to Parallax 1.3.1 can also enjoy the performance improvements of Parallax 2.0.

Hold on, this has not gotten the attention it deserves. I saw this was included in the latest update. How does this affect for example Beyond Home? Are all the 2.0 features now applied there as well or would an older planet pack still need to do updates on its own end?

Either way it's huge.

Link to comment
Share on other sites

1 hour ago, Morphisor said:

Hold on, this has not gotten the attention it deserves. I saw this was included in the latest update. How does this affect for example Beyond Home? Are all the 2.0 features now applied there as well or would an older planet pack still need to do updates on its own end?

Either way it's huge.

The scatter system won't work on 1.3.1 packs because, of course, configs are needed.

But the huge optimization I made to the subdivision code will work, resulting in a reduction of ~6ms of CPU time which is huge!

Side note, I tested this only with RSS but it should work for Beyond Home too if you're using Ballisticfox's version of it, which is on Parallax 1.3.1

 

Link to comment
Share on other sites

7 minutes ago, RealTimeShepherd said:

@Gameslinx Any word on RSS configs?

I have made it fairly clear that I will not be making configs for RSS or any other planet packs - that is the responsibility of the planet pack author just as it is with EVE, Scatterer or any other visual mod :P 

However, version 2.0.6 will work on RSS even though RSS uses version 1.3.1, so you can now get the performance benefits on older versions.

Edited by Gameslinx
Link to comment
Share on other sites

10 hours ago, Smart Boy said:

1. Does it still look remotely as good without scatters?

 

Without Scatters, Parallax just does surface texture/shader changes for each of the planets. To disable scatters, there is a parameter in 'ParallaxGlobal.cfg' called 'enableScatters'. If you set it to false, scatters will not show up anymore for you

Link to comment
Share on other sites

On 12/18/2022 at 12:28 AM, Ravenspetdragon said:

Sooooo, With the KK scatters fixed, (I think), Is there a possibility of collidable trees?

I would need more opinions on this before I make this change go through

I think a good approach would be to make the tree trunks collideable but not the leaves. It would be a surprise to anyone flying in forests now.

Let me know :)

 

Edited by Gameslinx
Link to comment
Share on other sites

1 hour ago, Poodmund said:

If you kept the trunks as pill primitives or something would it be fairly cheap?

By default I use the LOD0 for all of the colliders. I wanted accurate collisions to the visual mesh. Only colliders directly next to the craft are ever enabled, so there is negligible impact to performance from the collider itself! :) 

Link to comment
Share on other sites

2 hours ago, Cerious said:

Is it normal that regular trees and regular flowers appear near the desert airfield?

Thanks in ahead, noticed this when recording a cinematic.

I'm pretty sure that those are supposed to be blocked out with the biome blacklist in the scatter config for Kerbin, but I could be wrong.

(also Cerious cinematic hype?)

Link to comment
Share on other sites

Using Parallax 2.0.6:

For me was a good surprise that OuterPlanetsMod take advantage of parallax:

or at least I think or its just a bonus of OPM is reusing EELOO from stock right?

GVlOLiX.jpg

Nothing like land then on Kerbin again... ( I am not sure if they grow with light :) )

x7TBHoi.jpg

 

 

Link to comment
Share on other sites

On 12/20/2022 at 2:08 PM, Gameslinx said:

I would need more opinions on this before I make this change go through

I think a good approach would be to make the tree trunks collideable but not the leaves. It would be a surprise to anyone flying in forests now.

Let me know :)

 

Challenge accepted off-course :)

[1] The video is processing on Youtube...

[2] Kerbal Space Program\GameData\Parallax\Config\ParallaxGlobal.cfg

	CollisionSettings
	{
		enableCollisions = true 					//EXPERIMENTAL: Enable or disable collisions (Low CPU impact). I cannot guarantee that as of this version that the colliders will work all of the time. Please let me know if you encounter any problems.
		onlyQueryControllable = true				//Only generate colliders for controllable vessels (Vessels with a command part). Debris is ignored. Disabling this will increase CPU impact.
	}

[3] LOG: https://www.dropbox.com/s/fyllkdlcgu2konq/Paralax_2.0.6.log?dl=1

grep on configs: $ grep -r -i "collideable"


Configs/Bop.cfg:                collideable = True
Configs/Bop.cfg:                collideable = True
Configs/Bop.cfg:                collideable = True
Configs/Bop.cfg:                collideable = True
Configs/Bop.cfg:                collideable = True
Configs/Bop.cfg:                collideable = True
Configs/Bop.cfg:        alwaysCollideable = True
Configs/Bop.cfg:                collideable = True
Configs/Bop.cfg:        alwaysCollideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               collideable = True
Configs/Dres.cfg:               alwaysCollideable = True        //Collider mesh is always active because the mesh is too large
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               alwaysCollideable = True
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               alwaysCollideable = True
Configs/Duna.cfg:               collideable = True
Configs/Duna.cfg:               alwaysCollideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              collideable = True
Configs/Eeloo.cfg:              alwaysCollideable = True
Configs/Gilly.cfg:              collideable = True
Configs/Gilly.cfg:              collideable = True
Configs/Gilly.cfg:              collideable = True
Configs/Gilly.cfg:              collideable = True
Configs/Gilly.cfg:              collideable = True
Configs/Ike.cfg:                collideable = True
Configs/Ike.cfg:                collideable = True
Configs/Ike.cfg:                collideable = True
Configs/Ike.cfg:                collideable = True
Configs/Ike.cfg:                collideable = True
Configs/Ike.cfg:                collideable = True
Configs/Ike.cfg:                collideable = True
Configs/Ike.cfg:                alwaysCollideable = True
Configs/Kerbin.cfg:             collideable = True
Configs/Kerbin.cfg:             alwaysCollideable = True
Configs/Kerbin.cfg:             collideable = True
Configs/Kerbin.cfg:             alwaysCollideable = True
Configs/Kerbin.cfg:             collideable = True
Configs/Kerbin.cfg:             alwaysCollideable = True
Configs/Kerbin.cfg:             collideable = True
Configs/Kerbin.cfg:             alwaysCollideable = True
Configs/Laythe.cfg:             collideable = True
Configs/Laythe.cfg:             collideable = True
Configs/Laythe.cfg:             alwaysCollideable = True
Configs/Laythe.cfg:             collideable = True
Configs/Laythe.cfg:             alwaysCollideable = True
Configs/Laythe.cfg:             collideable = True
Configs/Laythe.cfg:             alwaysCollideable = True
Configs/Minmus.cfg:             collideable = True
Configs/Minmus.cfg:             collideable = True
Configs/Moho.cfg:               collideable = True
Configs/Moho.cfg:               collideable = True
Configs/Moho.cfg:               collideable = True
Configs/Moho.cfg:               collideable = True
Configs/Moho.cfg:               collideable = True
Configs/Moho.cfg:               collideable = True
Configs/Mun.cfg:                collideable = True
Configs/Mun.cfg:                collideable = True
Configs/Mun.cfg:                collideable = True
Configs/Mun.cfg:                collideable = True
Configs/Mun.cfg:                collideable = True
Configs/Pol.cfg:                collideable = True
Configs/Pol.cfg:                alwaysCollideable = True
Configs/Pol.cfg:                collideable = True
Configs/Pol.cfg:                collideable = True
Configs/Pol.cfg:                alwaysCollideable = True
Configs/Pol.cfg:                collideable = True
Configs/Pol.cfg:                alwaysCollideable = True
Configs/Pol.cfg:                collideable = True
Configs/Pol.cfg:                alwaysCollideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Tylo.cfg:               collideable = True
Configs/Vall.cfg:               collideable = True
Configs/Vall.cfg:               collideable = True
Configs/Vall.cfg:               collideable = True
Configs/Vall.cfg:               collideable = True
Configs/Vall.cfg:               collideable = True
Configs/Vall.cfg:               alwaysCollideable = True
Configs/Vall.cfg:               collideable = True
Configs/Vall.cfg:               collideable = True
Configs/Vall.cfg:               collideable = True

I am missing something? @Gameslinx

Thanks!

 

Link to comment
Share on other sites

Question about Parallax and RSS.
afaik RSS only officially supports Parallax 1.3.1, But on the github I see a changlog line for Parallax 2.0.5 saying "Added backwards compatibility for planet packs that only support up to Parallax 1.3.1. You can now update to Parallax 2.0.5 to benefit from the optimizations and improvements Parallax 2 brings."

Does that mean that I can safely use Parallax 2.0.5 with RSS v19.0.4 (the most recent as of this post) even tho RSS doesn't officially support it atm?

Link to comment
Share on other sites

1 hour ago, funnelton said:

what does this do to the breaking ground scatters?

Makes  them harder to find.  You can use the BTDT surface scanner from SCANSAT mod to detect them. Or use the ALT-F12 menu under Breaking Ground to make a little red arrow visible over top the scannable scatter   

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...