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Shadowmage

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Everything posted by Shadowmage

  1. Using DX12 by any chance? (TU does not support DX12 yet...) As they seem to be working fine for me:
  2. Also worked a bit on a "TexturesUnlimitedFX - Post Processing" 'extension'. So far it does bloom, and bloom only; it can toggle HDR on and off, and has an in-game UI for configuring effect parameters. Using the Unity Post-Process Bloom shader (and its minimal associated rendering code), so it is the 'industry standard' effect being used, the same as most other current-gen Unity games would be using. I may or may not add other effects, depending on how well this one works out and plays with KSP; as usual there will be some learning on how to get it all working with KSPs quirks. These are both with HDR enabled, and the settings tuned a bit. No other graphics mods at play aside from TU (stock atmo, etc), but the cockpit is using stock textures + TU metallic shader. I'll need to iron out a few things, but it is already quite usable in its current form, and will likely be released as a 'lite' alternative to KS3P for those who are interested in the upcoming weeks. I may or may not bundle it with TU, but it will run as a stand alone mod and could be freely added/removed at any time. Already available in the /dev branch on the repo for those who know their way around, but I'm offering zero support at this time, and it may or may not be in a working state at any given point in time (I often break stuff in dev branch).
  3. TU Tools -- Normalization Data Generation (also showing some of the UI for this particular tool/function) Input diffuse Input Mask Output 'normalization data' (shows base texture minus details; you'll grab your three normalization values from this texture; rather from the text data provided on-screen (WIP/not yet shown)) And visualization of the difference between the 'normalization' data, and source texture (red = shadows, green = highlights) -- this is basically showing you what your details will look like. Lost yet? (hint: only the 'mask' texture is needed; the generated 'normalization data' texture does not need to be saved -- we only need one value from each of its main areas).
  4. Thanks for the report. Guess that shows how often I go into R&D during development testing (hint: never...ever...ever). Yeah; no kidding. Why couldn't SQUAD just use a reasonable (and industry standard!) methodology for rendering these darned things?
  5. As an companion to the newer TU shaders, I'm working on a stand-alone UI application to facilitate some of the often-needed basic texture manipulations, as well as to aid in the creation of proper 'normalization' values. It will include channel-swapping between one or two textures (e.g. put spec mask in alpha channel of diffuse texture or metal mask; swap RGB and A channels, etc), conversion of finished images to DDS (DXT1, DXT5, DXT5nm, with Y-flip; using nvdxt for DDS convert), and a UI enabled tool w/previews for creation of normalization values and testing of recoloring with specific normalization values. Once I get the UI stuff a bit further along I'll post up some images. Sadly, as I'm using C#, WPF, and nvdxt.exe, these tools are 'windows only' (but should be widely compatible). @Burning Kan TU does not currently support DX12 in full. Maybe in the coming weeks; until then you can use Electrocutors 'UnofficialPatch' to 'fix' some of the missing features.
  6. Pretty sure theirs aren't magical, and actually work with physics, and don't break conservation of energy. Yes, stored momentum based attitude control is a thing (and gyroscopic stabilization). No, it doesn't magically run on electricity alone, forever. Mostly, I have a problem with the abuse of 'magic reaction wheels' to combat rocket design issues. Want to use a tiny reaction wheel in space to make it more 'gamey'? Go for it. Want to use them to man-handle a rocket into orbit? find a better way....
  7. No. I don't believe in magical physics fairies. Use RCS, or design better rockets. Reaction wheels are 100% unnecessary.
  8. Logs/screenshots? Trying to use it on KSP1.5? (requires recompile to be used with the latest TU)
  9. That is a good question -- no, the new releases do not need that folder. It is intended to be a new stand alone 'mini-mod' that just loads blend-shape models, for distribution by other mods that only need that functionality. TU still includes the same functionality (and using it is the only way to use TU shaders on those models), but the two of them will use different file extensions to prevent overlap/double loading. Still working up the release details for that bit though; probably won't be a new release thread, just an optional download in the opening post.
  10. Updated release is available: https://github.com/shadowmage45/KSPWheel/releases/tag/0.12.10.28 Fixes up a few bugs, and adds configurable friction curves. Mostly just a recompile for KSP 1.5.x
  11. Updated release is available with KSP 1.5.x compatibility. There have been some major changes with this version, but it should remain backwards compatible with most existing configs. A new line of shaders is available that use keywords to enable/disable specific features. Examples of how to use all of these is available in the TU repository (functional examples and wiki (documentation). Support the stock reflective shader under DX11/OpenGL Most, but probably not all, part icons should be functional under both DX11 and OpenGL. Untested on Mac/Linux -- may have clipping issues on those platforms. A few various config-side enhancements that should enable new options for config writers DX9 still not fully supported Ability to turn off DX9 warning from the configs. If I see any whining of 'why are my gfx' messed up from DX9 users, this will be removed. Unfortunately there were some features that did not make it into this release; hopefully they can be finished and added in the future. Please make sure to fully remove any previous versions; some config level changes may result in side-effects if new versions are merged on top of old. Change-log and download links: https://github.com/shadowmage45/TexturesUnlimited/releases/tag/1.2.2.16
  12. Testing out recoloring/normalization, and some quick-and-dirty mask creation techniques
  13. Coming soon -- stock fairing PartVariant integration support (write your own configs) -- Still some cleanup work to do on the module and its integration (mostly persistent data stuff), but the main functionality seems to work.
  14. Glad to hear Few more things to clean up in the current /dev branch, but hoping to get a full release out either tomorrow or Sunday. Lots of internal changes and new features/functions, should also be fully backwards compatible with existing config sets.
  15. Both, or so the documentation states. In theory... I think so. As long as Unity exposes the entire buffer to script code, it should be possible to dump this every frame to some sort of file. You would also need to come up with some sort of loading mechanism to get it into your video editor, and associated scripting so that it knew what to do with the data/how to use it.
  16. Nice info -- I always had to fiddle with it a bit and/or use alt+enter to get it into borderless-window mode after using the -popupwindow param. Probably that little bit that I was missing
  17. ^^^ is the only way to do it with Unity games as far as I know. Likely you didn't run the option properly. If you posted your exact command line / run-as statement, it might allow for someone to diagnose why it isn't working.
  18. Internally Unity is already capturing per-frame 'motion vector buffers', even if nothing uses them (may need to be turned on/enabled in setting somewhere). https://docs.unity3d.com/ScriptReference/DepthTextureMode.MotionVectors.html The MotionBlur post-process effects use this information to do their magic. Actually -- it is (screen-space ambient occlusion anyway). The effect works by comparing each pixel against its neighbors, checking the depth-buffer for the frame and checking out where depth changes are, it is the relative depth between the current pixel and its neighbors that determine the 'occlusion' effect. Which is why SSAO is also 'really poor' in quality compared to full mesh-and-raycast based offline AO baking (or the mythical run-time raytraced occlusion...). https://docs.unity3d.com/540/Documentation/Manual/script-ScreenSpaceAmbientOcclusion.html
  19. Having more or less geometry shouldn't increase the cost of the effect. As a post-processing effect, it mostly cares about how many pixels it needs to render (fill-rate), and how many passes it needs to do over the screen. You can actually experiment with the exact effects being used by KSP3P inside the Unity Editor -- download the post-process package, and play away. So you can see for yourself how it would work with particles (well, you can see how it would would with particles, if it worked; I'm fairly sure that can be fixed in time).
  20. I am able to reproduce the issue with only TU and BDB installed, and no other patches. It appears that the icon-shaders are being used on the parts in very specific instances, though I haven't figured out the -why- yet; TU is not patching those parts, only the part-icon-prefab. Might be another case of renderer.sharedMaterial needing to be 'fixed' during icon shader patching. Edit: Definitely the icon-shaders being used for some reason on the actual parts. Game Object: pCylinder10 parent : thrustTransform (UnityEngine.Transform) position: (0.3, 14.4, -1.5) scale : (1.0, 0.9, 1.0) rotation: (0.0, -1.0, 0.0, 0.0) layer : 0 active : True Material Data: bluedog_TitanEngines (Instance) shader : TU/Icon/Legacy mainTex: Bluedog_DB/Parts/Titan/bluedog_TitanEngines Edit2: All fixed up. It was as I thought -- sharedMaterials being a PITA once again. Have un-shared the icon materials, and there are no more issues. Fix is available in dev branch now.
  21. Generally it starts with a clean install, and the minimal mods you are trying to debug. If the mod works on its own, you progressively start adding mods back in, either one at a time or in small chunks. When errors start occurring, you know that one of the most recently added mods is at least involved, and most likely the culprit. This gets vastly more complicated when you have cross-mod patch sets such as RSS/RO/RP-0. But you can still apply the same principals there to some extent. First get RSS working without errors. Then add in RO and get it working, and finally RP-0. With so many mods interacting, it is not a simple process, extremely time consuming, and it really helps to have intimate knowledge of the mods, their plugins, and all the patches in use. Try and narrow down to the specific cross-mod interaction that is being problematic as best you can, and test chunks of stuff at a time if possible (e.g. frameworks, stand-alone mods, patch sets).
  22. Log is full of errors, many of which may impact SSTUs ability to function. Principia seems to be throwing a few dozen of these types of errors -- (no clue, not my mod) [ERR 22:41:04.660] Failed to load assembly F:\Steam\steamapps\common\Kerbal Space Program\GameData\Principia\x64\libglog.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. Kerbal Konstructs is also failing something: Assembly 'KerKonConConExt' has not met dependency 'KerbalKonstructs' V0.9 [WRN 22:41:46.271] AssemblyLoader: Assembly 'KerKonConConExt' is missing 1 dependencies [ERR 22:41:46.350] AssemblyLoader: Exception loading 'CC_RemoteTech': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Remote tech is also failing at something: [ERR 22:41:46.605] AssemblyLoader: Exception loading 'CC_RemoteTech': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 And here is the real kicker that is preventing SSTU parts from loading -- the TU and or SSTU plugin is not loading properly for some reason (version issues, installation setup error, dependencies missing) [EXC 22:42:06.054] TypeLoadException: Could not load type 'KSPShaderTools.TexturesUnlimitedLoader' from assembly 'SSTUTools'. More failure of remote-tech: [ModuleManager] Post run call threw an exception in loading CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null [EXC 22:44:55.860] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () ModuleManager.MMPatchLoader+<ProcessPatch>d__33.MoveNext () UnityEngine.Logger:LogException(Exception) ModuleManager.Logging.ModLogger:Exception(String, Exception) ModuleManager.<ProcessPatch>d__33:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Many failures from tweak-scale on various parts: PartLoader: Compiling Part 'B9_Aerospace/Parts/Adapter_C125/Adapter_C125/B9_Adapter_C125' [LOG 22:44:56.469] EffectList: Created 17 effect types [ERR 22:44:56.511] Module TweakScale threw during OnLoad: System.TypeLoadException: Could not load type 'BaseFieldList`2' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at TweakScale.TweakScale.SetupPrefab () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 I could go on and on and on. Your log is so full of errors, from lots of different mods, that I cannot offer any assistance given the information provided. Clean up the rest of those issues and I will be glad to help (though I have a feeling that once you fix the rest of the problems, your issues with SSTU will go away as well).
  23. It already is a config -- https://github.com/shadowmage45/TexturesUnlimited/blob/dev/GameData/000_TexturesUnlimited/Shaders/TUShaders.cfg No recompiling necessary (until/unless I need new actual icon .shader variants, which may be needed in this case) Just add the name of the stock source shader... and the name of the icon shader to use as replacement. Only three replacement icon-shaders exist though -- Metallic, Legacy, and Specular (no transparent versions).
  24. Thanks, have added those three to the list of 'stock icon shaders that are broken' that TU will now try and patch with fixed versions. Using the TU/Icon/Legacy shader, so some of the transparency stuff might not work (if it needs to work, I'll have to create a new icon shader that supports cutoff transparency).
  25. Yep -- that is a stock problem that TU mostly fixes. See my edited post above (can probably fix the rest, but need to know what shader the 'broken' parts are using)
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