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Trueborn

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Everything posted by Trueborn

  1. There's already an Add-on Requests and Support forum for, you know, mod support.
  2. Looks very nice. As you can probably guess, the maps included in the release were all done fairly quickly. Some extra time can bring out a lot more details. If I may ask, are you using your own biomes names as well as developing maps?
  3. Custom Biomes version 1.2 is now available for download. Get it from Kerbal SpacePort or the alternate download link in the first post. There are three main features that should improve usability in this release. The first is what I call biome sets. Biomes are loaded as groups, defined by folders within the CustomBiomes\PluginData\CustomBiomes folder. The release comes with three sets. The first is called "Basic," and is the same as the 1.1 biomes. The next is called "Disable," and is empty. The third is called "Empty," which is a terrible name, but it blanks out all the new biomes, and reverts to the three stock biomes. These sets are extra useful, because you can now specify which set gets loaded on startup. Clicking on the "Default Sets" button will display a list of all save games in the current KSP installation. Under each save game is a button for each biome set. Click on the one you want to load when you load up that game. The final tab is called "Biome Sets," and lists the installed biomes. Clicking on the "Load Biome Set" button will immediately load the biome set into the game. This will let you test out different sets (if anyone else ever develops them). And finally, Crowd Sourced Science Logs has agreed to add my biomes to their automated system, so sometime this weekend we can start adding results to the CSSL. [TABLE=width: 500] [TR] [TD][/TD] [TD][/TD] [/TR] [/TABLE]
  4. Check out the new version of the plugin on the release thread. It has a complete set of biomes, no longer including the test texture. Release thread.
  5. Not that I'm aware of, but they should certainly put more stuff like that into the game. The Courage/Stupidity stats are nicely Kerbal, but it would also be cool to see more stats like that. Alas, I don't have enough room on my plate to tackle it myself. Ooh, it could even tie into the achievements mod (breaking the EVA and time in space records, all sorts of goodness).
  6. Eventually I plan on doing an FMS that will let you build flight plans defined by lat/longs and give you lateral (and optional vertical) guidance. Unfortunately, its not on the near horizon. I think MechJeb will generate an ILS of sorts for landing at KSC (and possibly the island runway?).
  7. Well, they're custom, so you can use whatever you want. The moon and mars tend to have Latin names for stuff (silly scientists), but I don't know how well you can Kerbalize Latin. I also have a list of the biome names I'm using. Also, I have uploaded a version 1.1, which has a new set of biome maps. They are the same, but shifted 255 pixels so that they should all match SCANsat's biome map. There is also a "patch" file that contains only the changed PNGs. And finally, I updated the elevation maps to reflect the change, so home built biomes will match up as well. Download version 1.1 Download fixed biomes only. Download fixed elevation maps.
  8. There are a lot of new definitions that will be needed. I'm seeing if the folks at Crowd sourced Science will start contributing definitions, but it will probably be a while before they're all finished. In the mean time, it should use the default result for whatever experiment you're conducting.
  9. I have a request from the Crowd-sourced Science community. I just released a plugin that adds custom biomes to the rest of the solar system. This means that there are potentially a lot more results to be had for Science. I would like your help in adding to the science logs for these new biomes. The good news is, extra results won't negatively impact players who don't use the CustomBiomes mod, so there wouldn't need to be multiple versions of the ScienceDefs files. Below is a link to the new biomes that I have created. Thanks for your support! Download biome list.
  10. Hmm, you're absolutely right. That is somewhat awkward, as I built the maps directly over SCANsat's altimetry output. Bizarre, but I suppose I can fix it by sliding the images around. I'll see if that's universal, or planet dependent.
  11. Second post updated to include some file formatting. Some important notes about creating biomes: Currently, the file names must be capitalized and match the celestial body exactly. This means for the sun or the mun, it must be "THE SUN.png". The texture file should be 1024x512 in resolution. Each biome is represented by a distinct color. I'm not quite sure how KSP's rounding works for the colors, so try to keep them somewhat separate. The map is a cylindrical projection of the body in question, so imagine a lat/long grid overlaid on top of the image. So, there are about 3 pixels per degree. Each pixel has four components, a Red, Green, Blue and Alpha channel. These aren't really meaningful in the game, except for Alpha (in the image, the transparency channel). This is assigned to the "value" of the biome, which means you should be able to make certain biomes less important than others. All of the stock biomes, however, use the full value of 1.0 for all alpha channels. The attribute file is a plain text file that tells the game what the different biomes are called. Simply list the name, then alpha channel, then red, green, and blue channels. They can be either an integer from 0 to 255, or a float from 0.0 to 1.0. Now, if you conduct an experiment in a new biome, you will get the default results text. To get cool, specific results, the ScienceDefs.cfg file will need to be edited. I plan on asking the Crowd Sourced Science folks for help on this, but here's all there is to it. Pick your favorite experiment, and find it in ScienceDefs.cfg. Pick your favorite celestial body, biome, and condition, and make up a result. So, "DunaInSpace = The Goo takes on a red sheen, it looks very much like the planet below." could be more specific like "DunaSrfLandedPoles = The Goo freezes in Duna's thin polar air." As you can see, it isn't hard, but there are a lot of options.
  12. Version 1.6.7 0.25 compatibility release. Version 1.6.6 Fixed a bug that prevented some Linux users from loading biomes. Version 1.6.5 Fixed a bug that displayed a button even when the GUI is disabled through the config file. Version 1.6.4 Fixed a bug that added extra buttons when using the stock Application Launcher. Version 1.6.3 Added integration for the stock toolbar a.k.a. Application Launcher. Removed integration with and requirement for Blizzy's toolbar. Version 1.6.2 0.24.2 compatibility patch. Custom Biomes will no longer disable itself on detecting a newer version of KSP, but will announce that it may be incompatible. Version 1.6.1 0.24.1 compatibility patch. Version 1.6 0.24 compatibility patch. Version 1.4 Fixed several compatibility issues with Linux and Mac. Version 1.3 Fixed a bug in default set loading. [U]Version 1.2[/U] Added ability to load biome sets. Added default biome set on a per-save basis. Added ability to disable biome loading for specific saves. [U]Version 1.1[/U] Updated biome maps to match underlying terrain better. [U]Version 1.0[/U] Initial release. Biome Creation Information Biome Map Format: 1024x512 PNG file, named CELESTIALBODY.png Attribute File format (this file names the biomes) named CELESTIALBODY.att Search Threshold (float) Biome Name (string) Alpha value (0-255 int or 0-1 float) Red value (0-255 int or 0-1 float) Green value (0-255 int or 0-1 float) Blue value (0-255 int or 0-1 float) (next biome) Science Results.txt Format: id = ExperimentID BodyConditionBiome = The text you want to see . . . id = AnotherExperiment DunaSrfLandedMountains = Here in the mountains, you conduct an experiment and gather the results.
  13. Download from Curse Alt Download Announcing the release of Custom Biomes 1.7.0 Custom Biomes adds biomes to the rest of the celestial bodies in KSP. It also allows for the replacement of any biomes already in the game. It runs automatically in the background at startup, and doesn't require any user intervention. The biomes are fully compatible with KSP's science system, and display correctly for mods like SCANsat as well. To install, simply extract the CustomBiomes folder into your GameData directory. Custom Biomes supports user customizable biomes for any celestial body, so it should be compatible with mods that add new planets. What it does not have yet is an expanded ScienceDefs file for custom results for the new biomes. I have made a set of terrain maps (from SCANsat) available in case anyone wants to make their own biomes. Version 1.7.0 is compatible with KSP 0.90. Toolbar is now optional for Custom Biomes, and is no longer included in the download. [TABLE=width: 500] [TR] [TD][/TD] [TD][/TD] [/TR] [/TABLE] Alt Download Source code. Download elevation maps. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  14. Version 1.0 is released. This download is the full 1.0 release, with toolbar and the basic biome pack. The GUI is disabled by default, but can be turned back on in the config file using the DisableGUI field. This thread will now be used for upcoming changes rather than general discussion. I'll be starting a new thread in the addon releases forum.
  15. Yeah, that's the one (wasn't at my computer before). I'll think about changing it. Mostly I was just trying to use the tech tree for something. The aerodynamics nodes may be a better place for it though. And believe it or not, the HUD is actually based off of a cargo plane's.
  16. Electronics is the name, I believe. Unfortunately, since there isn't a part to unlock it doesn't show up in the tree. I'll think about a way to notify the user if they try to turn it on before its unlocked. I plan on leaving it as-is, for now, because all the HUD functionality is in the analog gauges.
  17. I should be able to have that in the next release.
  18. Hmm, it seems to be working fine on my end. If you click on the CustomBiomes toolbar button, and then toggle the map, do you get the new maps, or no data? Also, your output_log.txt should tell you which biomes and attributes have been replaced. And, I've uploaded a new version of the Basic Biomes pack (same link as above). JOOL.txt should be JOOL.att, and VAL.att should be VALL.att Expect the 1.0 release tonight sometime.
  19. Download basic biome pack. The basick biome pack is now ready for download. Extract it to the GameData\CustomBiomes\PluginData\CustomBiomes folder, and enjoy some Science. I'll release the new version (with the biomes included) tomorrow.
  20. This is the correct file. Wrong link. Its fixed here, above, and more above. The stock biome pack will probably come out tomorrow, along with release 1.0.
  21. Because Unity's color class is defined using four floats. It allows for defining colors without knowing bit depth, maybe? Ask them On an unrelated note, the elevation maps are now available for download. It has ScanSat's greyscale elevation map for every celestial body except, Kerbin, Mun, Minmus, the Sun and Jool. The former because they already have biomes, the latter because they're flat. I'll continue to work on some "stock" biomes, but you can come up with your own. Download elevation maps.
  22. The science values are not defined in the biomes. Here is part of the crewReport section of ScienceDefs.cfg: The RESULTS section goes on to define everything that could show up in the dialog box when you run an experiment. The situationmask uses the defined situation bits to determine where you can run it (in other words, it is 6 true/false statements in one). Presumably the biomeMask does something similar, but I'm not sure what exactly. baseValue, scienceCap, and dataScale define how much science you get. I assume the scale either means you get more science the further out you go, or it takes more data to send the results. Anyway, the moral of the story is...how much Science you get is defined here, not in the biome definitions. // situation bits: // SrfLanded = 1, // SrfSplashed = 2, // FlyingLow = 4, // FlyingHigh = 8, // InSpaceLow = 16, // InSpaceHigh = 32 EXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 5 scienceCap = 8 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = You record the crew's assessment of the situation. GillyInSpace = It looks like a particularly lumpy rock. You bet you could you could jetpack down there.
  23. That's not the image coding, its just the attribute file. The image is a png, and stores the color values like you mentioned. The attributes values are stored in ksp as floats, so that's what I import from the file. I can add an option that assumes its an int from 0-255 if its over 0, or a float if its less than 1.
  24. The science values are actually based on the experiment, not the biome itself. And I think the easiest solution for the sciencedefs issue is to crowdsource it to the crowd sourced science folks. Results definitions for biomes you don't have installed will just be ignored. Otherwise, a biome author could include a ScienceDefs.cfg with their own version. Alternately, I can work on how to insert them directly like I'm doing with the biomes themselves. Then, the results could be included in the .att file. I'll look into it a bit, see how practical it would be.
  25. The .att files define what each biomes is called, and which color represents it. Right now it should grab the default message from the scienceDefinitions. For more detailed messages, they will have to be compiled by the biome author. I haven't worked on that part yet though. Probably today after I get the rest of the terrain maps. Atribute File Format: Biome Name (string) Alpha value (float, 0-1) Red Value (float, 0-1) Green Value (float, 0-1) Blue Value (float, 0-1) (next biome)
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