victini0510 Posted December 8, 2020 Share Posted December 8, 2020 18 hours ago, Gameslinx said: PlanetShine is not optimized very well This happens without Parallax, I'm fairly sure. If not, it's something planet shine sided After some more testing, this is definitely the case. I thought it was Parallax's fault, but nope, definitely Planetshine. Such a shame, I love the lighting effects it brings to the game. Appreciate the response! Quote Link to comment Share on other sites More sharing options...
Mr. Ship Crasher Posted December 8, 2020 Share Posted December 8, 2020 1.10.1, white textures bug https://imgur.com/a/2AqFX9t will post log when requested to, on startup it says "parallax can't find Kopernicus, parallax can't find parallax(core), parallax can't find stock textures" Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 8, 2020 Author Share Posted December 8, 2020 16 minutes ago, Mr. Ship Crasher said: will post log when requested to I need your log or there's nothing I can do to help Quote Link to comment Share on other sites More sharing options...
Mr. Ship Crasher Posted December 8, 2020 Share Posted December 8, 2020 34 minutes ago, Gameslinx said: I need your log or there's nothing I can do to help https://drive.google.com/file/d/1lugpbJN0cOH67XulfzK6iXzBDMMq2YSF/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Folkhoer Posted December 8, 2020 Share Posted December 8, 2020 My terrain looks very wobly, its constantly moving a little bit back and forth like everything is shaking a bit. Is this a known bug? Quote Link to comment Share on other sites More sharing options...
The Kerbal Ruler Posted December 9, 2020 Share Posted December 9, 2020 (edited) My problem is that the ground texture is gone but the collider isn't, my version in 1.8.1. Edited December 9, 2020 by The Kerbal Ruler Quote Link to comment Share on other sites More sharing options...
Mr. Ship Crasher Posted December 9, 2020 Share Posted December 9, 2020 2 hours ago, The Kerbal Ruler said: My problem is that the ground texture is gone but the collider is, my version in 1.8.1. This is a 1.10 / 1.9 mod Quote Link to comment Share on other sites More sharing options...
The Kerbal Ruler Posted December 9, 2020 Share Posted December 9, 2020 3 hours ago, Mr. Ship Crasher said: This is a 1.10 / 1.9 mod But i want to use it in 1.8 Quote Link to comment Share on other sites More sharing options...
Benti Posted December 9, 2020 Share Posted December 9, 2020 3 hours ago, The Kerbal Ruler said: But i want to use it in 1.8 And I want this Pandemic to end. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 9, 2020 Author Share Posted December 9, 2020 4 hours ago, The Kerbal Ruler said: But i want to use it in 1.8 This mod is for 1.9 and 1.10 only. It will not work on any other version 10 hours ago, Folkhoer said: My terrain looks very wobly, its constantly moving a little bit back and forth like everything is shaking a bit. Is this a known bug? Can you send a video? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 9, 2020 Author Share Posted December 9, 2020 12 hours ago, Mr. Ship Crasher said: https://drive.google.com/file/d/1lugpbJN0cOH67XulfzK6iXzBDMMq2YSF/view?usp=sharing Your file path is odd. C:/Users/alexwang/Downloads/Kerbal.Space.Program.v1.10.1/Kerbal.Space.Program.v1.10.1/Kerbal Space Program Shared Horizons/Kerbal Space Program Shared HGameData/Kopernicus/Config/System.cfg Why is Kerbal Space Program in your downloads folder? The file path is being detected wrongly, and this will be fixed in a future update. For now, please rename your Kerbal Space Program Shared Horizons folder to just Kerbal Space Program and see if that works Quote Link to comment Share on other sites More sharing options...
HitSpecK0 Posted December 9, 2020 Share Posted December 9, 2020 hello, i have a weird bug that looks like the tessellation is constantly turning on and off here is a video https://streamable.com/anhsot and here is my log https://drive.google.com/file/d/1Ox6olUOsNc0PIgV97vEzPnFrdjFyzq2H/view?usp=sharing any idea on what's causing that? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 9, 2020 Author Share Posted December 9, 2020 53 minutes ago, HitSpecK0 said: hello, i have a weird bug that looks like the tessellation is constantly turning on and off Very odd, your vessel seems to be in a constant state of unpacking: Unpacking eve rover boat Probe This isn't Parallax related because the light on your craft is changing as well as the ground (this would not happen if it was just Parallax) You have a lot of other mods which is making this difficult to debug, as well as this being spammed in the log, probably from the offending mod: VesselView.VesselViewPlugin.OnGUI, settings is null Quote Link to comment Share on other sites More sharing options...
HitSpecK0 Posted December 9, 2020 Share Posted December 9, 2020 3 hours ago, Gameslinx said: Very odd, your vessel seems to be in a constant state of unpacking: Unpacking eve rover boat Probe This isn't Parallax related because the light on your craft is changing as well as the ground (this would not happen if it was just Parallax) You have a lot of other mods which is making this difficult to debug, as well as this being spammed in the log, probably from the offending mod: VesselView.VesselViewPlugin.OnGUI, settings is null i managed to isolate rescale as the reason for it here is a log with only rescale, parallax and their dependencies and it looks like it gives out specific errors from parallax https://drive.google.com/file/d/1Ox6olUOsNc0PIgV97vEzPnFrdjFyzq2H/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 9, 2020 Author Share Posted December 9, 2020 31 minutes ago, HitSpecK0 said: i managed to isolate rescale as the reason for it here is a log with only rescale, parallax and their dependencies and it looks like it gives out specific errors from parallax https://drive.google.com/file/d/1Ox6olUOsNc0PIgV97vEzPnFrdjFyzq2H/view?usp=sharing Parallax loads properly with that log Quote Link to comment Share on other sites More sharing options...
Mr. Ship Crasher Posted December 10, 2020 Share Posted December 10, 2020 (edited) 15 hours ago, Gameslinx said: Your file path is odd. Why is Kerbal Space Program in your downloads folder? The file path is being detected wrongly, and this will be fixed in a future update. For now, please rename your Kerbal Space Program Shared Horizons folder to just Kerbal Space Program and see if that works Didn't work. So, I think I understand, basically Parallax can't find its dependencies? So I wait for the new update to fix it, right? Edited December 10, 2020 by Mr. Ship Crasher Quote Link to comment Share on other sites More sharing options...
vinix Posted December 10, 2020 Share Posted December 10, 2020 I have been playing with this mod for a while, and i really like it. however, there are a few (small, visual and non-game breaking) glitches that I noticed: Underwater, the terrain does not render properly. I could totally see this being something parallax was not meant for, but I'm curious to know if it could/is meant to support underwater terrain. Picture: https://mega.nz/file/khxH0Yga#prN6-LEsMC2Eq_qpJ1uv2w5wHdAZMPw2pT3IwHHrJrc On some planets, lighting is not applied correctly. On a few occasions, the surface looked fine except for the quad where the craft was landed, which looked much darker. (forgot to take picture of this bug, my bad). On another occasion, while I was landing on Eloo, the quads close to the ship were a lot darker than the surrounding one. But it only affected terrain eastward of the craft position. However, this glitch disapeares if you zoom out enough or use the map view (but comes back when zooming in again or switching back to vessel view). Pictures: https://mega.nz/file/xwgmUIQD#wxkFUNPGep8F-XZDhyQLKIToIgT1Jfqt1Ygn5aB3Trs (top is east) and https://mega.nz/file/184A0ITS#_PBjBv-9_puGd4L8zz4dRrR6ucqAsuab2wZafxlAXsg (looking to the East). I know this not a proper bug report (lacking logs and stuff), but these small glitches happened a handful of time over the course of weeks, I will try to get my hands on a log report next time it happens. My install has other mods, but none that modifies planet terrain or that is too disruptive of the stock game. finally, a few thoughts/questions, given I am really impressed by what you did and achieved: is it possible/sensible/worth your time to apply the parallax technology to comets and asteroids? similarly, to cloud textures? similarly, to ocean textures? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 10, 2020 Author Share Posted December 10, 2020 35 minutes ago, vinix said: Underwater, the terrain does not render properly. I could totally see this being something parallax was not meant for, but I'm curious to know if it could/is meant to support underwater terrain. Noted. This is a conflict with Scatterer, so I'll need to try and find a way around that 35 minutes ago, vinix said: On some planets, lighting is not applied correctly. On a few occasions, the surface looked fine except for the quad where the craft was landed, which looked much darker. (forgot to take picture of this bug, my bad). This could be an error in how Quads are calculated by KSP. If it happens again, write down the latitude and longitude and see if it persists after reloading / restarting 36 minutes ago, vinix said: On another occasion, while I was landing on Eloo, the quads close to the ship were a lot darker than the surrounding one. But it only affected terrain eastward of the craft position. However, this glitch disapeares if you zoom out enough or use the map view (but comes back when zooming in again or switching back to vessel view) Same thing here - Let me know what the latitude and longitude of that location is because it must be region specific Thank you for the bug reports, I'll try and look into these before the next update 37 minutes ago, vinix said: is it possible/sensible/worth your time to apply the parallax technology to comets and asteroids? I would need to write another shader because asteroids and comets don't work using quads, and are instead one big part (I think). This could be done in the future but it's not something I'm working on right now 37 minutes ago, vinix said: similarly, to cloud textures? I would need to write another shader for this, too, but yes clouds could be tessellated. The only issue comes down to UV precision. I'm not sure how EVE gets around this - it's something I stumbled into when developing detail textures for the next update 39 minutes ago, vinix said: similarly, to ocean textures? I don't need to - Install Scatterer and it already does that Quote Link to comment Share on other sites More sharing options...
hendrack Posted December 11, 2020 Share Posted December 11, 2020 (edited) This mod is working perfectly fine in my windows install, but recently I decided to start migrating to linux again with most of my stuff, when I install KSP with steam in linux and copy over my GameData folder, I get pink textures and NRE spam. Maybe case sensitive files? Full log here: https://yadi.sk/d/5LNB77AIxU0Keg Quote [LOG 19:23:18.328] [Parallax]Starting... [LOG 19:23:18.334] [Parallax]Retrieving config nodes... [LOG 19:23:18.334] This parallax node has: 15 nodes [LOG 19:23:18.334] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.334] [Parallax]////////////////Kerbin//////////////// [LOG 19:23:18.334] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.334] [Parallax] - Retrieved body node [LOG 19:23:18.337] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence [LOG 19:23:18.337] Error parsing bool: hasEmission [LOG 19:23:18.337] [Parallax] - Assigned parallax body material [LOG 19:23:18.337] [Parallax] - Added Kerbin's parallax config successfully [LOG 19:23:18.337] [Parallax]Kerbin [LOG 19:23:18.337] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.337] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.337] [Parallax]////////////////Mun//////////////// [LOG 19:23:18.337] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.337] [Parallax] - Retrieved body node [LOG 19:23:18.337] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.337] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.337] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence [LOG 19:23:18.337] Error parsing bool: hasEmission [LOG 19:23:18.338] [Parallax] - Assigned parallax body material [LOG 19:23:18.338] [Parallax] - Added Mun's parallax config successfully [LOG 19:23:18.338] [Parallax]Mun [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax]////////////////Duna//////////////// [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax] - Retrieved body node [LOG 19:23:18.338] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.338] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.338] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence [LOG 19:23:18.338] Error parsing bool: hasEmission [LOG 19:23:18.338] [Parallax] - Assigned parallax body material [LOG 19:23:18.338] [Parallax] - Added Duna's parallax config successfully [LOG 19:23:18.338] [Parallax]Duna [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax]////////////////Gilly//////////////// [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax] - Retrieved body node [LOG 19:23:18.338] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.338] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.338] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence [LOG 19:23:18.338] Error parsing bool: hasEmission [LOG 19:23:18.338] [Parallax] - Assigned parallax body material [LOG 19:23:18.338] [Parallax] - Added Gilly's parallax config successfully [LOG 19:23:18.338] [Parallax]Gilly [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.338] [Parallax]////////////////Eve//////////////// [LOG 19:23:18.338] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.339] [Parallax] - Retrieved body node [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence [LOG 19:23:18.339] Error parsing bool: hasEmission [LOG 19:23:18.339] [Parallax] - Assigned parallax body material [LOG 19:23:18.339] [Parallax] - Added Eve's parallax config successfully [LOG 19:23:18.339] [Parallax]Eve [LOG 19:23:18.339] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.339] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.339] [Parallax]////////////////Moho//////////////// [LOG 19:23:18.339] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.339] [Parallax] - Retrieved body node [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence [LOG 19:23:18.339] Error parsing bool: hasEmission [LOG 19:23:18.339] [Parallax] - Assigned parallax body material [LOG 19:23:18.339] [Parallax] - Added Moho's parallax config successfully [LOG 19:23:18.339] [Parallax]Moho [LOG 19:23:18.339] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.339] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.339] [Parallax]////////////////Ike//////////////// [LOG 19:23:18.339] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.339] [Parallax] - Retrieved body node [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.339] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence [LOG 19:23:18.339] Error parsing bool: hasEmission [LOG 19:23:18.339] [Parallax] - Assigned parallax body material [LOG 19:23:18.339] [Parallax] - Added Ike's parallax config successfully [LOG 19:23:18.339] [Parallax]Ike [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax]////////////////Eeloo//////////////// [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax] - Retrieved body node [LOG 19:23:18.340] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.340] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.340] Error parsing bool: hasEmission [LOG 19:23:18.340] [Parallax] - Assigned parallax body material [LOG 19:23:18.340] [Parallax] - Added Eeloo's parallax config successfully [LOG 19:23:18.340] [Parallax]Eeloo [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax]////////////////Minmus//////////////// [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax] - Retrieved body node [LOG 19:23:18.340] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.340] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.340] Error parsing bool: hasEmission [LOG 19:23:18.340] [Parallax] - Assigned parallax body material [LOG 19:23:18.340] [Parallax] - Added Minmus's parallax config successfully [LOG 19:23:18.340] [Parallax]Minmus [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax]////////////////Laythe//////////////// [LOG 19:23:18.340] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.340] [Parallax] - Retrieved body node [LOG 19:23:18.340] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.340] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.340] [Parallax] - Assigned parallax body material [LOG 19:23:18.340] [Parallax] - Added Laythe's parallax config successfully [LOG 19:23:18.341] [Parallax]Laythe [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax]////////////////Dres//////////////// [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax] - Retrieved body node [LOG 19:23:18.341] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.341] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.341] [Parallax] - Assigned parallax body material [LOG 19:23:18.341] [Parallax] - Added Dres's parallax config successfully [LOG 19:23:18.341] [Parallax]Dres [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax]////////////////Vall//////////////// [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax] - Retrieved body node [LOG 19:23:18.341] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.341] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.341] [Parallax] - Assigned parallax body material [LOG 19:23:18.341] [Parallax] - Added Vall's parallax config successfully [LOG 19:23:18.341] [Parallax]Vall [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax]////////////////Tylo//////////////// [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax] - Retrieved body node [LOG 19:23:18.341] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.341] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.341] [Parallax] - Assigned parallax body material [LOG 19:23:18.341] [Parallax] - Added Tylo's parallax config successfully [LOG 19:23:18.341] [Parallax]Tylo [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.341] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.342] [Parallax]////////////////Bop//////////////// [LOG 19:23:18.342] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.342] [Parallax] - Retrieved body node [LOG 19:23:18.342] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.342] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.342] [Parallax] - Assigned parallax body material [LOG 19:23:18.342] [Parallax] - Added Bop's parallax config successfully [LOG 19:23:18.342] [Parallax]Bop [LOG 19:23:18.342] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.342] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.342] [Parallax]////////////////Pol//////////////// [LOG 19:23:18.342] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.342] [Parallax] - Retrieved body node [LOG 19:23:18.342] Critical error: Input was a string, but it should have been a float: Textures / fogRange [LOG 19:23:18.342] Critical error: Input was a string, but it should have been a float: Textures / displacementOffset [LOG 19:23:18.342] [Parallax] - Assigned parallax body material [LOG 19:23:18.342] [Parallax] - Added Pol's parallax config successfully [LOG 19:23:18.342] [Parallax]Pol [LOG 19:23:18.342] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.342] [Parallax]Activating config nodes... [LOG 19:23:18.343] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.343] [Parallax]////////////////Kerbin//////////////// [LOG 19:23:18.343] [Parallax]//////////////////////////////////////////////// [LOG 19:23:18.347] Beginning material creation [EXC 19:23:19.113] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) ParallaxShader.ParallaxLoader.GetShader (System.String name) (at <0e962ee0d677445f832ed458f7108ca3>:0) ParallaxShader.ParallaxBodyMaterial.CreateMaterial () (at <0e962ee0d677445f832ed458f7108ca3>:0) ParallaxShader.ParallaxBody.CreateMaterial () (at <0e962ee0d677445f832ed458f7108ca3>:0) ParallaxShader.ParallaxShaderLoader.ActivateConfigNodes () (at <0e962ee0d677445f832ed458f7108ca3>:0) ParallaxShader.ParallaxShaderLoader.Start () (at <0e962ee0d677445f832ed458f7108ca3>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 19:23:19.859] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) ParallaxShader.ParallaxLoader.GetShader (System.String name) (at <0e962ee0d677445f832ed458f7108ca3>:0) PQSModExpansion.GrassLoader.Start () (at <b6b3af8f70dd42d7adac8493f5bd45d3>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 19:23:19.861] PRESET: Low [LOG 19:23:19.861] - SPHERE PRESET: Kerbin [LOG 19:23:19.861] - minSubDiv: 1 [LOG 19:23:19.861] - maxSubDiv: 8 [LOG 19:23:19.861] - Kerbin max subdivision is too low! Set to 10 [LOG 19:23:19.861] - SPHERE PRESET: KerbinOcean [LOG 19:23:19.861] - minSubDiv: 1 [LOG 19:23:19.861] - maxSubDiv: 7 [LOG 19:23:19.861] - KerbinOcean max subdivision is too low! Set to 10 [LOG 19:23:19.861] - SPHERE PRESET: Mun [LOG 19:23:19.861] - minSubDiv: 1 [LOG 19:23:19.861] - maxSubDiv: 7 [LOG 19:23:19.861] - Mun max subdivision is too low! Set to 10 [LOG 19:23:19.861] - SPHERE PRESET: Minmus [LOG 19:23:19.861] - minSubDiv: 1 [LOG 19:23:19.861] - maxSubDiv: 6 [LOG 19:23:19.861] - Minmus max subdivision is too low! Set to 10 [LOG 19:23:19.861] - SPHERE PRESET: Bop [LOG 19:23:19.861] - minSubDiv: 1 [LOG 19:23:19.861] - maxSubDiv: 6 [LOG 19:23:19.861] - Bop max subdivision is too low! Set to 10 [LOG 19:23:19.861] - SPHERE PRESET: Duna [LOG 19:23:19.861] - minSubDiv: 1 [LOG 19:23:19.861] - maxSubDiv: 7 [LOG 19:23:19.862] - Duna max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Eve [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - Eve max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: EveOcean [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - EveOcean max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Gilly [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 6 [LOG 19:23:19.862] - Gilly max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Ike [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - Ike max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Laythe [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - Laythe max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: LaytheOcean [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - LaytheOcean max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Moho [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - Moho max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Tylo [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - Tylo max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Vall [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - Vall max subdivision is too low! Set to 10 [LOG 19:23:19.862] - SPHERE PRESET: Dres [LOG 19:23:19.862] - minSubDiv: 1 [LOG 19:23:19.862] - maxSubDiv: 7 [LOG 19:23:19.862] - Dres max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Pol [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 7 [LOG 19:23:19.863] - Pol max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Eeloo [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 7 [LOG 19:23:19.863] - Eeloo max subdivision is too low! Set to 10 [LOG 19:23:19.863] PRESET: Default [LOG 19:23:19.863] - SPHERE PRESET: Kerbin [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 9 [LOG 19:23:19.863] - SPHERE PRESET: KerbinOcean [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 7 [LOG 19:23:19.863] - KerbinOcean max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Mun [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 8 [LOG 19:23:19.863] - Mun max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Minmus [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 6 [LOG 19:23:19.863] - Minmus max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Bop [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 6 [LOG 19:23:19.863] - Bop max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Duna [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 8 [LOG 19:23:19.863] - Duna max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Eve [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 9 [LOG 19:23:19.863] - SPHERE PRESET: EveOcean [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.863] - maxSubDiv: 7 [LOG 19:23:19.863] - EveOcean max subdivision is too low! Set to 10 [LOG 19:23:19.863] - SPHERE PRESET: Gilly [LOG 19:23:19.863] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 6 [LOG 19:23:19.864] - Gilly max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Ike [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 6 [LOG 19:23:19.864] - Ike max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Laythe [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 9 [LOG 19:23:19.864] - SPHERE PRESET: LaytheOcean [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 7 [LOG 19:23:19.864] - LaytheOcean max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Moho [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 8 [LOG 19:23:19.864] - Moho max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Tylo [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 8 [LOG 19:23:19.864] - Tylo max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Vall [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 8 [LOG 19:23:19.864] - Vall max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Dres [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 8 [LOG 19:23:19.864] - Dres max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Pol [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 8 [LOG 19:23:19.864] - Pol max subdivision is too low! Set to 10 [LOG 19:23:19.864] - SPHERE PRESET: Eeloo [LOG 19:23:19.864] - minSubDiv: 1 [LOG 19:23:19.864] - maxSubDiv: 8 [LOG 19:23:19.864] - Eeloo max subdivision is too low! Set to 10 [LOG 19:23:19.864] PRESET: High [LOG 19:23:19.864] - SPHERE PRESET: Kerbin [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 10 [LOG 19:23:19.865] - SPHERE PRESET: KerbinOcean [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 7 [LOG 19:23:19.865] - KerbinOcean max subdivision is too low! Set to 10 [LOG 19:23:19.865] - SPHERE PRESET: Mun [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 9 [LOG 19:23:19.865] - SPHERE PRESET: Minmus [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 7 [LOG 19:23:19.865] - Minmus max subdivision is too low! Set to 10 [LOG 19:23:19.865] - SPHERE PRESET: Bop [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 6 [LOG 19:23:19.865] - Bop max subdivision is too low! Set to 10 [LOG 19:23:19.865] - SPHERE PRESET: Duna [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 9 [LOG 19:23:19.865] - SPHERE PRESET: Eve [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 10 [LOG 19:23:19.865] - SPHERE PRESET: EveOcean [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 7 [LOG 19:23:19.865] - EveOcean max subdivision is too low! Set to 10 [LOG 19:23:19.865] - SPHERE PRESET: Gilly [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 7 [LOG 19:23:19.865] - Gilly max subdivision is too low! Set to 10 [LOG 19:23:19.865] - SPHERE PRESET: Ike [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 7 [LOG 19:23:19.865] - Ike max subdivision is too low! Set to 10 [LOG 19:23:19.865] - SPHERE PRESET: Laythe [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 10 [LOG 19:23:19.865] - SPHERE PRESET: LaytheOcean [LOG 19:23:19.865] - minSubDiv: 1 [LOG 19:23:19.865] - maxSubDiv: 7 [LOG 19:23:19.865] - LaytheOcean max subdivision is too low! Set to 10 [LOG 19:23:19.866] - SPHERE PRESET: Moho [LOG 19:23:19.866] - minSubDiv: 1 [LOG 19:23:19.866] - maxSubDiv: 9 [LOG 19:23:19.866] - SPHERE PRESET: Tylo [LOG 19:23:19.866] - minSubDiv: 1 [LOG 19:23:19.866] - maxSubDiv: 9 [LOG 19:23:19.866] - SPHERE PRESET: Vall [LOG 19:23:19.866] - minSubDiv: 1 [LOG 19:23:19.866] - maxSubDiv: 9 [LOG 19:23:19.866] - SPHERE PRESET: Dres [LOG 19:23:19.866] - minSubDiv: 1 [LOG 19:23:19.866] - maxSubDiv: 9 [LOG 19:23:19.866] - SPHERE PRESET: Pol [LOG 19:23:19.866] - minSubDiv: 1 [LOG 19:23:19.866] - maxSubDiv: 9 [LOG 19:23:19.866] - SPHERE PRESET: Eeloo [LOG 19:23:19.866] - minSubDiv: 1 [LOG 19:23:19.866] - maxSubDiv: 9 Edited December 11, 2020 by hendrack Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 11, 2020 Author Share Posted December 11, 2020 14 minutes ago, hendrack said: This mod is working perfectly fine in my windows install, but recently I decided to start migrating to linux again with most of my stuff, Linux is still not supported. I'm working on it for the next update Quote Link to comment Share on other sites More sharing options...
hendrack Posted December 11, 2020 Share Posted December 11, 2020 Ah, missed the abilitytoread dependancy. Quote Link to comment Share on other sites More sharing options...
Dhruv Posted December 12, 2020 Share Posted December 12, 2020 I am a little bit confused on which one to download, only parallax(2 MB) or parallax stock config.(1 GB)?? Quote Link to comment Share on other sites More sharing options...
vinix Posted December 12, 2020 Share Posted December 12, 2020 17 minutes ago, Dhruv said: I am a little bit confused on which one to download, only parallax(2 MB) or parallax stock config.(1 GB)?? If you are playing with stock planets, you need both. You also need Kopernicus bleeding edge and modular flight integrator as dependancies. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted December 12, 2020 Author Share Posted December 12, 2020 (edited) Small development update Optimization - Biplanar Mapping Now that I'm back home, development has sped up. You'll all be happy to hear about the performance improvements coming in this update. Those who have been following development closely will know that I've moved away from Triplanar mapping (what the stock KSP shader uses) to Biplanar mapping. Visually, the two methods are almost identical however the massive benefit is in the performance! Thanks to https://iquilezles.org/www/articles/biplanar/biplanar.htm?fbclid=IwAR2kgAFfQ_QY8-Cc-UaH2vQriqv6Qfl-cFlLvRLemZ7A4a-ea6zrscpI36Y 's implementation of biplanar mapping, I managed to extend it beyond just diffuse maps - The shader can also use normal maps using this technique. Using Biplanar mapping I have managed to reduce the texture samples by a further 33% across the board. The GPU will do slightly more arithmetic to calculate the texture colour, but this is vastly offset by the reduced sample count. With this performance uplift I have used some of the extra wiggle room to add detail textures to the surfaces of the planets. I still have most of the planets to do, but these are the changes coming to the config: Textures: detailTexLow detailTexMid detailTexHigh detailNormalLow detailNormalMid detailNormalHigh detailTexSteepLow detailTexSteepMid detailTexSteepHigh detailNormalLow detailNormalMid detailNormalHigh Properties: detailResolution - The resolution of the detail textures for the current planet - this is important because they must all be the same size! detailOffset - Height on the displacement map at which the detail textures display detailPower - Blending power between detail and no detail detailRange - Range at which the detail texture is visible detail<Low/Mid/High/SteepLow/SteepMid/SteepHigh>Scale - Scale of the detail textures Even with the introduction of the new detail textures, performance is still much faster than Parallax 1.1.1 (the current version). I'm also working on MacOSX and Linux support, and I hope to get it working in time so you guys can use the mod too Feature - Collision I'm sure most of you are looking forward to this - Collisions! Disclaimer: Not tried and tested ingame. This is not a confirmed feature. By casting a ray from the ship towards the ground, I can sample the textures at that position and perform the biplanar coordinates calculation to get the displacement and vertex normal direction. I can then move a plane in the normal direction to push the craft's wheels up and down. Here's a demo of this in action: Please note that this is a gif and the framerate is not representative of the framerate you should expect. I've tested 50 orbs rolling at the same time and maintaining 60fps https://thumbs.gfycat.com/WhichElatedGecko-mobile.mp4 I look forward to being able to release this to you all Edited December 12, 2020 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Dhruv Posted December 12, 2020 Share Posted December 12, 2020 1 hour ago, vinix said: If you are playing with stock planets, you need both. You also need Kopernicus bleeding edge and modular flight integrator as dependancies. Okay, Thanks! Quote Link to comment Share on other sites More sharing options...
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