Giter Club home page Giter Club logo

tessellation's Introduction

Parallax

Parallax is a custom terrain shader for Kerbal Space Program that combines tessellation and displacement mapping to create realistic planetary surfaces.

Watch the trailer here: https://www.youtube.com/watch?v=7TjmvMywTN4

Features

Parallax completely replaces the terrain shader used in the normal game in favour of more and better features, including:

  • Tessellation
  • Self-shadowing
  • Accurate lighting
  • Accurate normal mapping
  • Support for multiple lights
  • Reflections
  • Specular highlights
  • Metallic materials
  • Influence mapping

Improvements

The shader that Squad uses for Kerbal Space Program is extremely limited. You can only assign 2 textures that work unless you opt to use an extremely complicated 'Atlas' shader that was introduced in 1.9. We will pretend that the Atlas shader doesn't exist because it's only used on Kerbin and it is extremely unoptimized.

Parallax improves upon the stock shader in a number of ways, for example:

  • Normal mapped lighting is accurate and faces the right way on a surface at any angle
  • Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces
  • Texture blending is a much smoother transition and varies based on the distance from the camera
  • You can have a much greater amount of control over the planet - You have a low, mid, high and steep texture to use
  • Complete control over how much colour of a texture to apply to the surface VS how much colour of the surface to retain (using an influence map). This prevents your grass from changing colour on brown terrain, but lets you change the sand colour as it varies with the planet's surface colour.

Availabity

Parallax has been created for my planet pack 'Beyond Home' for its beta stage so that I can spend time working on fixing any bugs and working on improvements / optimizations before the mod is used elsewhere.

As for system requirements, the trailer was recorded using the following specs - But these are NOT the recommended system specs:

  • Intel i9 9900k, 5.0Ghz
  • RTX 2080 Super
  • 32GB DDR4

Keep in mind that the trailer was also recorded at 4k.

Installation

  1. Download the Parallax, Parallax_StockTextures and Parallax_ScatterTextures folders from the releases page (on the right)
  2. Download and install Kopernicus. Version 139 or later is required.
  3. Open the Parallax zip and move the Parallax folder to GameData
  4. Open the Parallax_StockTextures zip and move Parallax_StockTextures to GameData
  5. Open the Parallax_ScatterTextures zip and move Parallax_StockTextures to GameData - Merge it with the existing folder.
  6. Launch the game. Set your terrain quality to High. Set your terrain shader quality to High or Ultra - Ultra will enable tessellation.

tessellation's People

Contributors

andrew-raphael-lukasik avatar gameslinx avatar juliapixel avatar kna27 avatar r-t-b avatar rkondratenko avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

tessellation's Issues

Missing textures

See Gameslinx/BeyondHomePlanetMod#9 (moving to here)

Basically on Linux the textures/shaders for Rhode at least are not loaded, yielding hot pink terrain. This can be worked around by renaming the OS X shader file (GameData/Parallax/Parallax-macosx.unity3d) to Parallax-linux.unity3d.

Ring textures are still missing.

Which parallax version for which verison of ksp?

In your install instructions it says that I need to make sure the ksp version matches the parallax version. However on your ksp post and in your notes provided on the .zip. It does not specify which version of ksp is supported for each parallax version.

tessellationQuality = High/Higher Eve problem

Hi, I know you hate me bcs thoes reports... Ok here you go:

refreshRate = realtime //FPS value or "realtime"
function in global config case some bugs in logs, only setting this value as int looks to work.


'tessellationQuality = Higher			//Default = Higher
		//Options are: Low / Normal / High / Higher'

This cause some graphical bugs on Eve (planet i test this only there) look ss's
Notice it at High values too I tested it on all resolutions of ReflectionSettings
There is problem sometimes u sink in ground as well at thoes settings you can see it on on ss's too.
Sending config file too, you can see there my other settings. No errors in KSP.log. But you can check it too.

I dont check full planet only places on ss's.
tessellationQuality Normal and Low looks to works fine for me.

screenshot4
screenshot3
screenshot0
screenshot01
screenshot1
screenshot2

Mods i have:

Mod DLLs found:
Stock assembly: Assembly-CSharp v0.0.0.0
ModuleManager v4.1.4.0
BAM v1.3.3.3 / v1.1.0.0
DistantObject v2.0.2.0
EasyVesselSwitch v2.2.7689.40431 / v2.2 for KSP v1.11+
KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1
MiniAVC-V2 v2.0.0.0
Atmosphere v1.11.2.1
CelestialShadows v1.11.2.1
CityLights v1.11.2.1
EVEManager v1.11.2.1
PartFX v1.11.2.1
PQSManager v1.11.2.1
ShaderLoader v1.11.2.1
Terrain v1.11.2.1
TextureConfig v1.11.2.1
Utils v1.11.2.1
_BuildManager v1.11.2.1
KerbalEngineer.Unity v1.0.0.0
KerbalEngineer v1.1.8.3
HyperEdit v1.5.8.0 / v1.5.8
Kopernicus.Parser v1.0.0.0
ModularFlightIntegrator v1.0.0.0 / v1.2.9.0
Kopernicus v1.0.0.0
KittopiaTech v1.0.0.0
DockingPortAlignmentIndicator v6.9.2.2
DPAI_RPM v1.0.0.2
ModuleDockingNodeNamed v1.0.0.2
PQSModExpansion v1.0.0.0
Parallax v1.0.0.0
ParallaxCollision v1.0.0.0
ParallaxInstallationChecker v1.0.0.0
PlanetShine v0.2.6.1
Restock v0.1.0.0
scatterer v0.723.0.0
SmokeScreen v2.8.14.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
TextureReplacer v4.2.1.37427
TimeControl v2.10.0.0
KerbalAlarmClock v3.13.0.0
TransferWindowPlanner v1.7.2.0
TUFX v1.0.0.0

log_and_cfg.zip

Using HyperEdit v1.5.8.0 / v1.5.8 for tests. (this landing thing as you can see on ss's)

I find it when i try to fix all errors at KSP.log i check it preaty well only bug I cant figure out is from EVE plugin as you can see at log file.

Have nice day!
Ty for fantastic plugin!

Lots of unexpected white

Whelp, here is my problem.

Screen Shot 2021-02-27 at 10 29 42 PM

Screen Shot 2021-02-27 at 10 30 46 PM

Screen Shot 2021-02-27 at 10 30 56 PM

Screen Shot 2021-02-27 at 10 32 39 PM

Screen Shot 2021-02-27 at 10 34 05 PM

Screen Shot 2021-02-27 at 10 35 00 PM

In summary, lots of white.

MacOSX Big Sur 11.2.1
KSP 1.11.1
Parallax 1.2.1, Parallax stock textures 1.2.1, Kopernicus Bleeding edge UBE-80
No other visual enhancements mods
KSP.log

Path string handling in ParallaxSource.cs

Hi,

As reported in KSP forums, the path calculation in ParallaxSource.cs (around row 2240) is faulty.

actualPath = Application.dataPath.Remove(Application.dataPath.Length - 16, 16) + "GameData/" + path;

In Linux as the executable name (e.g., KSP.x86_64) is not 16 character (and the executable cannot be renamed).

Having a fixed length cut of the executable file name may work in certain circumstances, but it could lead to faults depending on how the game was started (CKAN, Steam, cmd line KSP.x86_64 or KSPLauncher.x86_64).

Without knowing Unity or .NET in detail, there are string handling methods, for sure, that can be used to cut the string at the last instance of a path separator character(s) (e.g., .NET String.LastIndexOf). Alternatively, many environments support more advanced methods, such as "dirname".

Lag in Solar Orbit

When in solar orbit the game gets really laggy. I have looked in the log and Parallax is the culprit. The lag is gone if I uninstall Parallax.

[EXC 12:37:40.755] NullReferenceException: Object reference not set to an instance of an object
	ParallaxShader.Position.Update () (at <a80f532d3c7549bf8e89adcd6559f787>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

This happens every second when I'm in solar orbit

Unable to place deployable science

image

When I attempt to deploy science on the surface of the Mun, it seems to not be finding the terrain. I've tried toggling "collide" on/off in the config and reloading, didn't make a difference.

Texture won't load

It seems like the texture won't load, I've checked the versions and there was no problem, Kopernicus BL was also in the gamedata. Help!
image

Some terain spikes when I zoom out

I will send you only ss's bcs i find it when I try to test issue #38 on other planets
I thik it from Parallax but not sure. You can check log file from issue #38
I post it in next issue bcs its diferent thing i think. One ss's is from Issue #38 as well I put it in bad folder sorry.

screenshot1x
screenshot2x
screenshot3x
screenshot4x
screenshot5
screenshot6
screenshotlathe
screenshotwut
screenshotx1
screenshotx5

I test it on:

tessellationQuality Low btw

Thanks again for fantastic plugin!
Have nice day!

This is just awesome

I'm a modder so if I can help you with RSS testing configuration and testing. I will be more than happy to do it :)

Attempting to load Grass and ParallaxScaled shaders that are not included

I see this in KSP log for every launch:


[LOG 18:03:58.367] Loaded bundle
[LOG 18:03:58.367] Failed to load bundle
[LOG 18:03:58.367] /opt/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/../GameData/Parallax/Shaders/Grass
[ERR 18:03:58.367] Unable to open archive file: /opt/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/../GameData/Parallax/Shaders/ParallaxScaled

[LOG 18:03:58.367] Loaded bundle
[LOG 18:03:58.367] Failed to load bundle
[LOG 18:03:58.367] /opt/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/../GameData/Parallax/Shaders/ParallaxScaled

These files are nowhere to be found in the distro or repo. Is it some legacy code?
Here is the full log.
KSP.log

Extreme lag on surface of Mun

Running ksp 1.11.2 (tested on 1.11.1 as well), Stock system with stock parallax textures. No other mods except for spectra. When I am within about 100m of the surface of the Mun my framrate drops like a brick and I have severe input lag.

High and mid textures crawling

I've just gotten around to trying out the stock prerelease Parallax support and ran into this issue, I've searched about the forums looking for another case of it but couldn't find mention of it so I'm wondering if it's just intended behaviour:

https://youtu.be/eCJuJtb2sEY

Textures seem to crawl along the surface in a stepping fashion while in orbit, this happens with any body that has high and med textures defined. The log's throwing some NREs:

https://drive.google.com/file/d/1DyMs61PO3W74sD3SqIs9fosS-JFIpkFL/view?usp=sharing

This is on Windows 10 64 bit/DX11/GOG 1.10.1

Tesselation but no texture replacment

Finally managed to load the mod using Kopernicus ver 44 (ver 45 refused to work for some reason). Tessellation is appearing however the terrain uses only a slightly darker version of the stock textures, there also appears to be another visual glitch associated with the mach effects on vehicles when near the ground however that is extremely minor. Ill provide a log if asked however I never noticed it throwing any errors.

KSP Ver 1.10.1

(Modlist)
image

Best of luck.

White Textures

When loading into a new save, there is no textures or colors. The area around the KSC is bright white. This is on a fresh ksp install containing only this mod and its dependencies. Any help would be appreciated.

(Linux) Some times textures are set to 4k by default (more testing needed.)

So I was testing out stability with Parallax on Linux and every time the game crashes I check the ksp.log to see what it was. Most of the time Its something that I can't tell what the issue is but, This time the textures for Minmus were set to 4k and, (only time the log has said this so it may be really common), and I can't find any thing to change that in any .cfg file. There 1 thing that is concomitant with crashing for me(Nothing that is like this in the ksp.log file) entering Minmus's soi. I think that this is a bug with what ever communicates with Kopernicus to replace textures and stuff not getting the correct res set, or it may be a oddity with a .cfg file that I forgot about, There is also a incorrectly set or changed setting that you for got to reset or change with edge length in the "ParallaxGlobal.cfg" Its set to 8, not 25 unless the default is meant to be 8.

My .log file(from incident, Over writes previous logs)
crsh(ksp).log

[Suggestion] Terrain collision - Smoothing

While watching your work in progress videos about the terrain collision, I thought about ways to make the ride smoother, less bumpy.
An idea would be to do some sort of polynomial interpolation of multiple samples to gather a good approximation of the terrain's gradient. The sample points could be spaced depending on the surface speed of the rover/wheel. The faster the wheel travels, the more spaced out the samples get and thereby smoothing the terrain and when it is slow or standing still the interpolation could be quite accurate.

Circular area showing parallax then white square around

hi ! i have a problem:

  • KSC it's ok
    KSC ok
  • In flight close to the ship
    flight
  • View in the distance
    far

Parallax operates on a circular area close to the ship and beyond that there is this white texture.
I play in 4k with an RTX3090, and 64 giga memory (DDR3600).
windows10, KSP 1.11.1 (patch french), last GeForce Experience Nvidia drivers: 461.72
Parallax 1.2.1, KopernicusBE_19+_Release80
And for now I have no visual environment mod, just parallax.
KSP.log

Parallax plugin is enforcing V-Sync settings during loading prior to Main Menu

A while back, KSP realised it should disable any V-Sync settings during the game load because all part loads are done per frame so the speed at which the game loads is dependent on frame rate. KSP then enables the V-Sync settings once the game goes into the Main Menu scene.

It seems that Parallax is overriding this and enforcing any V-Sync settings in the Settings.cfg prior to the game loading.

This can be verified by going into the Main Menu -> Graphics settings and forcing the following:

  • V-Sync: Every V-Blank
  • Frame Limit: 60fps

Ensure that you're running a FPS counter on the screen i.e. GeForce Experience HUD, and open up Vanilla KSP + Kopernicus Bleeding Edge and Module Flight Integrator with these settings, above, applied. You'll see that the FPS counter goes to like 500-600 (dependent on PC specs) and loads very fast.

Subsequently, install Parallax and Parallax Stock Textures into this build and load KSP, you'll see the FPS counter lock out at a max of 60fps and takes longer to load.

This has a very considerable effect on load times for large, modded installs that run thousands of parts/patches as the frame rate lock can slow down the database construction by, like, a factor of 10.

KSP 1.10.1 + Kop_BE + MFI without Parallax: KSP.log - Total loading Time = 47.994s

KSP 1.10.1 + Kop_BE + MFI + Parallax: KSP.log - Total loading Time = 97.525s


KSP 1.10.1 Modded Install with roughly 19,000 patches without Parallax: KSP.log - Total loading Time = 172.975s

KSP 1.10.1 Modded Install with roughly 19,000 patches with Parallax: KSP.log - Total loading Time = 376.637s

White cube on Mun surface and when leaving a craft's physics range

I encountered this issue the day before yesterday, I landed on the Mun and deployed a rover with external seats and surface science modules. After driving around and returning a dropped landing stage exploded similar to #50, and I noticed a white cube a hundred or so meters away:

20210505182158_1
Exploded craft (remaining engine on the left)

20210505182557_1
Rover near white cube on surface

This is likely related to #52. When returning to orbit, my lander collided with a white cube. This happened again after loading a quicksave, but didn't happen when I stayed at roughly 50 m/s until beyond the physics range of crafts remaining on the surface.

20210505183424_1
Collision with Cube

20210505183437_1
The cube and distance to objects on the surface

I uploaded the KSP.log and Player.log for both events here (the logs are large). I also added the quicksave (I think ReStock, ReStock Plus and Near Future Electrical are the only mods I used in these crafts, but I could be wrong).

I also encountered #54 and #42 for what that's worth.

No textures on Linux

I'm using Steam with Ubunru Linux. There were some problems with Parallax startup (referenced in other issues), but I finally managed the mod to run with a few well-placed symlinks. However, I get no (transparent) terrain everywhere still.
I'm including my log below. Suspicious entries are:

[LOG 18:05:48.629] [Parallax]////////////////Kerbin////////////////
[LOG 18:05:48.629] [Parallax]////////////////////////////////////////////////

[LOG 18:05:48.629] [Parallax] - Retrieved body node
[LOG 18:05:48.630] Critical error: Input was a string, but it should have been a float: Textures / normalSpecularInfluence
[EXC 18:05:48.869] 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)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
System.NullReferenceException: Object reference not set to an instance of an object
  at PQSModExpansion.PQSMod_Subdivide.OnQuadBuilt (PQ quad) [0x00002] in <b6b3af8f70dd42d7adac8493f5bd45d3>:0 
        ParallaxShader.Position.Update () (at <0e962ee0d677445f832ed458f7108ca3>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[EXC 18:06:26.384] NullReferenceException: Object reference not set to an instance of an object
        ParallaxShader.ParallaxOnDemandLoader.Update () (at <0e962ee0d677445f832ed458f7108ca3>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

KSP.log

Landing legs clipping and jumping around on terrain

I love this mod for the visuals, but it has made landing on planets basically impossible. Let me explain, when I try and land on a planet, the whole craft basically starts bumping around violently, but eventually I am able to get it to land. As soon as I go EVA, the whole thing starts jumping around yet again, and then basically it gets to the point where it jumps up so high it crashes back into the ground. I've had this happen multiple times, and it's really frustrating. Here are some examples:
image
Eve base after clicking "fly" in tracking station, basically exploded and evaporated.

https://user-images.githubusercontent.com/48893937/113417339-cc753200-9388-11eb-9c8f-eee901f41b47.mp4
Demonstrating how things on landing legs seem to jump around like crazy.

image
This is what my KSP Directory looks like.

image
image
This is what my Game data directory looks like with the mods.

What should I do? I really cant land like this, and it's driving me crazy. Is there some incompatible mods I have? Any help would be great :)

Big ship explode in air case PARLAX

Hi, Its me again. :/

Cant liftoff bcs when i did it my SSTO just explode in air idk its bcs i have lags (5-9fps) but it colide not first time with parlax in those places and some times on higer atiture (look screens). I sending some screens and logs to. If you need something more please ask. Thank you for your briliant plugins!

https://pastebin.com/rbqASzuu

screenshot32
screenshot33
screenshot34
screenshot35
screenshot36
screenshot37
screenshot38
screenshot39
screenshot40
screenshot41
screenshot42

Crafts passing through terrain (1.2.3)

20210401175547_1

20210330115938_1

Craft passes through the terrain layer.

Screenshot (168)
Screenshot (169)

When on EVA the craft becomes unstable and destroys itself.

Any idea what could be causing this? I installed the mod and updated it using CKAN, so everything should hopefully be installed correctly.

Here is the KSP log file:

KSP.log

Dependency checks failing on Linux

Not sure if it's Parallax Issue. If not, please redirect me to the faulty mod.
I'm using Steam with Linux and when Parallax dependencies are checked the paths are like "/opt/SteamLibrary/steamapps/common/Kerbal Space ProgGameData/Kopernicus/Config/System.cfg"
While the proper path is: "/opt/SteamLibrary/steamapps/common/Kerbal Space Program/GameData/Kopernicus/Config/System.cfg". "ram/" is somehow missing. I solved it with a symlink.

Here is my full log (with symlink in place)
KSP.log

I really have no idea what title to use its 4am...

Hi, firstly I want to point out how great your work is, I very much admire the effort you've put in this project, so thumbs up to that!
However I've been having trouble downloading your mod in my ksp.. I'm currently running MacOS and have followed the instructions very carefully. when I load up the game it crushes right before it loads the save. If I delete the Kopernicus files it actually loads the game but not the mod. So im really confused and I can't find the root of the issue. Also I have ksp 1.10.1 and don't have any other mods installed (probably should have started this with those details)
Anyway, you are amazing, idk if im getting an answer or not but your work is fantastic!! keep creating mods, sometimes🙃❤️

Textures appear to be white/bright and featureless.

Textures appear to be white/bright and featureless.

Logs attached and screenshots of Minmus and Kerbin that illustrate the problem. I removed all mods except for Kopernicus and parallax (there are some errors because of missing parts, however the error is also present when starting a new game)

Graphics card is a Geforce GTX 1070 with nvidia driver 461.92

Player.log
KSP.log
parallax-test
parallax-testMinmus

Artificating on Kerbin

KSP.log: https://gist.github.com/McFranko/ef485c2fdf3a2288299205697d812676

ksp7

This is what it looks like.

I installed it via CKAN just with the dependencies CKAN automatically installed.

I'm on Manjaro Linux, Kernel 5.9, AMD Radeon RX 480, AMD Ryzen 5 2600x.

If you need any other info let me know and I'll try to provide.

Here is a list of all the mods I have installed

 Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.1)
BreakingGround-DLC (BreakingGround-DLC (unmanaged))
ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15)
Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1)
Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1)
Kabrams Sun Flare Red Medium (KabramsSunFlaresPack-Red-Medium 001)
Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.11.1-34)
Making History (MakingHistory-DLC 1.11.0)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
Module Manager (ModuleManager 4.1.4)
Parallax (Parallax 1.2.1)
Parallax - Stock Planet Textures (Parallax-StockTextures 1.2.1)
PlanetShine (PlanetShine 0.2.6.3)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3)
Real Plume (RealPlume 2:v13.3.2)
Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.5)
RecoveryController (RecoveryController 0.0.4)
scatterer (Scatterer 3:v0.0723)
Scatterer Default Config (Scatterer-config 3:v0.0723)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
Toolbar (Toolbar 1:1.8.0.5)
Toolbar Controller (ToolbarController 1:0.1.9.4)
Trajectories (Trajectories v2.4.0)
TriggerAu Flags (TriggerAu-Flags v2.10.0.0)
Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)

White box showing up after a kerbal fell

KSP version 1.11.2
Parallax version 1.2.3

I launched a craft on the launchpad, then I made a Kerbal quit its EVA chair. The Kerbal glitched a bit through the vessel (as expected, stock behaviour), then landed on the pad. At this point I noted the white box had showed underneath the vessel.

image

The bug is not a visual one, you can bump on it and even climb it.

image

Also, there was a log spam from Parallax.

[EXC 13:08:03.370] NullReferenceException: Object reference not set to an instance of an object
ParallaxCollision.ParallaxPhysics.FixedUpdate () (at <105395616d6b4c1b87418678576c5658>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)

This bug is quite rare, and seems to be triggered by Kerbal falling like they are not supposed to

trueLightning == "false" case has the same effect as "true"

Hi, I have no idea what all these methods in ParallaxSource.cs do, but your logic for trueLightning seems to contain error. You don't seem to catch trueLighting = "false" case properly. The case when trueLighting is false and the case when it is adaptive but without atmosphere both lead to the same last option, which is duplicate of the case when trueLighting is true. This makes both "true" and "false" in config produce the same pitch black textures at night.
You should have something like this:

//True lighting is on everywhere, or adaptive is on and planet is without atmosphere (makes it dark at night)
if (ParallaxSettings.trueLighting == "true" || (FlightGlobals.GetBodyByName(planetName).atmosphere == false && ParallaxSettings.trueLighting == "adaptive"))
            {
                parallaxMaterial.EnableKeyword("ATTENUATIONOVERRIDE_ON");
                parallaxMaterial.DisableKeyword("ATTENUATIONOVERRIDE_OFF");
                //etc...
            }
            else
            {
                //True lighting if off, or it is adaptive in atmosphere (ambient light at night)
                if ((ParallaxSettings.trueLighting != "true" && ParallaxSettings.trueLighting != "adaptive") || (FlightGlobals.GetBodyByName(planetName).atmosphere == true && ParallaxSettings.trueLighting == "adaptive"))
                {
                    parallaxMaterial.EnableKeyword("ATTENUATIONOVERRIDE_OFF");
                    parallaxMaterial.DisableKeyword("ATTENUATIONOVERRIDE_ON");
                    //etc...
                }
            }

Also, i've noticed that 1.2.1 release contains older version of ParallaxSource.cs

Not working on linux

I download Parallax, Parallax stock textures, Kopernicus(R-T-B), Kerbal Engineer Redux, Kerbal reusability expansion and trajectories and put everything in my gamedata folder, but on game startup it says:
fparallax is missing dependancy kopernicus
parallax is missing dependancy Parallax stock
parallax is missing dependancy Parallax (core)

after that in my save the game lags (2-5 fps) and the debug console spams nullreference errors.

OS: Pop OS 20.10
Driver: NVIDIA proprietary 455
Game: KSP 1.10.1 Breaking ground and Making history

Wheel just pop

Wheel just randomly pop out when speeding on Kerbin. I think this i cause by PARLLAX colision system. Sending craft file.
Zwiadowca I.zip I was trying to look on stress on wheels but it have 0.4 and randomly pop.

Unable to Validate Installation

Hello

Every time I boot KSP with Parallax installed (using bleeding edge Kopernicus and Parallax Stock Textures) I get errors saying that the dependencies aren't being met, even though they do in fact exist on my system. I've looked through the KSP.log file and it appears that perhaps there is a bug with the path construction.

You can see the first example on line 277 where the path is .../common/Kerbal Space ProgGameData/... when it should be .../common/Kerbal Space Program/GameData/...

Looking at the code, I think the issue might be something to do with line 2292 of ParallaxSource.cs incorrectly truncating the file path on linux.

System Specs (if that's important):
Arch Linux: 5.9.14-arch1-1
RTX 3070
R9 3900x

I did install the mods according to the Parallax README - Parallax, Kopernicus, and ParallaxStockTextures are all in Gamedata as their own directories.

If I can provide any other information just let me know

KSP.log

Kerbals walk on air on Mun

Haven't tried this on other planets or anything yet but my Kerbals kept floating in the air and happily running around. Removing the Parallax mod fixed the issue.

ParallaxBug.mp4

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.