Ravenspetdragon Posted December 18, 2022 Share Posted December 18, 2022 Sooooo, With the KK scatters fixed, (I think), Is there a possibility of collidable trees? Quote Link to comment Share on other sites More sharing options...
LogBaseTwo Posted December 18, 2022 Share Posted December 18, 2022 Hi, loving this mod so far. It's gotten me back into KSP after a long hiatus! I'm excited to get back into it. I've only had one small problem so far. That is the lighting/shading appears to be off on the smaller, non-collidable scatter objects. It is most noticeable in the dark. Below is a screenshot on the dark side of Minimus. The rocks on the Mun look some what the similar. From what I've seen of others' screenshots and videos, this is not what it's supposed to look like. Got any ideas of what it might be? KSP.log: https://www.dropbox.com/s/dsgjcr28xcmt82b/KSP.log?dl=0 I have more information about my mod list and configuration settings below. The other visual mods I have installed are: EnvironmentalVisualEnhancements PlanetShine Scatterer StockVisualEnhancements Full list of all mods I have installed: Spoiler AdvancedFlyByWire B9PartSwitch ClickThroughBlocker CommunityCategoryKit CommunityResourcePack CommunityTechTree DeployableEngines DynamicBatteryStorage EasyVesselSwitch EngineLightRelit EnvironmentalVisualEnhancements Firespitter FirespitterCore FirespitterResourcesConfig Harmony2 KAS KerbalStats KIS Konstruction Kopernicus KSP MoarKerbals ModularFlightIntegrator ModuleManager NearFutureConstruction NearFutureElectrical NearFutureLaunchVehicles NearFuturePropulsion NearFutureSolar Parallax PlanetShine RealPlume Scatterer SmokeScreen StationScienceContinued StockVisualEnhancements SVE ToolbarController TriggerAu USITools Waterfall My graphics settings are below: Quote Link to comment Share on other sites More sharing options...
Moose Posted December 18, 2022 Share Posted December 18, 2022 19 hours ago, Ravenspetdragon said: Sooooo, With the KK scatters fixed, (I think), Is there a possibility of collidable trees? You can manually add these yourself, it's a flag in the stock configs. E.g: # Kerbal Space Program\GameData\Parallax_StockTextures\_Scatters\Configs\Kerbin.cfg Scatter { name = OakTree model = Parallax_StockTextures/_Scatters/Models/Kerbin/oaktrunk0 collideable = True # This is the new line updateFPS = 0.330000013 cullingRange = 200 cullingLimit = -400 alignToTerrainNormal = False maxObjects = 40000 SubdivisionSettings Quote Link to comment Share on other sites More sharing options...
Ravenspetdragon Posted December 18, 2022 Share Posted December 18, 2022 3 hours ago, Moose said: You can manually add these yourself, it's a flag in the stock configs. E.g: # Kerbal Space Program\GameData\Parallax_StockTextures\_Scatters\Configs\Kerbin.cfg Scatter { name = OakTree model = Parallax_StockTextures/_Scatters/Models/Kerbin/oaktrunk0 collideable = True # This is the new line updateFPS = 0.330000013 cullingRange = 200 cullingLimit = -400 alignToTerrainNormal = False maxObjects = 40000 SubdivisionSettings You are an absolute legend. Quote Link to comment Share on other sites More sharing options...
RurouniDonut Posted December 18, 2022 Share Posted December 18, 2022 Hello! Awesome update, quick question though. How come when I try to open the editor on a planet for Parallax 1.3, it says its not parallax configured with the new update? Quote Link to comment Share on other sites More sharing options...
Moose Posted December 19, 2022 Share Posted December 19, 2022 8 hours ago, Ravenspetdragon said: You are an absolute legend. Cheers - personally I only do the base layer (which are the trunks). The "tops" are the leaves which are worth leaving uncollidable imho. I also do "sapling" for the smaller trees that spot the planet. Quote Link to comment Share on other sites More sharing options...
Morphisor Posted December 19, 2022 Share Posted December 19, 2022 On 12/16/2022 at 8:22 PM, Gameslinx said: To add - I am working on backwards compatibility so that planet packs that will only go up to Parallax 1.3.1 can also enjoy the performance improvements of Parallax 2.0. Hold on, this has not gotten the attention it deserves. I saw this was included in the latest update. How does this affect for example Beyond Home? Are all the 2.0 features now applied there as well or would an older planet pack still need to do updates on its own end? Either way it's huge. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 19, 2022 Author Share Posted December 19, 2022 1 hour ago, Morphisor said: Hold on, this has not gotten the attention it deserves. I saw this was included in the latest update. How does this affect for example Beyond Home? Are all the 2.0 features now applied there as well or would an older planet pack still need to do updates on its own end? Either way it's huge. The scatter system won't work on 1.3.1 packs because, of course, configs are needed. But the huge optimization I made to the subdivision code will work, resulting in a reduction of ~6ms of CPU time which is huge! Side note, I tested this only with RSS but it should work for Beyond Home too if you're using Ballisticfox's version of it, which is on Parallax 1.3.1 Quote Link to comment Share on other sites More sharing options...
RealTimeShepherd Posted December 19, 2022 Share Posted December 19, 2022 @Gameslinx Any word on RSS configs? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 19, 2022 Author Share Posted December 19, 2022 (edited) 7 minutes ago, RealTimeShepherd said: @Gameslinx Any word on RSS configs? I have made it fairly clear that I will not be making configs for RSS or any other planet packs - that is the responsibility of the planet pack author just as it is with EVE, Scatterer or any other visual mod However, version 2.0.6 will work on RSS even though RSS uses version 1.3.1, so you can now get the performance benefits on older versions. Edited December 19, 2022 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Neptunium_69 Posted December 20, 2022 Share Posted December 20, 2022 Two questions: 1. Does it still look remotely as good without scatters? 2. How do I disable scatters Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 20, 2022 Author Share Posted December 20, 2022 10 hours ago, Smart Boy said: 1. Does it still look remotely as good without scatters? Without Scatters, Parallax just does surface texture/shader changes for each of the planets. To disable scatters, there is a parameter in 'ParallaxGlobal.cfg' called 'enableScatters'. If you set it to false, scatters will not show up anymore for you Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 20, 2022 Author Share Posted December 20, 2022 (edited) On 12/18/2022 at 12:28 AM, Ravenspetdragon said: Sooooo, With the KK scatters fixed, (I think), Is there a possibility of collidable trees? I would need more opinions on this before I make this change go through I think a good approach would be to make the tree trunks collideable but not the leaves. It would be a surprise to anyone flying in forests now. Let me know Edited December 20, 2022 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Poodmund Posted December 20, 2022 Share Posted December 20, 2022 If you kept the trunks as pill primitives or something would it be fairly cheap? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 20, 2022 Author Share Posted December 20, 2022 1 hour ago, Poodmund said: If you kept the trunks as pill primitives or something would it be fairly cheap? By default I use the LOD0 for all of the colliders. I wanted accurate collisions to the visual mesh. Only colliders directly next to the craft are ever enabled, so there is negligible impact to performance from the collider itself! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 20, 2022 Share Posted December 20, 2022 2 hours ago, Gameslinx said: Let me know I have no objections to colliders being enabled by default if they can be disabled in the config. Trunk only colliding would be preferred. Quote Link to comment Share on other sites More sharing options...
Cerious Posted December 20, 2022 Share Posted December 20, 2022 Is it normal that regular trees and regular flowers appear near the desert airfield? Thanks in ahead, noticed this when recording a cinematic. Quote Link to comment Share on other sites More sharing options...
Entropian Posted December 20, 2022 Share Posted December 20, 2022 2 hours ago, Cerious said: Is it normal that regular trees and regular flowers appear near the desert airfield? Thanks in ahead, noticed this when recording a cinematic. I'm pretty sure that those are supposed to be blocked out with the biome blacklist in the scatter config for Kerbin, but I could be wrong. (also Cerious cinematic hype?) Quote Link to comment Share on other sites More sharing options...
pmborg Posted December 21, 2022 Share Posted December 21, 2022 Using Parallax 2.0.6: For me was a good surprise that OuterPlanetsMod take advantage of parallax: or at least I think or its just a bonus of OPM is reusing EELOO from stock right? Nothing like land then on Kerbin again... ( I am not sure if they grow with light :) ) Quote Link to comment Share on other sites More sharing options...
pmborg Posted December 21, 2022 Share Posted December 21, 2022 On 12/20/2022 at 2:08 PM, Gameslinx said: I would need more opinions on this before I make this change go through I think a good approach would be to make the tree trunks collideable but not the leaves. It would be a surprise to anyone flying in forests now. Let me know Challenge accepted off-course [1] The video is processing on Youtube... [2] Kerbal Space Program\GameData\Parallax\Config\ParallaxGlobal.cfg CollisionSettings { enableCollisions = true //EXPERIMENTAL: Enable or disable collisions (Low CPU impact). I cannot guarantee that as of this version that the colliders will work all of the time. Please let me know if you encounter any problems. onlyQueryControllable = true //Only generate colliders for controllable vessels (Vessels with a command part). Debris is ignored. Disabling this will increase CPU impact. } [3] LOG: https://www.dropbox.com/s/fyllkdlcgu2konq/Paralax_2.0.6.log?dl=1 grep on configs: $ grep -r -i "collideable" Configs/Bop.cfg: collideable = True Configs/Bop.cfg: collideable = True Configs/Bop.cfg: collideable = True Configs/Bop.cfg: collideable = True Configs/Bop.cfg: collideable = True Configs/Bop.cfg: collideable = True Configs/Bop.cfg: alwaysCollideable = True Configs/Bop.cfg: collideable = True Configs/Bop.cfg: alwaysCollideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: collideable = True Configs/Dres.cfg: alwaysCollideable = True //Collider mesh is always active because the mesh is too large Configs/Duna.cfg: collideable = True Configs/Duna.cfg: collideable = True Configs/Duna.cfg: collideable = True Configs/Duna.cfg: alwaysCollideable = True Configs/Duna.cfg: collideable = True Configs/Duna.cfg: collideable = True Configs/Duna.cfg: collideable = True Configs/Duna.cfg: collideable = True Configs/Duna.cfg: alwaysCollideable = True Configs/Duna.cfg: collideable = True Configs/Duna.cfg: alwaysCollideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: collideable = True Configs/Eeloo.cfg: alwaysCollideable = True Configs/Gilly.cfg: collideable = True Configs/Gilly.cfg: collideable = True Configs/Gilly.cfg: collideable = True Configs/Gilly.cfg: collideable = True Configs/Gilly.cfg: collideable = True Configs/Ike.cfg: collideable = True Configs/Ike.cfg: collideable = True Configs/Ike.cfg: collideable = True Configs/Ike.cfg: collideable = True Configs/Ike.cfg: collideable = True Configs/Ike.cfg: collideable = True Configs/Ike.cfg: collideable = True Configs/Ike.cfg: alwaysCollideable = True Configs/Kerbin.cfg: collideable = True Configs/Kerbin.cfg: alwaysCollideable = True Configs/Kerbin.cfg: collideable = True Configs/Kerbin.cfg: alwaysCollideable = True Configs/Kerbin.cfg: collideable = True Configs/Kerbin.cfg: alwaysCollideable = True Configs/Kerbin.cfg: collideable = True Configs/Kerbin.cfg: alwaysCollideable = True Configs/Laythe.cfg: collideable = True Configs/Laythe.cfg: collideable = True Configs/Laythe.cfg: alwaysCollideable = True Configs/Laythe.cfg: collideable = True Configs/Laythe.cfg: alwaysCollideable = True Configs/Laythe.cfg: collideable = True Configs/Laythe.cfg: alwaysCollideable = True Configs/Minmus.cfg: collideable = True Configs/Minmus.cfg: collideable = True Configs/Moho.cfg: collideable = True Configs/Moho.cfg: collideable = True Configs/Moho.cfg: collideable = True Configs/Moho.cfg: collideable = True Configs/Moho.cfg: collideable = True Configs/Moho.cfg: collideable = True Configs/Mun.cfg: collideable = True Configs/Mun.cfg: collideable = True Configs/Mun.cfg: collideable = True Configs/Mun.cfg: collideable = True Configs/Mun.cfg: collideable = True Configs/Pol.cfg: collideable = True Configs/Pol.cfg: alwaysCollideable = True Configs/Pol.cfg: collideable = True Configs/Pol.cfg: collideable = True Configs/Pol.cfg: alwaysCollideable = True Configs/Pol.cfg: collideable = True Configs/Pol.cfg: alwaysCollideable = True Configs/Pol.cfg: collideable = True Configs/Pol.cfg: alwaysCollideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Tylo.cfg: collideable = True Configs/Vall.cfg: collideable = True Configs/Vall.cfg: collideable = True Configs/Vall.cfg: collideable = True Configs/Vall.cfg: collideable = True Configs/Vall.cfg: collideable = True Configs/Vall.cfg: alwaysCollideable = True Configs/Vall.cfg: collideable = True Configs/Vall.cfg: collideable = True Configs/Vall.cfg: collideable = True I am missing something? @Gameslinx Thanks! 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adriangm44 Posted December 23, 2022 Share Posted December 23, 2022 Do I have to keep the Surface FX/Underwater FX/Highlights FX turned on with Parallax installed? Quote Link to comment Share on other sites More sharing options...
Pointblank66 Posted December 24, 2022 Share Posted December 24, 2022 Question about Parallax and RSS. afaik RSS only officially supports Parallax 1.3.1, But on the github I see a changlog line for Parallax 2.0.5 saying "Added backwards compatibility for planet packs that only support up to Parallax 1.3.1. You can now update to Parallax 2.0.5 to benefit from the optimizations and improvements Parallax 2 brings." Does that mean that I can safely use Parallax 2.0.5 with RSS v19.0.4 (the most recent as of this post) even tho RSS doesn't officially support it atm? Quote Link to comment Share on other sites More sharing options...
funnelton Posted December 26, 2022 Share Posted December 26, 2022 heya i have a question, what does this do to the breaking ground scatters? like the ones that are scannable? i cant seem to find them on duna.. Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted December 26, 2022 Share Posted December 26, 2022 1 hour ago, funnelton said: what does this do to the breaking ground scatters? Makes them harder to find. You can use the BTDT surface scanner from SCANSAT mod to detect them. Or use the ALT-F12 menu under Breaking Ground to make a little red arrow visible over top the scannable scatter Quote Link to comment Share on other sites More sharing options...
funnelton Posted December 26, 2022 Share Posted December 26, 2022 thanks! Quote Link to comment Share on other sites More sharing options...
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