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Thread: [WIP] KerbTown v0.13 Beta - Place static buildings, cities, launch sites & more!

  1. #1

    [WIP] KerbTown v0.13 Beta - Place static buildings, cities, launch sites & more!

    I'd like to present to you all the way from Hubs' Electrical:


    If you want to see the full preview of the Eve EE check out HoY's Epic journeys to the Easter Eggs of KerbTown:
    Eve EE Discovery, Mun Beta EE - The second Journey, Mun Beta EE - The first Journey

    What is KerbTown?

    KerbTown is a content creators tool that comes with some content of it's own.
    Essentially the core function of KerbTown is to allow you lovely creative people to instantiate your own models, cities, mountains, caves, elevators, roads, runways, dragons, aliens, toilets ... ahem.. into the game.
    The great thing about this is that you can also script these objects in any way you want! You can literally write your own miniature game inside the KSP Universe.
    If that's not your style, you could just place those lovely runways and coffee houses you'd been wanting to for so long, or how about that mun base?
    Still not you? Well.. that's alright. The KerbTown plugin not only allows content creators to place their content into the game - it also allows them to share it with you.
    Look out for these content packages in the near future!

    Now, hopefully you understand that these objects are static and don't need to be launched.. you just kind of, have them there, like.. always.
    These other models became very essential to me in making the game more immersive during the downtime phases when I was not flying, sailing, crashing.. all that good stuff.
    I figured we all need some good tools to create more diverse content for KSP to become even more awesome - then along came KerbTown.

    This plugin is still in development. Think of this as a beta. Test it for me, report some bugs, tell me how awesome I am - all of that.
    I would really appreciate the testing! It will push development faster. Faster development = more content.

    Any information you can give me is helpful. Take a look at the changes below and see if you can assist with any information about the known bugs.
    For example, when the bug occurs - do you notice anything that is out of the ordinary? (Did Kerbin suddenly turn yellow?)
    You have been brave reading thus far, be brave once more and read on for instructions and download links!


    Downloads

    There are TWO downloads - one is the plugin, the second is content. Get them both if you are new to KerbTown

    KerbTown V0.13 Beta (0.21 Compatible)
    KerbTown Beta Tester Content (49.5 MB) - Some of the content in this pack may only be available for the beta.

    Don't have a PDF Viewer for the Manual (and you don't want one)? The manual is available online.
    Also you can get a bigger version of each of the pictures in the manual from here.

    Total package contains (Content + Plugin):
    - Plugin (+ Plugin Assets)
    - Manual
    - Beta Easter Egg seen in video (will be removed in a future update).
    - Beta Floating Launch Site (will be removed in a future update).
    - Easter Egg on Eve.
    - Config. template
    - License

    Source Code Viewable @ GitHub


    Usage Instructions

    There is a manual included in the download or online now. Please read it.


    Distribution

    Read the manual, and if you have a question - please ask.

    The "KerbTown.dll" file is licensed with the Creative Commons BY-ND 3.0 license.

    For the attribution requirements:
    1. A link to this page with your packaged distributions (in a text file for example).
    2. Any projects using KerbTown must also provide a link to this thread somewhere notable.
    For example, in the first post of your thread, or in the YouTube video description.

    You must also leave the license.txt file unmodified and packaged together with the library.

    The source code for KerbTown is now Copyrighted © 2013 Ryan Irecki. All rights reserved.
    This is subject to change in the future.

    Any content you distribute is yours. License your content as you please.
    If you are using models/materials/or any other content that is licensed then do not forget to read that said license and be certain you are allowed to distribute it in the way you plan.
    I cannot be held liable for any content you distribute which was not created by me.


    Latest Changes

    Version 0.13 Beta
    • Added native module: TimeOfDayController for those lovely night-time emissive animations.
    • Added feature: per-persistence instances for scenarios and saves.
    • Added a "Initialize" button which will call OnFirstSetup() on the static object when clicked.
    • Fixed script reference destructor.
    • Other minor changes and fixes.


    Currently Known Bugs

    • Mesh Colliders will reactivate as soon as a static object is translated to another position. (Unity Bug)
      Temporary work around: Create the instance of your object and then type into the "R Offset" field an altitude a bit higher than your current vessel altitude and click "Update" then re-position as per normal.
    • The KerbTown camera controller will cause issues when switching to IVA while placing or creating a static object.
    • Launch sites will not get cleared properly.



    Reporting Bugs

    If you have a bug to report, I need some things from you first.

    1. The error log (KSP_Data/output_log.txt)
    2. The steps you took to cause the issue.
    3. Can you replicate the issue constantly?
    4. If you are using a custom-made static object, please send me the distributable file as well (.mu).
    5. As with above, let me know the exact path from inside the KSP folder to the custom-made static object.


    Todo List

    Those in bold are planned or already in testing for the next update.

    • Further add to the latest release's changes.
    • Fix bug that causes launch sites to not be cleared. (caused by renaming feature)
    • Add LOD options (different models/objects enabled for different distances).
    • Add generic part module for instantiating static objects from parts when event criteria is met (i.e. button).
    • Add local database for static objects to enable reloading without reloading the entire KSP Game Database.
    • Add generic movie playback component for cinematic objects.
    • Add support for KSP Prefabs, if permitted.
    • More secret stuff.
    • Fix bugs, of course.
    • Add per-vessel launch site saves. No longer planned for development.
    • Add support for resources. No longer planned for development.


    Projects using KerbTown

    Link back to this page and you're likely to get a link here. If you're distributing KerbTown you should be anyway lol.

    Wayland Launch Tower - Want to launch your VTOL in style? Heck it'll work with almost any ship! Wayland Corp's got you covered!
    ICBM Launch Silo - Launch your rockets from inside a silo!
    Kerbin City Community Project - (Release Thread) The community collaboration project to bring you a nice touch of the urban environment to KSP!


    P.S: For those interested, PQSCity is used in the development of this plugin to get these lovely models placed in game.
    We could just instantiate them in there, but that's no fun!

    P.P.S: Documentation is fresh, there needs to be more information - but I need your help with that. Give me feedback please!
    Last edited by Razchek; 4th September 2013 at 05:14.
    KerbTown!
    - Ever wanted to have your buildings placed statically in-game? Now you can!
    - And guess what?! You can place AND launch from launch sites as well. You can also script any object you place to do.. well.. whatever you want!! I think it's worth checking out! ;)
    ReflectiveShader Plugin - Reflective Shaders for KSP, your Kerbals will see themselves in the glory of their parts..
    LightSwitch Interface - A 3D Graphical User Interface for animations, events, movies and more!

  2. #2
    Capsule Communicator KhaosCorp's Avatar
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    Will be nice if you get this working. Was excited about the other guy that was trying to make citys, but that thread kinda died out it seems, and never a release.
    Best of luck to ya Raz, hope you get this going. Would love to build proper citys.

  3. #3
    Quote Originally Posted by KhaosCorp View Post
    Will be nice if you get this working. Was excited about the other guy that was trying to make citys, but that thread kinda died out it seems, and never a release.
    Best of luck to ya Raz, hope you get this going. Would love to build proper citys.
    Hah, it's already working more or less. The only real change I want to make before release and optimizations is the interaction.

    At the moment, placing the buildings is handled by keys on the keyboard adjusting the orientation (think vector3 up/down/left/right/forward/back), height (offset) and position.
    Which is messy, and no one wants to do that.

    Don't worry - I haven't dropped LSI - the next update for that should be out one day.
    Just needed a break from GUI design. o__o

    I have several other projects which I will be publishing in the weeks to come, just a matter of making sure they are user friendly.


    I would love people to submit some demo buildings / mountains / landing pads / islands so I can show this off a bit better.
    Last edited by Razchek; 30th July 2013 at 02:55.
    KerbTown!
    - Ever wanted to have your buildings placed statically in-game? Now you can!
    - And guess what?! You can place AND launch from launch sites as well. You can also script any object you place to do.. well.. whatever you want!! I think it's worth checking out! ;)
    ReflectiveShader Plugin - Reflective Shaders for KSP, your Kerbals will see themselves in the glory of their parts..
    LightSwitch Interface - A 3D Graphical User Interface for animations, events, movies and more!

  4. #4
    Capsule Communicator KhaosCorp's Avatar
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    I have another question =)
    Can buildings be made to be functional? Can I make building to store different fuels? What about connecting a docking port to a building before its placed?
    I have only been modeling a short time, and have never tried a building, but this makes me want to try.
    If I get something that looks modestly decent Ill send it your way bud.

  5. #5
    Quote Originally Posted by KhaosCorp View Post
    I have another question =)
    Can buildings be made to be functional? Can I make building to store different fuels? What about connecting a docking port to a building before its placed?
    I have only been modeling a short time, and have never tried a building, but this makes me want to try.
    If I get something that looks modestly decent Ill send it your way bud.
    Good question!

    Adding modules to the static objects are not a problem.. the static objects themselves are not vessels though which makes docking tricky.
    That doesn't mean it won't happen, it just means 'at a later date'. I'll see what I can do after the initial release. (:

    Edit:
    Already I've thought of several ways to actually make it work.
    This is why I don't sleep ... lol.
    Last edited by Razchek; 15th July 2013 at 11:40.
    KerbTown!
    - Ever wanted to have your buildings placed statically in-game? Now you can!
    - And guess what?! You can place AND launch from launch sites as well. You can also script any object you place to do.. well.. whatever you want!! I think it's worth checking out! ;)
    ReflectiveShader Plugin - Reflective Shaders for KSP, your Kerbals will see themselves in the glory of their parts..
    LightSwitch Interface - A 3D Graphical User Interface for animations, events, movies and more!

  6. #6
    Quote Originally Posted by Razchek View Post
    Good question!

    Adding modules to the static objects are not a problem.. the static objects themselves are not vessels though which makes docking tricky.
    That doesn't mean it won't happen, it just means 'at a later date'. I'll see what I can do after the initial release. (:

    Edit:
    Already I've though of several ways to actually make it work.
    This is why I don't sleep ... lol.
    For a moment I thought you had managed to do this using the game's built-in "anomaly" feature, which is used for all the other scenery objects in the game. But judging from that last post this is not the case. Oh well. If you had managed to get anomalies to work the scenery would be visible from space.
    My RCS/engine thrust balancing mod: KerbCom Avionics 15 August: Version 0.3.0.6 - more stability fixes
    Disable the IO namespace ban in KSP 0.20 with my mod PluginIO (now redundant).

  7. #7
    Think of it this way, if you can see KSC - you can see any of these (in the same distance).

    I'm not sure if I understand what you mean by the "built-in 'anomaly' feature".
    Are you talking about monoliths, KSC, the landing site on the island close by? They use PQSCity, as does this mod.. (:
    Last edited by Razchek; 15th July 2013 at 12:10.
    KerbTown!
    - Ever wanted to have your buildings placed statically in-game? Now you can!
    - And guess what?! You can place AND launch from launch sites as well. You can also script any object you place to do.. well.. whatever you want!! I think it's worth checking out! ;)
    ReflectiveShader Plugin - Reflective Shaders for KSP, your Kerbals will see themselves in the glory of their parts..
    LightSwitch Interface - A 3D Graphical User Interface for animations, events, movies and more!

  8. #8
    Sr. Spacecraft Engineer mushroomman's Avatar
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    Perhaps you could add some way of randomly scattering cities on land below a certain latitude? I'd be much too lazy to place them all myself.

  9. #9
    Capsule Communicator KhaosCorp's Avatar
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    But being allowed to place them yourself adds the advantage of being able to make them yourself.

    Razchek, do you by chance know of or use KAS?? The removable connection port can be configured to attach to static building (VAB and SPH), even terrain. Could this maybe be used on a static building to get to stored fuel or other resources?
    Just finishing up some 7.5m tanks in Unity....then I'm gonna try and make a building!! Really excited for this...I have always tried to make little citys with parts...this is waaaay better!

  10. #10
    This is so impressive. Nice work Raz. (mind reels with possibilities)

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