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DSSP

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Everything posted by DSSP

  1. those are my private animated electric generators . blinking green means full capacity.
  2. i personally dislike using windows in my plugins they are very messy with multiple parts. and without windows there is no way to have such an interface. custom lights can be used with this plugin just follow the instructions in any part.cfg included. as for the standard spot/flood lights this will not work. i could create an alternative module just for those if you'd like .
  3. i want to make it clear that i nevver had any concern about code being stolen. (happens anyway even with a good license) nor am i planning to drag people to court . come to think of it in a way we steal code from KSP . i whas just wondering about the world of licenses as i am new to it. thanks for all the information.
  4. aren't most of the licenses just fictive ? i mean who's gonna enforce them at all ? are there any law firms behind public licenses to enforce them? if i would write my own license statement who would enforce it ?
  5. thanks for the reply's, this helped me alot. and i agree with Faark that abandonment should be considered. although i dont think i will abondon ksp for a long time (at least as long as Squad keeps working on it )
  6. hi i'v been coding for a long time now but nevver really released any sourcecodes and therefore nevver used/created a license. so i have some questions about license creation. would it be allowed to just write a license saying anything the user can think of is forbidden with the exception of using the files in ksp. or is that to easy? is it more complicated then that? thanks for any help.
  7. It is indeed a seperate Child/GameObject with a KSP/Alpha/Translucent Specular Shader using a default unity SteamBlur texture.
  8. they are standard KSP xenon tanks that came with the 0.21 patch im sure.
  9. download link added to first post including source and license. thanks for reminding me.
  10. if thats your argument i would say dont download . but no discussion about it i will add the required stuff because those are the rules.
  11. im sorry this is my first release i am creating a license and adding source. untill this is done i will remove the download link. my appologies doesnt every coder wants to hide his code but i understand, im just new to this (adding licenses etc.).
  12. sorry its basicly my first youtube video the quality is just bad. ill upload a screenshot of the contextmenu. IVA is impossible at the moment since i have no internal parts created for this yet. also i see no use/reason to increase there courage while working.
  13. i whas playing around to see how much of unity's functionality can be used in kerbal. i ended up with a fully functional workshop that needs kerbals to operate and creates resources in orbit. the generation rate is based on the kerbals stupidity, and while working each kerbal learns and decreases its stupidity which in turn adds to the generation rate. the plan is to use the workshop in conjunction with a orbital launchpad i am working on which needs the resources the workshop produces. i know the kerbals dont look very nice at the moment but i focused on functionality so i had to create something in a short time. preview. contextmenu.
  14. this plugin is written in cooperation with the standard ModuleLight KSP uses. which means all the normal light functionality is kept aswell as the cunsumption fields in the origional ModuleLight in part.cfg. as we speak i am uploading the files for download. try it and tell me if anything could be added or changed.
  15. I always felt like there are not enough lights and missing colored lights. so i started a project to control color,intensity and range of a light in-game. this will also allow default colors to be set in the part.cfg. so anyone could copy the part and create a range of colored lights. Download here: DSSPLights.rar License and Source included in archive. Archive Contains Parts (as shown in image): LightBulb (Small,Medium,Large) LightBeam below image is the actual working plugin ingame. now compatible with ksp's spot and flood lights. Add below code to the part.cfg of spotLight1. (GameData\Squad\Parts\Utility\spotLight1\) MODULE { //Module Name name = DSSPLights //the GameObject that holds the Animation Component animGO = light1 //the animation path to the GameObject that represents the lightBulb (Material Animation) (path is relative to animGO) animBulbPath = //the animation path to the GameObject that holds the Light Component (on/off Animation) (path is relative to animGO) animLightPath = spotlight //min/max values minIntensity = 0.5 maxIntensity = 1.0 minRange = 400.0 maxRange = 800.0 //Default values valRed = 1.0 valGreen = 0.9620081 valBlue = 0.7910448 valIntensity = 1.0 valRange = 400.0 } Add below code to the part.cfg of spotLight2. (GameData\Squad\Parts\Utility\spotLight2\) MODULE { //Module Name name = DSSPLights //the GameObject that holds the Animation Component animGO = light2 //the animation path to the GameObject that represents the lightBulb (Material Animation) (path is relative to animGO) animBulbPath = //the animation path to the GameObject that holds the Light Component (on/off Animation) (path is relative to animGO) animLightPath = spotlight //min/max values minIntensity = 0.5 maxIntensity = 1.0 minRange = 15.0 maxRange = 30.0 //Default values valRed = 1.0 valGreen = 0.9620081 valBlue = 0.7910448 valIntensity = 1.0 valRange = 15.0 } sorry for the bad quality im still figuring out how to get good quality on videos.
  16. This could come in handy for any modder. A config create script for unity. (WIP) http://forum.kerbalspaceprogram.com/showthread.php/43561-WIP-KSP-part-cfg-file-writer-script-for-unity
  17. Thank you for your kind response. And yes this does support custom modules. Im working on a more sophisticated plugin that would allow templates to be loaded and saved, a choice for basic stacknodes and one for advanced stacknodes (as suggested by Nazari1382). A future project would be to add support for props and internals.
  18. it is possible to import a .mu file in unity without a custom importer. it wont have functionality but you can import them. im not sure if squad likes me to explain how to do this. so i won't, untill they tell me otherwise.
  19. a standalone configeditor wont be hard to make. but in my opinion it misses the point of being usefull. the sole purpose of having the editor in unity is that you could export the part.cfg file along with your ksp model. but still if a standalone config editor is really needed by a lot of people i will create one.
  20. This is possible in the custom parameters section at the bottom of the form. It does assume you are able to write the complete module yourself in the textbox. I will try and create a optionbox for some default wheel/engine values. If anyone could help out with the required modules needed for engines/wheels and what are optional like gimbal effect etc. I do not (yet) have such experience with KSP at this moment. nonetheless i will give this a try. could you please elaborate this ?
  21. i assume you get this error ingame? if so i updated the link to fix a missing bracket to end the PART { code. i hope it works now.
  22. This is written with the latest unity 4 free version.
  23. First of all i'm a beginner modder. I got fed up copy pasting a cfg file and rewrite it everytime i created a new addon part for ksp through unity. That thought got me working on a custom editor script to fill in and write a config file. Here's what i got working so far, imo it's basicly done but i like to have some opinions and suggestions from some fellow modders. DSSPTools.rar Extract the DSSPTools folder somewhere in your Unity Assets. Add the KSP_ConfigCreate script from assets to your GameObject just like you would with KSP PartTools. This will add an editor to your inspector, fill in the form and press write and your configfile will be created. Do with the scripts as you like. use it, change it. All i ask is inform me of any good changes and/or suggestions . Edit: Found a bug resulting the attach node not being written. FIXED: Link updated Edit2: Forgot to write a bracket ending the PART{ code. FIXED: Link updated
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