Grimmas Posted November 1, 2021 Share Posted November 1, 2021 I think it's fair to expect it to work in the main menu when even the first two screenshots in the original post were a comparison of the effects on the main menu (though admittedly I can't tell the difference between them). Quote Link to comment Share on other sites More sharing options...
CreepyShadow Posted November 1, 2021 Share Posted November 1, 2021 (edited) @Grimmas That's what I thought as well. If you advertise for it and don't mention it elsewhere, people gonna assume it's a feature. Btw, The difference I can see is ambient occlusion at the Rocks and Rocket plus quite a bit of bloom around the logo and menu buttons. Edit: I've experimented with the main menu settings for a while now and I think I found the problem. Contrary to all other profiles, it doesn't work anymore when you remove the "Default-" prefix. For my own custom profiles I've just named them after the scenes they'll be used in. E.g.: TRACKSTATION, FLIGHT, SPACECENTER etc. This doesn't work for the main menu and if you just name it "MAINMENU" the config won't get loaded. On top of that it also seems to be case sensitive, so "Default-MainMenu" will work, but "Default-MAINMENU" won't, nor will "DEFAULT-MAINMENU" or any other name that isn't exactly the one mentioned above (to my knowledge that is), which is probably also the reason the default HDR profile doesn't work. Hope this could get fixed in the next release. Edited November 2, 2021 by CreepyShadow Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 3, 2021 Share Posted November 3, 2021 @Shadowmage Would you have any desire to try your hand at Screen Space Path Tracing Global Illumination similar to what Pascal Gilcher is making for ReShade, or is that too far down the rabbit hole? Quote Link to comment Share on other sites More sharing options...
Adiri Posted November 6, 2021 Share Posted November 6, 2021 (edited) Hello, whenever I try to export a profile with either Chromatic Aberration enabled, or vignette enabled, it simply refuses to export. It doesn't show the "file exported to ksp.log", and it doesn't show up in the log either. I also cannot select textures such as the dirt textures when using bloom. However, old tufx profiles like AVP's work fine and export even with chromatic aberration enabled, could someone please help me? EDIT: Reinstalling tufx does not fix the issue, could it be a 1.12.2 problem? Edited November 6, 2021 by Adiri Quote Link to comment Share on other sites More sharing options...
Delay Posted November 9, 2021 Share Posted November 9, 2021 (edited) I briefly tried the mod, and I gotta say it makes the game look a whole lot nicer! I've been toying around with the static settings a bit, there are some nice effects you can make (I'm thinking of black-and-white TV / VHS type looks). However, I also noticed that quick camera movements occasionally cause some sort of black square to briefly appear for about 1 or 2 frames. It doesn't cover the whole screen. Removing TUFX fixes that problem. I could try to record a video of that if necessary. Hopefully it's not a hardware thing... Edit: I tried it again and now it works flawlessly. I don't know what happened before. Edited November 14, 2021 by Delay Quote Link to comment Share on other sites More sharing options...
obnox twin Posted November 15, 2021 Share Posted November 15, 2021 I am wondering I play on mac (I know I know) but my computer has the apple M1 chip and around 8gb of ram will it run on my mac without lagging my game or hasn't this been tested. Quote Link to comment Share on other sites More sharing options...
obnox twin Posted November 16, 2021 Share Posted November 16, 2021 I will test if it works on a mac and not lag Quote Link to comment Share on other sites More sharing options...
Delay Posted November 18, 2021 Share Posted November 18, 2021 @ShadowmageNot sure if you're aware of this already, but I noticed this while playing around with black-and-white filters. Re-entry effects are not affected by TUFX and remain red, which looks a bit weird. Quote Link to comment Share on other sites More sharing options...
Wreckaneer Posted January 5, 2022 Share Posted January 5, 2022 (edited) Cross post album from over on the MKShuttle dev thread but I have to drop a massive thank you for TUfx. It looks simply amazing and the last few days of play in 1.12.3 I can hardly believe this is KSP! Absolutely no issues whatsoever. Using a tweaked version of Fox's Gemini profile (below). https://imgur.com/a/QTGCYHn TUFX_PROFILE { name = FoxGemini4Edited hdr = False antialiasing = FastApproximateAntialiasing EFFECT { name = Bloom Intensity = 2.10691833 Threshold = 0.968553424 SoftKnee = 0.625786185 } EFFECT { name = ChromaticAberration Intensity = 0.0399999991 } EFFECT { name = ColorGrading GradingMode = HighDefinitionRange Tonemapper = ACES Temperature = 13.8364782 Tint = 10.6918211 HueShift = -12.4528284 Saturation = 10.0628929 PostExposure = 0.8 Contrast = 6.91823864 Lift = 1,1,1.1,0.0299999993 Gain = 1.05999994,1,0.600000024,0 } EFFECT { name = Vignette Intensity = 0.55 Smoothness = 1 Roundness = 0 } EFFECT { name = AutoExposure MinLuminance = -0.600000024 } } Edited January 5, 2022 by Wreckaneer speshul spelling Quote Link to comment Share on other sites More sharing options...
Folkhoer Posted February 12, 2022 Share Posted February 12, 2022 (edited) Edit: found what I did wrong, my bad :p. Edited February 12, 2022 by Folkhoer Quote Link to comment Share on other sites More sharing options...
mister_goo Posted February 26, 2022 Share Posted February 26, 2022 Great mod. I have a small suggestion: add a shortcut key to toggle the TUFX gui. The gui won't hide when I hit F2 while the game is paused, and there is no way to closed the gui without resuming the game. Quote Link to comment Share on other sites More sharing options...
pTrevTrevs Posted March 24, 2022 Share Posted March 24, 2022 Would like to know if anybody else has been having the same problem as I am. When I try to export a TUFX profile to my log I get an error message instead. Seems to work fine with other people's profiles, but not anything I've edited myself. Here's the error message itself, if that helps: [LOG 16:57:14.697] [TUFX] Enabling profile: Apollo CTV Camera. Current GameScene: FLIGHT [LOG 16:57:14.697] [TUFX] Setting HDR for camera: Camera 00 to: True [LOG 16:57:14.697] [TUFX] Profile enabled: Apollo CTV Camera [EXC 16:57:16.579] NullReferenceException: Object reference not set to an instance of an object UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings.saveTextureParameter (ConfigNode node, System.String name, UnityEngine.Rendering.PostProcessing.ParameterOverride`1[T] param) (at <b00990d1d91e46a2b1595aa2f4b92334>:0) UnityEngine.Rendering.PostProcessing.ChromaticAberration.Save (ConfigNode config) (at <b00990d1d91e46a2b1595aa2f4b92334>:0) TUFX.TUFXProfile.SaveProfile (ConfigNode node) (at <b00990d1d91e46a2b1595aa2f4b92334>:0) TUFX.TexturesUnlimitedFXLoader.exportProfile (TUFX.TUFXProfile profile, System.Text.StringBuilder builder) (at <b0 Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted April 17, 2022 Share Posted April 17, 2022 Loving this! I'm struggling to tune the Depth of Field properly.. I can only seem to get everything blurry or everything in focus. Can anyone help me understand the parameters? I tried a few configs out there but gamers generally don't favour DoF so I have to make it myself and I'm finding it tricky. Quote Link to comment Share on other sites More sharing options...
x170doom Posted April 21, 2022 Share Posted April 21, 2022 anyone else getting a weird sort of artifacting when moving the camera with HDR enabled or is that just me Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted April 21, 2022 Share Posted April 21, 2022 1 hour ago, x170doom said: anyone else getting a weird sort of artifacting when moving the camera with HDR enabled or is that just me HDR can be glitchy, such as Kerbin’s surface becoming partially visible when looking down through a ship in orbit. Quote Link to comment Share on other sites More sharing options...
x170doom Posted April 21, 2022 Share Posted April 21, 2022 47 minutes ago, DeadJohn said: HDR can be glitchy, such as Kerbin’s surface becoming partially visible when looking down through a ship in orbit. NVM, turns out it's something to do with waterfall, its like some sort of blur effect only it blurs the engine and everything around it, only started happening when i turned render quality up oddly Quote Link to comment Share on other sites More sharing options...
blackrack Posted April 21, 2022 Share Posted April 21, 2022 (edited) On 11/3/2021 at 2:20 AM, Electrocutor said: @Shadowmage Would you have any desire to try your hand at Screen Space Path Tracing Global Illumination similar to what Pascal Gilcher is making for ReShade, or is that too far down the rabbit hole? It can't actually be done correctly in a forward engine, you need to have color, material and normal information available separately from lighting (what the g-buffer does in a deferred engine). You could kind of fake the color part of a g-buffer in forward by re-rendering the main camera with the lighting disabled and ambient light turned up, but you'd be rendering the scene twice, it would be bad with visual mods I guess for all but the beefiest GPUs, although in orbit it would be fine. The normal buffer option can be enabled. Then you'd also have no material information so everything will handle light in the same way, unless you start doing a custom pass with shader replacements. Once you have that though no need to limit it to screen space since we have all the scene info. ScreenSpace PTGI is kind of pointless. Now that I think about it, it's kind of doable, although with limitations and caveats. Edited April 21, 2022 by blackrack Quote Link to comment Share on other sites More sharing options...
Rodger Posted April 22, 2022 Share Posted April 22, 2022 18 hours ago, x170doom said: NVM, turns out it's something to do with waterfall, its like some sort of blur effect only it blurs the engine and everything around it, only started happening when i turned render quality up oddly Do you have scatterer installed? If so, try disabling temporal antialiasing in the scatterer settings (the blue circle icon in the KSC scene) Quote Link to comment Share on other sites More sharing options...
x170doom Posted April 26, 2022 Share Posted April 26, 2022 On 4/22/2022 at 8:13 AM, Rodger said: Do you have scatterer installed? If so, try disabling temporal antialiasing in the scatterer settings (the blue circle icon in the KSC scene) didn't know about this, cheers! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 9, 2022 Share Posted June 9, 2022 Hey all, shadowmage has gracefully allowed me to take up the reins of TUFX. There were a couple bugs I really wanted to see fixed and a few new features I'd like to get added, so here's my first contribution. Please let me know if anything is broken, since I'm new to this codebase. https://github.com/shadowmage45/TUFX/releases/tag/1.0.3.0 Fix AA setting getting lost on scene switches (thanks @diamond-optic ) Fix Gamma setting not loading from profile cfg (thanks @hairintd ) Fix texture names (dirt, etc) not loading from profile cfg Fix TUFX button not closing GUI window Add support for IVA mode Add AO Mode selection Lots of in-progress work from shadowmage45 (unfortunately I don't really know what state this stuff is in) Update bundled ModuleManager version to 4.2.1 Quote Link to comment Share on other sites More sharing options...
Guest Posted June 9, 2022 Share Posted June 9, 2022 (edited) 9 hours ago, JonnyOThan said: Hey all, shadowmage has gracefully allowed me to take up the reins of TUFX. There were a couple bugs I really wanted to see fixed and a few new features I'd like to get added, so here's my first contribution. Please let me know if anything is broken, since I'm new to this codebase. https://github.com/shadowmage45/TUFX/releases/tag/1.0.3.0 Fix AA setting getting lost on scene switches (thanks @diamond-optic ) Fix Gamma setting not loading from profile cfg (thanks @hairintd ) Fix texture names (dirt, etc) not loading from profile cfg Fix TUFX button not closing GUI window Add support for IVA mode Add AO Mode selection Lots of in-progress work from shadowmage45 (unfortunately I don't really know what state this stuff is in) Update bundled ModuleManager version to 4.2.1 Internal TUFX kinda works, but... (This is taken from KSC Runway) Spoiler Also, a very humble contribution. I just copied the spectral luts (For cromatic aberration) from KS3P mod Spoiler EFFECT { //the name of the effect to add textures for name = ChromaticAberration //the property-name from the effect, and the texture path; multiple entries supported SpectralLUT = TUFX/Textures/Textures/NeutralLUT_16 SpectralLUT = TUFX/Textures/Textures/NeutralLUT_32 SpectralLUT = TUFX/Textures/Textures/SpectralLut_BlueRed SpectralLUT = TUFX/Textures/Textures/SpectralLut_GreenPurple SpectralLUT = TUFX/Textures/Textures/SpectralLut_PurpleGreen SpectralLUT = TUFX/Textures/Textures/SpectralLut_RedBlue } I tried to add more tonemappers from other sources but all ended up crashing my game when I activate them Edited June 9, 2022 by Guest Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 9, 2022 Share Posted June 9, 2022 17 minutes ago, Forked Camphor said: Internal TUFX kinda works, but... (This is taken from KSC Runway) It took me a few minutes to notice the problem...I'll take a look. 17 minutes ago, Forked Camphor said: I tried to add more tonemappers from other sources but all ended up crashing my game when I activate them There are other outstanding pull requests regarding spectral LUTs - it seems like TUFX has slight capitalization differences in the shader parameter names. I still need to sort those out. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 9, 2022 Share Posted June 9, 2022 (edited) 37 minutes ago, JonnyOThan said: It took me a few minutes to notice the problem...I'll take a look. Sorry, I should've been more clear. For anyone else looking at the picture, the internal view looks like a false exterior camera, meaning is like seeing your craft in external view but with the IVA overlay. And the four dots in the front are the lights of the runway in the front-left(Using KK) Edited June 9, 2022 by Guest Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 9, 2022 Share Posted June 9, 2022 11 minutes ago, Forked Camphor said: Sorry, I should've been more clear. For anyone else looking at the picture, the internal view looks like a false exterior camera, meaning is like seeing your craft in external view but with the IVA overlay. And the four dots in the front are the lights of the runway in the back (Using KK) Oh that's not what I thought you meant at all...the ocean shouldn't be where it is...But I can't repro this with simple testing. Please post logs. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 9, 2022 Share Posted June 9, 2022 16 minutes ago, JonnyOThan said: Oh that's not what I thought you meant at all...the ocean shouldn't be where it is...But I can't repro this with simple testing. Please post logs. That too. I did another test but was not able to reproduce it, until I zoomed in and out in the IVA. Using the the default zoom level seems to fix it. I only have KSP.log since I play with -nologs argument, I see if I could upload it somewhere Quote Link to comment Share on other sites More sharing options...
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