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Gameslinx

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Everything posted by Gameslinx

  1. It's been a while since my last update on development (and I don't have a huge amount to show just yet) but work on the scaled versions of the planets is coming along really well. I'm super pleased with how Minmus looks so I thought I'd share it. The quality could be better as it's just a capture of the Unity viewport - this isn't in-game just yet - but the shader work is pretty much done. Notice the skybox reflections on the ice! That's something I really want to translate into the game and should hopefully be possible with a bit of extra logic. For modders I'm still figuring out the best approach here, but I'd like to streamline the process as much as possible. Hopefully all that's needed is a small config telling Parallax to apply its textures to the desired planets without much setup needed beyond the existing terrain texture workflow. That's all for now
  2. I appreciate it man. If I had the free time and motivation I would keep it maintained and finish the art pass I started ages ago and never got far with. Sadly, I've moved on from planet packs at least the mod is in good hands being maintained by @ballisticfox0 !
  3. According to your log file it's not in GameData - You can grab it from here: https://github.com/KSPModdingLibs/KSPBurst/releases
  4. Assembly 'Parallax' has not met dependency 'KSPBurst' V1.0.0 Install KSPBurst
  5. My bad guys I left bloons td6 running on the forum servers
  6. Thanks for the report. Now that the forums are back up I can reply - There are some cases where parallax 2.0 can leak memory, although rare. Sadly there's no planned fix because the fix requires major architectural changes to the mod which were accomplished in Parallax Continued which is reportedly a lot more stable on Linux Although what's very interesting is you mention your RAM isn't freed after closing the game - this sounds like it could be an issue with Unity not dealing with memory building up. Maybe Unity doesn't properly free some resources if they weren't freed by the mod properly? Very odd - I don't have a solution to this I'm afraid, without foregoing the scatter system
  7. You should be fine to use 2.0.8. The only changes between 2.0.6 and 2.0.8 are related to Deferred support.
  8. The terrain shaders work, it's just the scatter system that doesn't. But the files themselves do contain everything needed on DirectX, OpenGL, Metal, and Vulkan platforms. It's just that KSP doesn't run under Metal and Apple doesn't support an OpenGl version past 4.1 which was released in 2010. We're out of options :p
  9. I presume you grabbed the OPM Parallax patch from the Parallax Continued github? I've just installed OPM with the pack and I'm not seeing the exception myself. Well, if all works, there shouldn't be a problem
  10. New commit is up, you'll need to grab new copies of StockTerrainTextures and StockPlanetTextures Sadly every time I make a change to the assets I have to manually copy everything over for the github hosted version, so things like this can creep in. This commit ensures 100% parity with the release version. There is an error relating to a file path "_Terrain.cfg" which might be related to your install and could crop up again in which case I'll investigate which mod (likely a planet mod) is causing that but I want to ensure the install is correct before looking into it. Cheers
  11. Please clone the latest version of the repo - I've just committed an update to the config file that I forgot to do when uploading Release 2. The ambient occlusion setting was missing from the repo's copy of the global config. It should work for you now Edit: You don't need everything - just a new version of the Parallax folder
  12. There's an issue with Parallax trying to load the global settings config - it's probably caused by an outdated version that doesn't include the new ambient occlusion setting. It sounds like you might not have installed the new version correctly, or tried to install it over the top of Release 1. Can you delete the following folders: Parallax Parallax_StockPlanetTextures Parallax_StockScatterTextures Parallax_StockTerrainTextures and reinstall them from Release 2? Send your new log file again if anything goes wrong
  13. It's a Deferred thing, caused by the reflection probe always being centered on the craft but applying reflections to everything. When the craft is in a brightly lit area and you zoom out, that's why you see illuminated terrain that should be dark If the roadmap isn't completed by march-april 2025, I'm aiming for around then. The roadmap is this: Future Plans Remastering the older Parallax assets (Done in PC Release 2) Adding Ambient Occlusion to the terrain (Done in PC Release 2) Adding Parallax to the planets from orbit Adding particle system support to terrain objects KSP doesn't run on Metal (Apple's current graphics api) from my knowledge so it's out of my control
  14. Tufx isn't required, but I mentioned it in the changelog because there was a bug when TUFX's HDR setting was used alongside Parallax Continued that caused some severe artifacting. It was fixed a few days after release 1, but only mentioned in an edit I use Blackrack's TUFX profile, default settings, alongside Defered and Vol. Clouds
  15. I've seen the github issue and it's something I'll be looking into over the next few days. I've never used the home switch feature before so I'm not clued up on how it works Edit: From the log file it looks like Kerbin exists twice. The homeswitch might make the 'new' planet Kerbin, but I would expect the original home world to take on a different name?
  16. Thanks for the kind words I'm glad you're enjoying it!
  17. I'm retexturing a lot of the planets and moons that aren't up to spec, and I thought I'd share what I've got so far First off (and it's a pretty minor thing), working ambient occlusion! This screenshot is taken from Bop. Ambient Occlusion, like the name suggests, reduces the strength of the ambient light in surface cavities. The screen-space ambient occlusion provided by TUFX only works on geometry and isn't very good, so you miss out on a lot of the details that baked AO can produce - so Parallax will use baked ambient occlusion to achieve a higher level of detail. It'll be toggleable in the GUI and the performance impact is minimal. And now for the updated planets (so far!) I think the best one to show off first is Vall. Right now, its textures don't really 'look' like any surface at all - is it rock? Is it ice? It doesn't resemble anything! I wanted to use the vanilla textures as a starting point to build off of because the cracks underneath the ice look great, and so I present the new Vall: Next up is Moho and this might be slightly more controversial because I'm leaning more into the fantastical side of things, but I wanted to incorporate the hexagonal surface objects into the terrain itself in some form: And finally, Ike will receive some well deserved love! Its displacement map doesn't hold up very well with the extra detail that Parallax Continued is able to provide and it also didn't really look rocky/dusty either. Hopefully this looks a tad more grounded in reality A quick note on the screenshots above - they were taken with a new feature 'advanced texture blending' which uses the displacement maps to blend textures together more realistically. I realise I never talked about it here, so here is a quick comparison on Vall: And Kerbin, with the sand and the grass: That's all for now, I hope you enjoyed the eyecandy
  18. I did! Long day I'll increase the seagrass render distance in the next patch. It's supposed to be fairly low because Scatterer's oceans are very foggy, but that doesn't work so well near the shore. Thanks
  19. Thanks for the headsup, these are easily patchable on my end As for kerbin having a very low render distance, that is not normal at all. Can you share a video of that?
  20. That looks like there are far too many scatters on Minmus. Can you delete the Settings.cfg file in your KerbalSpaceProgram folder and relaunch the game? Note that you'll need to set all your settings up again, and restart the game a second time to apply them Sometimes planet mods will leave residue in that file and can cause that to happen If that doesn't work you'll have to wait for me to get home to take a proper look in 8 or so hours
  21. The current github version will upgrade scatter configs only and isn't perfect when ModuleManager is involved. The version I have locally will convert scatter and terrain configs (which is almost everything you need) except for the PQSMods which must be done manually The repo will be updated when it's done
  22. Yep OPM configs are on the Parallax Continued github here: https://github.com/Gameslinx/Parallax-Continued/tree/master
  23. I am slowly but surely working on configs for kcalbeloh. OPM configs are already up - I've written a config converter that does most of the heavy lifting so expect these soon
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