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Everything posted by Gameslinx
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
The reason it occurs is because the game thinks the Kerbal is still landed, but the collision plane underneath the Kerbal pushes it off the ground. As far as the game needs to know, the Kerbal needs to now not be landed because that restricts its movement. I don't know why it works like this, it just does . In the next update it'll be fixed If I don't have the update ready for this weekend, it'll be a week or two- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Unfortunately, yes it will. This is a huge change for Parallax and I rewrote the entire loader to account for this and more upcoming versions. That being said, it won't require much effort to update existing configs to the new version- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Yes. I'm uncertain of the future of the collisions as of yet. In the update I'm working on, the ground features are smaller so there might not be a need for the collisions any more. Once I release this update to stock, I'll continue the Beyond Home update- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Maybe. PlanetShine is old and uses a reflection probe to apply the colouration unless you change to Vertex mode. Using a reflection probe causes the terrain to be rendered again for every planet in range, so it's very performance demanding- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
The tessellation detail up close is now way better! The Mun now looks a lot more realistic I've also been working on a new lighting implementation to give the Mun its unique look. Lighting now drops off a lot faster on vacuum worlds, and the ambient light works correctly now: All this running at a much higher framerate than before!- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I'm expecting it to improve a fair amount. The total amount of vertices being rendered will decrease and the range of tessellation will also decrease. I've also made huge optimizations to the shaders themselves. In the unity editor my framerate was: at 2560 x 1440, but this is unlikely to be indicative of performance in-game- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Hey all, I've been working on the mesh detail problem that has plagued Parallax since the very beginning, and I've made some more progress. I've briefly mentioned this before but I'm using a technique I'm calling "Advanced Subdivision" to generate a much higher level of detail in the terrain. Using the craft position, I can take a set of coordinates on a mesh and subdivide them. I have a version of this working in-game:- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
This is what should hopefully allow Parallax to work on RSS- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Thank you! In that case, I should probably detail what's coming to Parallax down the line. I took a month off for my exams but now that they're finished I'm continuing where I left off on the following features: Rewriting the loader to prepare for Scaled and Asteroid Parallax versions (coming in the future) Finalizing Adaptive Parallax which will allow a much greater level of detail close up at a better performance Better lighting with accurate ambient and shadow levels Different shader versions that run based on your terrain shader quality (meaning a much faster version of Parallax without the tessellation, and a version that supports older hardware!) Here's a picture of the new lighting in action in the unity editor: Here is the concept of Adaptive Parallax (spoiler):- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
This breaches my license so I do not approve of this modpack. The creator did not approach me for permission before uploading either. Thanks for bringing this to my attention- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
This is caused by PlanetShine. It causes really bad performance when used with Parallax. To fix this, remove PlanetShine or set it to Vertex mode Parallax works for OpenGL as well as MacOS and Linux platforms that use it I am working on a new loader and some new shaders. This will mean that Parallax will work on asteroids too- 3,158 replies
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Deadly white cube with parallax
Gameslinx replied to BC_5972's topic in KSP1 Technical Support (PC, modded installs)
I need your log file to be able to work out what happened -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I am using a technique I created called Influence Mapping. The ice caps are coloured white because of Kerbin's colour map. This colour map sets the colour channel in a Vertex which makes up the terrain geometry. The shader can access this, and it blends this colour with the texture being applied according to an influence map. The shader is unaware what biome it's in, but it does know this for every vertex: Vertex colour Altitude above terrain Terrain slope relative to planet centre So using this information it can blend the texture with the terrain colour. Here's the relevant wiki page: https://github.com/Gameslinx/Tessellation/wiki/Influence-Maps Can you send a link to your KSP.log file and get a screenshot of what is happening?- 3,158 replies
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Nah, don't let the bloom fool you. From what I can see, it's a better version of the terrain shader used in KSP 1. There's much better colour variation. I can't see any shadows being cast, even when in some shots the sun is at the right angle to cast them. Maybe they're not implemented yet. We don't know if they're using displacement mapping / tessellation, or whether the surface is flat (which is what Parallax does). It's a very good step in the right direction, though, but the specular reflection and bloom is well overdone! I'm excited to see the other planets, for example Kerbin has grass now
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
You are using OpenGL. If you are on Mac / Linux, this is by default. If you are on Windows, please use DX11. Currently, if Parallax and Scatterer are installed at the same time and the game is rendering using OpenGL, they will conflict and Z-Fight each other. The only fix, so far, is to remove one of the mods. If you are on Mac / Linux that is the only way until I find a workaround- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I don't have the knowledge to be able to make that work. It only really matters on Kerbin and Duna but for modded planets it could be more useful. It's not something I'm looking into at the moment because I would have to rewrite a lot- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Correct, nor desert textures. Parallax can't do per-biome textures- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Yeah, I've been really busy lately. I hope to post it soon, but there's been a lot going on!- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Wait for the show and tell on terrain that is supposedly coming soon. I've heard rumours about it, so don't take my word for it! I'm excited to see what they do - Nate has mentioned Parallax indirectly on one of the podcasts he did a while back, so I'm fairly sure they are aware of this mod. I have a theory about what they could be doing. They're using the same terrain system in KSP2 as in KSP1 but they're calling it "PQS+". PQS builds each vertex in the terrain independently of the others, so this opens up parallelisation. With the introduction of Compute Shaders, I imagine that the terrain in KSP2 will be built using the GPU. This will be much faster and will allow for much more vertex detail, so I'm looking forward to see what they come up with. Source for PQS+ was from PAX West: Source for nate mentioning Parallax: 72:26. Context: This was about a week or so after my Parallax trailer: To add to what I just mentioned, here's the comparison between what I was doing originally VS what I'm doing now in terms of terrain subdivision - The result is a more vertex dense patch around the craft with less total vertices. This will result in better performance as well as better visual quality. I have been implementing it, but I'm still a way off done.- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Many, since KSP is an older game now, the terrain doesn't contain enough mesh detail around the craft for Parallax to work very well. With larger planets, it becomes near impossible. However, I have been working with what we have and I might have come up with something useful. I'm naming it "Advanced Subdivision" but it's still very much a work in progress. It should lead to a much more optimized experience, and support for bigger planets- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
You should be fine- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
It's normal behaviour, I just forgot to remove two lines of code that log it into the console. They're harmless, and the next update will stop Parallax from logging it . Nothing to worry about! Currently no, but the most recent update introduced damping that does exactly this. For the next version, I'll look into being able to control the damping yourself so you can smooth the collisions out. For now, you cannot adjust them- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Unfortunately you don't meet the minimum system requirements. The mod might not run at all, or it'll run very slowly. It won't corrupt any save files or mods, so it's always worth a shot, but I wouldn't recommend it- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I am aware of this bug - It is caused by the game thinking ActiveVessel.Landed is true when you walk off the collision plane and into the air. I alleviated this in Parallax 1.2.3 and pressing the Jump button will free you. I have a fix planned for 1.2.4, but I had to push 1.2.3 before finding a solution because there were some important fixes there- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I will be writing this documentation over the next week or so. It'll be visible on the Parallax Wiki here: https://github.com/Gameslinx/Tessellation/wiki- 3,158 replies