Lilleman
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Parts shaders replacement, PBR, WIP release!
Lilleman replied to Lilleman's topic in KSP1 Mod Development
Well, it's trickier than I thought yesterday. I'm starting to run into small problems, like the navball being reflected, as well as those new IVA views. http://imgur.com/a/9Ptv5 I can give you the shaders I made if you want to test some things. But since it's still a WIP, it's probably not a good idea to base your work on it (I'm not sure if specular is working correctly, and the burn color is still linked to the main color). -
Parts shaders replacement, PBR, WIP release!
Lilleman replied to Lilleman's topic in KSP1 Mod Development
Because of the complex scene, I thought it would not work as in the editor and I didn't tried to add reflection probes to KSP... I was wrong. And it was surpringly easy... Here's what a single probe attached to a vessel , with a resolution of 128, looks like. (The mask values aren't right, Gloss is set very high to test reflections) I think I have enough to work with for a while. I'll try to make some better masks textures and see how it turns out. Thanks again! -
Parts shaders replacement, PBR, WIP release!
Lilleman replied to Lilleman's topic in KSP1 Mod Development
Nothing new here, it's an old hacky method I use since 0.90 or something. It does not use the asset loader or any new functionality from 1.1, and in it's current state it'll probably be incompatible with most mods. I'm using a plugin to replace a shader when a mask is available. I'll take a look at Substance and Quixel. At the moment I'm using Paint.net and GIMP, it's a bit tedious, to say the least... I didn't find a good way to use reflection probes in Unity's editor, it'll probably be too expensive to update reflection for each part, since none of them will provide a real reflection. Even without them, it makes a noticeable difference. Thank for all that. I'll switch the occlusion to the alpha channel, just in case. edit: Forgot to mention, but if someone want to take a look at the sources, feel free to ask. (the burn color is linked to the main color too, but I can fix that easily) -
Hi everyone! This plugin, mostly intended to part modders at the moment, will replace all common KSP part shaders by customized Unity Standard shaders. It replace automatically the part's shader when a mask texture is found in the mod folder. You will then be able to define Metallic, Smoothness, and Occlusion values: The Red channel defines the Metallic value, the Green channel defines the Smoothness value and the Alpha channel define Occlusion value. For Specular shaders, the Metallic value is not needed, so the red channel is unused. The archive contains mask textures for stock parts, made with a script. This is stil a WIP and some parts looks shinier than other. Current version : 0.04 Download : https://www.dropbox.com/s/qh714b3p6an1e9i/PBRShaderLoader_v0.04.zip?dl=0 Sources : https://www.dropbox.com/s/a2jeqd5a2jg8fd6/PBRShaderLoader_v0.04_src.zip?dl=0 License : WTFPL. Known problems : -The sky and the ground aren't reflected -Two faces of the reflection cubemap are inverted -The reflection probe is attached to the root part, not the center of the vessel Original post:
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High End Cpu and Low End Cpu Difference on KSP?
Lilleman replied to ThePULSAR's topic in KSP1 Discussion
My 2 cents: At this time, ksp can be played on very old laptops, with integrated graphics card. From my experience, it ran on a 1.2GHz laptop dual-core (first generation of Intel integrated "GPU", less powerful than most smartphones). You could think "not bad", for a game released in 2015, but that's the problem: This kind of hardware is not meant for this. Even a web browser has trouble with this kind of hardware. The point is: there's probably no way to make KSP run better on older computers. It also point out how recent gaming rigs are useless to improve graphical aspect or framerate. Owners of laptops won't like me for saying this, but I think quite the opposite of most people here: the game should be polished, graphics should be enhanced. Performance on old laptops shouldn't be a concern for development. -
Texture "curvature".
Lilleman replied to Lilleman's topic in KSP1 Modelling and Texturing Discussion
Thanks. Textures are generated for a plane shape, so I need to distord them as a "second pass". Note that textures are created by a fragment shader, and converted to a texture2D via a rendertexture. I can probably write it to map the texture to a sphere directly, but I'm not that good with shaders yet. If I trust this website http://paulbourke.net/geometry/transformationprojection/ , the solution is to "simply use the polar angles directly as the horizontal and vertical coordinates". Doesn't seems too complicated, I'll see how it turns out. -
Hello everyone! I'm currently coding something to generate random planet textures at runtime in KSP. So far, so good, the main problem is, textures are meant to be used on flat surfaces, and need to be distorded at the poles. Is anyone aware of an algorithm to do this? Computation speed is not an issue. Thanks in advance!
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Thanks for the report. 1.01 is out, it should solve the issue. Let me know how this work for you.
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I can't reproduce the problem, on my side it's always working correctly. Do you use any other mod that could change something in the main menu? If anyone else got the issue let me know. I will upload this mod to KerbalStuff (and to CKAN) shortly.
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Thanks for the feedbacks. I don't think this plugin need more development, so I made a thread in the Release section: http://forum.kerbalspaceprogram.com/threads/131059-1-0-x-A-visor-for-Valentina?p=2128292#post2128292
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Hello everyone! As the name suggest, here's a small plugin to make Valentina's visor visible in the main menu screen. Turns out she had a visor already, but it's so transparent it can barely be seen. To fix that, the material from another visor from the scene is applied to it. So, it's compatible with TextureReplacer. License is WTFPL. Download on Kerbal Stuff Sources Changelog : -Version 1.01: Fix compatibility with Kopernicus.
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Hello everyone! As the thread name suggest, here's a small plugin to make Valentina's visor visible in the main menu screen. Turns out she had a visor already, but it's so transparent it can barely be seen. To fix that, the material from another visor from the scene is applied to it. So, it's compatible with TextureReplacer. I don't know if a plugin like this has been made already, so for now I'll let this in the development section. License is WTFPL. Sources are included in the archive Download Update : -Version 1.01: Fix an incompatibility with Kopernicus.
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The hack is working mostly fine (at least for me, but we know how random this build can be). Only problems are, sometimes, buildings upgrading themselves on career mode, and the "pod" icons not visible in VAB/SPH. For both issues, a quick workaround: save, and reload your save. Most of the time, buildings will go back to their original level, and the missing icon will be back, (it can take several try, though). Also, the right-click bug is still here (when this happen, parts animations are also very slow). No workaround for that. Other than that, it seems waaaaay more stable than 0.90 x64 was. I did have a few crashes. But nothing related to memory (apparently), only weird freezes during gameplay, with no useful informations in the logs. Edit: to trigger the building-upgrading bug (as it was asked earlier): just enter and leave the tracking station until you got it.
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Hi everyone! I'm not sure if this problem has already been adressed, or if it's the correct section to post this. I apologize if it's the case. While highlighting the MK1-2 pod in a dark area, I noticed some artifacts on the texture. The kind you usually find on an image after an agressive compression. After a short investigation, I noticed some on other parts too. In fact, most of them. It's not very noticeable on dark parts, but it looks weird on light ones. I checked the texture quality in the game settings (everything is set to maximum quality), and re-downloaded the game once, to be sure. Then, I replaced some faulty textures with their counterparts from 0.90, converted to DDS with DDS4KSP. It solved the issue. Unfortunately, new parts textures can't be replaced this way, so it's only a partial workaround. My guess is the conversion to DDS textures has been a bit agressive. But then again, I need confirmation this problem is not only on my side. The MK1-2 pod artifacts are quite noticeable, but I replaced the texture before taking a screenshot, so here's one with a stock fuel tank; Thanks in advance for any answer on this, it's one of those "can't be unseen" problem. Edit: Forgot to mention, both textures for this screenshot have the same resolution, and the file size is the same (1366KB).
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Hi everyone! I noticed a small bug today with the 1.0 version, I don't know if this has been noticed by someone else before in an older version (after a quick check, it turns out this glitch was present in 0.90 too, didn't checked 0.25, though), Google wasn't very helpful this time. Basically, the light reflection on Kerbin oceans, under a certain angle, depends on the ship rotation/orientation. Here's a webm of the problem (easier to notice than with screenshots). I didn't test every part, but it seems to be reproducible with every vessel (tested MKI, MKIII and the small probe core, forgot his name). To reproduce, just launch a vessel in low Kerbin orbit, and spin the vessel when you see the light reflection on the ocean. I suspect this bug to be present in other locations too (Eve? Laythe?). Definitely not game breaking, I only noticed it because I was spinning my vessel like crazy, not exactly a normal gameplay session. Nothing interesting in the logs, but I can provide some if needed. Tested on 1.0 vanilla with DX9, and 0.90 with a ton of mods with OpenGL. Specs are: i5 4570K (3.4GHz), 8GB RAM, and a GTX770 2GB with drivers up to date (350.12), but I doubt it'll be relevant. All graphic settings are set to max ("Fallback shaders" is unchecked, I don't even know what it is. I suppose this are shaders used when the hardware is not compatible, maybe?) If this issue has already been addressed, a mod can close this thread.
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The Delta IV launch should be streamed here. Source.
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[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Sorry it's been a while since my last post here. I spent most of my time trying to make other mods. None of them works properly, though ... Talk about a waste of time...(I was kinda close to have a working LoadOnDemand thingy, if anyone is interested in some source code for this) Regarding the port of this program to another OS, I'm afraid it can't be done without rewriting it entirely, since it use some Windows-specific libraries. Even a simple C# port of this didn't worked as I expected. The most useful thing I can do for now is to update the exceptions list. I will read the last pages of this thread, test some popular mods again, and see if everything works as it should. It could take some time, though. If you have an up-to-date list, or found something wrong in the actual one, you can PM it to me directly or post it here. I'll do my best to make an update this week. Thanks in advance! -
This is great! Now I just have to learn more about shaders . This is what I got so far with some basic ones:
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Find textures from an InternalPart?
Lilleman replied to Lilleman's topic in KSP1 C# Plugin Development Help and Support
It seems to do the trick, thanks! The memory is still raising from 15-20MB each launch,though, I'll have to test without mods to see if the game do it naturally. Update (no need to up the post, it isn't that important at this point): The memory leak happen with Kerbal X on a stock install: it will raise the RAM usage each launch. The stock shuttle (I forgot his name) isn't affected by this... It leads me to the conclusion the memory leak is related to parts, and not something from assets. This might need more investigations, though. At least, now I know my code destroy unused objects correctly. -
Find textures from an InternalPart?
Lilleman replied to Lilleman's topic in KSP1 C# Plugin Development Help and Support
Yep, firsts results are quite good, it saves about 600MB of RAM while using OpenGL (about 1.2GB with DX9), while using full-res textures (on an install hitting +3GB of RAM usage with DX9). This is only for parts, though, I don't expect textures from other mods to be unloaded that easily. Also, the memory consumption is slowly raising every time when reverting a flight, and I can't figure if it's a "natural KSP memory leak" or just textures not destroyed correctly... -
Not sure what this is
Lilleman replied to bailey1811's topic in KSP1 Technical Support (PC, modded installs)
It's actually a reproducible bug in Vanilla KSP: 1-Land an occupied ship somewhere 2-Launch a second occupied ship 3-Crash it close enough to your first ship so you can switch to it 4-Done! The two internal spaces are melted together, resulting in those weirdnesses in IVA view, and messing with IVA's icons. Edit: When I reported it, I was told the bug was in the internal tracker. (Glitch done in 0.25, but I suppose it's still the same process) -
Find textures from an InternalPart?
Lilleman replied to Lilleman's topic in KSP1 C# Plugin Development Help and Support
I finally found a workaround, but this is a way better way to proceed, thanks a lot! Until now my solution was to add an internal module to each internal part, who send the name of the textures currently in use to an external object, on each OnAwake and OnDestroy method. This is gonna make things much cleaner. This is taking shape, for now the plugin seems to work with every part converted to DDS. Next step is to make it compatible with most RAM-consuming mods (I have to find a way to determine if EVE need high-res textures in a given SOI), but that's another story. Of course, I didn't mention it, but if someone is interested in such a plugin, I can PM the sources. It looks a lot like LoadOnDemand, the main benefit being that DDS loading is fast enough to keep a smooth framerate. -
Find textures from an InternalPart?
Lilleman replied to Lilleman's topic in KSP1 C# Plugin Development Help and Support
In fact, just being able to access the "INTERNAL" node of a part would be a great help. At this point, I'm thinking of re-parsing all cfg files with a home-made function to acces it... There's probably a better way do to that? -
EDIT original post: I've finally figured how to get the emissive texture (I should have look for documentation here instead of Unity's website...), turns out "material.GetTexture("_Emissive")" is just what I needed. I'm still looking for a way to get InternalParts materials, though. Edit 2: modified the title for visibility. Still didn't find anything that could be useful regarding InternalParts. The only way I have to access InternalPart infos are a "foreach (InternalPart ip in Resources.FindObjectsOfType(typeof(InternalPart)){}", but in this case all objects are considered as enabled, and I can't find a way to determine if this particular part is needed by the current vessel.
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[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
@starkline: I'll see how I can implement something like this. For now what I have in mind is a button to select a custom exceptions list, and add some arguments to force resize ratios, would it work for what you have in mind? @DragonEG: I'll test it and add exceptions. I should have update this list hours ago, but I had a few problems with some mods. It took me way too much time to realize it was textures corruptions because of win x64 KSP (it was working with a 1/2 chance)... Thanks for the report! @Dragon01: RSS is a bit tedious to get working properly. Even after conversion, lots of parameters files needs to be changed, and the result I got so far is really broken... Glad to hear NathanKell and Sarbian are on it, because this mod and EVE are quite heavy and can't be converted yet.