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Gameslinx

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  1. Please upload your KSP.log Also, Kopernicus for 1.10 is available here: https://github.com/R-T-B/kopernicus/releases
  2. I just uploaded an update to Parallax https://github.com/Gameslinx/Tessellation/releases/tag/1.0.1 Hopefully this works
  3. The latest Kopernicus works fine for us. Make sure you're on Bleeding Edge: https://github.com/R-T-B/kopernicus/releases
  4. Documentation is in the works, it'll be updated as I write it on the github wiki. I'm very pressed for time (I move to University in just over a day) so I didn't have the chance to finish it before releasing the mod
  5. That would cause the 'not installed' messages (of which I shall now patch), but that's alright because those warnings use a different approach to detect the file path to Parallax (and those warnings are just warnings - if you've installed Beyond Home correctly, which you have, it'll work normally) It just appears as if the shader loader I coded for Parallax can't locate the shader file, which is causing it to break in-game Edit: Found the issue. It's in this conditional statement on this line: https://github.com/Gameslinx/Tessellation/blob/930589cd72a696fe48909ee888e259ff9b350983/Loader/ParallaxSource.cs#L32 I'll get a patch for it out in around 8 hours. Alternatively, if you have the know-how, you can recompile it yourself with the changes. Sorry about that! I must have been tired when I wrote that
  6. I just had a look - It seems as the shader loader can't find the shader. It's looking for a file "Parallax-linux.unity3d" in this path: /GOG Games/KSP 1.10.1/game/KSP_Data/../GameData/Parallax/Shaders/Parallax But the actual path appears to be /GOG Games/KSP 1.10.1/game/GameData/Parallax/Shaders/Parallax Since I don't currently have time to upload a fix, you could try moving the shader files (Parallax-windows / Parallax-linux / Parallax.macosx) to the path it's trying to open?
  7. It works on 1.9.1, but not any lower. Just make sure you use the correct Kopernicus version! Bad wording on my part! That sentence was meant to mean "If you're a modder and want to add support for your own planet packs, you can, but without configs Parallax won't do anything". I've updated the OP. Thanks for letting me know
  8. These black squares are caused by Parallax not loading up. Can both of you upload your KSP.log and share the link to it here? I can't help you without it! This is out of my control - this is an issue with Kopernicus. I am currently awaiting a fix, but I will let you all know when it's patched. Keep an eye on the Bleeding Edge forum! Your system specs are better than mine - You should be getting 60fps at 4k with that system. Try turning down AntiAliasing in game or turning off the reflections in the graphics settings. There is also a config located in the Parallax/Config folder called "ParallaxGlobal.cfg". You can change some settings in there and lower the quality of the shader if you need to!
  9. Parallax is purely visual. It has no impact on the terrain collider, which will still be flat. This is both to massively save on performance and so that planet surfaces can still be landed on easily (otherwise good luck landing a plane on all the rocks!)
  10. Awesome. I've set that as the minimum spec for now. Optimizations will be made as development continues. If you want more performance out of the mod, there's a config called ParallaxGlobal.cfg in the Parallax/Config folder where you can adjust some of the settings. Thanks for the video
  11. Beyond Home 1.5.0 One of the largest updates for Beyond Home involves adding support for Parallax, a shader coded from the ground up for planet surfaces. Here are the patch notes: You MUST now install Parallax for Beyond Home 1.5.0 to work Parallax: https://github.com/Gameslinx/Tessellation/releases Update to 1.10 Moved from the Squad terrain shader to Parallax Almost all bodies have Parallax configs You no longer fall through the terrain on Fury in certain conditions Fixed installation checker Fixed a typo in Rhode.cfg where the Great Basin biome had an invalid colour
  12. @Geonovast This thread can now be moved to Add-On Releases, if you can . Thanks! Release notes: Documentation for modders is in the works If you have any bugs, please post your log along with any screenshots if necessary, along with steps to reproduce the problem
  13. To be fair, there really isn't much point raytracing a game where 80% of your time is in space (with nothing to reflect off except your ship's parts, which doesn't require raytracing to do
  14. Tessellation is the process of dividing a triangle (3 vertices) into more triangles without any gaps. This is done on the graphics card. After tessellation, I use a displacement map to push the new vertices up or down perpendicular to their original, flat surface. When people mention tessellation, they often refer to both of these steps. I hope that helps
  15. He was running at 1080p. I imagine I'll learn and optimize the mod more along the way, but tessellation has always been difficult to render. I limit it to a range of 99 units (although the option exists to increase / reduce this in the config, along with some other settings) The shader does not apply to terrain scatters or the ocean
  16. Your CPU will breathe a sigh of relief. Your GPU will have something to do that isn't just "Scatterer" any more As an estimate, I did a test with a few friends yesterday. On a GTX 1060, and shader settings maxed out, he was averaging 30-60fps with the other visual mods installed. I'd say that's a success
  17. Those bumps that you see do actually exist, but they can't be collided with. Collision detection is very, very expensive! I might work on very basic collisions in the future, but for now your wheels may pass through some of the material and behave like they normally would
  18. I spent most of this morning researching licenses and I think CC-BY-ND-4.0 is the license I will use going forward after the mod releases. I'm not at all worried about the KSP community wanting to make changes to the code or help out - I'm worried about people outside of KSP using the shader for their own purposes and the license aims to protect me against that happening. Since the license above prevents modification and commercial use, I think I'll go with that.
  19. I had to hook into the existing terrain system and subdivide the nearby terrain tiles (quads) to get more vertices to play with because tessellation is limited to a factor of 64 and it still wasn't enough! That took a very long time to do because I wasn't able to contact Mu who wrote it, so I had to figure a lot of that out for myself! I had to work around a lot of limitations in the game I didn't even knew existed! I never knew I'd even get it working!
  20. For now, the license will remain ARR, but when I separate the assets into the Beyond Home github it may change - it will be revised on release. The ARR license is mainly for people outside of the KSP community who take a liking to the shader because the shader works for any unity game and I don't want people taking it for themselves.
  21. Feel free to use it in videos! What the license means is you can't share something (like a file) from inside the mod elsewhere. It only really concerns other modders - You can't modify it and release it somewhere else. It's basically "this is mine". Videos, screenshots, and whatever else is perfectly fine!
  22. Parallax Parallax is currently undergoing a rewrite. Parallax completely recreates the surfaces of the planets, from the environment all the way down to the terrain detail. It combines a tessellation and displacement terrain shader as well as a completely new scatter system to vastly improve the planet surfaces. Parallax uses GPU instancing for surface objects in order to render massive amounts of geometry at amazing performance. See Installation Instructions below. Also see the Troubleshooting section below, and direct users here if things are not working! Watch the new trailer here: Features Overview Parallax completely replaces the terrain shader used in the normal game as well as its scatter system for placing thousands of objects over great distances. Here are some of the key features of this mod: High quality terrain tessellation shader, like in No Man's Sky Trees, grass and many other types of foliage Procedural rocks and objects Collisions with surface objects Self shadowing Completely new planetary surface textures Improvements The shader that Squad uses for Kerbal Space Program's terrain is extremely limited. Parallax's original feature was a brand new terrain shader, but the scope has expanded to surface objects as well. Parallax improves upon the stock shader in a number of ways, for example: Normal mapped lighting is accurate and faces the right way on a surface at any angle Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces No lines/artifacts, unlike the stock shader The scatter system is also a massive improvement over Squad's implementation: Millions of objects can be generated almost instantly using compute shaders Each object is drawn using GPU instancing, meaning there are significantly less draw calls. This improves rendering performance massively Frustum culling for each object Objects are collideable On-demand loading Availability System Requirements: Minimum - Scatters disabled: CPU: Parallax does not have much of a CPU impact, so this isn't really a concern GPU: Must support shader model 3.0, RAM: 4GB (With scatter objects disabled) Minimum - Scatters enabled GPU: Must support shader model 5.0 Renderer: Recommended to use DX11, but OpenGL is supported. Due to limitations, Mac OSX is not supported since Apple dropped support for OpenGL. Linux works running OpenGL. Must support Async GPU Readback (if you do not know what this is, do not worry) RAM: 6GB Recommended: GPU: DirectX 11, Shader Model 5.0 RAM: 8GB You can follow Parallax's development here: https://github.com/Gameslinx/Tessellation/ Installation Instructions for installing Parallax and its scatters: Download Parallax, Parallax_StockTextures and Parallax_ScatterTextures from the GitHub release page. Download and install Kopernicus. Minimum version release 139 or later. Open the Parallax zip and move the Parallax Folder to GameData. Open the Parallax_StockTextures zip and move the Parallax_StockTextures folder to GameData. Open the Parallax_ScatterTextures.zip and move the Parallax_StockTextures folder to GameData, merging it with the existing folder. Yes, they are named the same. This is intentional. Do not miss this step. Launch the game, and set your terrain quality to High. Set your terrain shader quality to High or Ultra. Ultra will enable tessellation. Optional: This patch will disable the bubbles / life on Eve: https://drive.google.com/file/d/16-nTUbRgQescq4ajQtka1cJnaOzPcgPy/view Need a video? Check below Troubleshooting Did installation not go as planned? Expand this spoiler to see common errors when installing and how to resolve them. FAQ Right now, there are a few frequently asked questions. I hope I can answer some of them here: What is the performance impact? You can expect to run Parallax fairly well on a GT 960M or better. Is this for stock? Yes! This also works on planet mods that support it. Why are lots of lights laggy? For some reason, KSP uses Unity's "Forward Rendering" path instead of the "Deferred Rendering" path. This means that for every pixel light in the scene, the tessellation is re-calculated. With lots of lights, this can add up very quickly. Until KSP moves to the Deferred rendering path, there is nothing I can do about this. Do I need a NASA Supercomputer? No Does this work with EVE and Scatterer? Yes. Parallax was developed alongside Scatterer, so I recommend for the best results you use them both together. Can I change the settings? There is a config within the GameData/Parallax folder. This controls the quality of the terrain shader as well as options for the scatter system Will you release documentation for modders? Yes, documentation is in the works and will be updated frequently on the github wiki. Does this work with Rescale / Sigma Dimensions? Yes, but check for configs as some values must be adjusted for things to look correct. Can I use textures from Parallax_StockTextures in my own configs? While the license does allow you to use them, I would much prefer if you don't. The stock textures are to improve the stock game. I don't want to see loads of config packs using those textures because it takes away the uniqueness of the ones I created for the stock planets. Please - Don't be lazy, make your own. Download You can download Parallax for KSP 1.12.x here: Parallax: https://github.com/Gameslinx/Tessellation/releases Please read the install instructions. If you are reporting a bug, if applicable, please let me know the steps to reproduce the error. This is extremely useful. Donations If you would like to donate to show thanks for the mod or to support its development, there is a link to my Patreon below. You unlock some cool perks by donating too! Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Licensing Parallax is licensed under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). This means that you are free to share, copy and redistribute the material in any medium or format under the following conditions: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. From: https://creativecommons.org/licenses/by-nc-nd/4.0
  23. That's part of the stock terrain shader. There's nothing you can do about it, and it happens 100% of the time
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