flart Posted October 5, 2017 Share Posted October 5, 2017 2 hours ago, JadeOfMaar said: @PART[X|Y|Z]:NEEDS[SurfaceLights&CommunityCategoryKit] What is `X|Y|Z` ? @PART[spotLight1,spotLight2]:NEEDS[CommunityCategoryKit] { @category = none @tags ^= :^:cck-lights } @PART[*]:HAS[@MODULE[ModuleColoredLensLight]]:NEEDS[SurfaceLights&CommunityCategoryKit] { @category = none @tags ^= :^:cck-lights } Works for me, is it ok what `cck-lights` tag can be duplicated in tags string ? How to take at MM all SomeMod's parts inside \GameData\SomeMod\Parts\ ? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 5, 2017 Share Posted October 5, 2017 this is the patch I use that handles all parts that are put into a CCK category, which has to be done via a specific tag format so it's easy to handle @PART[*]:HAS[~category[none],#tags[*cck*]]:FINAL { @category = none } Quote Link to comment Share on other sites More sharing options...
Daishi Posted November 6, 2017 Share Posted November 6, 2017 I've been looking for these parts for so long, so awesome to see them again after 0.24 Quote Link to comment Share on other sites More sharing options...
Jalaris Posted December 6, 2017 Share Posted December 6, 2017 @IgorZ I just created a pull request to remove the stock lights from the utility category as you were already adding them into the new lights category added in this mod. It bothered me so I fixed it. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted December 6, 2017 Author Share Posted December 6, 2017 3 hours ago, Jalaris said: @IgorZ I just created a pull request to remove the stock lights from the utility category as you were already adding them into the new lights category added in this mod. It bothered me so I fixed it. Hello. Thank you for the pull request. However, the CCK categories must not be replacing the stock category - that's the concept of CCK. I've commented in the PR. Those, who want to remove the parts from the stock categories, are welcome to do it via an MM patch, but the rule of thumb is: a mod must be correctly working without CCK. Quote Link to comment Share on other sites More sharing options...
Conventia Posted December 6, 2017 Share Posted December 6, 2017 Isn't it possible to only remove the parts from the stock category if CCK is there, using an MM patch? Quote Link to comment Share on other sites More sharing options...
IgorZ Posted December 6, 2017 Author Share Posted December 6, 2017 (edited) 16 minutes ago, Conventia said: Isn't it possible to only remove the parts from the stock category if CCK is there, using an MM patch? It's not about possibility, it's about the concept. And the concept says: whatever can be found in a CCK category must also be found in a stock category. I fully support this concept. If you want to get a clue why was this decision made, I'd suggest you reading the CCK forum thread from the very beginning. It was discussing there. Edited December 6, 2017 by IgorZ Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 7, 2017 Share Posted December 7, 2017 18 hours ago, Conventia said: Isn't it possible to only remove the parts from the stock category if CCK is there, using an MM patch? Yea just do this and you're good to go: @PART[*]:HAS[~category[none],#tags[*cck*]]:FINAL { @category = none } Quote Link to comment Share on other sites More sharing options...
eberkain Posted January 13, 2018 Share Posted January 13, 2018 AVC has issues with the name being so long. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted January 13, 2018 Author Share Posted January 13, 2018 12 hours ago, eberkain said: AVC has issues with the name being so long. I was thinking about the name rebranding too. Any ideas for the new name? Quote Link to comment Share on other sites More sharing options...
Alewx Posted January 14, 2018 Share Posted January 14, 2018 38 minutes ago, IgorZ said: I was thinking about the name rebranding too. Any ideas for the new name? "Moar Lights", just a Suggestion. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 14, 2018 Share Posted January 14, 2018 Name is good, just a lot of it is unnecessary. Surface Mounted Lights works fine Quote Link to comment Share on other sites More sharing options...
C04L Posted January 21, 2018 Share Posted January 21, 2018 can someone help me please. I have a problem with the strength of the lights since i came back from a break. i use this mod in all my play through's I found it indispensable. every mod i have installed is up to date and unedited.. this is if you think i may have edited a file to mess up some lighting. i have Stock Visual Enhancements and through that Scatterer/EVE. Minimum ambient lighting(of which is default-no movement of slider) (the only mods i can think of that makes adjustments to lights). Distant object enhancement also. in the game gfx setting page the Ambient Light Boost/map/editor are all at Default 0% i know some lights dont have 'range' but should reflect off the ground and illuminate a spot. I tested this in the SPH/VAB outside on the runway Day and Night. Here's a picture of the lights in action https://imgur.com/fAjqj1G the two lights that actually a 'light spot' are the landing gear and the mk3 mini spotlight. surely there is something wrong with my setup. please help me. heres my outputlog -64 https://www.dropbox.com/s/09q8j3340l5fasl/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
IgorZ Posted January 21, 2018 Author Share Posted January 21, 2018 11 hours ago, C04L said: can someone help me please. I have a problem with the strength of the lights since i came back from a break. i use this mod in all my play through's I found it indispensable. every mod i have installed is up to date and unedited.. this is if you think i may have edited a file to mess up some lighting. i have Stock Visual Enhancements and through that Scatterer/EVE. Minimum ambient lighting(of which is default-no movement of slider) (the only mods i can think of that makes adjustments to lights). Distant object enhancement also. in the game gfx setting page the Ambient Light Boost/map/editor are all at Default 0% i know some lights dont have 'range' but should reflect off the ground and illuminate a spot. I tested this in the SPH/VAB outside on the runway Day and Night. Here's a picture of the lights in action https://imgur.com/fAjqj1G the two lights that actually a 'light spot' are the landing gear and the mk3 mini spotlight. surely there is something wrong with my setup. please help me. heres my outputlog -64 https://www.dropbox.com/s/09q8j3340l5fasl/output_log.txt?dl=0 Could you, please, make the same test without the Surface Mounted Lights mod? From what you show I don't see any problem, and how it is related to this mod. Btw, the right log to share is KSP.log. Quote Link to comment Share on other sites More sharing options...
C04L Posted January 22, 2018 Share Posted January 22, 2018 Thanks for replying IgorZ. As requested here are the dropbox links to a new test: KSP.log + a screenshot of the lights turned on shining on the floor. (With & Without in their file names) I used CKAN to add and remove my mods. https://www.dropbox.com/s/cifc3eid8pyp37t/KSPlog with SML.log?dl=0 https://www.dropbox.com/s/yutirytziehsmx2/screenshot21WithSML.png?dl=0 https://www.dropbox.com/s/s70k0qx4ealwevd/KSPlog Without SML.log?dl=0 https://www.dropbox.com/s/5ygpkijy6ut6yn1/screenshot20withoutSML.png?dl=0 if its not SML i am so very sorry for having you put time into this. I am in UK time but i have notify me on this page so il get told quickly if you need me to get you anything/try something Much gratitude IgorZ /bow Quote Link to comment Share on other sites More sharing options...
IgorZ Posted January 23, 2018 Author Share Posted January 23, 2018 16 hours ago, C04L said: Thanks for replying IgorZ. As requested here are the dropbox links to a new test: KSP.log + a screenshot of the lights turned on shining on the floor. (With & Without in their file names) I used CKAN to add and remove my mods. https://www.dropbox.com/s/cifc3eid8pyp37t/KSPlog with SML.log?dl=0 https://www.dropbox.com/s/yutirytziehsmx2/screenshot21WithSML.png?dl=0 https://www.dropbox.com/s/s70k0qx4ealwevd/KSPlog Without SML.log?dl=0 https://www.dropbox.com/s/5ygpkijy6ut6yn1/screenshot20withoutSML.png?dl=0 if its not SML i am so very sorry for having you put time into this. I am in UK time but i have notify me on this page so il get told quickly if you need me to get you anything/try something Much gratitude IgorZ /bow Aha. I think I know what's happening. SML updates all the stock light in the game to the "warm" color temperature. By default the game uses RGB(1, 1, 1), but SML uses RGB(1, 0.9, 0.8). If you familiar with this color encoding scheme, you know that the latter triplet gives less light intensity. The Unity engine should actually take care of the corrections, but it doesn't seem to happen in this specific case. If you don't like this behavior just drop the "MM-StockLights.cfg" file from the "Patches" directory. Quote Link to comment Share on other sites More sharing options...
C04L Posted January 23, 2018 Share Posted January 23, 2018 Thanks IgorZ. I drag n dropped StockLights.cfg to my desktop. The Lights intensity has returned! wonderfull. i wonder why the engine misses it in my case. i havent come across anyone else that has this problem, i posted in a couple of places and no one has said they have the same problem. i think when ksp is updated again im going to do a clean install of it. anyway.. thanks a bunch IgorZ, you da maan. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted January 23, 2018 Author Share Posted January 23, 2018 4 minutes ago, C04L said: i posted in a couple of places and no one has said they have the same problem More likely, they don't see it as a problem Btw, instead of removing the file, you may simply adjust the values in it. Or, you can change the values in the editor for a specific part when the brightness is really an issue. Also, try doing your tests in the dark (this is when you really need the lights, right?). This is how I've changed my mind once. The "cold white" (stock) light temperature makes the objects to contrast and overexposed in case of multiple sources. The "warm white" temperature is more friendly to the eyes when operating in the deep dark (like on the night side of the Mun). Quote Link to comment Share on other sites More sharing options...
C04L Posted January 23, 2018 Share Posted January 23, 2018 Thanks! i was tempted to // in front of the lines instead of taking it out. but changing it to a warmer contrast might be an idea. at least KSP is not in beta anymore and thus i wouldnt have to edit 'every month' hehe Thanks again for your help, yr a star Quote Link to comment Share on other sites More sharing options...
IgorZ Posted March 9, 2018 Author Share Posted March 9, 2018 SurfaceLights v1.7 1.7 (March 8th, 2018) KSP 1.4 support. Note, that from now on the official name of the mod is "Surface Mounted Lights". Quote Link to comment Share on other sites More sharing options...
viperwolf Posted March 9, 2018 Share Posted March 9, 2018 Thank you for the update, now i can start building craft again. Started a new game getting ready for MH update next week. Quote Link to comment Share on other sites More sharing options...
Battou Posted March 14, 2018 Share Posted March 14, 2018 Hi. I have 1.6 version on 1.3.1 KSP and big lights dont work, small lights light up surface and ships around, but big ones only lights up themself, but nothing around gets lit. I have set number of pixel lights to 40. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted March 14, 2018 Author Share Posted March 14, 2018 1 minute ago, Battou said: Hi. I have 1.6 version on 1.3.1 KSP and big lights dont work, small lights light up surface and ships around, but big ones only lights up themself, but nothing around gets lit. I have set number of pixel lights to 40. What are the names of those "big lights"? I'm concerned to hear plural here, since this mod offers only three parts and two of them are the spotlights - they are not designed to light anything but the surface they are mounted on. And just to not set the false expectations: once a new KSP version is out, the support of the previous version is no more offered. You're still welcome to request an advice, but even if there is a bug, it won't be fixed. If you could reproduce the issue under the KSP 1.4, that would change the things. Quote Link to comment Share on other sites More sharing options...
Battou Posted March 14, 2018 Share Posted March 14, 2018 9 hours ago, IgorZ said: What are the names of those "big lights"? I'm concerned to hear plural here, since this mod offers only three parts and two of them are the spotlights - they are not designed to light anything but the surface they are mounted on. And just to not set the false expectations: once a new KSP version is out, the support of the previous version is no more offered. You're still welcome to request an advice, but even if there is a bug, it won't be fixed. If you could reproduce the issue under the KSP 1.4, that would change the things. What do you mean "three parts", there are 5 parts, as in pics in first post, the one that not warking is big round and big rectangular spot lights. Quote Link to comment Share on other sites More sharing options...
IgorZ Posted March 14, 2018 Author Share Posted March 14, 2018 2 hours ago, Battou said: What do you mean "three parts", there are 5 parts, as in pics in first post, the one that not warking is big round and big rectangular spot lights. The big round and rectangular lights are the stock lights. This mod only adds a color to their lens. Quote Link to comment Share on other sites More sharing options...
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