m0a9r1c1el Posted June 28, 2021 Share Posted June 28, 2021 8 minutes ago, Gameslinx said: Set PlanetShine to Vertex mode in its settings this did indeed fix it, noice Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted June 28, 2021 Author Share Posted June 28, 2021 Here are some surface pictures from the new Moho textures: Lowlands: Highlands: Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted June 28, 2021 Share Posted June 28, 2021 That looks as good if not better than the KSP2 terrain that we’ve seen. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted June 29, 2021 Author Share Posted June 29, 2021 KSP2's Pol looks incredible. I was inspired to redo some of the textures on the current Pol to make it look similar. In doing so, I've added two options to control the strength of the cliffs that really define them: Quote Link to comment Share on other sites More sharing options...
THX-1138 Posted June 29, 2021 Share Posted June 29, 2021 (edited) @Gameslinx : Superb work! Provides KSP a subtle but important visual realism into the game that makes exploration a visual delight. Thank you for your hard work and will patiently wait for your next update while I enjoy your current work. Edited June 29, 2021 by THX-1138 Quote Link to comment Share on other sites More sharing options...
epicer12 Posted June 30, 2021 Share Posted June 30, 2021 Epic mod this is Quote Link to comment Share on other sites More sharing options...
Emperoreddy Posted July 1, 2021 Share Posted July 1, 2021 Has 1.12 made landing gear and wheels extra slippery for anyone else with collisions on? Quote Link to comment Share on other sites More sharing options...
Cyrus Playz Posted July 1, 2021 Share Posted July 1, 2021 Hey I am now currently experimenting with this on my planet mod which has 99.9% less copyright, like for real. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 5, 2021 Author Share Posted July 5, 2021 (edited) I bring more images As we're getting closer to release (I estimate around a week, maybe less!) I wanted to share some more of the planets that I've retextured, starting with Duna: Duna Spoiler And here are Duna's flats: Kerbin Spoiler I've also changed how the slope texture is calculated. In the configs, I have added the options to adjust the blending contrast and midpoint. This can lead to some really nice looking cliffs and ridges on Kerbin: Eeloo Spoiler Next up is Eeloo. Using the new slope calculation I'm really happy with Eeloo's new look: I've given the ice a smoother looking texture as well: Minmus Spoiler Finally, we have Minmus. Its flats weren't flat enough, so I flattened them. I also added a new steep texture and highlands texture: I love the texture for the flats used on Minmus normally, so I took inspiration from it and tried to build upon it: I'm really excited to bring you all these changes. Stay tuned Edited July 5, 2021 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted July 5, 2021 Share Posted July 5, 2021 4 minutes ago, Gameslinx said: I'm really excited to bring you all these changes. Stay tuned I’m super excited to have them! They look AMAZING. If you need any beta testers, you know where to find me Quote Link to comment Share on other sites More sharing options...
Agustin Posted July 6, 2021 Share Posted July 6, 2021 Its really amazing and can't wait to enjoy it on my screen. Quote Link to comment Share on other sites More sharing options...
Abducted_Cow Posted July 6, 2021 Share Posted July 6, 2021 (edited) Mooo My parallax installation is making these weird yellow rectangles, I think the kraken is sending me a message Edited July 6, 2021 by Abducted_Cow Quote Link to comment Share on other sites More sharing options...
SiCaRiO31 Posted July 6, 2021 Share Posted July 6, 2021 On 7/5/2021 at 2:25 AM, Gameslinx said: I'm really excited to bring you all these changes. Stay tuned Oh god this looks amazing! Im waiting for the next version to give it a try, not sure my GPU can handle it but I need to see it at least at 10 fps Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 7, 2021 Author Share Posted July 7, 2021 Parallax 1.3.0 This is a live release. Please submit issues via GitHub's issues page https://github.com/Gameslinx/Tessellation/issues Changelog: Features: Update to 1.12.x Added support for huge planets Added support for potato computers Added "Advanced Subdivision" to massively increase the level of detail near the craft Overhauled lighting system Optimizations to the shader calculation, texture sampling and tessellation performance Added a whole new and improved lighting system Support for shader models 3.0 and 4.0 Support for older graphics cards Added shader variants without tessellation Added shader variants without influence mapping Added low and medium quality shaders. If you have a slower PC, you'll get good performance from these! Complete code rewrite of the loader Added non-lambertian lighting settings for airless worlds Added new 'gloss' feature for surface textures New textures for Moho New textures for The Mun New textures for Minmus New textures for Gilly New textures for Duna New textures for Dres New textures for Tylo New textures for Laythe New textures for Pol New textures for Vall New textures for Eeloo Changes: Ambient light now works correctly on every planet. No more pitch black nights! Temporarily removed collisions, but fear not. The increase in detail means they are less necessary. I'm rewriting the code for collisions Adjusted the shadow cascades to favour sharper shadows up close Changed shader offset from 0.0, 1000.0 to 0.0, 1.0 now that Scatterer applies correctly over Parallax Changing your terrain shader quality in the settings now changes your Parallax shader quality Improved performance of lights Temporarily removed reflections (not used in the stock texture pack anyway) Improved accuracy of steep slope detection which in turn improved performance Improved physical terrain quality of Eeloo, Vall and Eve Fixes: Fixed kerbals floating above the terrain when trying to walk down hills or jump Fixed vessels appearing as landed when they are clearly not Fixed random white cubes appearing Fixed vessels exploding in the air Fixed incorrect camera detection Fixed terrain textures moving when the camera reaches a certain altitude Removed junk in the log from past debugging Special Thanks Thank you to TheYear2525, theOneGalen, Jollicent, Austin Dean, Michael Armida, Jon Medders, Matthew Tarbet, Raymond Beehler, Kalle Anttila, Robert Griffith Moore, and Morphisor for supporting the project on Patreon Most importantly, thank you for downloading Parallax. If you would like to support this project's development (or simply want to buy me a coffee!) you can support me via Patreon or Paypal: Patreon Paypal Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted July 7, 2021 Share Posted July 7, 2021 28 minutes ago, Gameslinx said: Parallax 1.3.0 Hurray! You've done some really great work on this! Quote Link to comment Share on other sites More sharing options...
Folkhoer Posted July 7, 2021 Share Posted July 7, 2021 (edited) I was waiting for this to update to start 1.12 Thanks allot man, amazing mod! Your textures are jawdropping. Edited July 7, 2021 by Folkhoer Quote Link to comment Share on other sites More sharing options...
Vovical Posted July 7, 2021 Share Posted July 7, 2021 (edited) Congrats on the update. I am enjoying it on other planets but have put the issues I am experiencing into a github issue as to not clog this page like it was before https://github.com/Gameslinx/Tessellation/issues/59 Edited July 7, 2021 by Vovical Quote Link to comment Share on other sites More sharing options...
m0a9r1c1el Posted July 7, 2021 Share Posted July 7, 2021 same issue as Vovical, but without sigma dimensions. something is seriously broken lol Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 7, 2021 Author Share Posted July 7, 2021 (edited) 3 hours ago, Vovical said: Congrats on the update. I am enjoying it on other planets but have put the issues I am experiencing into a github issue as to not clog this page like it was before https://github.com/Gameslinx/Tessellation/issues/59 1 hour ago, m0a9r1c1el said: same issue as Vovical, but without sigma dimensions. something is seriously broken lol Please use the most recent scatterer version Edit: Hmm, it seems you are. I've replied on the GitHub issue requesting the scatterer config Edited July 7, 2021 by Gameslinx Quote Link to comment Share on other sites More sharing options...
modus Posted July 7, 2021 Share Posted July 7, 2021 Great work, impressive list of changes and fixes Congrats! To be clear, does 6 hours ago, Gameslinx said: Update to 1.12.x mean this version doesn't work on previous ksp versions or that previous ksp versions just aren't supported? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 7, 2021 Author Share Posted July 7, 2021 29 minutes ago, modus said: To be clear, does mean this version doesn't work on previous ksp versions or that previous ksp versions just aren't supported? This version will work on previous KSP versions. Potentially down to 1.9, but I haven't tested that. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted July 8, 2021 Share Posted July 8, 2021 Looked at it for like 10 minutes on 1.10.1 yesterday and everything appears to be fine. Except for the floating rocks on Duna, but that's Kopernicus issue, not Parallax. Quote Link to comment Share on other sites More sharing options...
TRAPPIST-1E Posted July 8, 2021 Share Posted July 8, 2021 (edited) I seem to have found a bug. Basicially, Parallax is not tessellating. I am on a Mac, running ksp 1.12. The picture is from Pol. https://imgur.com/QF6TrZL ParallaxGolbal.cfg here Spoiler ParallaxGlobalConfig { //These are global settings - Do not include a version of this in your own mod TessellationSettings //Control quality of tessellation { edgeLength = 3 //Default = 32. Ranges from 1 to 150. 1 is best quality, 150 is worst. range = 25 //Default = 25. Controls how far from the camera the tessellation is applied. maxTessellation = 64 //Default = 64. Ranges from 1 to 64. Controls how much tessellation is applied. } ReflectionSettings //Control quality of reflections { reflections = false //true or false refreshRate = 64 //FPS value or "realtime" timeSlicing = IndividualFaces //"Instantly", "AllFacesAtOnce", "IndividualFaces" resolution = 256 //64, 128, 256, 512, 1024, 2048 } LightingSettings { tessellateLighting = true //Flat lighting or accurate lighting - Turning this off improves performance at the cost of quality. } } Edited July 8, 2021 by TRAPPIST-1E Quote Link to comment Share on other sites More sharing options...
modus Posted July 8, 2021 Share Posted July 8, 2021 Is the official party line after the update still that is best not to use Parallax and Planetshine together? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted July 8, 2021 Author Share Posted July 8, 2021 4 minutes ago, TRAPPIST-1E said: I seem to have found a bug. Basicially, Parallax is not tessellating. I am on a Mac, running ksp 1.12. The picture is from Pol. Make sure your terrain shader quality is set to ultra in the game settings 5 minutes ago, modus said: Is the official party line after the update still that is best not to use Parallax and Planetshine together? Pretty much. Set it to Vertex mode for the best performance but it's best to just not use it altogether Quote Link to comment Share on other sites More sharing options...
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