Jump to content

nistur

Members
  • Posts

    3
  • Joined

  • Last visited

Everything posted by nistur

  1. Thanks. This is exactly what I was looking for. I feel a bit silly replicating an existing mod, but as I said in my other thread, I sort of want my stuff to be complete and standalone. Knowing that this exists, I'll make sure the two can be used together without conflicts though. Thanks again
  2. I think the first thing to do now is to introduce myself properly, then my project. This isn't my first post here, I've recently added a rambling post requesting help with my camera plugin. My name is Philipp, although I tend to go by Nistur online. I've been playing KSP for a while now. I wouldn't say I'm good by any stretch of the imagination, I do enjoy it though. By day I'm a programmer working on predominantly iOS games, largely using Unity. To date I've got four (relatively successful) games out with my name on them, and one out which we weren't allowed credits for, mentioning no names *cough*EA*cough*. I've also worked on a number of other projects that haven't (yet) seen the light of day. In my free time, I used to game a lot, but now I tend to spend most of my time while at the computer coding and tinkering. It's because of my love of space, tinkering, and also my inability to do much well in KSP that I've been wanting to make some mods. I have a larger goal for the project, which is to make a giant interplanetary ship in space, but in the meantime I'm building smaller components which will make life easier to achieve the goal. I will not be making cheating parts. The first part I'm making is a docking cam system to help me with (surprisingly) docking, which I'm particularly terrible at, but can also be used for general awesomeness. After that I think I'm going to be working on a fuel management system to help with refuelling. Maybe then some more "standard" parts like engines, fuel tanks etc. One thing that I've got planned for the (more distant) future is to be able to create a hull. This will almost definitely be via a ship mounted tool so will only be available in space. The player will aim the constructor ship and "fire" four points at a target ship, after the fourth one a quad will be created between them. The functionality of this will be that it will act as structs between the four points (six in total, two horizontal, two vertical, two diagonal) and probably a collision box. This should allow the creation of more aesthetically pleasing ships, as well as more structurally sound behemoths. Overall there are a lot of things I'm planning on doing which I'm sure will have been done before. I would like my mod to be standalone and "complete" as it were, so I don't want it to depend on someone having another mod installed to run mine. On the other hand, I definitely don't want to conflict with anyone else's work, so I will be looking for other similar work to mine, especially open source stuff so I can... be inspired by it (I will obviously credit anyone else's work) If there are mods achieving similar goals to anything I'm working on, I'll also try my best to make the functionality interchangable, so the mods can be used in conjunction with each other. I have set up a project blog for "Kaos Industries" in which I'll be providing updates in character when they occur. I will also update this thread with OOC news when I see fit. Unfortunately this probably won't be progressing particularly quickly for a number of reasons, firstly, I am currently working as a freelance programmer for a while and the majority of my energy will be sucked up by that, and secondly, there is a significant amount of artwork that needs to be produced for me to be satisfied with my mods. I currently don't have an artist available to produce these, so it will have to rely on my rather poor artistic skills. As a final note, all my plugin code will be released under an open source license on GitHub (probably zlib) when I'm happy that there's a functioning and useful mod. If I make any 3D models, they will be under a similar license, if I manage to find a contributor, that might change depending on their wishes. If you've managed to read all of this and not got bored, you deserve a cookie.
  3. First of all, greetings! I've been playing KSP off and on for quite a while now, and I've been lurking around here for a little while. I figured a while back that I'd try my hand at some plugin dev stuff. My plugin(s) will address little itches I have about the game, so whether or not they're useful or interesting to other people will remain to be seen. For my first trick, I thought I'd make a docking cam system. I quickly found a 3D model I could use1 and started poking at the code. Making a RenderTexture and displaying it was the easy part. Took a little while to figure out the positioning and direction from the model. The issue now is that I don't seem to be able to render the scene properly. Initially I could just see the components of the rocket, the launchpad and everything else was Unity's lovely shade of blue default clear colour. I figured I'd be clever and copy near/far clipping planes, culling mask and clear flags from the main camera, but then what I get is this: And for reference, it's mounted thusly with nothing above it2 Does anyone have any experience with creating cameras for KSP that I could look at your code for how you set them up? The camera renders to a 128x128 RenderTexture currently. I was playing with the idea of sticking a post processor on there and making it fuzzy and/or black and white. Maybe for a different camera model. I have 4 different cameras planned right now: standard cheap-o CCTV box (the current model) webcam (surface mount like linear RCS thrusters) HD cam (more round model CCTV with 256x256 RenderTexture) and one with limited movement. Also going to (when I figure out how this all works) plug it in so the cams only display when they are enabled. As well as help with why my cameras are playing up, I'd love to hear feedback. 1 although in hindsight, I may have to resize it a little, as it looks very out of place next to larger, clunkier parts. 2 I am, at best, a poor 3D modeller, but I'm a terrible texturer, right now it has some default material on it that makes it go black. I will try and texture it at some point, when I'm done arguing with the code perhaps. Edit: After taking a little while away from this and coming back, the answer is relatively obvious, KSP is rendered with (at least) 2 cameras normally. One for a custom "skybox" and one for the player. I haven't been able to tell if there are more cameras yet. That does, however explain why the camera was going crazy. Edit: I just checked the number of cameras present in the game scene on launch. 10. Eek. Well, I'm going to do some digging. With any luck I can pick a couple that I will need to use. I think adding 10 more game cameras per docking cam is more than a little unrealistic
×
×
  • Create New...