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Fengist

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Everything posted by Fengist

  1. Keep in mind, it's been years since I was deep into modelling. There's likely a way to do it, I just don't remember it offhand. I've used the free version of autocad to do some 3d printing and I can tell you Wings works nothing like that. It's more of a point and vector editor. It does have ways to combine objects by using 'bridge' but that basically takes 2 polygons and connects the vectors.
  2. Dunno a THING about Blender. Took a look at it a couple times and went what??? I use Wings 3D. I could likely merge them there but it would be a chore. And honestly, just for a slight glow effect, I'm not sure anyone keeps their vessels in one piece long enough to notice.
  3. Ah. Well, that answers that question then. Thanks. I'm pretty sure that at least half of the models I have with multiple emissives use multiple meshes. It does explain what I was seeing though. With the old module lights I could get one emissive to work but not the other 3. Not sure this late in the game if I wanna go to all the trouble though of re-doing a bunch of meshes. That or I may study my old light code and see if I can get them to work that way. And there is one other solution. That part had 4 emissive portholes. I may just remove the part entirely since an empty fuel tank and 4 of my stick-on port holes would look exactly the same as the emissives with the lights. Then again, I may just get the multiple emissive to work and be done. Thanks again @ColdJ Hope you'll be around for ksp2 stoopid modding questions ;).
  4. Thanks @Gargamel. I assume that includes the ambient sounds. I filed a dispute but you know how it works, it took them seconds to block the video and likely weeks to un-block it. Luckily, it was just a test video and nothing important. I'll let you know the results of the dispute. Think next week I'll just post dozens of short KSP streams to facebook and see if I can make Sony explode. Then again, I could just hire some North Koreans to do that... again.
  5. Did some test streaming on facebook today playing Kerbals, nothing else. I got this nasty-gram after the video was blocked. The following actions were applied to your video by Sony Music Entertainment - SME, because it may contain 31 seconds of content they own. And how much you wanna bet that it's the ambient sounds at night time when viewing the space center. I swore the first time I heard it, it was the ambient sounds from EQ1's Nek Forest. You don't suppose Squad borrowed that do you? Checked the time codes Sony claims is a violation. 1 scene 16 seconds they claim is a violation is exactly what I expected. Night time looking at the space center. The other one, 15 seconds, was a black screen after transitioning from missions to space center to VAB.
  6. Thanks @ColdJ, @Stone Blue Well, I got the lights and emissives working with the modules you guys suggested. But that created an entirely new problem. My old way of doing lights was to add a point light for each emissive that's slightly offset from the part. That way, it casts a bit of a glow. I animated both the emissive and the lights in the same module/action. By adding both an animate generic and the color changer I now have 2 buttons on the part for turning lights on and off. So here's where that gets even more screwed up. I can go on the part module and turn on just the point lights. So now, the portholes in the picture above has this white light glow effect. I then toggle all of the vessel lights and the point lights go out and the emissives come on. If I try to get slick and remove all of the GUI events from the animategeneric in the cfg, it politely reminds me that I forgot and adds a button to the part called 'toggle'. So either way, I end up with both a button for the emissives and a button for the point lights or I confuse the end user with two 'toggle lights' buttons. I do have another solution but I'm real hesitant to use it further. In my Kerbal Electric mod I wrote my own module to handle lights because of some of the limitations of module light. It still seems to be working and it does handle emissives as well as point lights but I'm thinking it only does one emissive. I have that in the Kerbal Electric plugin and didn't really want to toss that into my big plugin I use for everything else. Any other ideas on how to do this without the two buttons? Thanks guys. F. Oh and one other thing that made me go... why? I couldn't get it to work with animating the light intensity, only the color.
  7. Ok, this took some digging. A post I did 7 years ago about emissives. In that post I got some help figuring out a way to edit the animation files to make them compatible with a newer version of KSP (using unity 4 at the time). Now, here' the gist of it. If I just write the part with the animation, Unity bombs with out of memory errors (Unity 2019) or stream read errors (Unity 2017). However, if I edit the animation file as mentioned above, the part will load fine but only one of the emissives and none of the point lights work. Haven't tried this in 2019 yet. Took me long enough to find this post. Done working on it for the night.
  8. Ok, so I haven't worked on KSP with Unity for some time. But some things you don't forget. So I have to ask, what the hell happened to emissives??? I first tried to get this working in my trusty old 2017 Unity. No luck. Upgraded to 2019 per the part tools post, still no luck. I have a part. 4 emissives, 4 point lights. Everything looks great in Unity. I write the part, load it into KSP and only one emissive works. The other 3 and apparently the point lights don't work. All 4 parts are set to KSP/Emissive/Diffuse. All 4 parts use the same texture and same emissive texture. All 4 parts have the same emissive color, black. I've tried creating the animation on both the root gameobject and the main part with the same results.. I add the mesh renderer material emissive color for all 4 parts. I add the light color for all 4 point lights. Animation duration 60 seconds. I scrub to 0 sec, I set all of the parts colors to 0. I scrub to 60 sec, I set all of the parts colors to 1. When I play the animation in Unity, all 4 emissives and all 4 point lights work. I write the part and it's definitely going in the correct directory. I know this because I've intentionally changed all the emissive colors to white and it's obvious in-game. Load up ksp, turn the lights on. ONE emissive works. Ok, so I know this type animation worked in the past so I was trying to figure out what the hell I was doing wrong. I have a lantern. 1 bulb, one point light. Animation changes the color of the bulb, intensity of the light. Now here goes. If I have the emissive and point light on the animation, only the emissive works. If I have only the point light on the animation and the bulb set to ksp/diffuse nothing works If I have the point light on the animation AND the bulb set to emissive/diffuse... THE BULB ANIMATES! WHAT????? Doesn't matter what I do, the pointlight won't animate. Tried realtime and baked mode both. Got liquided, set the intensity to 5000... no light. Now I know that tutorial from like 6 years ago about making emissives. But I've never need to use that in the past. What's changed and why won't just point lights animate??? And just for the sake of argument. I gave it a try, it animated nothing caused a null ref. Showing the animation and emissives at 0 sec Showing the animation and emissives at 60 sec showing all 4 work. Part loaded into KSP, ONE emissive works
  9. Updated for 1.12.x Sorry there's only one font for these but this was more or less and experiment to see if it could be done. Gonna keep focusing on my larger mods. May get back around to this one one day.
  10. Steampunk is BACK! Ok, so there was a lot of breakage in the intervening years and versions. I THINK I have everything fixed but you never know. So far, all the null refs have disappeared from my log and things seem to work. If you find anything crapping out, let me know. So... For this re-release of a true classic I've made a few detrimental changes. Most of the engines now do not generate electricity. Which means, you can be cheaty and bury RTG's inside a hull somewhere or, use our just incredible DYNAMO! (it's steam powered just as you'd expect).
  11. Kerbal Lights now updated for 1.12.X I've also included something for you to test out. The instruction are erm... on the part.
  12. Is there a release of CCK for the last KSP? Pardon, haven't been around in a while and not sure where things are these days and trying to get my plugins up and running. A couple used CCK? I downloaded what I think is the latest code from Git, recompiled and ran into a few problems. Everything seems to work, just get these crashes in the log. I THINK they're from CCK but they could be my code. [ERR 19:04:18.663] Exception handling event onGUIEditorToolbarReady in class KerbalElectricFilter:System.NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartCategorizerButton.SetIcon (System.Boolean selected) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizerButton.InitializeToggleBtn (System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color color, UnityEngine.Color iconColor, System.Boolean last) [0x00062] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizer.InstantiatePartCategorizerButton (System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color colorButton, UnityEngine.Color colorIcon, System.Boolean last) [0x0000f] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizer+Category..ctor (KSP.UI.Screens.PartCategorizer+ButtonType buttonType, KSP.UI.Screens.EditorPartList+State displayType, System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color color, UnityEngine.Color colorIcon, EditorPartListFilter`1[T] exclusionFilter, System.Boolean last) [0x00006] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.PartCategorizer+Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2[T,TResult] exclusionFilter) [0x00040] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at MPUtils.BaseFilter.SubCategories () [0x0004a] in <163c83f13d8d42c888e473078d014924>:0 at EventVoid.Fire () [0x00127] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 [EXC 19:04:18.668] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.PartCategorizerButton.SetIcon (System.Boolean selected) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) KSP.UI.Screens.PartCategorizerButton.InitializeToggleBtn (System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color color, UnityEngine.Color iconColor, System.Boolean last) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) KSP.UI.Screens.PartCategorizer.InstantiatePartCategorizerButton (System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color colorButton, UnityEngine.Color colorIcon, System.Boolean last) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) KSP.UI.Screens.PartCategorizer+Category..ctor (KSP.UI.Screens.PartCategorizer+ButtonType buttonType, KSP.UI.Screens.EditorPartList+State displayType, System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color color, UnityEngine.Color colorIcon, EditorPartListFilter`1[T] exclusionFilter, System.Boolean last) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.PartCategorizer+Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2[T,TResult] exclusionFilter) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) MPUtils.BaseFilter.SubCategories () (at <163c83f13d8d42c888e473078d014924>:0) EventVoid.Fire () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.<SetInitialState>d__95:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) KSP.UI.Screens.PartCategorizer:Setup() EventVoid:Fire() KSP.UI.Screens.EditorPanels:ShowPartsList(Action) EditorLogic:SelectPanelParts(Boolean) EditorLogic:StartEditor(Boolean) <Start>d__132:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 19:04:18.669] Exception handling event onGUIEditorToolbarReady in class SteampunkFilter:System.NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartCategorizerButton.SetIcon (System.Boolean selected) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizerButton.InitializeToggleBtn (System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color color, UnityEngine.Color iconColor, System.Boolean last) [0x00062] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizer.InstantiatePartCategorizerButton (System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color colorButton, UnityEngine.Color colorIcon, System.Boolean last) [0x0000f] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizer+Category..ctor (KSP.UI.Screens.PartCategorizer+ButtonType buttonType, KSP.UI.Screens.EditorPartList+State displayType, System.String categoryName, System.String categorydisplayName, RUI.Icons.Selectable.Icon icon, UnityEngine.Color color, UnityEngine.Color colorIcon, EditorPartListFilter`1[T] exclusionFilter, System.Boolean last) [0x00006] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.PartCategorizer+Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2[T,TResult] exclusionFilter) [0x00040] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at MPUtils.BaseFilter.SubCategories () [0x0004a] in <163c83f13d8d42c888e473078d014924>:0 at EventVoid.Fire () [0x00127] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Lemme know if you do. Kerbal Electric is one of mine and it's still in the lights section of the cfg. I think my steampunk mod uses it as well but it's having a few more in-depth issues.
  13. Ok, so I have just gobs of stuff (models, textures, etc. ) in Unity 2017.1.1f1. Today I backed it all up and imported them into the 2019 currently being used in KSP. What an utter nightmare. Hundreds of parts without textures, errors and crashes from textmesh pro, couldn't get the new part tools installed and working. I'm not sure there's enough alcohol in my cabinet to deal with that mess. Soooo.. What am I looking at for problems if I don't upgrade? Most of the parts from 2017 still seem to work. Some issues with moving parts, some issues with lighting but all may be fixable in 2017 (I hope).
  14. Ok, ok... I get it. You guys are a bunch of Russian oligarchs and you're having yacht withdrawal. 5 years I haven't really messed with this mod and you guys still won't let it die gracefully. To this day I still get private messages about this mod. I know. It's my fault. Really. I create a mod that had 115,000 downloads on Curse Forge alone and now it's like luggage in an airport. It's gonna follow me around the planet for the rest of my life. Luckily, I'm a code hoarder. I almost never get rid of any code I've ever written because I've learned at some time in the future I'm gonna go... "I remember doing that in... oh, what was that I was writing?" And I go digging through 40 odd years of code. Yes, I have that much. So yes, I still have this and most of my other mods all archived away. So. I give up. When life hands you lemons, make a KSP mod. Right? Right! Here it is. It KINDA works for 1.12.3. I have already found a few things that don't work as intended (like the loading ramps for paddle wheelers won't lower and the smoke stacks seem to be having issues with air intake.) But, bugs and all, here it is. Check the OP for the GitHub download link. If you find any major issues... Yea I still get email from these forums and have for the last 5 years so just post them here. I give up. You guys win. Fair winds and following seas.
  15. I have not touched this mod in years and with the forthcoming KSP2, I doubt I could be persuaded to do so. I may be persuaded to do so for KSP2 though.
  16. Steam has been used for a long time to attempt to make lighter than air ships. And while it's density is 0.6 which means it can produce lift, it's a far cry from hydrogen at 0.08. The difficulty with steam isn't just the condensation (and the resulting weight and corrosion), in order to generate steam you not only need to lift water but you need to lift the fuel to boil it as well. And neither of those are light. You could probably rig up a recapture system similar to what I described was designed to capture water from engine exhaust but the problem still remains that you have about 1/8 the lift of hydrogen with the same weight. I'm sure it could be done but you'd need some serious... serious volume and then, you'd be dealing with Newton's law of cooling which would be a nightmare to figure out. As aviators have discovered, hot air works well but even it needs massive volume to lift even small mass. Case in point is the Skyacht which has 205,000 cu/ft of envelope just to lift a small payload. Most hot air ballons (from what I understand) keep the air at a temperature of around 200 C. At 204 degrees, air's density is 0.7, which is close to that of steam at the same temperature without having to lift all that water. Now, if you could superheat that steam and keep it that way, you may be onto something but that's gonna take a lot of energy from something. GL with it.
  17. Dunno guy. I just tested it with a fuel tank and it shows LF and Ox fonts just fine. What happens when you try to change the fonts?
  18. Nope and nope. Sorry, Curse is the only place I'll distribute any mod.
  19. Yea. It would be possible. There are two types of lights Unity has for KSP that I know of, a spot light and a point light and KE uses either and sometimes both depending on the type of light intended. It would be possible to make an orb light as you suggest and I'm pretty sure it's intensity and range could be adjusted by UI sliders. I believe right now the tower lights do use a wide beam type spotlight. Creating another with a globe should be easy enough. I know in Unity it's also possible to do a type of masking so that these lights can be blocked from certain directions but I never played with it. In theory, it's possible to create even a "bat signal" with them. Whether that works in KSP or not, I have no idea. If you can find me a link to an image of the lights from that movie you referenced, I'll take a look. I've never seen the movie myself and have no idea what I'm looking for. As for changing colors outside the editor, that was simply a choice I made. My thinking at the time was that normally the lights we humans use have colors based on the type of filament or gas it uses and any lenses that cover them and that this should be something considered when creating the lights. Allowing them to be changed 'in the field' should be easy enough, I just chose that for more of what I perceived as realism. If enough people want them changeable outside the editor, I could do that. *edit* You mean these?
  20. Actually, just Curse. Download link in the OP.
  21. If you're talking about an MM patch, feel free. I'll even post a link to whatever download you feel like setting up. Do note though, I won't be distributing MM with the main zip file so you'll have to put that in yourself. Anyone who wants to make any MM patch changes to any of my mods is free to do so and I'll be more than happy to add links in the OP to those downloads.
  22. Update to the OP - The beans are burning In this installment I experiment with creating hot air (which I too am full of) and stuffing it inside an airship. Further research - How much more could you lift if you heated helium or hydrogen?
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