Folkhoer Posted October 25, 2020 Share Posted October 25, 2020 For me it seems everything floats above the surface, is this a known bug?https://steamcommunity.com/sharedfiles/filedetails/?id=2268053815 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 25, 2020 Author Share Posted October 25, 2020 (edited) 2 minutes ago, Folkhoer said: For me it seems everything floats above the surface, is this a known bug?https://steamcommunity.com/sharedfiles/filedetails/?id=2268053815 Not a bug, that's just the nature of tessellation. I'll be adjusting the offset values for the displacement maps in the next update to Beyond Home Edited October 25, 2020 by Gameslinx Quote Link to comment Share on other sites More sharing options...
Benti Posted October 25, 2020 Share Posted October 25, 2020 this is the right time to come back to ksp, thanks so much for this, incredible work! Quote Link to comment Share on other sites More sharing options...
Folkhoer Posted October 26, 2020 Share Posted October 26, 2020 (edited) 2 hours ago, Gameslinx said: Not a bug, that's just the nature of tessellation. I'll be adjusting the offset values for the displacement maps in the next update to Beyond Home Sounds great man, although this already makes the game so much better. Awesome mod, thanks! Edited October 26, 2020 by Folkhoer Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 27, 2020 Author Share Posted October 27, 2020 I've just added my own version of Load On Demand. Instead of loading every texture for every planet, textures are now only loaded for the planet you're in the SOI of. If you're orbiting the Mun, there's no need to load any other planet because you won't see the textures on their surfaces. This optimization brought my RAM usage from 7.4GB to 4.0GB. It did have some wacky effects when testing, such as forgetting to update the 4 other shaders when loading textures: Luckily, this has been fixed. Here's Minmus! I've tried my best to keep it true to its icy, minty nature. Hopefully this is an aesthetic that fits that! Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted October 27, 2020 Share Posted October 27, 2020 2 hours ago, Gameslinx said: I've just added my own version of Load On Demand. Instead of loading every texture for every planet, textures are now only loaded for the planet you're in the SOI of. Just... wow! Quote Link to comment Share on other sites More sharing options...
EchoLima Posted October 27, 2020 Share Posted October 27, 2020 2 hours ago, Gameslinx said: I've just added my own version of Load On Demand. Instead of loading every texture for every planet, textures are now only loaded for the planet you're in the SOI of. Does this affect viewing other planets in Map View? Quote Link to comment Share on other sites More sharing options...
*MajorTom* Posted October 29, 2020 Share Posted October 29, 2020 (edited) On 10/27/2020 at 4:06 AM, Gameslinx said: If you're orbiting the Mun, there's no need to load any other planet because you won't see the textures on their surfaces. This optimization brought my RAM usage from 7.4GB to 4.0GB. I @Gameslinx Hi ! What about Kerbin ? It can be seen from the Mun.... or Mun from Kerbin... And Leythe/Jool...etc something like this.... in Joolian system are lot of moons in the sky sometimes... or we just see stock textures of far away objects? Edited October 29, 2020 by *MajorTom* Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted October 29, 2020 Share Posted October 29, 2020 3 hours ago, *MajorTom* said: @Gameslinx Hi ! What about Kerbin ? It can be seen from the Mun.... or Mun from Kerbin... And Leythe/Jool...etc something like this.... <snip> in Joolian system are lot of moons in the sky sometimes... or we just see stock textures of far away objects? That's different from what Gameslinx was describing -- when bodies are far away, we don't need to load the special parallax textures and detailed ground shading, etc. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 29, 2020 Author Share Posted October 29, 2020 So I've been working on Tylo and Vall in the last few days in between trying my best to fight off Covid. I came to realize that Tylo's colour map doesn't match its heightmap at all - the craters on the colour map are in a different place to where they are on the heightmap! Nontheless, I carried on and I'm hoping that you're all fans of the new Tylo: And, as a treat, here's my version of Vall, inspired by the KSP Loading 1.11 Vall Revamp video: Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted October 29, 2020 Share Posted October 29, 2020 Its pretty easy to beat the stock Tylo but you have surpassed all revamps! Quote Link to comment Share on other sites More sharing options...
coyotesfrontier Posted October 30, 2020 Share Posted October 30, 2020 @Gameslinx I hope you get well soon! When I had coronavirus, I had shortness of breath for a day, then nothing for a few days, then awful vomiting and nausea for the next week. I hope you aren't affected as bad as I was. Quote Link to comment Share on other sites More sharing options...
Deddly Posted October 30, 2020 Share Posted October 30, 2020 These are so beautiful! Get well soon, @Gameslinx Quote Link to comment Share on other sites More sharing options...
R-T-B Posted October 30, 2020 Share Posted October 30, 2020 (edited) On 10/25/2020 at 2:13 PM, Kerminator1000 said: Looks amazing as always! How do you do stuff like this? I am trying to learn how to make my own planet packs and want to add this kind of impressive realism. Linx has a lot of experience. But to use his mod, there's supposedly a wiki somewhere for us "normal" level texture people to learn how to work with Parrallax. Is that done yet, @Gameslinx? On 10/22/2020 at 4:20 PM, epicfailure2020 said: does this work with stock yet? It is being worked on but is not available yet. Author has COVID so please be understanding and patient. Edited October 30, 2020 by R-T-B Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted October 30, 2020 Author Share Posted October 30, 2020 5 hours ago, R-T-B said: Linx has a lot of experience. But to use his mod, there's supposedly a wiki somewhere for us "normal" level texture people to learn how to work with Parrallax. Is that done yet, @Gameslinx? It's in the works. Over the last week or two, there have been some huge changes to the shader, so I would have had to keep rewriting sections of the wiki. Until the next update is published, the documentation is on hold Quote Link to comment Share on other sites More sharing options...
Minmus Taster Posted October 30, 2020 Share Posted October 30, 2020 15 hours ago, coyotesfrontier said: @Gameslinx I hope you get well soon! When I had coronavirus, I had shortness of breath for a day, then nothing for a few days, then awful vomiting and nausea for the next week. I hope you aren't affected as bad as I was. I can relate to that! Quote Link to comment Share on other sites More sharing options...
kerbalxploder Posted November 2, 2020 Share Posted November 2, 2020 Hey @Gameslinx, out of curiosity can I ask how long it takes to detail a planet or moon? Quote Link to comment Share on other sites More sharing options...
kerbalxploder Posted November 4, 2020 Share Posted November 4, 2020 (edited) 3 questions, 1: I'm getting hints that the stock planet shaders and retextures complete? Is it released, or am I hearing things? 2: What was involved in optimizing this? 3: I see some very detailed textures, but are the surface features collidable or are they cosmetic? Edited December 18, 2020 by kerbalxploder Quote Link to comment Share on other sites More sharing options...
JaviAvali Posted November 5, 2020 Share Posted November 5, 2020 13 hours ago, kerbalxploder said: 3: I see some very detailed textures, but are the surface features convex or are they cosmetic? I hope this answers your question. The surface features do not change the hitbox of the planet, so the textures are only cosmetic. Linx has said that it would be incredibly resource intensive to change the hitboxes in accord to the textures, and it would also mess with landings. Quote Link to comment Share on other sites More sharing options...
kerbalxploder Posted November 5, 2020 Share Posted November 5, 2020 28 minutes ago, accidentalcolonies said: I hope this answers your question. The surface features do not change the hitbox of the planet, so the textures are only cosmetic. Linx has said that it would be incredibly resource intensive to change the hitboxes in accord to the textures, and it would also mess with landings. Yeah, that was what I was expecting. Thanks for your answer. Quote Link to comment Share on other sites More sharing options...
Agustin Posted November 5, 2020 Share Posted November 5, 2020 Really looking forward to play this on stock system. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted November 6, 2020 Author Share Posted November 6, 2020 (edited) Parallax for the Stock planetary system is now available for early access on Patreon! This will help me find any bugs that have slipped by me, and it will allow me to make any improvements before I unleash it on the rest of the world! Edited November 6, 2020 by Gameslinx Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted November 6, 2020 Share Posted November 6, 2020 On 11/5/2020 at 6:24 PM, Gameslinx said: Parallax for the Stock planetary system is now available for early access on Patreon! This will help me find any bugs that have slipped by me, and it will allow me to make any improvements before I unleash it on the rest of the world! If astronautics doesn't work out, you definitely have a future in game design. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted November 7, 2020 Author Share Posted November 7, 2020 (edited) [snip] I'm publishing a public pre-release later today Edited November 7, 2020 by Vanamonde Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted November 7, 2020 Author Share Posted November 7, 2020 Parallax 1.1.0 - PRE RELEASE This is a pre release. Report any bugs you find on the forum or the GitHub Issues section. Changelog: Additions: Added support for the stock planets Added 4k textures for all of the stock planets Added Load On Demand to significantly reduce RAM usage Added Adaptive Parallax to significantly improve framerates (average 2x more FPS) on planets Added "trueLighting" setting in the config to toggle between cinematic and soft lighting Added "normalSpecularInfluence" which determines the strength of the normal map on specular reflections Added emissive textures (glow in the dark) - Used for bioluminescence on Laythe MANY more things that I've forgotten! Fixes: Fixed jittery ground up close Massively overhauled the lighting - Ambient light works correctly now Improved performance with multiple lights Fixed sudden transition to final zoom level and made it softer Fixed lines in zoom level transitions Fixed log spam on quads that don't build correctly Fixed lines in shadows by applying the correct shadow bias in the shader Improved shadow quality on close up terrain Improved shadow factor transition Modders Notes: Added public class "CameraRaycaster" which gets the camera height from the terrain Emission is stored in the alpha channel of normal maps - MUST be DXT5 and NOT DXT5_NM for emissive planets Quote Link to comment Share on other sites More sharing options...
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