RaYRoD TV
Multiverse VR Hub (PCVR & Standalone)
updated
This journey has resulted in the creation of a comprehensive suite of developer tools that push the boundaries of what's possible in the game.
Key Development Tools:
- A GUI that enables live, in-game universe reshaping
- A comprehensive framework (similar to Skyrim's SKSE) that allows implementation of entirely new features and game mechanics
- Numerous additional tools for advanced modding capabilities.
Despite significant setbacks—including a house fire, earthquake damage, and hardware failures— imgur.com/a/22hIdw6 — the Multiverse fan project has continued to progress steadily.
With the developer tools now mature and stable, I've begun work on the definitive version of the Multiverse project itself.
While still in its early stages, this represents a major milestone in the project's evolution. What's coming: A complete transformation of the No Man's Sky experience.
📺 JOIN THE COMMUNITY
Discord: discord.gg/2xhF6HZKsg
(Get more frequent progress updates!)
💖 SUPPORT THE PROJECT
I've worked full-time on No Man's Sky for 9+ years. Feel free to support my work:
Patreon: patreon.com/c/rayscontent/about
🎵 MUSIC
A.L.I.S.O.N - Birds eye view — youtu.be/UcGXyQayAZ4?list=RDUcGXyQayAZ4
🙏 SPECIAL THANKS
- Monkeyman192 - NMS Custom Model Importer
GitHub: github.com/monkeyman192/NMSDK
📱 SOCIAL LINKS
X/Twitter: https://x.com/RaYRoD_TV
🏷️ TAGS
#NoMansSky #NMSMods #Gaming
Just dropping in with an update on the Multiverse fan project. It's been my main focus lately, and I'm thrilled with how it's shaping up!
I've been hard at work optimizing, balancing, and visually enhancing various aspects of the game engine to make it more immersive and eye candy. One exciting addition is the implementation of dynamic and shifting art styles for numerous elements of the game, including new animations being added to help the universe feel more alive.
Plus, I've been diving deep into programming new systems (gameplay & visual) and writing new shader code. One of the shaders revamps space visuals. The Multiverse is now being designed for both flatscreen and VR.
Procedurally generated solar systems with some shader enhancements and new programmed systems will introduce a variety of new visual styles and features to them.
Stay tuned for more updates (more frequent updates) as the project continues to evolve!
- Song Credit:
Highways by Euan Ellis
Tracks & Logs in-game audio event info to the Multiverse Framework Console window.
Useful to mod creators & developers.
Downloadable Here:
nexusmods.com/nomanssky/mods/2946
Download here:
nexusmods.com/nomanssky/mods/2118
New plugins will be available here:
nexusmods.com/users/37637030?tab=user+files
About:
The Multiverse Framework is a GAME CHANGING, plug & play utility (similar to SKSE from Skyrim) which allows an alternate & more powerful form of game modding for No Man's Sky;
through the use of modular .dll plugins capable of adding new programmed functionality to the game.
This framework was developed to be a smaller & essential component to the larger Multiverse fan project:
A visionary fan project for No Man's Sky, materializing unreleased concepts, unlocking the game's boundless potential, and birthing an unparalleled, infinitely diverse in - game universe.
The Multiverse SDK will be released at a future date...
Notable Features of the Multiverse SDK:
- An advanced Easing Library which allows for real-time simulated animations out of static data,
including perceptual color interpolation (colors that transition in a manner that looks natural to the human eye).
- A massive suite of C++ libraries, using syntactic sugar, (developed by yours truly) to simplify mod plugin development
- The ability to write .MASM Assembly code & rewrite the game's instructions
- The ability to Intercept in-game events (functions) & handle them
- The ability to mod the 'unexplored' 95% of the engine (104,716 internal classes) at runtime
- The ability to mod all globals & metadata at runtime
- The ability to call in-game events
Multiverse Gui:
a cutting-edge internal menu system crafted with precision using Dear ImGui,
designed exclusively for the Multiverse fan project..
It allows for live analysis by providing a way for users to seamlessly manipulate run-time data & reverse engineer in a user friendly way.
and MUCH more! :)
In doing so, I was able to create this animated effect for the new galaxy map that I'm working on.
If you look closely, you can also see the colors transitioning subtly...
being the result of perceptual color interpolation.
Lots of other things going on, under the hood 🙂
Lots more!
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Instrumental: John Dunder: Ragunda - soundcloud.com/johndunder/ragunda
#NoMansSky #NoMansSkyMultiVerse #RaYRoDsMultiverse #NMSOverhaul #NoMansSkyNextGen
Announcing RaYRoD's Multiverse: Pre-Alpha v1.2 - Coming Soon!
I've put a lot of time and love into this build, and it's become a HUGE leap over the earlier 1.1 version I released a while back.
A wide array of features have been added in this version; amongst these include custom terrain textures, dynamic color palettes using color theory,
a complete overhaul of space & sky visuals and more.
I am also very happy to announce that I'll be collaborating with Grandi, a new YouTuber and passionate member of the NMS content creation community to reveal this.
The full reveal gameplay showcase of v1.1 in it's current state will be coming soon to his channel, as well as much more No Man's Sky content, so go show him some love! We'll be exploring the strange new MultiVerse together, in co-op multiplayer, with active commentary and so much more.
Grandi will be posting exclusive updates and more in his Discord server and on his YouTube channel. So be sure to subscribe and join his
server to stay fully informed and in the loop. I am also in his server, so feel free to say hi if you came from here!
- Grandi's Discord - discord.gg/Yz5KzjH
- Grandi's Channel - http://grandi.yt/
If you like what you see here, consider subscribing to my Patreon, or donating via PayPal. It allows me to invest more time and energy into
this project I am so very passionate about.
- My Patreon - patreon.com/raysContent
- My PayPal - paypal.com/paypalme/rayrodtv2
- My Discord - discord.gg/SYfkQJh97t
*FOOTAGE IS NOT REPRESENTATIVE OF FINAL BUILD
LIVE CHANGELOG HERE: https://justpaste.it/7i2gd
Soundtrack: Unfound by Reach
#NoMansSky #NoMansSkyMultiVerse #RaYRoDsMultiverse #Grandi #NMSOverhaul #NoMansSkyNextGen
The longer you hold boost, the speed will progressively increase. You don't have to move fast. Everything responds to pressure if you are using a PS4 controller. With a mouse & keyboard, you also don't have to move fast. Handling is less stiff, but not too loose. There may be an optional version which allows for low flight. The default MultiVerse uses vanilla handling, with some improvements. Launching is also now similar to the E3 2014 trailer and take off feels less restrictive. I also noticed how in old trailers, ships appeared to be faster. So, I've been having a bit of fun with it.
Ps. Pardon the flickering. It was a recording issue lol
Ps.
Terrain generation is sped up, as of recently, terrain on planets now generates all at once and things on planets are visible from space: twitter.com/RaYRoD_TV/status/1315930086491725826
This used to be an issue back in 2016, but things have changed & I've improved it further.
I have an unlisted video right here showcasing me flying at an extremely high speed to make sure that you can't outfly the terrain generation:
youtu.be/yRL2uyp2z4k
This is also all without my 'Seamless Generation' component, which will push things even further without additional cost. It will create a near consistent universe where everything will begin to feel as if it was already there and always will be there.
Work in Progress changelog for the MultiVerse pre-alpha v1.2:
https://justpaste.it/44mgm
What is the Mutiverse?
https://justpaste.it/Multiverse
My Discord Server:
discord.gg/hPxEcdU
If you'd like to join in on the pre-alpha with progressive updates, feel free to become a Patreon supporter:
patreon.com/raysContent
- Aquis Prime is an Ocean planet with bioluminescent seas and a bizarre ecology.
A part of the larger scene 'The Atlas'.
Pardon the occasional skipping. It has something to do with the built-in PS4 record function. I'll fix this when I get a new capture card, eventually.
Sculpted, painted & animated.
This was the first scene that I made in Dreams some time back.
- Re-did all shapes
- Fixed shapes that previously didn't animate
- Fixed the sunset that wasn't positioned properly
- Majorly Improved audio-visuals
- Added synchronized rumble & screenshake effects
- Added controller rumble FX that increase with intensity to add suspense at certain points in the scene
Various other improvements
Play 'The Atlas' (Demo) Here: indreams.me/dream/mVwFgqVtAmT
Playable Demo Here:
indreams.me/dream/mVwFgqVtAmT
A rocky, mountainous planet.
Made from a single sculpt.
This is practice for me. Seeing improvements here and there. I will progressively get better at creating things in Dreams.
Playable Demo Here:
indreams.me/dream/mVwFgqVtAmT
Demo playable on Dreams here:
indreams.me/dream/mVwFgqVtAmT
I also will be working fully procedural environments that are unique upon each iteration (including dynamically changing parts to trees and other kinds of environmental assets and mechanics) in Dreams, when I am not working on the NMS MultiVerse.
I've decided to do my own take.
This is a smaller component of the massive 'MultiVerse' fan project for No Man's Sky.
What is RaYRoD's 'MultiVerse'?
Find out here:
https://justpaste.it/MultiVerse
Introducing 10 million dynamic, vibrant, space visuals and 10 million dynamic, black space visuals with painterly touches; following the visual styles of pre-release imagery, No Man's Sky fan art, No Man's Sky concept art, Science Fiction art, NASA Imagery, random Google images, including the output of numerous other intelligent rules and algorithms (non RNG based, yet RNG based is possible - with consistent beauty) of different styles, including additional handcrafted visual styles.
Also, Includes 10 million Daytime sky colors, 10 million Dusktime sky colors, and 10 million Nighttime sky colors (only the mid-2016 build of the MultiVerse will use the expanded night time sky colors) of dynamic styles.
All planets also have dynamic lighting.
I am developing the MultiVerse for all No Man's Sky builds and will link to instructions in regard to downloading previous NMS builds via steam when the time comes.
My current focus:
- Preparing the MultiVerse alpha software for Patreon subscribers.
Thank you all for the support and patience! :)
patreon.com/RaysContent
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Instrumental:
Pacific by Hotel Pools:
youtu.be/Mr-wV17WFZU
Extra Credits:
Sean Murray, HelloGames - For developing No Man's Sky.
Monkeyman192, GaticusHax - LibMBIN contribution
github.com/monkeyman192/MBINCompiler/releases
Logo: Chris. I
Instrumental:
Laridae by HelloMeteor
There are 186 variations so far.
twitter.com/RaYRoD_TV/status/1222595898779238401
Extra Credits:
GregKWaste - NMSViewer
Monkeyman192 - NMSDK, LibMBIN, contribution
github.com/monkeyman192/MBINCompiler/releases
github.com/monkeyman192/NMSDK
- Preparing the MultiVerse alpha software for Patreon subscribers.
Thank you all for the support and patience! :)
patreon.com/RaysContent
About this video:
A smaller component to the massive 'MultiVerse' fan project for No Man's Sky.
Includes 10 million dynamic, vibrant, space visuals and 10 million dynamic, black space visuals with painterly touches; following the visual styles of pre-release imagery, No Man's Sky fan art, No Man's Sky concept art, Science Fiction art, NASA Imagery, random Google images, including the output of numerous other intelligent rules and algorithms (non RNG based, yet RNG based is possible - with consistent beauty) of different styles, including additional handcrafted visual styles.
Also, Includes 10 million Daytime sky colors, 10 million Dusktime sky colors, and 10 million Nighttime sky colors (only the mid-2016 build of the MultiVerse will use the expanded night time sky colors) of dynamic styles.
All planets also have dynamic lighting.
I am developing the MultiVerse for all No Man's Sky builds and will link to instructions in regard to downloading previous NMS builds via steam when the time comes.
Instrumental:
The Beat Broker - Extended Away
Extra Credits:
Monkeyman192 - LibMBIN contribution
github.com/monkeyman192/MBINCompiler/releases
This project is still actively in development. I've never stopped working on it. Expect a lot more videos to be uploaded soon :)
Join my Discord for frequent updates on progress with the MultiVerse fan project:
discord.gg/nd9H4yv
Extra Credits:
GregKWaste - NMSViewer
Monkeyman192 - NMSDK, LibMBIN contribution
github.com/monkeyman192/MBINCompiler/releases
github.com/monkeyman192/NMSDK
Download: rayrodtv.bandcamp.com/track/hypertronik-tomorrow-dnb
The background image is also an actual level (3D Space) 100% made in Dreams PS4.
Instrumental Credit: HyperTronik
More NMS Content coming soon + Some test Files :)
This is a work in progress. I am still working to balance the lighting and polish up some of the trees. :)
However, this environment is sculpted/3D modeled. The leaves are also autumn leaf scans and there are 48 procedural autumn leaf variants for trees and also for heavy air at this moment. The autumn palettes and autumn skies are also dynamic and intelligently rule-based.
The environment in the full version of the 'MultiVerse' will be 100% dynamic and variety then will be nothing like it is now. Things will get a lot better progressively...
If you would like to donate to support my efforts, feel free to here:
paypal.me/RaYRoDTV
Feel Free to Join my Discord Server for frequent updates:
discord.gg/TqfbMHD
Song: Voyage by Beyond
Other Social Media Platforms
Facebook:
facebook.com/RaysContent
Twitter:
twitter.com/RaYRoD_TV
Disclaimer: This is all one biome, a dynamic biome, and 95% of things for this biome are currently turned off. In the full version, there will be many, many, many, things to encounter. Well, essentially infinite variety. I use mostly flat terrain for testing purposes only. The full version will have infinite terrain variety. I also developed my own kind of superformula for flora and buildings (not showcased yet). Down the line at some point, I will share more about it.
I am also working on this fan project daily, and I am excited to release it publicly as soon as I am satisfied with the overall consistency and variety of it. :)
- RaYRoD TV
If you would like to donate to support my efforts, feel free to here:
paypal.me/RaYRoDTV
Feel Free to Join my Discord Server for frequent updates:
discord.gg/TqfbMHD
Other Social Media Platforms:
Facebook:
facebook.com/RaysContent
Twitter:
twitter.com/RaYRoD_TV
patreon.com/RaysContent
Feel Free to Join my Discord Server for frequent updates:
discord.gg/TqfbMHD
Other Social Media Platforms:
Facebook:
facebook.com/RaysContent
Twitter:
twitter.com/RaYRoD_TV
A special Thank you to all of my Patreon Supporters:
- Alec Ratulowski
- Andres Prat
- Collo
- Danie
- Edward Boland
- Elliott Austwick
- Erik gresch
- HylanderII
- Jake
- James Hulsey
- Jason Wray
- Jon
- Jordan Dalrymple
- Kell Vollmecke
- Leo Driscoll
- Link
- Liquidduck
- Mark French
- Mark Wareham
- Matt Wedemeier
- MeriLizzie
- NerdPlow13
- pronominal
- RidesTheTiger
- Sean Gregoire
- Smirv
- StarJumper
- Steven Hansen (LastDaysOnEarth72)
- ThatGuy
- Tomáš Filandr
- Vanella
- Zach Charland
More content will be shown soon.
P.s.
Flat planets are a possibility with my terrain overhaul; however, I usually force all planets to have flat terrain for testing purposes. I use it as a flat canvas for biome design... but ultimately, every planet will have unique terrain in the final version.
Additional Credits:
The construct shown in this video is a courtesy of MSSP. nexusmods.com/nomanssky/mods/323
I went dark for a while to heavily focus on the 'MultiVerse' application that I am coding in C# (for anyone/everyone who is patiently waiting), and also to broaden different areas of personal programmatic expertise. I will be uploading more video content frequently now that I am back... and I look forward to getting this project ready and refined for the public, and releasing it as soon as it's ready.
About this video:
This 'Eerie' biome is 3D modeled by yours truly. Lately, I've been diving into 3D modeling and sculpting... in order to create new content for No Man's Sky. With all of the new content among the recent updates, there's a lot of in-game assets to work with... and a new door has also opened for me to create 3rd party content for this game as well. Recently, I've accomplished 3D modeled volumetric weather (this needs a bit of refinement), and also region-specific weather. This means that we can have fields and forests of fireflies, snowy mountaintops, misty caves, underwater fog, and potentially anything. Normally, the game uses 2-dimensional textures for weather effects... however, I've begun working on 3D, volumetric weather that is restricted to designated planetary regions.
~ RaYRoD TV
Read more about 'RaYRoD's Multi-Verse' Here: https://justpaste.it/5c7xc
Feel free to join my Discord Server: discord.gg/dXtpsmy
Song Credit: "Pacify" by 65 Days Of Static
Read more about 'RaYRoD's Multi-Verse' Here: https://justpaste.it/5c7xc
Feel free to join my Discord Server: discord.gg/cG2aR66
Feel free to join my Discord Server: discord.gg/cG2aR66
Song Credit: Looking Back Once More by L.D.C.N
The Alpine Biome is also inspired by the official No Man's Sky 'Infinite World's' trailer planet titled "Spekira II", which also was an Alpine biome. On numerous accounts, HelloGames has showcased unique variants of Alpine Biomes - youtu.be/0APP5WcX8v8?t=16
Cover photo by Stoian taken using 'No Man's Sky: RaYRoD's Overhaul'.
Here are 5 examples of pre-release Alpine Biomes that are now possible with the upcoming NMS Overhaul Reboot for NEXT (and extended further):
https://i.imgur.com/rn9lkB1.jpg
https://i.imgur.com/QwIzbmU.jpg
imgur.com/PZNflFd
https://i.imgur.com/tg2hsJS.png
https://i.imgur.com/jXTnloz.png
You can view the 'Alpine Lake' variant Here: youtu.be/9mQBh61_8uE
I also look forward to further working post NEXT.
Here is a pre-release swamp screenshot that I used as a concept for this biome's creation: https://i.imgur.com/ksbx7Xe.jpg
The 'Alpine Lake' biome that I've handcrafted is also a near replication (with my own twist) of an E3 planet titled 'Spekira II' from the Infinite Worlds trailer that I used as a visual conceept, shown here: youtu.be/0APP5WcX8v8?t=18
However, here are a few benefits to my approach:
1. Working on this project now and polishing it up (helps me to iron out any present issues) - So that when I do port it for NEXT it will be a clean, stable, and bug free port that has been refined beforehand (and won't require extra bug fixing later).
2. Re-making the entire Overhaul from scratch provides opportunity for me to create a superior, fresh new take, so that it won't just be a 'RaYRoD's Overhaul' port that I port over, but an Overhaul of the current public 'Immersion Update'
3. Re-making the entire Overhaul from scratch has improved framerate, fixed all crashes and other random issues because of the fact that I (removed fragments) of very old and outdated problematic work, is bringing more variety, (I'm attempting to do 4-8 significantly unique biomes per biome type this time, as I want every biome to give you a unique vibe/feeling to it), alongside an overhaul of all other aspects of the mod in general.
4. The new version of the mod will be easier to update (with my new way of structing it). Instead of manually updating thousands of biomes, it should only take minutes to update it.
Lots more
nexusmods.com/nomanssky/mods/497
Alternative Download Link:
drive.google.com/open?id=1YSFiuHM6cJ3bc9PWuqOJdNQ3x0_Sv5zn
This lovely planet was filled with "Swamp like" forest islands, dense fog, in-air bubbles jellyfish, sparsed rich resources, ocean bathing Gek, and crystal clear water beaches. There was also an iconic atmospheric Atlas Station like HelloGames' No Man's Sky concept art.
Bubble Swamp (Photo Album):
imgur.com/a/PCZFU58
Song Credits:
Twisted Light by Home
Here a few adjustments from today (Not to mention various others that are not written down here)
* Modified PBR, IBL, Specular Calculation, HBAO, Subsurface Scattering, light exposure, shadow strength, ambient lighting
* Phong shader lighting gradient cut-off lowered for smoother specular and bigger hotspots
* BRDF Parameters adjusted for softer less shiny specular lighting calculations
* Ambient lighting bounce and direct light influence lowered
* Sunlight Scattering samples increased along with thicker atmosphere for visible strong sunlight
* Subsurface Scatter power increased and scale decreased with adjustments to falloff ranges
* You won't get super bright white-out planets anymore. Even those planets now have better, more full lighting on them. Dark can now be absolute pitch black (like caves at night time!)
* The weird shine is gone from like everything, and skin now looks more like skin. Less like plastic.
* Base exposure on light was set to 2.0, which basically just white-out'd anything that was already bright
so I dropped it to 1.0 (which is normal) and then upped IBL a bit to compensate
* Adjusted the shadow bias for more detailed shadows
* Formerly translucent tree leaves, now glow from the other side (only if the sun is behind them on a more direct angle) rather than always glowing
*Flying down to planets is now like the trailers with the transition from space to planets in regard to the generation. It's very, very subtle.
Still working hard on the Immersion Update of RaYRoD's Overhaul.
This is one of the few variants of the "YAASRIJ" biome.


