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rbray89

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Everything posted by rbray89

  1. W Then it wouldn't affect ships. I have another idea in mind.
  2. I have lots of things to do with the config mechanism. The only thing I hadn't thought about was the layer naming. Possible. We'll see if it makes it into the next revision. Shadows are something I have planed. However, they won't block sunlight or anything, and they won't stack on layers unfortunately. May only be able to set one as a "shadow caster" Cumulous clouds are something I want to implement, but it will have to wait. Looks like I am going to revisit basically the entire structure of the mod. Given that it has evolved so much, I don't see any other way to proceed as it is.
  3. Can't wait to see them! - - - Updated - - - It's called Z-fighting, and I hope to have it fixed in a future version.
  4. The use case for this is for planet-wide fog/atmosphere. Think Jool and Eve. Maybe laythe, but less thick.
  5. That looks really spiffy. It will look a lot better once I get that terrain shader implemented though. No more ugly clipping.
  6. Did you remove ATM to see if it really was the issue? Doesn't look like it is: NullReferenceException: Object reference not set to an instance of an object at MuMechModuleHullCamera.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) CMC: False AMC: True COA: False (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at MuMechModuleHullCamera.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.EventObserver.Update () [0x00000] in <filename unknown>:0 at Nereid.FinalFrontier.FinalFrontier.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  7. Haha, I'm sold. Never thought to reduce log bloat during setup, but I'm in. As long as you consent to the rules of the MIT license, the patch is all that is needed. Thanks!
  8. Unfortunately this is a bug in KSP. Sometimes the PQS system just dies and your craft will just sink. Happens with or without this mod.
  9. Ok... so I have SOMETHING started... I'm now seeing this: [WRN 12:29:21.193] Cannot find preset 'Default' for pqs 'Jool' [WRN 12:29:21.197] Cannot find preset 'Default' for pqs 'Sun' any ideas?
  10. That's what I was afraid of. The thing is, from what I could tell, the bodies were simply cloned and then the parameters modified. So those are setup with all sorts of things we don't really need and may interfere.
  11. I mean building placeholders. Some colored squares on the textures . At least until I can figure out how to implement procedural cities in a performance friendly manner.
  12. Hey Guys! I'm looking at adding a PQS to Jool to manage things, but can't seem to figure out how to do it. I've tried a variety of permutations, and to give a glimpse of what I've tried: qs = (PQS)cb.transform.gameObject.AddComponent(typeof(PQS)); PQSMod_CelestialBodyTransform cbt = (PQSMod_CelestialBodyTransform)cb.transform.gameObject.AddComponent(typeof(PQSMod_CelestialBodyTransform)); cb.pqsController = pqs ; GameObject go = new GameObject(); PQSCloudTest lcc = (PQSCloudTest)go.AddComponent(typeof(PQSCloudTest)); cbt.body = cb; cbt.deactivateAltitude = 200000; go.transform.parent = pqs.transform; Any ideas? Thanks!
  13. Interesting. I'd like to see some "Buildings" though instead of the lights - - - Updated - - - between 256 and 512 would be good. Thanks Proot!
  14. Will do. We'll have to get some texture for daytime/nightime though.
  15. Textures that would look good as a tiled ocean basically. Ideally a couple, one for really up close, another for farther away, Maybe even another for orbital currents and stuff.
  16. Yes and no... I'd prefer not to. You don't need 8K textures. These detail textures are only 512*512. All the color is assigned by vertex. The terrain just seems blocky due to distance from the craft.
  17. That is the plan, though I've been having issues finding suitable textures.
  18. Glad to see you figured something out while I work on it. In the meantime, I'll share some of my terrain progress:
  19. It's on my plate, but I can't guarantee a fix soon. I have a few thoughts about why it might be doing those things, but nothing certain until I can check it out.
  20. You'll need to bump the radius up to something like 10Km For now...
  21. This is due to the HUGE sphere and the layer being an approximation of one. The "dips" are very large.
  22. So I eventually figured it out. There are only two detail textures. One for mountains, one for everything else. Looks like it uses the normal to lerp between the two.
  23. Only on some planets? Was it a re-size or add? Only in map-view? I need all the info you can provide.
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