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Everything posted by Gaalidas
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Ha! There's nothing to click, so pics are completely unnecessary. -insert sound clip of a whip cracking here-
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OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
That export in substance is likely why there are part mods for KSP that contain textures which look a lot like the texture that was being worked on in that example you posted a while back. It likely just takes the resulting texture that you've painted and exports in into the format of a standard texture along with the model and everything already configured in the proper way. That doesn't necessarily mean you can use substance stuff in Unity 4, just that it can export a texture made in substance to a unity 4 compatible texture. -
OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
In English we would probably say it as "One day this will work, and that will be a beautiful day." Or something like that. It probably sounds better in it's original language. The pictures in the above post gave me an idea. Maybe it's time to try and revive the hood ornaments mod. I can see it now... the Texas version of the omicron space car... with a pair of horns attached to the front bumper. -
list of loaded shaders
Gaalidas replied to nli2work's topic in KSP1 C# Plugin Development Help and Support
Love the output to text file instead of the log. I'm starting to collect these useful little code snippets of yours, xEvilReaperx, to stick into an archive. -
OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
Right, layering is sorta what I was going for when I was talking about adapting the heat-shield resource tracking to work with age and texture swaps. We wouldn't want to swap the main texture for every state the craft is in, or you'd have to scrap every other texture-based mod in favor of this one exclusively. This thing is awesome, but not that awesome. You'd definitely want to layer the details of the vessel states on top of the main texture to reduce the ram overhead. I think of it as a similar effect to how KerbPaint overlayed the tinting shader over the main texture (a mod I sorely miss, by the way) instead of replacing the original texture with a colored version. Also, if you can make this sort of detail overlay system work with KSP for use in your mod, I might have to look at the results and see if it can be made into a revival of a paint mod. Could be some awesome stuff in the future due, in part, to this mod. Gotta love how xEvilReaperx comes out with these handy little code snippets, such as the output to text file instead of just logging all those shader names. That would be so much more useful for mod development than having to search the whole log for that specific error or warning. -
Ahh, that wonderful ballet of "how much can I cram into this baby before it pops?" err... don't think about that line too hard, it could be disturbing if you're a literal-visual-thinker.
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OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
Well, you're extremely limited by the version of unity that is being used by KSP. I haven't seen anything in KSP about procedural textures, and substance painting is a relatively new thing. What we're capable of doing right now is pretty much what we've been talking about. How you paint your textures is your business, but in the end you'll have to bow to the limitations of KSP. I think you're trying to integrate something that's just a bit too complicated for the environment we're using in the end. -
I was not aware of that when making my last post. I still wasn't aware of his post to ALCOR until now. Still, this has happened before and then nothing has really happened. I don't want to get my hopes up again, cause it's rather irritating every time he pops up and I get excited, only to get bummed out a few weeks/months later when nothing happens.
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Gaalidas replied to alexustas's topic in KSP1 Mod Development
Someone had to bring up Konquest. I wanted to, but I don't want to scare him off. But I do so want to hear more about that mod than these little light thingies. -
OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
If you use something similar to what the space tug uses, which I recently discovered is part of the JSI part utilities mod, then a default can be set while allowing the user to customize what each flag object will display, allowing for a different flag on each instance of the flag object. It also allows for setting a flat object to, if not set to anything else, show an agency flag so that it will try to auto-set itself based on a mission you may be undertaking. At least, that's the theory. Age-based textures is something I know I've talked to someone about in the past. One way that was talked about is implementing a new resource, much like how Deadly Reentry handles the shields being worn down. As the resource is depleted, which could start out as a time-based depletion and be depleted an extra amount based on the conditions such as reentry or collisions, or even based on what planetary body it is on (Duna can get really dusty at times). Then, using something like the static fuel tanks system of Kerbal Konstructs, you could replenish that resource which would cause your mod to revert any texture alterations back to a cleaner look. How to achieve the texture alterations is something that needs some research on, but the resource-based tracking of those conditions is a pretty solid and reliable method. Between flights, as Papa_Joe has said, is not something that can be done at this time without some major work. Besides, once the craft is removed from the game world (reverted or recovered) it is reasonable to think that maintenance and repairs would be done. Between-flights without a recovery, however, if using a resource tracking system for the vessel states, would be persistent between game sessions, and would be easy to implement some sort of on-the-field maintenance similar to how a kerbal can fix a broken wheel. -
OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
I'm not even there in the code stuff yet. I know enough to be dangerous, and by dangerous I mean I break stuff. A lot of stuff. -
I can't really tell you what everything means specifically, but my guess is that strength is exactly that, how strong the repulsion field is (higher means more... umm... "ooomph" it has) and dampening deals with how it responds to impacts. This allows you to have the repulsors respond to a landing after catching air over a hill by giving a little instead of suddenly impacting with a hard bump. This also allows the craft to go over a tiny little bump without actually bumping itself into the air the way a wheel would. I think anyway... lo-fi is the guy who knows things here, I'm just very good at typing a lot and saying very little in the process. It's a gift. I'm unsure what you mean by "spin" because these parts are not meant to spin... but the bouncing I can definitely see happening if strength and damping are set to certain levels. As for what level of damping is considered smoothest of a ride, I don't really know. I usually leave it alone. You just have to fiddle with the values and see what happens to really get a feel for it. The main problem with repulsors as landing gear is the lack of directional control, or braking. Repulsors have absolutely no friction with the ground, so the only thing slowing you down is the air and gravity, the latter of which the repulsors are actively trying to counteract in the vertical direction, but will gladly let you slide uncontrollably down any slight incline your craft sets itself upon. On the up-side, if you want to land on the water, or on rough terrain, and your descent is shallow enough, repulsors will allow you to land safely most of the time.
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[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
Gaalidas replied to lo-fi's topic in KSP1 Mod Development
In the KF mod package, several of the parts make use of this. Specifically, the hypno-drive (aka the screw) and the TTTracks (unsure what TT stands for here, but they have a hump on one side of the track which makes symmetry really screw up. So it's definitely in a working state, though at this time it's only distributed with the plugin in the KF mod. I'm unsure if he's actively developing it or not. He's been on an extended leave for a while now. Got a bit burned out on KSP I think. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Gaalidas replied to alexustas's topic in KSP1 Mod Development
Huh, I always thought that once coloring of lights was introduced in the stock game that VGN would be rather obsolete for coloring the lights. -
OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
Maybe... KSP is still using an older version of unity, so you may run into issues. However, if it uses a shader than you might be able to use custom shader loader to bring the shader into KSP. Otherwise, you'll have to export the results to a standard texture setup. -
There's really nothing more to push on. I'm not a programmer of any real competence, and that's just with non-KSP stuff. KSP brings it to a whole new level. The only mod I ever tried to make a reality is still not ready to even be showcased, and it was derived from another person's work as it is and the other half of the code was written by someone else to help me fix my broken code. I've approached several other mod developers who have managed to more or less recreate this functionality to some extent (muscle car parts, B9 procedural parts) but in each case there was simply no interest in expanding into this mod's area of functionality. I'm not giving up hope for a revival, but the chances are very slim.
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
Gaalidas replied to pizzaoverhead's topic in KSP1 Mod Releases
well... most of us that is... -
Eeep... I totally forgot about this mod. I managed to get it to recompile and everything worked... except for the actual painting thing. By that, I mean everything went smoothly until it came time to apply the new color, and nothing happened. I sorta gave up on it after that. It was kinda sketchy anyway considering the blue highlight wasn't functioning anymore. I'm hoping someone will come along eventually and totally remake this thing, or come up with an alternative.
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[WIP] Intui-Tech SRAVE V0.2 (4/11/2015) NEW PART
Gaalidas replied to trekfan42's topic in KSP1 Mod Development
You might think about renaming the part that you included that has the same part name as the IR docking washer that it was derived from. While the game itself doesn't really throw much in the way of errors, other mods which try to detect parts and adjust things like the editor icons have a fit about parts with identical names. -
OMICRON - Flying Space Car Development Thread
Gaalidas replied to Climberfx's topic in KSP1 Mod Development
A flag decal space on several of the parts (nose, sides, maybe a custom part that would blend in well with the Omicron style to facilitate the flag) with a default texture of the Omicron logo would probably be the best option for a logo with customization possibilities. In the end, you don't really want to impose your own imagery onto the end user without an option to, at the very least, remove it so that they can have a clean format. Another cool thing you can do is what was done for... ugh... I forgot the name of the mod... -ducks out to check- ah ha, here is is: Space Tug That baby has a full semi-transparent decal system integrated with the front window and most of the body. You can, in theory, paste any flag or agency image, or any image included in the right folder that the plugin looks for, on top of the standard craft textures to use for decoration. I have absolutely no clue how it works on the model side, and my C# is rather limited still, but it allows for some crazy customization. At the very least, if we could do this for Omicron, you could easily tint the entire craft to match your (as in the end user) style or mission outcomes. Maybe you could look into this as an add-on post-release. That image from the back of the craft with the air-brakes extended makes them look like they have an ultralight semi-transparent quality to them, despite the evidence that they are fully opaque.