Superluminal Gremlin Posted Thursday at 03:31 AM Share Posted Thursday at 03:31 AM 53 minutes ago, Nertea said: different, extremely large project We did it boys, KSP 3 is confirmed Good to see NFS and NFLV getting some love, I never felt like they where super high priority projects. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted Thursday at 03:46 AM Share Posted Thursday at 03:46 AM 1 hour ago, Nertea said: ...I'm working on a different, extremely large project at the moment so it's not a priority... I am eagerly awaiting that large project. Please ignore and do not feed the troll(s) and do you. Very excited by the in progress work so far Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted Thursday at 04:04 AM Share Posted Thursday at 04:04 AM 1 hour ago, Nertea said: I guess more time for people to be offended is good You should become a moderator just so you can edit replies in this thread Quote Link to comment Share on other sites More sharing options...
funnelton Posted Thursday at 05:43 AM Share Posted Thursday at 05:43 AM (edited) I wonder what the new project is! Edited Thursday at 05:47 PM by funnelton Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted Thursday at 07:21 AM Share Posted Thursday at 07:21 AM 1 hour ago, funnelton said: ...So anyways, i wonder what the new project is! Kitten Space Agency, I'm guessing. They have some of the old team from KSP2, and blackrack. Nertea was working on KSP2, so it would make sense that he would also help with KSA. Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted Thursday at 04:39 PM Share Posted Thursday at 04:39 PM 14 hours ago, Nertea said: ...the deprecated assets will remain, but I'll do things to them to discourage use. Do what? Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted Thursday at 06:35 PM Share Posted Thursday at 06:35 PM 12 hours ago, funnelton said: I wonder what the new project is! Hyper-customizable repaint options for KSP. Been in development for a little while now Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted Thursday at 07:29 PM Share Posted Thursday at 07:29 PM 41 minutes ago, Pxtseryu said: Hyper-customizable repaint options for KSP. Been in development for a little while now What? There's TURD... They don't have a ReStock config yet, but this seems to be the only guy who's working on it. Quote Link to comment Share on other sites More sharing options...
funnelton Posted Thursday at 08:53 PM Share Posted Thursday at 08:53 PM 1 hour ago, GuessingEveryDay said: What? There's TURD... They don't have a ReStock config yet, but this seems to be the only guy who's working on it. I think they're talking about Resurfaced, maybe, I dunno Quote Link to comment Share on other sites More sharing options...
Nertea Posted 18 hours ago Author Share Posted 18 hours ago So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. Thoughts welcome. Here's some examples of how parts look in that context. Quote Link to comment Share on other sites More sharing options...
funnelton Posted 17 hours ago Share Posted 17 hours ago 6 minutes ago, Nertea said: So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. Thoughts welcome. Here's some examples of how parts look in that context. SHINY Quote Link to comment Share on other sites More sharing options...
arbsoup Posted 17 hours ago Share Posted 17 hours ago (edited) I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Deferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually little to no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it. Edited 17 hours ago by arbsoup Quote Link to comment Share on other sites More sharing options...
Nertea Posted 17 hours ago Author Share Posted 17 hours ago 1 minute ago, arbsoup said: I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Preferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it. I'm not really interested in making new stuff right now, if there's something in the optimization or balancing landscape that needs to be changed please let me know so I can look at it. I don't notice much if any performance impact from the new things on the garbage laptop (6+ years old now) I do all development on, at least not compared to scatterer, vol clouds, parallax, etc. The different finishes are an issue for sure, but I'm being quite careful to make sure the color balances are tuned so that most untouched parts with default settings are similar. Hers's an example. Quote Link to comment Share on other sites More sharing options...
funnelton Posted 17 hours ago Share Posted 17 hours ago 9 minutes ago, arbsoup said: I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Deferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually little to no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it. Now that you mention it, what does it look like with old parts who dont use Resurfaced? Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted 17 hours ago Share Posted 17 hours ago 23 minutes ago, Nertea said: So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. Thoughts welcome. Here's some examples of how parts look in that context. Ate and left no crumbs, as the new generation would say. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted 17 hours ago Share Posted 17 hours ago 57 minutes ago, Nertea said: So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. Thoughts welcome. Please don't let the old mods hold you back from making your mods better. If people want to use mods with less fidelity that's their choice. Progress >>>> the past Quote Link to comment Share on other sites More sharing options...
Hank Kerman Posted 16 hours ago Share Posted 16 hours ago On 2/12/2025 at 8:37 PM, Nertea said: I'm working on a different, extremely large project at the moment so it's not a priority, plus I guess more time for people to be offended is good. Knowing the stuff you put out, I am certain it will be a banger. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted 13 hours ago Share Posted 13 hours ago 4 hours ago, Nertea said: 4 hours ago, arbsoup said: I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Preferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it. I'm not really interested in making new stuff right now, if there's something in the optimization or balancing landscape that needs to be changed please let me know so I can look at it. I don't notice much if any performance impact from the new things on the garbage laptop (6+ years old now) I do all development on, at least not compared to scatterer, vol clouds, parallax, etc. The different finishes are an issue for sure, but I'm being quite careful to make sure the color balances are tuned so that most untouched parts with default settings are similar. Hers's an example. I think that the ideal outcome would be an optional patch (idk, something with a name like 'Near Future Repolish') that adds the TUFX+Preferred+Resurfaced texture upgrades. It'd probably have to be it's own mod. Quote Link to comment Share on other sites More sharing options...
Pxtseryu Posted 12 hours ago Share Posted 12 hours ago 5 hours ago, Iapetus7342 said: Ate and left no crumbs, as the new generation would say. Close, we'd say it was skibidi sigma ohio rizz. Quote Link to comment Share on other sites More sharing options...
arbsoup Posted 11 hours ago Share Posted 11 hours ago 2 hours ago, DareMightyThingsJPL said: I think that the ideal outcome would be an optional patch (idk, something with a name like 'Near Future Repolish') that adds the TUFX+Preferred+Resurfaced texture upgrades. It'd probably have to be it's own mod. That would mean having to maintain both sets for any visual bugs that come up, so I can see why it wouldn't be done. Ideal, sure, but maybe not optimal. Quote Link to comment Share on other sites More sharing options...
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