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Jiraiyah

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Everything posted by Jiraiyah

  1. I managed it, also managed to have sort of futuristic texture but I have issues with the emissive color and texture file. Even when i directly edit the config files in the squad for the color, the color is not changing, also, when i add the emissive texture, part of the texture is not working. @shaw Are you sure you are reading the emissive texture for the futuristic helmet section from the files sitting in the folder? take a look : as you see the section on the chest is working I have two more on the section that belongs to helmet and those two markers are not lighting up at all, looks like the helmet section is reading it's values from the internal texture and ignores the one we put into the folder?
  2. any idea on this one? made me stop without any more progress for two hours by now
  3. On a Side note, Anyone has any idea why this is not working? I have an emissive texture, as you can see, I added some icons in two or three places that ARE working properly, but the two I marked with red box is not lighting up ! As I said, the other places are behaving but these two places are not !
  4. can anyone help me? I'm trying to change the color of the light in Future Suit that comes with the latest expansion pack via MM patch, here is what I tried : @Part[kerbal*Future]:HAS[@MODULE[ModuleColorChanger]]:FINAL { @Module[ModuleColorChanger] { redColor = 0.15 greenColor = 0.79 blueColor = 0.0 } } But it fails not sure why, the color in game is still orange on the suit
  5. @shaw Hi I'm attempting to develop a suit for futuristic set, but reading the document on the github, made me confused, what should be the exact structure of the folders and file names to make it work properly? Also, I don't see any sub numbers for kerbal levels like the vanilla suits on this one, is it a thing or what? I tried this : http://prntscr.com/quz2eb but, changing the suit in vab won't effect jeb, then going to texture replacer, i clicked futuristic, but I only see vanilla orange one !
  6. I'm not that familiar with module development, but doesn't this look like a perfect case for righting a color choosing module? by the way, can anyone help me on this MM patch to change the color?
  7. hmmm that didn't work, how ever, found THIS it's free demo but it works, for the green skull, let me show what i have so far IMAGE GALLERY O~K I downloaded all the dlc textures for the suits, but i wonder, there is nothing like texture1,2,3 for the kerbal grades, what is going on there?
  8. I know that ksp assets are under eula but here is a big problem : Every now and then, ksp changes the uv mapping on suits and sometimes changes the models like what we get on dlc additions, so, for example, now we have the Futuristic dlc, I am in the middle of revamping the Green Skull texture for KSP 1.8.x and Texture Replacer at that version, i finished the normal textures with finding another example, but,.... there is no texture for the Futuristic dlc, How can I find at the very least, a template of the suit colors for that dlc and any other dlc to come?
  9. Off topic, how do you handle language files? I had see mane MM patches that contain Un-readable text that is referring to internal ksp tags but can't find any good reference for all those tags real
  10. Hmm I have two questions : 1- How to change the default suits that show up in menu? 2- Is there any way to add emissive light to the suits?
  11. Ouch, I screwed Up in the folder zipping, just make a "Module Bulb Light" folder and put stuff in it, will fix it in few hours
  12. Why am I getting a warning on this MM patch? @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL { MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = deltemp experimentActionName = #autoLOC_502067 //#autoLOC_502067 = Log Temperature resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Temperature Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.5 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adtemperatureScan experimentID = temperatureScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = engineering101 } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delbaro experimentActionName = #autoLOC_502065 //#autoLOC_502065 = Log Pressure Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Presure Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.5 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorBarometer experimentID = barometerScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = survivability } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delseismic experimentActionName = #autoLOC_502063 //#autoLOC_502063 = Log Seismic Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Seismic Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.45 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorAccelerometer experimentID = seismicScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = electronics } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delgrav experimentActionName = #autoLOC_502066 //#autoLOC_502066 = Log Gravity Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Gravity Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.4 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorGravimeter experimentID = gravityScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = advScienceTech } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delatmo experimentActionName = #autoLOC_502048 //#autoLOC_502048 = Run Atmosphere Analysis resetActionName = #autoLOC_502049 //#autoLOC_502049 = Discard Data reviewActionName = Review Atmosphere Analysis Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.6 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorAtmosphere experimentID = atmosphereAnalysis useActionGroups = True hideUIwhenUnavailable = False techRequired__ = scienceTech } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delgoo experimentActionName = #autoLOC_502053 //#autoLOC_502053 = Observe Mystery Goo resetActionName = #autoLOC_502054 //#autoLOC_502054 = Reset Goo Canister reviewActionName = Review Goo Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.3 rerunnable = False usageReqMaskInternal = 1 hideFxModuleUI = False collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data dataIsCollectable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 UPGRADES { UPGRADE { name__ = adGooExperiment experimentID = mysteryGoo useActionGroups = True hideUIwhenUnavailable = False techRequired__ = start } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delmatlab experimentActionName = #autoLOC_502061 //#autoLOC_502061 = Observe Materials Bay resetActionName = #autoLOC_502062 //#autoLOC_502062 = Reset Materials Bay reviewActionName = Review MatLab Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.35 rerunnable = False usageReqMaskInternal = 1 hideFxModuleUI = False collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data dataIsCollectable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 UPGRADES { UPGRADE { name__ = adMatLabExperiment experimentID = mobileMaterialsLab useActionGroups = True hideUIwhenUnavailable = False techRequired__ = basicScience } } } } this is the warning : zzzz_JPatches/Stock_PATCHES/@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL to Squad/Parts/Command/mk3CockpitShuttle/mk3CockpitShuttle.cfg/PART[mk3Cockpit_Shuttle] [LOG 01:41:12.402] Done patching [WRN 01:41:12.403] 1 warning related to GameData/zzzz_JPatches/Stock_PATCHES.cfg [LOG 01:41:12.403] Saving Cache [LOG 01:41:12.590] Saving cache [LOG 01:41:13.168] ModuleManager: 772 patches applied, found <color=yellow>1 warning</color>
  13. Current Version : 1.8.x Download : SpaceDoc , GitHub Source : GitHub We are all familiar with the ORIGINAL bulb plugin, the main developer didn't update the mod for long time and different people are maintaining it. Here are some issues with the original code, the developer was using complex code to handle color change on light, and emissive color for the material. How ever, it had issues with the editor, in other words, the emissive color wouldn't show up in some cases. Also, he would only change one light and one emissive color. The code is rewritten using a template from very old plugin (Module Surface Light). The way this plugin is handling the events was much more flexible and made the code lots smaller and easier. So, I took it on myself, to rewrite the bulb code using this template, at the same time, fixing the issues with emissive color change and made it so that no matter how many lights and emissive objects we have, it will behave properly on all of them. Also, added two attributes to the module, these two are multipliers for the emissive color, they work hand in hand in the math formula, so with playing with the numbers, combined with the colors, you can achieve very nice effects on your light objects. the License for original Bulb is GPLv3 the License for Module Surface Light is Creative Commons Attribution-NonCommercial-ShareAlike 4.0
  14. Hi @alexustas I'm trying to maintain this mod with updating the bulb myself, I have added some features to bulb that is solving some of it's issues in the vab, but the problem is, no matter what i try, the "light" is not emitting any "light", only the color is changing and the emissivness of it changes, but the ligth, it looks like it's not there at all ! can you help? Edit : Actually, the light is there, but behaves very strangely http://prntscr.com/quptd0 First of all, it's one directional, second of all, it's not lightening the floor, third, i don't know how to describe it, but even if you move the part up or down, around the root part, it's only directing "toward" the root part ! this may help more, the probe core is ON the floor http://prntscr.com/qupvpj the core and the battery on top of it is lighten up, but not the floor ! the thing is that, bulb and my modifications, has nothing to do with this, i just change the color of the light and the emissive color of the texture
  15. if you are okay with this, I can handle the adoptation because i am adding the ASET inline light to my mod (got permission for it) and I need bulb for the color of the lights
  16. Well, I didn't find that, but i found this one : https://spacedock.info/mod/2189/Kerbal suit colors for 1.7.x?ga=+3102+'kerbal+space+program'> if this is how the new textures are mapped, it's totally out of my capability to tweak the green skull's green/black suit to fit into this, can anyone please help me on this one and if anyone has a link for the new usi suits please share. thanks
  17. excuse me if this was asked before but here are three questions I have in mind : 1- what will happen if I have this mod side by side mks? 2- is there an option for planetary logistics to send resources from ground to orbit? 3- is there a chance that we get a separate version with background working option ?
  18. Hi Regarding the suites, I have 3 packs , green skull, USI kolonization and Ceteras, I also have both dlc installed for 1.8.1, Problem is, none of the textures for the suites work properly on this install, I mean, we should be able to see the traits of the suite on two of them, and the textures on green skull looks like it's ripped apart, is there any texture template we can use?
  19. for some reason when I add this mod to 1.8.1, i get stock on game load on baseStructure/Jameswebb, there is no output what so ever in output log file regarding this mod, did anyone encounter this problem in 1.8.1? Never mind, Not sure what was the problem, Updated janitor closet (well, just re-extracted and replaced) and then added folders of this mod one after another, and everything is ok now
  20. @JadeOfMaar Hi I remember you said that you added fuzzy logic to part switch module, is there any documentation on how to use this?
  21. The developer last visited on 24th oct 2019, although many developers only visit when new ksp version is released, with weeks after 1.8.x, he didn't show up yet, may I suggest an unofficial release with fixes until he comes back at his free time and take it over again?
  22. Hi every one, I'm well aware of the fact that there is no official information about what is changed in ksp for version 2 and how will it affect modding community, but... I thought, having a thread for this topic while ksp2 is being developed and not released yet, maybe useful. So here are some thoughts that can be talked about : 1- We all know that they say the ksp game is reprogrammed in many sections from the ground up. How will this affect the modding community when it comes to those mods that has dll? 2- Will this mean that we may have a new API system all over the place (something that would lag many developers on update process for the new system)? 3- If the answer to second question is yes, how and where? 4- If the answer is no, then why not? I never developed a dll file for ksp, but i am well familiar with API concept in unity, the few times i looked into ksp mods, it looked like the API can have some touches with better and more calls to make life easier for developers. 5- How will this update affect shaders and those mods developing shaders (like textures unlimited) 6- The screens from early game play shows some threes around KSP, why not adding the concept we have with kerbal constructs? I mean more non functional buildings around ksp that would serve as eye candy? after all, if community goes for something that has 0 function in game, means they want to see it when they launch a ship 7- visual effects and some features that can become internal mechanics, things like docking port alignment indicator, scatterer, EVE, SVT and some more functional mods that can be always inside ksp as internal functionality but is never there ( I can list at least 50 mods like that ). I know that adding these may cause internal maintenance for them every now and then, but let's face it, the only real reason that many of these mods need maintenance is because of unity.dll update between ksp versions these days, so, having them as internal functionality, may need no maintenance after adding them as game mechanics 8- Kopernicus, another functionality that main developers can look into it. Having binary planets in ksp2 have some promises but still, if the main issues with this mod remains (like when you don't have sun as the center of everything) I would ask them why not looking into this and try helping community more ( I know that they had done a lot with co-working with modding community, but if you ask me, it could be much better ) After all, with some major upgrade like what we are facing with (ksp 2) there are lots of things we can talk about and that is why i started this thread.
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