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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)


tajampi

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Will try to tweak the settings, i'm using a very bright color, maybe making it a bit darker will look better :)

Can't wait for KSP to adopt Unity 5, GI will make lighting awesome!

EDIT: Will possibly make a little toolbar button for changing settings on the go, may take a while to make, but it will be worth it ;)

EDIT2: Maybe making some kind of simulation of GI with area lights? Will try to mess around a bit.

EDIT3: Also, you can tweak the settings at the: "patches.cfg" file, just in case it is too bright.

Cheers!

Edited by tajampi
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It's more that the lighting in the game isn't the same as in real life. I've been a shuttle night launch as well and it is so bright it's like watching a sunrise, but it doesn't actually light up the shuttle itself the same way the game lights the spacecraft with point lights. The shuttle is pretty evenly lit because all of the light on it is coming from reflections off the ground and diffused light from the exhaust.

http://upload.wikimedia.org/wikipedia/commons/a/a1/STS-88_launch.jpg

Perhaps we could cheat by having light fall off around the engine. IE having them act like a more diffuse spotlight so there is still some light behind it but not as bright as in front ("front" being the where the rocket plume goes).

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About your patch

@PART[*]:HAS[@MODULE[ModuleEngines]]:Final {
MODULE
{
name = tjs_EngineLight
lightPower = 1.0
lightRange = 40.0
}
}

@PART[*]:HAS[@MODULE[ModuleEnginesFX]]:Final {
MODULE
{
name = tjs_EngineLightFX
lightPower = 1.0
lightRange = 40.0
}
}

Why can't you just have ?

@PART[*]:HAS[@MODULE[ModuleEngines*]]:Final {
MODULE
{
name = tjs_EngineLightFX
lightPower = 1.0
lightRange = 40.0
}

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About your patch.

Why can't you just have ?

@PART[*]:HAS[@MODULE[ModuleEngines*]]:Final {
MODULE
{
name = tjs_EngineLightFX
lightPower = 1.0
lightRange = 40.0
}

I'd think it's because someone may have created or might create a module that starts with ModuleEngines and this would cause issues and it's just one more MM patch. Also I imagine that a wildcard match is more expensive than two exact matches for MM.

Those Finals though, wish there was a better pass to put them since people may want to tweak certain engines after...

ahh


@PART[*]:HAS[@MODULE[ModuleEngines],!MODULE[tjs_EngineLightFX]]:Final {
MODULE
{
name = tjs_EngineLight
lightPower = 1.0
lightRange = 40.0
}
}

@PART[*]:HAS[@MODULE[ModuleEnginesFX],!MODULE[tjs_EngineLightFX]]:Final {
MODULE
{
name = tjs_EngineLightFX
lightPower = 1.0
lightRange = 40.0
}
}

would allow someone to do their own way, then yours won't stomp on them.

Edited by futrtrubl
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I'd think it's because someone may have created or might create a module that starts with ModuleEngines and this would cause issues and it's just one more MM patch. Also I imagine that a wildcard match is more expensive than two exact matches for MM.

Those Finals though, wish there was a better pass to put them since people may want to tweak certain engines after...

ahh


@PART[*]:HAS[@MODULE[ModuleEngines],!MODULE[tjs_EngineLightFX]]:Final {
MODULE
{
name = tjs_EngineLight
lightPower = 1.0
lightRange = 40.0
}
}

@PART[*]:HAS[@MODULE[ModuleEnginesFX],!MODULE[tjs_EngineLightFX]]:Final {
MODULE
{
name = tjs_EngineLightFX
lightPower = 1.0
lightRange = 40.0
}
}

would allow someone to do their own way, then yours won't stomp on them.

What would that have to do with anyone tweaking engines ? he is just adding MODULE[EngineLightFX] if it's missing, Not stopping you from changing anything in MODULE[ModuleEngines*] ?

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is works hot rokets mod :huh:

Are you trying to say that it does work, or are you asking if it works?

If it does work, great. I don't see any reason why it shouldn't. If you're asking if it works, try it and let us know.

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I'm getting a tremendous amount of light when using some props and engines from KAX and Firespitter from the runway...any ideas on how to use ModuleManager to disable that?

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I'm getting a tremendous amount of light when using some props and engines from KAX and Firespitter from the runway...any ideas on how to use ModuleManager to disable that?

Probably best to exclude parts that have FSplanePropellerSpinner module. Come to think of it, any engine that uses IntakeAir probably doesn't need this.

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I forked your Repo and played around with it. Some nice people on the #KSPMODDERS IRC helped out, and now you can haz custom colors. Pull request created.

Config file can now look like this:

@PART
[*]:HAS[@MODULE[ModuleEngines]]:Final {
MODULE
{
name = tjs_EngineLight
lightPower = 1.0
lightRange = 40.0
lightRed = 1
lightGreen = 0.88f
lightBlue = 0.68f
}
}


@PART
[*]:HAS[@MODULE[ModuleEnginesFX]]:Final {
MODULE
{
name = tjs_EngineLightFX
lightPower = 1.0
lightRange = 40.0
lightRed = 1
lightGreen = 0.88f
lightBlue = 0.68f
}
}

Edited by saabstory88
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This is awesome and I've wanted it in my games for ages :)

You know what would make this even more awesome? If we could set R/G/B values for the emitted light directly in the MM config. I'd love to make custom configs for Near Future Propulsion's electric engines, which all have beautiful blue, purple or turquoise exhaust streams. They'd look much better emitting blue, purple or turqoise light than emitting yellow light.

EDIT: wait, saabstory88 already made a pull request for that? Eeeexcellent.

Edited by Streetwind
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Thanks for the pull request saabstory88 :D

Coming on 1.1:

Custom colors on config (Thanks saabstory88!)

Custom colors for some engines (And tutorial to customize your own engines)

Possibly will fix the offset bug (It seems it looks better with a little offset)

Working light power setting (Forgot to place the multiplier on the code...)

Cheers! :D

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georgetakei.gif

Oh my....

Another small visual tweak that makes a huge, huge difference.

Stuff like this really shows KSP up for being so damned utilitarian in its graphics.

Well done for taking up the challenge, Tajampi.

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