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


Gameslinx

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6 minutes ago, Gameslinx said:

Please clone the latest version of the repo - I've just committed an update to the config file that I forgot to do when uploading Release 2. The ambient occlusion setting was missing from the repo's copy of the global config. It should work for you now

Edit: You don't need everything - just a new version of the Parallax folder

I can't see the commit yet

That's exactly what I was suspecting and already tried guessing the setting name for AO in the global config without luck. Thank you! :D

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14 minutes ago, Merlin1809 said:

I can't see the commit yet

That's exactly what I was suspecting and already tried guessing the setting name for AO in the global config without luck. Thank you! :D

Should be up now :)

 

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It almost works now: But bop and minmus and are completely messed up and look like this from orbit (Bop doesn't even load in and the game lags massively when inside its SOI, minmus looks normal when on the surface):

Lots of exceptions in the log like:

 

Spoiler

[LOG 20:10:19.378] [Parallax] [Scatter Manager] body loading Bop
[LOG 20:10:19.522] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlas.dds
[LOG 20:10:19.545] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlasnrm.dds
[EXC 20:10:19.598] NullReferenceException: Object reference not set to an instance of an object
    PQSMod_VertexColorMap.OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQS.Mod_OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQS.BuildQuad (PQ quad) (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.Build () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    Parallax.Harmony_Patches.QuadSetVisiblePatch.Prefix (PQ __instance) (at <378cf342de08473c9b1fbf9d79d8e01d>:0)
    (wrapper dynamic-method) PQ.PQ.SetVisible_Patch1(PQ)
    PQ.UpdateVisibility () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    (wrapper dynamic-method) PQS.PQS.UpdateQuadsInit_Patch1(PQS)
    (wrapper dynamic-method) PQS.PQS.StartSphere_Patch0(PQS,bool)
    PQS+<ResetAndWaitCoroutine>d__134.MoveNext () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

kopernicus also complains:

Spoiler

[LOG 19:52:03.208] [Kopernicus]: texture does not exist! I:/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Parallax_StockTerrainTextures/Bop/PluginData/Bop_Vertex_Color.png

 

full log: https://drive.google.com/file/d/1ir-MaK2_x55rKe03nVhdqpFoouLlqiXv/view?usp=sharing

 

I also updated everything not only the parallax folder (that shouldn't be a problem, or?) after I removing the old folders. Rebuilt the dll and shaders.

Edit: I reverted to the older build and just added the useAmbientOcclusion = True to the global settings and it's also broken

Edited by Merlin1809
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40 minutes ago, Merlin1809 said:

It almost works now: But bop and minmus and are completely messed up and look like this from orbit (Bop doesn't even load in and the game lags massively when inside its SOI, minmus looks normal when on the surface):

  Reveal hidden contents

Lots of exceptions in the log like:

 

  Reveal hidden contents

[LOG 20:10:19.378] [Parallax] [Scatter Manager] body loading Bop
[LOG 20:10:19.522] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlas.dds
[LOG 20:10:19.545] Loading Parallax Texture: Parallax_StockScatterTextures/Textures/Gilly/PluginData/rockatlasnrm.dds
[EXC 20:10:19.598] NullReferenceException: Object reference not set to an instance of an object
    PQSMod_VertexColorMap.OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQS.Mod_OnVertexBuild (PQS+VertexBuildData data) (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQS.BuildQuad (PQ quad) (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.Build () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    Parallax.Harmony_Patches.QuadSetVisiblePatch.Prefix (PQ __instance) (at <378cf342de08473c9b1fbf9d79d8e01d>:0)
    (wrapper dynamic-method) PQ.PQ.SetVisible_Patch1(PQ)
    PQ.UpdateVisibility () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    PQ.UpdateSubdivision () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    (wrapper dynamic-method) PQS.PQS.UpdateQuadsInit_Patch1(PQS)
    (wrapper dynamic-method) PQS.PQS.StartSphere_Patch0(PQS,bool)
    PQS+<ResetAndWaitCoroutine>d__134.MoveNext () (at <4b449f2841f84227adfaad3149c8fdba>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

kopernicus also complains:

  Reveal hidden contents

[LOG 19:52:03.208] [Kopernicus]: texture does not exist! I:/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Parallax_StockTerrainTextures/Bop/PluginData/Bop_Vertex_Color.png

 

full log: https://drive.google.com/file/d/1ir-MaK2_x55rKe03nVhdqpFoouLlqiXv/view?usp=sharing

 

I also updated everything not only the parallax folder (that shouldn't be a problem, or?) after I removing the old folders. Rebuilt the dll and shaders.

Edit: I reverted to the older build and just added the useAmbientOcclusion = True to the global settings and it's also broken

New commit is up, you'll need to grab new copies of StockTerrainTextures and StockPlanetTextures

Sadly every time I make a change to the assets I have to manually copy everything over for the github hosted version, so things like this can creep in. This commit ensures 100% parity with the release version. There is an error relating to a file path "_Terrain.cfg" which might be related to your install and could crop up again in which case I'll investigate which mod (likely a planet mod) is causing that but I want to ensure the install is correct before looking into it.

Cheers

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3 hours ago, Gameslinx said:

New commit is up, you'll need to grab new copies of StockTerrainTextures and StockPlanetTextures

Sadly every time I make a change to the assets I have to manually copy everything over for the github hosted version, so things like this can creep in. This commit ensures 100% parity with the release version. There is an error relating to a file path "_Terrain.cfg" which might be related to your install and could crop up again in which case I'll investigate which mod (likely a planet mod) is causing that but I want to ensure the install is correct before looking into it.

Cheers

Ok it works now. Thanks!

Although the _Terrain.cfg exception is still there and the only planet mod I have installed is OPM with the parallax pack.

Edited by Merlin1809
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On 10/3/2024 at 11:44 PM, Merlin1809 said:

Although the _Terrain.cfg exception is still there and the only planet mod I have installed is OPM with the parallax pack.

I presume you grabbed the OPM Parallax patch from the Parallax Continued github? I've just installed OPM with the pack and I'm not seeing the exception myself. Well, if all works, there shouldn't be a problem :) 

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10 hours ago, Gameslinx said:

I presume you grabbed the OPM Parallax patch from the Parallax Continued github? I've just installed OPM with the pack and I'm not seeing the exception myself. Well, if all works, there shouldn't be a problem :) 

You should put info about the patch etc. in the main mod page on page 1. Not all people read pages after grabbing the mod. ;)

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17 minutes ago, Jeb.Kerman said:

If Parallax doesn't work for macOS, why are the Mac unity3d files in the mod?

The terrain shaders work, it's just the scatter system that doesn't. But the files themselves do contain everything needed on DirectX, OpenGL, Metal, and Vulkan platforms. It's just that KSP doesn't run under Metal and Apple doesn't support an OpenGl version past 4.1 which was released in 2010. We're out of options :p 

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1 hour ago, Gameslinx said:

The terrain shaders work, it's just the scatter system that doesn't. But the files themselves do contain everything needed on DirectX, OpenGL, Metal, and Vulkan platforms. It's just that KSP doesn't run under Metal and Apple doesn't support an OpenGl version past 4.1 which was released in 2010. We're out of options :p 

So you're saying I can't make parallax compatibility with my mod? Great! Now I have a legitimate excuse for not doing it!

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Hi there! I found a possible memory leak with Parallax on Linux, and have made a bugreport on GitHub. I hope I did everything right. Thank you in advance for any help regarding this, because it makes it very difficult to enjoy Parallax given it eats up all my RAM, and doesn't even give it back after closing the game!

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  • 3 weeks later...
On 10/11/2024 at 8:42 PM, lego11 said:

Hi there! I found a possible memory leak with Parallax on Linux, and have made a bugreport on GitHub. I hope I did everything right. Thank you in advance for any help regarding this, because it makes it very difficult to enjoy Parallax given it eats up all my RAM, and doesn't even give it back after closing the game!

Thanks for the report. Now that the forums are back up I can reply - There are some cases where parallax 2.0 can leak memory, although rare. Sadly there's no planned fix because the fix requires major architectural changes to the mod which were accomplished in Parallax Continued which is reportedly a lot more stable on Linux

Although what's very interesting is you mention your RAM isn't freed after closing the game - this sounds like it could be an issue with Unity not dealing with memory building up. Maybe Unity doesn't properly free some resources if they weren't freed by the mod properly? Very odd - I don't have a solution to this I'm afraid, without foregoing the scatter system

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On 10/11/2024 at 9:42 PM, lego11 said:

Hi there! I found a possible memory leak with Parallax on Linux, and have made a bugreport on GitHub. I hope I did everything right. Thank you in advance for any help regarding this, because it makes it very difficult to enjoy Parallax given it eats up all my RAM, and doesn't even give it back after closing the game!

I wouldn't trust htop on this. Could you check free (with -m maybe to make it more readable) after closing KSP?

The memory should be freed after the process has ended by the kernel.  So either something stays running or you found a kernel bug :)

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  • 2 weeks later...
4 hours ago, Wilhelm von Hermann said:

Hi, when I install Parallax Continued (compiled), kopernicus says that it can't load custom planetary system; in kopernicus logs there is something said about Moho

so here is logs

 

Assembly 'Parallax' has not met dependency 'KSPBurst' V1.0.0

Install KSPBurst

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3 hours ago, Kajto359 said:

SSYwi1F.pngHelp... Not 100% sure, but kopernicus logs SUGGEST that it MIGHT have something to do with parallax

Well then, follow the steps its tells you to do so that you can report the issue. Otherwise no one can help you

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9 hours ago, Mango 233 said:

Is Parallax compatible with other mods, I also installed Astronomer's Visual Pack, EVE and Scatterer.
Can I still install Parallax to get better graphic?

Parallax is compatable with Kcalbeloh and Beyond Home, with there being mods to add scatters for OPM and MPE. Precursors is also planning to release a Parallax update soon. (these are all the ones i can remember off the top of my head)

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