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MrHappyFace

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Everything posted by MrHappyFace

  1. It's not a shader issue, something is wrong with the texture. Try removing the .png at the end of the path, I'm pretty sure OPM uses .dds textures.
  2. The most likely cause is that unity is using the fallback shader (blank white diffuse) because your graphics card doesn't support the shader. Try upgrading KopernicusExpansion to the latest version if you haven't already. If that doesn't work, send me your <planet-name>.log file in KSP/Logs/ and your output_log.txt
  3. I already released a fix that fixes that. It's on the previous page. Also, according to your output_log.txt, the reason that this happened to you, but not me, is because your computer only has DX9 support, whereas mine has DX12.
  4. You could just make it use carbon dioxide as an oxidizer. I looked around, and found this which suggests using CO2 from the atmosphere and Magnesium as a fuel source.
  5. If you want to do it using code, try the CraftThumbnail class
  6. Yup, I've begun porting this over to Kopernicus. It's actually the original reason I made KopernicusExpansion. I'm shooting for a late October or November initial release, but no promises, school may get in the way
  7. New release! 0.1.2 Changelog: fixed bug where orbits rendered behind procedural gas giants fixed OpenGL incompatibility issue for procedural gas giants removed procedural storm generation from procedural gas giants, and replaced it with a texture map for specifying storms Download: https://github.com/HappyFaceIndustries/KopernicusExpansion/releases/tag/0.1.2 As the last changelog entry says, storms are now defined manually, using a storm map texture. Images: http://imgur.com/a/reysf The storm map is the first image, in it's full 2048x1024 resolution, and the second image is a screenshot of it ingame. Basically, the alpha value determines how close any given pixel is to a storm. An alpha value of 0 makes no change, and an alpha value of 1 is the center of the storm. The color channels don't matter, as only the alpha value does anything. This is the first non-prerelease, and it should work everywhere, with or without OpenGL now.
  8. It looks like it's an openGL issue. I ran the game in -force-opengl mode, and this happened: Thankfully, the comet tail shaders don't have the same issue. --- Edit: seems to be an easy fix... Might be able to release a fix today
  9. Just make sure to modify the opacityCurve and brightnessCurve values in the config, so that the tail will appear that high up. Invisible comets aren't any fun Whoops, I thought you said that the periapsis would be around Jool, not the apoapsis. There should also be a comet like Halley's, whose apoapsis goes slightly beyond Neptune. Last I checked, Kopernicus sorted flight globals ids by semi-major-axis, so as long as it's higher than Jool's, it'll be fine. You can always set flightGlobalsIndex in the config to some big number if it matters that much.
  10. That sounds like a good idea for the future, but I don't really have as much time for plugin development anymore, what with school starting back up and everything.
  11. @CaptRobau, can you try using pngs for the ring textures? DDS textures have different transparency values than other types of textures.
  12. Have you actually compiled the shader? You can't just load a plain shader, you have to compile it in unity first, there's a button for it in the shader inspector in the unity editor. (make sure you're using unity 4.6.1) If you have, are you sure you're setting the shader correctly? You're supposed to set part.renderer.sharedMaterial to a new material, using the loaded shader as a parameter in the constructor, something like this: [KSPAddon(KSPAddon.Startup.Instantly, false)] public class ShaderLoad : MonoBehaviour { public string shaderFileName = "KerbalFoundries/_Dev/KFSpec.shader"; public static Shader KFSpecShader; public void Start() { Debug.Log("ShaderSwap OnInit"); string filename = KSPUtil.ApplicationRootPath + "GameData/" + shaderFileName; if (shaderFileName != string.Empty && File.Exists(filename)) { Debug.Log("Found shader"); try { TextReader shaderFile = new StreamReader(filename); string shaderText = shaderFile.ReadToEnd(); KFSpecShader = new Material(shaderText).shader; Debug.Log("Loaded shader"); } catch (Exception e) { Debug.LogError("unable to load shader " + shaderFileName + " : " + e); } } else Debug.Log("Shader not found"); } } ... public class CustomMaterialModule : PartModule { public Material PartMaterial; public override void OnStart(StartState state) { PartMaterial = new Material(ShaderLoad.KFSpecShader); //set other properties for the material, like textures and normal maps part.renderer.sharedMaterial = PartMaterial; } }
  13. I don't think using shader.find works for shader objects you gotten from that loading method. Try just putting the shader object into a dictionary or something, and load it from there. You should also not rely on the shader being loaded with the part loader, you should manually apply the new material to the part using a PartModule or something.
  14. It's actually impossible to move the KSC to another planet, but you could just switch mars and earth so that mars is based off of kerbin and earth is just another planet.
  15. Aren't retrograde orbits just planets/moons whose orbits have an inclination greater than 180 degrees?
  16. New small release: v0.1.1 Changelog: Moved example configs into seperate download Added separate default brightness curve for dust comet tails Moved dll and settings into base KopernicusExpansion directory Download: https://github.com/HappyFaceIndustries/KopernicusExpansion/releases/tag/0.1.1 Download Example Configs: Download the zip file entitled ZZZ_KopE_Examples.v0.1.1.zip BTW, I would prefer that any planet packs using this include it in their downloads.
  17. You can edit the various properties (storm frequency, noise properties, etc.) using the ingame editor Set the line mode = normal to mode = editor in the Settings.cfg file (found in GameData/KopernicusExpansion/Data/) to access the gas giant editor in the tracking station. Proper config format for procedural gas giants: Body { ScaledVersion { Material { texture = pathToScaledTexture //... the rest of the properties ... } ProceduralGasGiant { generateRampFromScaledTexture = pathToScaledTexture seed = <random number you set> animated = true/false hasStorms = true/false cloudSpeed = <number above 0, I prefer 100> distortion = <Distortion value from ingame editor> frequency = <Frequency value from ingame editor> gain = <Gain value from ingame editor> lacunarity = <Lacunarity value from ingame editor> stormFrequency = <_Storm Frequency value from ingame editor> stormThreshold = <Storm Threshold value from ingame editor> } } } That config will generate the required color ramp automatically from the scaled material's texture.
  18. This config is pretty clean: @Kopernicus:AFTER[Kopernicus] { Body { name = Kipler Properties { description = Kipler is famous for it's swirling clouds and it's brilliant, golden color. It might also have a few moons, but kerbals, being easily destracted by shiny objects, didn't discover them until recently. radius = 4500000 geeASL = 0.6 rotates = true rotationPeriod = 14000 timewarpAltitudeLimits = 0 200000 200000 100000 100000 1000000 5000000 50000000 ScienceValues { flyingLowDataValue = 10 flyingHighDataValue = 9.5 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 flyingAltitudeThreshold = 140000 spaceAltitudeThreshold = 3000000 } } Orbit { referenceBody = Sun color = #ffb000 inclination = 0.8 eccentricity = 0.03 semiMajorAxis = 35000000000 } Atmosphere { enabled = true oxygen = false ambientColor = #ffb000 lightColor = 0.46629,0.51685,1,1 atmosphereDepth = 200000 staticDensityASL = 100 temperatureSeaLevel = 280 temperatureSunMultCurve = false temperatureCurve { key = 0 280 key = 120000 180 key = 200000 0 } } ScaledVersion { type = Vacuum Material { texture = NewKerbol/Textures/KiplerColor color = 1,1,1,1 specular = 0,0,0,0 shininess = 0 } ProceduralGasGiant { generateRampFromScaledTexture = NewKerbol/Textures/KiplerColor hasStorms = false } } } } This config is for a gas planet. I don't have any clean PQS planets yet. --- On a large scale, volcanos have to be implemented with particles, and modifications to the heightmap (or MapDecals, if you know how to use them). If you're just talking about small geysers, that's planned for a future update.
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