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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]


Gameslinx

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  On 6/14/2021 at 7:26 PM, Vovical said:

Do you think the new update will break configurations created for other planet packs?

https://forum.kerbalspaceprogram.com/index.php?/topic/200080-jnsq-parallax-settings-bumpy-roads-up-ahead-version-10/

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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 :) 

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  On 6/14/2021 at 7:12 PM, 123nick said:

sorry if this qeustion is asked befroe, but, what happens if you use parralax with a planet pack not configured too use it? 

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The planets that don't have configs simply keep the terrain detail that they had, UNLESS they happened to use a template from a planet that had configs for Parallax (you can check this by going into the planet configs in the mod).

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  On 6/14/2021 at 7:34 PM, Gameslinx said:

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 :) 

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Definitely worth for the new loader benefits, I can always just use sigma on stock for a little bit :)

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  On 6/15/2021 at 6:18 PM, adriangm44 said:

Мои кербалы летают (поднимаясь и поднимаясь каждый раз), пока идут по поверхности тел. Что не так?

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I have the same problem. Experimentally found out that this is an incorrect work of collisions. If you turn them off, kerbals walk normally, but they are waist-deep in the ground.

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  On 6/15/2021 at 6:49 PM, VladTonk said:

I have the same problem. Experimentally found out that this is an incorrect work of collisions. If you turn them off, kerbals walk normally, but they are waist-deep in the ground.

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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 :) 

  On 6/15/2021 at 7:58 PM, adriangm44 said:

Do we know an estimated release time?

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If I don't have the update ready for this weekend, it'll be a week or two

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  On 6/15/2021 at 9:12 PM, Gameslinx said:

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

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thanks for the answer. I wanted to ask you.
How difficult is it to make terrain changes due to collisions? I'm talking about kerbals tracks, tire tracks, craters from hard impacts

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  On 6/16/2021 at 11:57 AM, VladTonk said:

How difficult is it to make terrain changes due to collisions? I'm talking about kerbals tracks, tire tracks, craters from hard impacts

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Very. Actually deforming the terrain wouldn't be difficult, but having it persistent wouldn't be possible (at least, it's way out of my depth)

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  On 6/13/2021 at 2:27 AM, Gameslinx said:

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

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Not trying to make more work for you, but would reimplementing PlaneShine's lighting effects in Parallax be possible? 

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  On 6/16/2021 at 4:17 PM, somnambulist said:

Not trying to make more work for you, but would reimplementing PlaneShine's lighting effects in Parallax be possible? 

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It would be the same performance impact unless I implement it all into the ForwardBase pass. It's not something I really want to do just yet because this update should optimize a lot of stuff. If I'm happy with the performance after this update I'll consider doing something like that 

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I've had a pretty strange glitch with terrain collisions a couple times - perhaps someone might recognize it, or have an idea of what's causing it?
I'm not completely sure what's happening, as I haven't been able to reliably replicate it, and unfortunately I haven't been able to get any logs the few times it's happened. However, I do have (behind the spoilers, hopefully)
A screenshot

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And a video.

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