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


Gameslinx

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  On 8/27/2024 at 1:20 PM, OrbitalManeuvers said:

Based on the fact that you have both KopernicusExpansion and OPM ... I'm gonna guess that somehow the Kopernicus folder got deleted or something? Anyway, you're missing Kopernicus, and you don't have Parallax at all ... ? 

[WRN 17:02:25.992] AssemblyLoader: Assembly 'KopernicusExpansion.EVAFootprints' has not met dependency 'Kopernicus' V1.0.0
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Thank you very much 

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Any pointers on compiling the source? I think I've tracked down all the .dll references, but do I also need an "Animated Vegetation Ultimate Pack" in order to get things to compile? (Spoiler: although familiar with Python, I don't know what I'm doing with C# or the whole compilation process in general, really...)

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  On 8/29/2024 at 11:24 PM, AccidentalDisassembly said:

Any pointers on compiling the source? I think I've tracked down all the .dll references, but do I also need an "Animated Vegetation Ultimate Pack" in order to get things to compile? (Spoiler: although familiar with Python, I don't know what I'm doing with C# or the whole compilation process in general, really...)

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He's working on guidelines at my request already.  I'm sure when he's ready, he'll publish something.  It will involve downloading/using a compiler, the mod's source code from GitHub, and a specific Unity version.

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  On 8/30/2024 at 7:21 PM, Brigadier said:

He's working on guidelines at my request already.  I'm sure when he's ready, he'll publish something.  It will involve downloading/using a compiler, the mod's source code from GitHub, and a specific Unity version.

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Sounds good! With a little luck, maybe I got close on my attempt at wrangling Visual Studio and the Unity editor... More realistically? I'll be very glad for the guidelines so I can start over from scratch. :)

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  On 8/24/2024 at 1:35 PM, Gameslinx said:

Parallax Continued - Preview and Changelog

Happy Saturday! Parallax Continued is now available via Patreon preview (or you can compile the source code on my Github). Due to forum posting rules I don't believe I can link directly from this post, but it's the same rodeo as the Volumetric Clouds mod. The link you're looking for is in the OP. Until there's a public, full release, there can't be a dedicated forum post dedicated to Parallax Continued. For any posts relating to it please do specify which version of the mod you are using so I can best support you.

I have some features to add over the next few months such as terrain ambient occlusion, particle system scatter support and adding more varied terrain surface objects to the planets. I'm also working on documentation here: https://github.com/Gameslinx/Parallax-Continued/wiki

Obligatory Requirements:

1. The source code is here: https://github.com/Gameslinx/Parallax-Continued/tree/master

Public release will be in the order of months, and should hopefully not reach anywhere near a year.

The changelog is a long one and hopefully worth the read!

mQni5Qx.jpeg

Parallax Continued Changelog - Release 1.0

Please note - existing planet packs that do not specify they support Parallax Continued will not work yet!

Overview
 - The mod has been rewritten from the ground up, almost every line of code is new - expect massively improved quality, performance and reliability
 - Long time users of the mod will be very pleased to see the fixes section

Features / Improvements

GUI / Accessibility / Quality of Life
 - Added new GUI button in the space center and flight that lets you customise the mod's settings in-game
 - Added a new GUI keybind (Ctrl + P) which opens the terrain shader and scatter editor
 - Added a new setting "Show Collideable Scatters" in the settings GUI which highlights which scatters your craft can collide with - I am looking into a version of this that shows Breaking Ground surface objects
 - Added a new setting "Use Advanced Blending" which toggles the new terrain texture blending quality setting
 - Added a new setting "Light Shadows" which toggles vessel light shadow casting
 - Added a new setting "Light Shadows Quality"
 - Added a new setting "Fade Out Start Range" which controls the despawn start radius for scatters
 - Added a new setting "Collision Level" which controls how small an object can be to be considered collideable, allowing you to set the difficulty accordingly
 - Added various debug options to both the GUI and global config

Terrain - General
 - All planets: Improved the terrain displacement to reduce visually floating/sinking objects
 - Kerbin: New terrain textures
 - Mun: New terrain textures
 - Eve: New terrain textures
 - Bop: New terrain and scaled space textures
 - Terrain will now cast shadows from all light sources, unless this option is disabled

Terrain - Shader
 - Textures are now blended using displacement rather than just using a fade
 - Shader tessellation and displacement quality hugely increased
 - Shader reflection probe environment lighting now supported in forward rendering
 - Displacement can now affect all texture levels
 - Displacement range can now be set to any value
 - Improved specular/gloss calculation in forward rendering
 - Improved tessellation range falloff and edge length calculation
 - Improved displacement falloff calculation

Scatters - General
  - Scatters now show in the KSC
  - Reworked the wind system
  - All scatters are now persistent, including small scale scatters such as foliage or small rocks
  - Scatter LOD processing and frustum culling now updates every frame
  - Scatter default render distance increased
  - Improved scatter render distance radius - it is no longer a hard cutoff
  - Render distance is now computed from the camera position rather than the craft position
  - Improved scatter altitude based density falloff
  - Scatter densities now properly account for the quad density distribution differences caused as a result of the cube-sphere transformation
  - Improved the appearance of the cutoff between biomes
  - All planets: Changed the random distribution of all scatters
  - Kerbin: Grass now takes on the terrain colour beneath rather than being a constant colour
  - Kerbin: Improved grass cutoff at the edge of the render distance
  - Kerbin: Updated oak tree scatter models and textures
  - Kerbin: Updated daisy scatter models and textures
  - Kerbin: Updated grass and tall grass LOD2 (furthest LOD) model and textures
  - Kerbin: Updated iceberg textures
  - Eve: Added rocks and slabs to the surface
  - Minmus: Replaced highland ice scatters with metallic minerals
  - Gilly: Significantly reduced the number of rocks
  - Ike: Improved the lighting dynamics for the crystal scatters
  - Laythe: Adjusted the grass colour to better match the terrain it appears on
  - Laythe: Improved the mushroom tree LOD2 (furthest LOD) texture
  - Vall: Updated ice slab scatter models and textures
  - Vall: Updated ice crystal scatter models and textures
  - Bop: Updated rock scatter models and textures
  - Eeloo: Updated ice slab scatter models and textures

Scatters - Collisions
  - Added new Collision Level setting which allows you to control which scatters are collideable
  - Trees are now collideable by default. Have fun!
  - Colliders are significantly more reliable
  - Colliders are now persistent

Scatters - Shaders
  - Added subsurface scattering
  - Added refraction
  - Added ability for scatters to be coloured by the terrain
  - Added more random distribution noise types
  - Improved scatter lighting in vessel lights
  - Improved the lighting of the bubble shader
  - Improved the distortion of the bubble shader
  - Unified lighting calculations across different scatter types

Performance

Terrain Shader / System
  - Massively optimized terrain tessellation performance
  - Massively optimized the performance of additional lights in Forward and Deferred rendering
  - Parallax terrain subdivision is now multithreaded using Burst Jobs, and is non-blocking
  - Optimized terrain pixel shader texture bandwidth
  - Quad build times as a result of Parallax are hugely reduced
  
Scatter System
  - Collider processing is now multithreaded using Burst Jobs, and is non-blocking
  - Removed the reliance on PQSMods for determining scatter biomes - this is done on the GPU now
  - Removed the reliance on PQSMods for generating scatter distribution noise - this is done on the GPU now
  - Optimized scatter generation times
  - Optimized scatter compute shaders
  - Stutters related to the scatter system are now largely (if not completely) gone
  - Massively reduced the VRAM usage of the scatter system
  - Massively reduced the RAM usage of the scatter system
  - Only one compute shader is needed per scatter, instead of one per quad per scatter
  - Fixed common and large stutters when generating colliders

Bug Fixes

Terrain System
  - Fixed texture seams that would appear on a planet as a result of applying the terrain textures before quad normals updated
  - Fixed terrain texture "flicker" that would happen when the camera passes a certain altitude
  - Fixed a calculation the tessellation shader stage that resulted in tessellation cutting off abruptly

Scatter System
  - hoo boy
  - Fixed interaction with Waterfall where both mods use the background texture, causing a conflict - Parallax now uses refraction approximation and no longer samples the background texture
  - Refractive scatters now render in Deferred as they are no longer technically transparent
  - Fixed scatters becoming disconnected from the ground - this will never happen now
  - Fixed scatter textures not loading
  - Fixed scatters displaying the wrong textures
  - Fixed scatters appearing too dark
  - Fixed scatter lighting when lit up by vessel lights
  - Fixed scatters flickering when the craft is destroyed (or otherwise)
  - Fixed scatter frustum culling stopping when the game is paused, HUD is hidden, and camera is rotated
  - Fixed occasional holes in shadows
  - Fixed shadow acne/banding effect in scatter shadows
  - Fixed billboarding shader lighting
  - Fixed occasional random intense blooming effect on scatters with high specular/gloss values
  - Fixed scatter specular/gloss calculation
  - Fixed scatter shader normal mapping for world space texture coordinates
  - Fixed colliders not closely matching the visual geometry
  - Fixed colliders disappearing on scene reload
  - Fixed being able to fall through colliders at random points (mainly on icebergs)
  - Fixed incorrect craft bound calculation causing colliders to despawn too soon while they were in range
  - Fixed incorrect scatter bound calculation causing collider ranges to be computed from the largest scatter bound, which reduced performance
  - Fixed colliders not respecting the world origin shift and becoming disconnected from the visual geometry when moving around
  - Fixed scatter system breaking seemingly randomly when flying around
  - Fixed scatter system breaking when teleporting to another body
  - Fixed a calculation in the distribution code that caused too many objects to be generated, and would generate at a fixed position with random rotation, causing lag when in the view frustum

I hope you enjoy!

T4byxDc.png

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Wow! Finally i can update my modpack (only problem is that there's no configs for ksrss or kcalbeloh), and i think having open-source and available via patreon is a bit unfair. But i think i can subcribe to patreon to support you, meanwhile other can just compile source.

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  On 8/31/2024 at 10:41 AM, Wilhelm von Hermann said:

(only problem is that there's no configs for ksrss or kcalbeloh)

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if you are using ksrss reborn, it comes with parallax configs. there's a step you must complete after installing parallax - i believe it's to delete the stock scatters, but you can refer to the ksrss thread for the specific info.

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So, I'm finally getting ready to come back to KSP and looking at starting fresh with a new save and mods. I've seen videos showcasing Parallax but I want to ask is it compatible with all mods that add planets or just specific ones?

Planet pack I had in mind was Alpharia which is a deep cut but I enjoy it.

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  On 8/31/2024 at 8:06 PM, Update Guy said:

So, I'm finally getting ready to come back to KSP and looking at starting fresh with a new save and mods. I've seen videos showcasing Parallax but I want to ask is it compatible with all mods that add planets or just specific ones?

Planet pack I had in mind was Alpharia which is a deep cut but I enjoy it.

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Planet packs need to add Parallax support themselves. It's mostly a matter of writing configs, and then creating new textures if they want anything specific from the appearance of scatters or terrain.

Alpharia's Spacedock page suggests that it's at least partially compatible, but it hasn't been updated in years so I wouldn't be surprised if it didn't work.

Parallax won't do anything to planets that don't have configs, so they'll just look like normal.

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  On 8/31/2024 at 8:24 PM, Gameslinx said:

I am slowly but surely working on configs for kcalbeloh. OPM configs are already up - I've written a config converter that does most of the heavy lifting so expect these soon :) 

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I'm assuming that is either available on the github already or soon to be, right?

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  On 8/31/2024 at 10:11 PM, Gameslinx said:

Yep OPM configs are on the Parallax Continued github here: https://github.com/Gameslinx/Parallax-Continued/tree/master

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Oh, my bad. I meant the Config Conversion tool. I've managed to get a build working on my end and was tempted to give patching Kcal's configs a shot.

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  On 8/31/2024 at 10:15 PM, Sky The Heck said:

Oh, my bad. I meant the Config Conversion tool. I've managed to get a build working on my end and was tempted to give patching Kcal's configs a shot.

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The current github version will upgrade scatter configs only and isn't perfect when ModuleManager is involved. The version I have locally will convert scatter and terrain configs (which is almost everything you need) except for the PQSMods which must be done manually

The repo will be updated when it's done

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  On 8/31/2024 at 7:58 PM, OrbitalManeuvers said:

if you are using ksrss reborn, it comes with parallax configs. there's a step you must complete after installing parallax - i believe it's to delete the stock scatters, but you can refer to the ksrss thread for the specific info.

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i'm talking about parallax continued, linx contacted ballisticfox, and that's all i know

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The sccatters on Minmus are really bugged for me with Parallax Continued. Only happens on Minmus and really destroys performance. Kerbin, Eve and Mun work fine and look amazing. Can't find whats wrong. Also tried the 2.5 rescale config and it didn't help.

Log: https://drive.google.com/file/d/13P2RVKwqBpkTJvU31UNmtqibaS3Y7MJl/view?usp=sharing

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  On 9/1/2024 at 11:55 AM, Merlin1809 said:

The sccatters on Minmus are really bugged for me with Parallax Continued. Only happens on Minmus and really destroys performance. Kerbin, Eve and Mun work fine and look amazing. Can't find whats wrong. Also tried the 2.5 rescale config and it didn't help.

Log: https://drive.google.com/file/d/13P2RVKwqBpkTJvU31UNmtqibaS3Y7MJl/view?usp=sharing

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That looks like there are far too many scatters on Minmus. Can you delete the Settings.cfg file in your KerbalSpaceProgram folder and relaunch the game? Note that you'll need to set all your settings up again, and restart the game a second time to apply them

Sometimes planet mods will leave residue in that file and can cause that to happen

If that doesn't work you'll have to wait for me to get home to take a proper look in 8 or so hours

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  On 9/1/2024 at 11:59 AM, Gameslinx said:

That looks like there are far too many scatters on Minmus. Can you delete the Settings.cfg file in your KerbalSpaceProgram folder and relaunch the game? Note that you'll need to set all your settings up again, and restart the game a second time to apply them

Sometimes planet mods will leave residue in that file and can cause that to happen

If that doesn't work you'll have to wait for me to get home to take a proper look in 8 or so hours

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That made it much better, but some of the smaller scatters on Minmus are still flickering a bit when I zoom away from them. I also tested every planet of stock and OPM and this only happens on Minmus and one other opm moon (forgot the name) that seems to use the same scatters just in different color. Also noticed some z-fighting of the ice on Laythe and kelp clipping through that ice a little. Also: Is it normal that kelp in general has a very low render distance and pops in like only 10m around my camera?

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Edited by Merlin1809
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  On 9/1/2024 at 12:30 PM, Merlin1809 said:

some of the smaller scatters on Minmus are still flickering a bit when I zoom away from them. I also tested every planet of stock and OPM and this only happens on Minmus and one other opm moon (forgot the name) that seems to use the same scatters just in different color. Also noticed some z-fighting of the ice on Laythe and kelp clipping through that ice a little

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Thanks for the headsup, these are easily patchable on my end :)

As for kerbin having a very low render distance, that is not normal at all. Can you share a video of that?

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  On 9/1/2024 at 9:58 PM, Gameslinx said:

Thanks for the headsup, these are easily patchable on my end :)

As for kerbin having a very low render distance, that is not normal at all. Can you share a video of that?

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Dunno if you misread "kelp in" as kerbin, but this is a kelp problem and also happens on laythe.

Or rather a seagrass problem near the shore, it feels like it has an even lower render distance than some of the grass while being much much bigger and more noticable.

Video on Kerbin:

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  On 9/1/2024 at 10:56 PM, Merlin1809 said:

"kelp in" as kerbin

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I did! Long day :/ 

  On 9/1/2024 at 10:56 PM, Merlin1809 said:

Or rather a seagrass problem near the shore, it feels like it has an even lower render distance than some of the grass while being much much bigger and more noticable

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I'll increase the seagrass render distance in the next patch. It's supposed to be fairly low because Scatterer's oceans are very foggy, but that doesn't work so well near the shore. Thanks :) 

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In the new Parallax Continued is it possible to disable just the trees around the KSC? I've moved my KSC to a different location, and now there are trees on my runway. I seem to remember having a similar problem with Parallax 2.0, but cannot remember how I fixed it and can't seem to find any settings I can adjust for this.

EDIT: nvm, I seem to have fixed it by just adding ' name = KSC ' to the blacklist of each scatter entry with ' tree ' in it's name in the Kerbin.cfg file of Parallax_StockScatterTextures. Here is my patched version for anyone else interested:
 

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Edited by Errol
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