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Everything posted by Thomas P.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Ummm... If you have Kopernicus questions post them in the Kopernicus thread. If you have questions regarding a special mod, post them in the respective thread. And before asking for support, read the rules in the OP. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Thats not a suprise. gravParameter overrides all the other three values (mass, geeASL), and you set that to 65138397520 -
Terraforming on the small scale
Thomas P. replied to DChurchill's topic in KSP1 Suggestions & Development Discussion
I should really restore my thread for Kerbal Terrain Systems, after it got deleted by some forum bug. It isn't even hard to do dynamic rebuilding, you just need to have the right idea. IF you are interested, this is the (stupidly small) source: https://github.com/ThomasKerman/Kerbal-Terrain-System -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
There are no really common errors, because every config can cause different stuff to break, and sending me the whole file is a lot easier -
That was Kragrathea btw, not KCreator (not that KCreator isn't as genius as Krag ) KCreator made the original KittopiaTech, that was first intended to be an addon for PlanetFactory, then it got his own config and was heavily used in the "dark days" of Kopernicus, where the dev team was nonexistant, and Kopernicus had no PQSLoader. Later, we adopted it, because we felt the need for a GUI, and KCreator / Gravitasi stopped maintaining it.
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
Thomas P. replied to Endersmens's topic in Kerbal Network
*knocks on the door* Uhhm, hello?- 929 replies
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Yes, this mod just moves the KSC.
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Are you reading my mind? In fact, I had this idea some weeks ago, I just need to figure out how to implement it properly (design, and so on).
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Kopernicus PQS mods Documentation (W.I.P)
Thomas P. replied to Kepler68's topic in KSP1 Mods Discussions
God no! That parameter is basically the base of the mod, without it, it will fail horribly The optional parameter in parser target just says that Kopernicus shouldn't put the whole planet into the recycling bin if a param is missing, because sometimes you can leave out params, and I just used optional everywhere If you need something, just let me know (join #Kopernicus, ping me, write a PM, etc.). I am currently working on a standalone version of the PQSMods that could be used to test what the parameters do (enter params into a console app and it draws you a map or so). I also planned to implement some kind of documentation into Kopernicus / Kittopia, where this stuff would be appreciated. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Seriously, how often do I need to say it: We need your logfiles to help you, because we don't know where your problem is by looking at your config, especially if the config has no visible errors (can't spot any). The logs are the only sane way to say what is wrong. And that is not just some programmer specific weirdness, it is simply a matter of sanity and of efficiency. It is much more time consuming for us to reverse engineer the config that for you to put the logfile on pastebin or dropbox. We are trying to help you, but you have to help us at the same time. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah thats it, I just didn't remember the exact names -
Give the fact that the thread starts to have some chat-character: Might I suggest an irc channel to you?
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Well in the heightStart / heightEnd values, you don't use absolute values but values between 0 and 1. 0 represents the lowest point of your planet, and 1 the highest one. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
Even though I have no config from you and should ignore you: I bet that you have used absolute values instead of relative values (0-1) in the height stuff. Config would be nice though. -
Asteroid Spawn API?
Thomas P. replied to Starstrider42's topic in KSP1 C# Plugin Development Help and Support
The problem is that Asteroids store their values in the assets files, and you cannot access them, even with changing the used path (that will still look inside the game assets and not in your asset bundles iirc). You would have to intercept the mesh generation, replace the values, and redo the generation. Also, the asteroids use min / max wrappers for the mods, and copying all the PQSLoaders to that and check if the mod supports Asteroids (only numeric types) was a bit too much for me. -
Tagging a monobehaviour with KSPAddon does nothing else except creating a new GameObject (new GameObject("nice name")) and adding the flagged type to it, using gameObject.AddComponent<myType>(). Creating monobehaviours with the standard constructor doesn't work in Unity. Therefore you can't pass variables to it, like the constructor does it. In your case, I would add an OnGUI method to your KSPAddon, and call the draw methods you previously registered in RenderingManager from there. That way you don't need to extend from MonoBehavoir and you have minimal code changes, as opposed to MonoBehaviour, where you have to respect the lifecycle (no constructor, everything in Awake() and so on).
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I literally posted the paths...
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Then the exporter crashed. It could be a problem with your config, or with your game state. (That is long for: I need logs )
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Logs are the only thing that really helps to find the origin of issues, and I will happily help if you upload the correct logs for me (KSP.log and Logs/Kopernicus)
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Its a bit different now Open Kittopia Select target planet Select ScaledSpace Editor Press "Update Textures" Wait Find textures Be happy
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I deleted it recently. But you have luck! KittopiaTech 0.4 is now available from the Github release page (link in the OP), with official 1.1.2 support! Because I literally rewrote the whole mod, there can be still some bugs, and I would like if you would report them to me (if you find some) Changelog Reworked the whole UI, made it more modular and easier to read Removed some unused utility functions. Also, if I am not mistaken, there is no code written by @KCreator anymore Added a ScaledSpace editor, and moved the export buttons to it ScaledSpace and Texture updater save to disk automatically now Added Support for adding / removing oceans, and for adding PQS to gasplanets Removed the need for Kittopia.cfg, you can edit the strength of a Normal map ingame You can now enter whatever you want into the numeric fields. If the value isn't parseable, you get a warning and Kittopia won't apply it. Removed all apply buttons, Callbacks are used now. Added Support for adding / editing Hazardous Oceans Other stuff I forgot Enjoy!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Thomas P. replied to Thomas P.'s topic in KSP1 Mod Releases
I released 1.0.5, get it from Github as usual It mainly contains some fixes for the API used by KittopiaTech, it adds a value for patching PQSMods by index and it fixes a bug with the deletion of PQSMods by name / index. To delete a PQSMod with a fixed index, you now need to use ; as the seperator between the name and the index. Also, FlattenArea is now visible in the ScaledSpace export. -
Asteroid Spawn API?
Thomas P. replied to Starstrider42's topic in KSP1 C# Plugin Development Help and Support
Asteroids are generated by PQSMods, and therefore their mesh and the texture are procedural. I tried to interface with this system, but it ended up being horrible in-game My solution to the whole "customize your asteroid" stuff was, that I added a node to my asteroid config, that represents an overload for the finally generated Vessel. This allows the user to make his own part and load it into the asteroid (You can even build an asteroid in the VAB, from fuel tanks and command pods (#debrisfields) with that). We (especially Sigma88 and GregroxMun) did some funny stuff with that in #Kopernicus. -
I rewrote the complete UI code of Kittopia to be more modular and cleaner than the current code, because it started to annoy me. I abstracted a lot of stuff, and made some general improvements to the UI. It is still using the old IMGUI, because I don't have the time to redo the whole UI with the new one, even though it would be faster and would save memory. I also added an editor for Hazardous Oceans, the ability to save oceans and I am working on a "Add Ocean" button.
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For further development of this mod, please head over to the Kopernicus thread! https://forum.kerbalspaceprogram.com/index.php?/topic/140580-145-1-kopernicus-kittopiatech/ Description This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. What has been changed? Complete rewrite of the UI-Code (Planet_GUI.cs) Replaced the ConfigLoader with a ConfigSaver that can export dumps of the planet in a Kopernicus compatible format Added an option to completely remove a PQSMod. Seperated ScaledSpace export and PQS-Texture export. Made the Instantiation-Button functional, via. hacking PSystemManager to spawn a body that is instantiated from the systemPrefab. It's still hacky, and it can break some mods. Added Support for HeightColorMap-Landclasses Completely new LandClass-Modder Support for editing PQSMod_VertexPlanet.SimplexWrapper and NoiseModWrapper PQSLandControl.LerpRange editing Improved Particle-Editor Reworked the Map-Exporter, so that it uses a Coroutine to generate the maps. That means, that exporting maps no longer freezes your game, but it still takes some time until the generation is finished. But at least, you can do other things in the meantime. We have added Support for editing PQS-Materials. You can now load MapSO's and Textures through a FileBrowser Improved Ring-Editor, you can now edit rings after creation, delete the selected ring. Curve Editor for editing FloatCurves Reworked Star-Fix code, to use StarLightSwitcher Added a ScaledSpace editor, and moved the export buttons to it ScaledSpace and Texture updater save to disk automatically now Added Support for adding / removing oceans, and for adding PQS to gasplanets You can now enter whatever you want into the numeric fields. If the value isn't parseable, you get a warning and Kittopia won't apply it. Removed all apply buttons, Callbacks are used now. To-Do List Readd support for GroundScatter Maybe other things? Suggest something! Screenshots http://imgur.com/a/YzoeS Download Grab the latest KittopiaTech release from the GitHub repository: https://github.com/Kopernicus/KittopiaTech-Legacy/releases You can open the Ingame-UI with Ctrl + P License "The KCreator license" KittopiaTech incorporates Kopernicus, which is licensed under LGPL. Source https://github.com/Kopernicus/KittopiaTech-Legacy Like my mods? Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks".
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