雨世界

雨世界

Parallax Effect
114 条留言
TheLazyCowboy1  [作者] 10 月 25 日 下午 6:49 
@SCREECHSQUID, You seem to have a need to be heard. I hear you. Have you tried using 2 Shader Layers or enabling the experimental "Limit Projection" option?
RED SEA FLYER SERPENT LIZARD 10 月 25 日 上午 11:35 
literally the poles are looking horrible literally not approve 3/10 DID YOU FUCKING HEAR ME GUYS
Chintt_ 10 月 20 日 下午 1:16 
ok
TheLazyCowboy1  [作者] 10 月 20 日 上午 11:45 
@Chintt_, Mostly, yes. One background in particular doesn't move correctly, but otherwise it worked for me yesterday.
Chintt_ 10 月 19 日 上午 8:24 
does this work with the new update?
TheLazyCowboy1  [作者] 10 月 13 日 下午 2:21 
@D, It works will Jolly Co-op. I have not yet tested it with Splitscreen Co-op.
D 10 月 13 日 上午 9:23 
it works with co-op?
TheLazyCowboy1  [作者] 9 月 30 日 下午 4:36 
@Kracoenif, I haven't even had a chance to play the new update much. If I encounter that and it looks weird, I'll maybe add an option. I'm surprised that something new is warped.
Kraco 9 月 26 日 下午 7:36 
Can there be an option to disable warping TerrainGrassPatch from the new update?
TheLazyCowboy1  [作者] 8 月 30 日 上午 8:13 
@The Saint, Setting the camera movement speed to a very low number will help a lot with jumps. It is worth considering adding new camera options/mechanics to reduce stuff like motion sickness... I'm just not sure exactly what or how to implement.

But at least I do know a lot about Limit Projection. If you want to set it as low as possible, try 0.04: It should look the same but with less gaps. However, as for poles and objects in front of the player, that's what the Shader Layers are for. Set the number of shader layers to 2 or 3 and go to the layer settings and reduce the depths. The shader layers aren't perfect, but at least they won't have any gaps in them. ...the shader still struggles with thin plants, but it seems to handle poles pretty consistently well.
service bug 8 月 28 日 下午 3:29 
I had another thought— I prefer to set the "Limit Projection" setting to 0.00 at all times, because I prefer for poles in particular to remain completely flat(generally, I don't like for anything that renders in front of slugcat to extend behind them as well, but poles most of all). However, setting this all the way to 0 of course creates visual artifacts such as gaps in some objects in the world (of course, just as the description warns of. most notably at the bottom of The Wall) and it makes me wish that there was a way to specifically limit the projection of poles, separately from everything else on the last layer, but I'm not sure if that's possible or if there's any way to track them separately or anything (or, if it is, I'm not sure if it's something worth the effort for you).

Just some thoughts I had. Your mod is very nice and does its job incredibly well.
service bug 8 月 28 日 下午 3:25 
This mod is really amazing, but a suggestion I can think of is maybe some kind of vertical movement sensitivity, threshold, or something of that sort. I'm not a fan of how the only way to prevent the perspective from moving up & down anytime slugcat does the slightest vertical movement (ergo jump, crawl, etc.) is to enable "Don't Follow Player". I really like the look of the perspective rotating when slugcat climbs up a tall pole or walks from one side of the screen to the other, even with SBCameraScroll enabled, but to me personally it's a little annoying/disorienting when it does the same thing for the smaller, subtler movements, so I usually opt to enable "Don't Follow Player" anyways.
TheLazyCowboy1  [作者] 8 月 27 日 下午 5:23 
Wow how could anyone miss one obscure setting amidst 50 complicated ones? /j
service bug 8 月 27 日 上午 8:09 
Oh wow, I thought I looked everywhere, I don't know how I missed that. Thanks lol
TheLazyCowboy1  [作者] 8 月 27 日 上午 8:04 
@The Saint, In the Movement tab (I think that's what it's called) there should be an option like "Mouse Movement". Set that to 0.
service bug 8 月 27 日 上午 5:28 
Is there a way to prevent the camera from moving around with the movement of my mouse cursor? I move my mouse quite a lot, and I would prefer if that didn't impact the position of the camera whatsoever
Born2Bbad 8 月 21 日 上午 8:14 
Big tech mode awesome idea and execution
TheLazyCowboy1  [作者] 8 月 9 日 上午 10:55 
@💥 kenstein 💥, You can currently achieve that by setting the camera speed to a very high amount (I think 1.00 will do it), but that can make the camera appear less smooth in its movements. I probably could manage to make an option for the camera to snap to the player only upon screen transitions - it wouldn't be particularly hard - I'm just not sure how many players would use it.
💥 yatayatayata 💥 8 月 9 日 上午 1:31 
is there any way to make it so, upon screen transitions, the effect is already focused on the player? rather than starting centered and THEN focusing? not sure how difficult this would be. otherwise very incredible mod, though. i love it
TheLazyCowboy1  [作者] 7 月 18 日 下午 7:09 
@Kracoenif, I have the code written for everything you suggested. I just want to figure out what TerrainCurveMaskSource does first. I assume it's intended to make the terraincurve cover up some objects (probably just creatures/items) on the screen. But that doesn't make sense; it shouldn't be possible for it to do that; TerrainCurves always slope downwards towards the screen.
TheLazyCowboy1  [作者] 7 月 18 日 下午 4:17 
@Kracoenif, I just tried doing that. I genuinely cannot figure out what TerrainCurveMaskSource actually does. Do you know what effects I should expect to observe...?
TheLazyCowboy1  [作者] 7 月 17 日 下午 6:01 
@Kracoenif, Which options would you want to see? The only option that makes sense to me is one that controls how strongly terrain curves are warped. Terrain curve warping is unfortunately mostly doomed by the way that terrain curves are designed: I'd have to practically rewrite their rendering code to get them to exhibit proper parallax.
TheLazyCowboy1  [作者] 7 月 12 日 上午 7:40 
@LouisAnna⨂, I think it may require DirectX 11, but I'm not sure. The shader itself doesn't do anything too wacky. It's just a really heavy shader, so if your computer doesn't have a good GPU, be sure to make use of the optimization options. My computer has a pretty poor GPU, so I've made sure this mod can be optimized quite well.
LouisAnna⨂ 7 月 11 日 下午 10:48 
Device requirements?
IamMael 7 月 4 日 下午 6:24 
Also i didnt find any bug, atleast on the moment
IamMael 7 月 4 日 上午 11:13 
This is insanely amazing news (seriously this is insane.), im going to test the update now, if i find anything i will post it in here
TheLazyCowboy1  [作者] 7 月 4 日 上午 11:11 
@IamMael, A HUGE one. This has been in the works for months. I should have released this several weeks ago; I'm just nervous about bugs.

Please let me know what bugs you find. I've tested this pretty thoroughly, but I still find bugs periodically.

We might literally have true 3D Rain World soon. If I can just get the level editor to spit out images for this mod and SBCameraScroll to use, then we can have literal 3D Rain World. ...big IF, though...
IamMael 7 月 4 日 上午 11:08 
Holy crap, new parallax mod update ????
TheLazyCowboy1  [作者] 6 月 29 日 下午 12:13 
I hope Steam will let me post the link, but I graphed it: https://www.desmos.com/calculator/dzlefy55ss
s = convergence Scale
c ~= resolution
d = player Distance from center (player is purple dot)
w = Warp factor
TheLazyCowboy1  [作者] 6 月 29 日 下午 12:11 
@Doggoyy, I'm likely misunderstanding you in some of your points (and I apologize for that), but from my limited understanding of what you're saying... ironically, the solution is to set Convergence Scale to 0. That would make everything dependent solely on the player's location.
The code for this in the shader is: pixel.x*ConvScale + 0.5*(1-ConvScale ) - playerPos.x

So when Convergence Scale is 0, every pixel is treated the same. This therefore makes the center of the screen not special anymore. But if convergence scale is 1, everything converges towards the player. If > 1, it converges between the player and the center.
Doggoyy 6 月 28 日 下午 10:00 
I think im requesting more options in the menu for where the parallax shader pulls its points from, not just center of room, center of screen, and player, because I dont like it using the center of the room or screen. just like the don't follow player option, which changes the player location to the center of the screen.
"should I require Watcher for this mod" no cause there's no reason to, unless there's a reason, like its easier to make or maintain. but anyone that would install this mod would have a fair few hours in rain world, and probably watcher. I hit the fkn character limit
Doggoyy 6 月 28 日 下午 10:00 
This mod is really really cool. I use it with sbcamerascroll, a relatively high convergence scale, mouse sensitivity at zero, and a smoothing factor on sbcamerascroll. From my understanding of this, the parallax strength and direction depends on the vector from the center of screen to the player. i think this center->player works great for rooms like pebbles interface, where the camera is locked to the center of the space, but not the best for all rooms. How i have it set up, the vector is from the player, with a smoothing factor, to the player.
this creates some parallax when you move, until the screen catches up. i think its really cool. but it only works how i want it to in the middle of multiscreen rooms.
I guess im just getting mad at how parallax works, that you have to have 2 points, and i want the parallax effect to follow the player exclusively -not the center of the room. I like how ive set it up now, even though it breaks when sbcamerascroll stops scrolling.
John Joe 6 月 21 日 下午 1:57 
this scares me
Thneed 5 月 26 日 下午 12:58 
instant motion sickness: the mod. Still very cool though, wish i could use it LMAO
IamMael 5 月 22 日 下午 4:29 
but as i said before it only happens on specific rooms, its really rare
IamMael 5 月 22 日 下午 4:29 
i know sand isnt warped (because it has no effect on it), i think its hard to explain (or i just dont know how to explain it) but nevermind, if you see it you will know what i was talking about, i dont know if its because im using sbcamera though so maybe its that...
TheLazyCowboy1  [作者] 5 月 22 日 下午 1:49 
@Master Malcolm, Nope, this mod is for 1.10, as will be the case for any new mod.
Master Malcolm 5 月 22 日 下午 12:39 
I'm playing on the 1.9.15 version of Rain World until Watcher is fully out and all the mods that came out before it dropped are fully optimized for it, will this work on 1.9.15?
TheLazyCowboy1  [作者] 5 月 22 日 上午 11:48 
@ZΞLDΛK, Agreed, presets are needed. Good news: Within a few days, I'll have a re-written shader that handles poles MUCH better. In the meantime, you'll want to try the "Limit Projection" experimental option. The higher the number is, the more poles are stretched, but the less visual artifacts are noticeable. So try setting the number low, like maybe 0.2 or so (should be the default).

@IamMael, I'm not quite sure what you mean about "the transparent part." The sand isn't warped, because it's an object placed in the room like creatures. (I'm considering trying to warp TerrainCurves, but... eh it'd be more complicated than I'd like.) So maybe that's what you're referring to: Only the objects in the background move, because there is no foreground?
IamMael 5 月 22 日 上午 7:28 
@TheLazyCowboy1 weird, the entire background wasnt moving for me only the transparent part of it, it was on an really long room without warp on the left side of badlands, the one with mud on it in the end with an pipe to the left that takes you to an room in which it contains an shelter but maybe its my config ??
ZΞLDΛK 5 月 22 日 上午 5:28 
you should add some settings presets
ZΞLDΛK 5 月 22 日 上午 5:27 
what options should I change to make poles not or less fuse with the background?
or at least make it less visible
meatmobile 5 月 21 日 下午 10:50 
vaseline vision
TheLazyCowboy1  [作者] 5 月 21 日 下午 5:30 
@IamMael, I am unable to replicate the issue. I went there and it works just fine for me.
Maybe it's an issue with the warp portal? Or maybe you're referencing the fact that the Watcher's new curvy terrain isn't warped?
BigTimeGamer 5 月 21 日 下午 5:22 
makes my eyes hurt, not 4 me
IamMael 5 月 21 日 下午 1:00 
nice but when i was talking about the ''snow'' it wasnt REALLY the snow, it was the whole room (the ''transparent'' part of it moves but the ''solid'' part does not), ive found another room where it happens (there are more places where it happens too besides watcher but its kind of rare) and its in watcher badlands on the far left side before the popcorn room and the shelter, if you want i can send you an video of me finding it (if you dont want to do this)
TheLazyCowboy1  [作者] 5 月 21 日 下午 12:32 
Okay, snow works now (just don't look at your FPS counter when in snowy rooms pls thank you).

I think a lot of you might like setting the new "Convergence Scale" setting to be low (maybe around 0.20 would be good).
Borben 5 月 21 日 下午 12:31 
sick!
IamMael 5 月 21 日 上午 10:55 
oh nice !
atleast it isnt an limitation i think ?
TheLazyCowboy1  [作者] 5 月 21 日 上午 10:52 
@IamMael, I found it! It's due to how Downpour renders snow. Apparently this mod just doesn't affect most Downpour snow whatsoever.
...but it affects most of Watcher's snow... this isn't fair, lol.