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Shadowmage

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Everything posted by Shadowmage

  1. The author of that video is using at least a post-processing mod + customized scatterer settings. You are definitely not going to get those visuals 'out-of-the-box'.
  2. I was referring to programming, using the C# programming language. If config writing is more your thing, I would suggest looking into the mods mentioned above, and ask in their respective threads how to accomplish what you are looking for.
  3. So, apparently PartTools expects to be pointed at the GameData directory for IVA spawning (I believe this is how you first had it configured, which was correct): However it is not resolving the textures, which is not entirely surprising, but also is most definitely an issue. Even when I manually replace the DDS images with PNGs they still fail to resolve, so it isn't purely a format issue (but more of a folder/path issue). Looking at the logs, it also looks like it is failing to resolve quite a few models for one reason or another. Sadly however, they've hidden all of the PartTools code inside of a DLL, so I cannot say why it is failing. My take on this, is that there are bugs in PartTools when attempting to use it with Stock models. Notably, any props that I created load fine, but anything squad related fails to load... (the chair and MFD props and textures in the following image were my creation) I would highly suggest filing a bug-report on the KSP issue tracker on this, noting that you cannot use PartTools to work with the stock IVAs due to the broken references. Most likely they either have their own custom internal tools that they use, or a custom internal folder layout that does not exactly mimic the KSP runtime layout and this somehow made it into the PartTools code. Sorry I couldn't provide any further answers. Last I worked on IVAs, these all 'worked' (was still a PITA to setup, but it didn't spawn endless errors...). I should still note however, that if you are planning on doing custom IVA work (e.g. for your own models), this shouldn't be a problem as it appears to be able to resolve the custom models/textures just fine. I should also note that your setup will likely still work for exporting standard models / creating the .mu files; its just broken for IVA work on stock models.
  4. Glad to see the DX12 shaders/etc are actually working. I included them (along with the OpenGL versions) in case anyone wanted to give it a try... Happy to hear you are enjoying it; feel free to post up any glamour shots or customized profiles if you desire
  5. I'll see about firing up part-tools when I get home from work, and see if I can remember how to set it up for use for IVA creation, and do a quick write-up for you on the steps for setup; as stated, it wasn't the most straightforward process when last I worked through it (was a few years ago...). Unity does, especially the recent versions (2017+); create a material, assign a shader, and it'll let you throw DDS images into the texture slots, no problem. The KSP shaders however, are not compiled to support their own poorly/inconsistently formatted normal maps; so anything with a normal map will be fubar in the Unity editor (thankfully, not many IVA props use them; and also not a problem if you properly encode your normal maps). Also, the KSP PartTools package might not support DDS textures (unknown if it can read them; pretty certain it can not export them). Finally, the Y coordinate on DDS images is inverted, so anytime you use them in the Unity Editor, you have to set the y-axis tiling to ' -1 ' in order to get correct UV mapping (why this is needed for Unity editor and not KSP is unknown). Hopefully I can at least help you get PartTools working for IVA setup....
  6. SSTU also adds a few large 'inflatable' station modules -- both centrifuges and simple Bigelow style inflatables. Note, however, that it is a fairly large modpack, and might not be worth it just for those parts...
  7. These are buried inside the KSP compiled project asset files, and are not available as .mu models. Most likely it is currently a texture; so you would need to replace whatever texture(s) are used for the rendering. As with the kerbal models, these files are not directly accessible and are instead compiled into the games asset files. TLDR: Access to either requires custom scripting. Do you know C# / KSP plugin development? (there are also mods already available that can accomplish either; TextureReplacer for kerbals texture changes, Kopernicus for planet modifications; TexturesUnlimited might also be able to do Kerbal Suits, but it is untested in recent KSP versions)
  8. One thing to note, last I checked on PartTools, is that it expects different folder paths for use in PartTools exporting vs. use for IVA setup. E.G. See the error at the bottom of your screenshot that states it can't find a resource? Likely you need to set the PartTools configuration data to point to the root KSP directory and not the GameData directory. Yes, it is a bug in PartTools. No, nobody has bothered to fix it in the ~5 years I've been dealing with it. Have always needed at least two Unity Projects; one for parts, one for IVAs. Edit: I'll see if I can do some walk-throughs on this / provide screenshots, as my description above is not likely sufficient to fix the problem by itself...
  9. I feel ya there, and do much the same thing (and is why I haven't personally played KSP in ~2 years). Too many darned ugly stock parts/shaders that need to be fixed... (not to mention nearly every single parts mod).
  10. The config file, sure. But it uses the stock MODELs, which Restock will erase/remove/etc.
  11. Uninstall Restock? (or any other mod that might have changed/moved/removed the stock part or its model).
  12. Unknown, didn't test. Its a simple 'mode' setting in the AO profile, so I can probably add it to the UI and load/save stuff. Never hurts..
  13. TUFX requires KSP 1.9.x + DX11; EVE has issues with KSP 1.9.x + DX11, regardless of TUFX being installed. Once EVE works with KSP1.9.x + DX11, there should be no issues using both. (it is not a mod incompatibility; it is an EVE not updated yet issue)
  14. Updated release is available: https://github.com/shadowmage45/TUFX/releases Disables HDR on default profiles, re-adds them as 'Default-HDR-XXX', and adds the ability to select the post-processing AA mode through the config UI.
  15. Yes; both shaders are included, but only the MSVO is exposed to the API/configs. Didn't see much of a need to include both.
  16. @Manwith Noname Various AA settings: No AA 8x MSAA (hardware) FXAA SMAA TAA Should have this setting included for the next round of updates. Already built-in; just untested, and fully unsupported (you are on your own in that territory, don't even bother reporting any issues, as I won't fix them). Just need to wait for scatterer to update. Not sure why everyone is so dead set on trying to get Scatterer working in 1.9, when @blackrack himself said to just be patient for a couple of weeks, and it will all work under DX11 in the future (and likely with better performance). There is no 'blocker issue', you all just need to be patient and wait for devs to do our stuff.
  17. Yeah, it does, a bit. Wouldn't hurt to try though (interested myself if it works, but no 1.8 installs around anymore). -Might- also work with OpenGL / DX12; compilation targets and shader variants are also included, but untested due to the mutli-camera setup likely causing issues.
  18. Pretty much, yes. Uses the newer Post Process Package v2.x, and works in newest KSP versions, but both do the same things for the most part. Might (should load fine), but might have artifacts in places where the multi-camera setup is used. Can't guarantee anything, nor can I offer any support for issues on older KSP versions. Yeah, I'm going to change the default profiles to not use HDR, I think. Will have to redo the color grading and bloom settings, maybe tweak a few others. Might still include HDR profiles as well, as they can be better looking for screenshots. Yeah, probably need to tweak the AO settings a bit in the defaults; they are meant to be not so 'in your face'. Likely will turn off the chromatic aberration as well, as that tends to only blur things. https://github.com/shadowmage45/TUFX/issues/13 Yep, AFAIK its just a toggle I need to flip, and write a UI to support changing settings. Shaders and LUTs are already loaded in the asset bundles. Pretty much. It doesn't have to be so blurry (some of the defaults might be a bit over-the-top), and (in the future) could be used simply for the different types of anti-aliasing if desired. (might have to steal that quote though )
  19. Just noted and fixed a quick issue with some compiler flags that was disabling some effects in the release builds (AO); updated package is on the releases page on GitHub.
  20. TUFX - Textures Unlimited Special Effects This is a mod for Kerbal Space Program that makes the Unity Post Process (v2) package available for use within the game. All supported effects from the package are available for use within KSP. The goal of this mod is to add the ability to use industry-standard image post-processing effects during realtime rendering of the game world, allowing for increased visual fidelity in general use, or for specific effects for cinematic purposes through specially configured profiles. TUFX allows for users to select a specific 'profile' to be used for each game scene. These profiles specify which effects will be enabled for the scene, and specify the values for each of the parameters for the effects. The included default profiles in the comparison images below have been setup to be low-impact, both visually and performance-wise. More aggressive post-processing is available through the creation of custom profiles, using the in-game profile editing tools. Before After Cinematic Effects (not default profile) Before After Requirements: Windows / DirectX11, required for single-camera setup in KSP ShaderModel 3.5 or later graphics hardware support (5.0+ recommended) KSP 1.9.0 or later, required for single-camera setup No exceptions. No OpenGL. No DirectX12. Definitely not DirectX9. Any other requirements of the Unity Post Process package (look them up if interested) KS3P will cause conflicts. Choose one or the other. Scatterer currently unsupported (it is not yet available for KSP 1.9+) EVE currently unsupported (it is not yet available for KSP 1.9+) Installation Releases of the mod will be available from GitHub: https://github.com/shadowmage45/TUFX/releases Download the most recent release for your version of KSP, open the .zip file, and extract the contents of the GameData/ subfolder from the package into your KSP installations' GameData/ folder (e.g. Your/KSP/Path/GameData/TUFX). Make sure to include any other dependencies and folders (e.g. ModuleManager) that were included in the release package. Pre-Release Note: Anything marked as a 'Pre-Release' on the GitHub page is exactly that -- a pre-release intended for testing purposes; if you install one of these releases, you are accepting the risks that come with its use (it may not work, may conflict with other mods, may have unfinished features, etc). Configuration The mod includes a default profile for each supported game-scene, and these profiles are included in the standard installation. Additional profiles can be added as KSP-CFG files anywhere in the GameData folder; the loading system will locate all installed TUFX_PROFILE configs, and load all detected profiles into memory for selection and use in-game. Configuration of the mod is best accomplished through the in-game configuration UI. Click the 'TUfx' app-launcher button to open or close the UI; this button should be available in all supported game scenes (except for main-menu, where app-launcher is not supported). From within the configuration UI, select a profile for the current scene/to be edited (only the active profile can be edited). Once a profile has been selected, press the 'Change to Edit Mode' button on the top of the configuration UI. This will prompt the UI to display the current configuration of the profile. Press the 'Enable'/'Disable' toggle by an effect title to toggle that effect on or off. When an effect is enabled the UI will list each of its adjustable properties directly below the effect header row. Each of these properties will have a toggle to enable specifying a custom value; when this is enabled further controls will be displayed to edit the property depending upon the type of property being edited; integer and decimal values show a text input box and slider, color values provide four component input boxes, boolean values provide a simple toggle, etc. The property list for a currently enabled effect can be hidden/shown by toggling the 'Show Props'/'Hide Props' button on the effect header row. This does not disable the parameters, merely collapses them to help clean up the UI view. When finished editing a profile, press the 'Export Selected' button at the top of the UI to export the current configuration into the KSP.log file. From there, you can copy the profile out of the log and rename it to create a new profile, or use the data to overwrite the contents of an existing profile config file. TUFX does not support direct-to-file exporting, as no 'Save File Dialog' has been provided by either Unity or KSP, and I have no desire to create one myself, nor deal with the security issues that would arise from its use. See the included readme.md document for information on config file syntax, and how to manually edit/create profiles. Performance Comparison Comparison data gathered on the following hardware (your results may differ): i5-2500k @ 4.5ghz 24g DDR3 GTX970 Scene <KS3P> <TUFX> <TUFX-Disabled> <Stock> KSC NA 142 170 180 Kerbin-Ground NA 105 118 128 Kerbin-Orbit NA 125 150 165 KS3P was unavailable at the time the testing was performed, so no data was gathered. Dependencies ModuleManager - TUFX depends directly on ModuleManager for its 'Database Reloaded' callback, and will not function unless ModuleManager is installed. ModuleManager has been included in the release packages, and is redistributed under the terms of its own license. Further information on Module Manager can be found on the KSP Forums at: ( https://forum.kerbalspaceprogram.com/index.php?/topic/50533-18x-19x-module-manager-413-november-30th-2019-right-to-ludicrous-speed/ ), and the license and source-code may be found on the ModuleManager GitHub repository: ( https://github.com/sarbian/ModuleManager ). Known Issues and Bug Reports See the github issues repository: https://github.com/shadowmage45/TUFX/issues The change to use HDR rendering can cause occasional artifacts. If these are present, you can turn off HDR in the profiles by setting the hdr flag to 'False'. Licensing/Legal Full source code for the TUFX assembly is available on github: https://github.com/shadowmage45/TUFX Source code for Unity post processing shaders are available on github: https://github.com/Unity-Technologies/PostProcessing Custom code and classes (everything outside of the PostProcessing source folder) is under GPL3.0 or later license, the full text of this license may be found included in the release packages and on the GitHub repository: https://github.com/shadowmage45/TUFX/blob/master/LICENSE.txt Unity developed classes, shaders, and textures are provided under Unity companion license, with source and license references available from: https://github.com/Unity-Technologies/PostProcessing Modifications to Unity classes (adding ConfigNode load/save methods) are released under public domain or as close as possible under US law. ModuleManager (fork by Sarbian) is included and redistributed under its license: https://github.com/sarbian/ModuleManager/blob/master/README.md Credits @Shadowmage - Coding and development. @SQUAD - For creating and publishing KSP. @sarbian - Forking and maintaining ModuleManager @The White Guardian - For creating KS3P, without which I would have never known about the Unity Post Process packages.
  21. IDK, should be; lemme double check in the source... (never had to use it; added it for others to use, and there it has remained) Yeah, looks correct from the source code. renderQueue = node.GetIntValue("renderQueue", (TexturesUnlimitedLoader.isTransparentShader(shader)? (int)RenderQueue.Transparent : (int)RenderQueue.Geometry)); Will use the value specified, if specified, else will use the standard geometry or transparent values... What would be needed for a minimal reproduction setup? (e.g. is there a config for stock parts that shows this?)
  22. @Delay Two things I can think of right off the bat; 1.) Transparent objects should use the TU/Transparent/Metallic shader 2.) Try setting the renderQueue in the material blocks -- https://docs.unity3d.com/ScriptReference/Rendering.RenderQueue.html and https://docs.unity3d.com/Manual/SL-SubShaderTags.html Example: MATERIAL { shader = TU/Transparent/Metallic //other properties renderQueue = 3010 // or 2090... } If neither of those built-in options do the trick, let me know and I can investigate further...
  23. vessel.state ? vessel.protoVessel.*** (lots of info here) Parts and root part may be null/empty if the vessel is not loaded, protovessel should contain data. Unity overloads the equals operator, and returns a fake null for deleted game objects..
  24. Bring this up in the TU thread, or pop open a ticket on github; might be able to track that one down.
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