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Thomas P.

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Everything posted by Thomas P.

  1. Asteroids are generated by PQSMods, and therefore their mesh and the texture are procedural. I tried to interface with this system, but it ended up being horrible in-game My solution to the whole "customize your asteroid" stuff was, that I added a node to my asteroid config, that represents an overload for the finally generated Vessel. This allows the user to make his own part and load it into the asteroid (You can even build an asteroid in the VAB, from fuel tanks and command pods (#debrisfields) with that). We (especially Sigma88 and GregroxMun) did some funny stuff with that in #Kopernicus.
  2. I rewrote the complete UI code of Kittopia to be more modular and cleaner than the current code, because it started to annoy me. I abstracted a lot of stuff, and made some general improvements to the UI. It is still using the old IMGUI, because I don't have the time to redo the whole UI with the new one, even though it would be faster and would save memory. I also added an editor for Hazardous Oceans, the ability to save oceans and I am working on a "Add Ocean" button.
  3. For further development of this mod, please head over to the Kopernicus thread! https://forum.kerbalspaceprogram.com/index.php?/topic/140580-145-1-kopernicus-kittopiatech/ Description This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. What has been changed? Complete rewrite of the UI-Code (Planet_GUI.cs) Replaced the ConfigLoader with a ConfigSaver that can export dumps of the planet in a Kopernicus compatible format Added an option to completely remove a PQSMod. Seperated ScaledSpace export and PQS-Texture export. Made the Instantiation-Button functional, via. hacking PSystemManager to spawn a body that is instantiated from the systemPrefab. It's still hacky, and it can break some mods. Added Support for HeightColorMap-Landclasses Completely new LandClass-Modder Support for editing PQSMod_VertexPlanet.SimplexWrapper and NoiseModWrapper PQSLandControl.LerpRange editing Improved Particle-Editor Reworked the Map-Exporter, so that it uses a Coroutine to generate the maps. That means, that exporting maps no longer freezes your game, but it still takes some time until the generation is finished. But at least, you can do other things in the meantime. We have added Support for editing PQS-Materials. You can now load MapSO's and Textures through a FileBrowser Improved Ring-Editor, you can now edit rings after creation, delete the selected ring. Curve Editor for editing FloatCurves Reworked Star-Fix code, to use StarLightSwitcher Added a ScaledSpace editor, and moved the export buttons to it ScaledSpace and Texture updater save to disk automatically now Added Support for adding / removing oceans, and for adding PQS to gasplanets You can now enter whatever you want into the numeric fields. If the value isn't parseable, you get a warning and Kittopia won't apply it. Removed all apply buttons, Callbacks are used now. To-Do List Readd support for GroundScatter Maybe other things? Suggest something! Screenshots http://imgur.com/a/YzoeS Download Grab the latest KittopiaTech release from the GitHub repository: https://github.com/Kopernicus/KittopiaTech-Legacy/releases You can open the Ingame-UI with Ctrl + P License "The KCreator license" KittopiaTech incorporates Kopernicus, which is licensed under LGPL. Source https://github.com/Kopernicus/KittopiaTech-Legacy Like my mods? Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks".
  4. PLEASE READ THIS: About Kopernicus is a KSP add-on that allows for modification of stock planets and the creation of new planets via modification of the system prefab. Why is this advantageous you might ask? Previous planet adder mods, such as Planet Factory, modified the live planetary system and had to keep multiple hacks actively running to provide these worlds. We strive to provide the least hacky solution by introducing planets into the game in the exact same manner Squad would. The Kopernicus loader is a one step process. It is started before the planetary system is created and rewrites a property called PSystemManager.Instance.systemPrefab. The game itself then creates *our* planetary system as if it were blessed by Squad themselves. The mod's function ends here, and it terminates. Kopernicus introduced worlds require zero maintenance by third party code, as all support is driven entirely by built in functionality. This yields an incredibly stable yet incredibly flexible environment for planetary creation. We provide tools for customizing every aspect of a planet such as biomes, the scaled space model, the surface materials, the structure of the terrain, and much more. Eventually we strive to provide replacement capability for the StarSystems mod. The methods they used to support other stars (reparenting the sun, switching the sun for solar panels, etc.) causes issues. KSP's engine assumes that Sun.Instance.sun is set to the center of the universe. Unfortunately, this also is what the sun light in the sky and the solar panels key off of as well. The solution is likely to include additions to the local space camera system (multiple lens flare and light sources) and custom part component mods for solar panels to replace the stock ones. Current Release Release 1.8.1-1: https://github.com/Kopernicus/Kopernicus/releases/latest KittopiaTech 1.8.1-1: https://github.com/Kopernicus/KittopiaTech/releases/latest Kopernicus is licensed under the GNU Lesser General Public License KittopiaTech is licensed under the MIT license Instructions Copy the contents of the GameData/ folder to KSP's GameData/ folder Launch KSP and enjoy! Please report any bugs you may find at https://github.com/Kopernicus/Kopernicus/issues KittopiaTech The KittopiaTech plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. You can open the KittopiaTech UI by pressing Ctrl + P. The UI layout pretty much reflects the config structure of a planet loaded by Kopernicus, so making changes in the UI should feel more familiar to making them in the config. Due to the UI framework KittopiaTech is using, every sub-editor becomes it's own window that can only be closed by clicking the button that also opened it. To close them without going back to the button that opened them, you can open the Kittopia Window Manager using Ctrl + T, and close them from there. Examples Selectively copy folders inside KopernicusExamples/ into a GameData/KopernicusExamples/ folder. There are a number of examples of how to use Kopernicus. You have to download the examples from their GitHub repository: https://github.com/Kopernicus/KopernicusExamples/ Note - reparenting Kerbin or the Sun causes the sky to be incorrect in the space center view. It is, however, correct in the flight view and the flight map view. Reparenting the sun causes other stars positions to not update in the tracking station for some reason. How to get support We're always willing to help you with your issues, but however, there are a few things you'll have to do before we can help you: Please make sure that all your mods are up to date, and that they are installed correctly We will need your KSP.log, your GameData/ModuleManager.ConfigCache file, and a zip file that contains the folder Logs/Kopernicus Expansions and Documentation In case you need help with anything, feel free to join our Discord Server: http://bit.ly/kopernicus-discord Team Thomas P. Sigma88 All the people that keep testing my broken devbuilds Contributors Teknoman 117 aka. Nathaniel R. Lewis (co-founder, lead developer, busy right now) Bryce Schroeder (founder of the Kopernicus project) NathanKell (knowledge base) KillAshley (examples) Gravitasi (a lot of useful features + former maintainer of KopernicusTech) KCreator (Creator of KittopiaTech, where some code has been borrowed from) MrHappyFace (Creator of the external loading API and the KopernicusExpansion mod) zengai (code for loading .bins from other paths that Kopernicus/Cache) Majiir (CompatibilityChecker utility that is used to deactivate Kopernicus on unsupported versions) Padishar (ScaledSpace OnDemand optimisations) WazWaz (Scatter Collision fix) xEvilReeperx (Various code snippets that turned out to be very useful)
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