Jump to content

Razchek

Members
  • Posts

    267
  • Joined

  • Last visited

Everything posted by Razchek

  1. Have fun! I just bought some nice stuff for my team to use in Unity so I may make some content if I can get the time. :3
  2. You should be able to apply looped animations that play on start for now. So if you're making an elevator, make sure you give the player a few seconds to get on/off it without dying haha. Context menus will happen. After we get the bugs of the current release ruled out. I would love it if you placed them in-game and took some screens to add to the first post? That sounds right. Oh.. You can all demo the plugin now! See the first post. Please test it and post all the bugs you find so I can fix them. My brain is flat at the moment, so I will update the documentation later. - If you have a question, please ask and I will answer.
  3. Thank you HoY. I have a few more innovative mods to get up and running so I won't stop anytime soon. The downfall to me having a lot of nice little projects is progression is slow. As long as the community is patient they will continue to get some awesome mods from me though. My main aim with the plugins I write are for expansion, extra functionality and a more immersive user experience. Occasionally though, I'll just throw a mod out there for someone who asks for it. -- On topic: I will be releasing an update for this plugin in the next few days. Keep an eye out! Also keep watching the KerbTown mod if you're so inclined. I'd really like to get that out sooner rather than later.
  4. Wow, I love that bug! That second picture just makes it look freaking awesome. I'll see if I can remove the reentry effects on these objects and in the future add light trails or blurring to the objects when moving at higher speeds. -- Edit: I have a question for people using this mod. Should I add a flag for the interface to follow the camera, so that it is always facing 'you'?
  5. If a mesh is animated it can be handy to have it's children's transform follow the parents'. That is situational though.
  6. Thank you! I will have to send you a PM at some point to test that fuel tank out. Answer: Placement does include height offset. Which is the problem I have encountered haha - I'm trying to translate the surface height position to a radial height offset at the moment for instantiating objects in view (rather than below surface). You will definitely be able to bury part of the object in the ground. Edit: The plugin is more or less ready, just need to fix the save/write function and there should be no more critical bugs at this point that I know of lol. Hopefully I can push out the release when I wake up. Until then.. here's an example of what the editor UI currently looks like: Edit: there are text fields to specify values as well they're hidden in this screenshot lol. Leave me some feedback on the visuals young Kerbals! Improvements, questions, comments and all that.. Please remember, I will be eventually adding a 'click-to-place' control scheme so that the placement is a bit more intuitive. But for a little while after release (while I get the core features implemented) you will be stuck with this UI. So make your suggestions now.
  7. I'm not sure what you are doing young man, but that sounds wrong. 1. Create the original mesh in blender. 2. Create a simpler mesh in blender for a collider (name it something you'll remember) 3. Set the new simpler mesh as a child of the original mesh. 4. Save the file (.blend is fine) and import it into Unity3d. 5. Add the imported model to the hierarchy. 6. Expand the model in the hierarchy using the arrow next to it's name. 7. Select the simpler mesh (it will be named whatever you named it earlier). 8. Remove the Mesh Renderer component. 9. Add a Mesh Collider. 10. Export as normal (KSP Part Tools). I think that covers it. Edit: You beat me to it Cheebsta.
  8. Apologies for the delay on release, I've encountered placement issues on other celestial bodies (positioning). Fixing that up now then hopefully I wont find any other critical bugs so I can give you all something to play with while I fix all the other minor bugs. Some nice models Khaos! Not bad at all, especially for only a couple weeks' worth of blending.
  9. If it's too big for ya, just rescale it in the part config.
  10. I actually have never seen HyperEdit - I'll definitely have to take a look at some point. At this stage it is real-time on the current body during flight. So right now, you either have to know the relative radial vector position to place an object (hah!) or you have to get close by with a vessel in flight and place them using the GUI interface. GUI is opened with CTRL+K then you can instantiate or modify existing static objects through this interface. The placement at this stage is primitive (buttons / text field coordinates), but as I am able to translate position to lat/long I will (in maybe the second or third update) have place-at-mouse controls. I have ideas for placement in map view, but that will be another day for sure. (: Oh, these objects will not be available in the SPH/VAB. Sorry. Any docking nodes you place at the moment will be place-holders. They won't function until I fix the module parsing code. Although I love the idea of putting a building together in the VAB/SPH - it would introduce problems that I'm not prepared to deal with at this stage lol. The easiest way to implement a house with furniture is to design your entire scene (in Unity3d) and place it under an empty GameObject with a KSP Part Tools component. Then when you're done, export it and bring it into the KSP system. You could also create multiple objects and place them one by one in-game, but the time it would take using the current primitive interface would not be ideal lol. The expected scenario: - You fly to a nice beach, instantiate your beach house that you made. Place it using the current coordinate system in the KerbTown GUI. - Instantiate your chair, get your Kerbal inside the house (so you can see) risking collision-death when moving your chair around. - So-forth. I was thinking about disabling colliders during edit - but that will require some thought at a time other than 6:20 a.m. on a Friday morning haha. Time to get some rest, I'll post the release sometime today - there are a few more things I need to tweak before I publish. Thank goodness for no meetings today. Phone is off and I'm sleeping until lunch time haha.
  11. Can you be more specific InfiniteDice? The core rule is that if it would work as a part, it will work as a static object (the objects brought into game are to be exported out of Unity3d as a normal KSP Part would be). You can modify them with animations, particles, and as soon as I put it in - component scripts (part plugins). I have a semi-working model for getting plugins to work with these static objects through the regular "part config" file way. Docking worked to a point (until undock - I know why and will fix that) but I will snip these from the plugin and code until I'm happy with the way they work. This does not mean by any means that every plugin is going to work with these, for obvious reasons. MechJeb isn't going to provide flight support for a casino - unless you emulate the static part as a vessel through a plugin.. you strange person - build a rocket lol. The possibilities are endless once plugins work properly. You could make an AI plugin and have a bunch of minions running around in circles in their local space for example. Or have a door animation play when another object collides with a floor panel or invisible collider.. I'll stop talking and let you all invent those. I should get back to finishing the code. Like always I just want to support the ability to have that feature.
  12. Creating a nice initial user experience is not as easy as I'd like it to be lol. I should hopefully have a release out in a few hours for everyone to play with and give feedback on. @Nutt007; I did see that - I'm sure it's going to look great in-game! @KhaosCorp; Take advantage of the fact that these objects don't use physics (apart from collisions) you can afford a few thousand extra tri's on each model. Just don't make your colliders too expensive. If you make a really complex model consider using a primitive collider in unity. Or making an outline of your model as a second mesh then creating a mesh collider on that (set the mesh renderer to disabled in unity). Saying that.. If your model is only a couple of thousand tri's it wont hurt performance too bad. For example: That house model in the screen, 912 tri's. Instantiated and placed randomly 1,000 times using a mesh collider without the convex parameter didn't hurt performance a hell of a lot for me. http://docs.unity3d.com/Documentation/Components/class-MeshCollider.html is a good read. Although it can be advantageous, note that you do not need to use the Convex parameter for static objects in KSP. -- Find what works for your system and base it on that once the release is here and you've played with the plugin a bit.
  13. Sweet. Almost ready for release chaps. Anyone got me a model to show off yet?
  14. Duly noted. I initially thought of implementing them as a single assembly but have my horrible pre-optimization habits making me hesitate. Which drove me to the conclusion posted above. It was more so a preference than a necessity to be separate plugins, but the decision is up to the community! I'm just the developer with good ideas.
  15. Alright.. I think i have come up with the best solution for users to implement their epic models into KSP as static objects. Two plugins. 1. "Static Object" Editor - Lets modders place objects (and view them) in the game where they want them and then save the information to a config file. 2. "Static Object" Reader - Reads the config files and places the object in game appropriately. For example: You wanted to add an awesome runway on the mun and distrubte it as a mod. You would use plugin 1 to place the object, create the config (automatically) and then you would organize the necessary files* and place them together with plugin 2 to distribute. Other players will download the package you've distributed, install it into whatever folder in the GameData directory and not have to do a single thing but load the game and find the object. Does that sound good? -- * = The files that are used are those exported from Unity3D using the KSP Part Tools component (like an ordinary part) and the config file. E.g. model.mu & texture.png & static.cfg.
  16. Space elevator would be interesting haha lollipop mun! I tried flying between some buildings (made with blender city generator plugin) needless to say that video wont make youtube hahaha. We all have them! My plans for the first release don't include docking - but most likely on the second or third update. That takes away from my idea. Let other players populate your worlds full of cities! I'm certain they will pop-up. I agree. And I use KAS, but not once have I tried attaching a port to the VAB/SPH haha I will do some testing after the first release and see if I can drain some resources from a placed object. (hello alternative mining)
  17. 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.. (:
  18. 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.
  19. 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.
  20. I'd like to present to you all the way from Hubs' Electrical: KerbTown! | Launch Site Demo If you want to see the full preview of the Eve EE check out HoY's Epic journeys to the Easter Eggs of KerbTown: , , 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 Returning soon. 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. MOD EDIT: New updated download available here: http://forum.kerbalspaceprogram.com/threads/40374?p=1052327#post1052327 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. The error log (KSP_Data/output_log.txt) The steps you took to cause the issue. Can you replicate the issue constantly? If you are using a custom-made static object, please send me the distributable file as well (.mu). 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!
  21. Why would you want to remove planets? Are you having trouble with the PQSMod_AltitudeAlpha causing you ugliness? I found this problem during my POC when I had a few too many planets, and fixed it (I had some silly values which I didn't read correctly off of existing planets).
  22. Well that's a bummer. I'll find out why and fix it! Thank you.
  23. It's perfectly achievable through a plugin loaded by KSP's plugin loader. No 'base installation' modifications necessary. How-ever I do agree it seems like he is only interested in providing some nice art for us to look at. If I was as artistic as this fella I would've upgraded the textures a while back. I love anything to make use of the 4 gigs of vram in my graphics card.
  24. I was working with just a few parts when I finally moved the interface into KSP from Unity and then when I decided to make some screenshots I did notice that the method & field list got crowded pretty quickly. Was thinking of adding a filter text box at the bottom which you can type into to filter for things that contain the text entered. This will make it easier to find events from a part (in the part config you can already see the class the module uses, so no need to look at source code to figure out what is what). The part gets highlighted blue when an event is clicked to show which part the event comes from, there will also be a state to either have the button affect all found methods or lock it to the part it was selected on. It probably wouldn't hurt to add categories like you have suggested as well. The action-group selection method would be an interesting approach. I may look into this in the future! Thank you for the idea.
  25. Thank you for the feedback! Did you have anything you'd like to have me add to the mod or interface designer?
×
×
  • Create New...