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KCreator

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Everything posted by KCreator

  1. Sure, the parameter should be "LockRot", simply add that underneath the "Tilt" parameter. I'm sorry about my awful GUI, though. @Bekiekutmoar: The comment on the top is automatically generated by the confignode class I am using. And shouldn't effect the loading. However, I will look into the issues ASAP.
  2. If you save an alteration, scaledspace (map view model) *may* not update. In order to make sure an alteration has been saved, make sure to view the planet in question from a low orbit. The checkbox next to the save button (export textures) *should* allow scaledspace to update. but this WILL hang the game. Even if it looks like it crashed, just give it time to generate the scaledspace texture. If all works well, it should load into the map view. If not, I will see if I can get it working...
  3. I have fixed the ring rotation lock, for those curious, I changed it from local rotation to global rotation. The new version will be up soon. I have also had some mild success with ground scatter. So expect that soon. Please note, if you find asteroids named "comet", that is just an experimental feature.
  4. _Augustus_, I feel I must point out that as one of this mods primary contributors, I find your statement mildly offensive. To me, your attitude implies incompetence, or ignorance to change, towards the modding group that I am a member of. I would like to address some of the things you and others have said: For one Kopernicus isn't even fully completed, unless you happen to enjoy planet factories (slightly buggy) method of instantiation. I would prefer to wait until they finish the config based "planet from scratch" method they had planned before porting these planets to it. And as for the grammatical problems: Not only are they from an ancient version, but you are forgetting to factor in Earth's vast amount of different people, each with their own different language skills. Now I might have overreacted or misinterpreted your statement, if so: I humbly apologise, I just feel obliged to defend my "co-workers" and myself. For those complaining about the "interesting" grammar, see above. However, I agree with you and have already corrected the grammatical/capitalisation errors. Long ago, in fact. Although I have not been receiving updates for this mod project in a while, so I don't know exactly what has happened. The "team" is very loosely organised, I have not received any information about my "role" in all this, and I have been modding the source engine lately... parameciumkid: Realism-wise, its an easy fix; I would simply increase the radius of the star (This *may* require some code hack on my part), and its distance from "The centre of the universe". However, I am unsure of the effects on the floating point system said changes might have. KrakensBane can only do so much to help before bad things start happening... To answer Yaivenovs question: No, however attempting to add that functionality may cause timewarp related problems, its bad enough trying to scale the particle emitter at high time warp...
  5. Ring inclination errors with lock rotation is a known issue, I will get around to repairing it soon. My HL2 mod is really sapping my time again... As for editing renamed planets; It *should* work as normal. I will have to try It when I have time. If I can, I will fix it.
  6. In the development version, I have tweaked the star to be dim, darker, and release "nebula" particles in a huge area, representing a dead star. Like so:
  7. @Atragon As of now, the readme will contain the version number. I have fixed a bug related to ocean textures. And please note that the source code in the archive will no longer be maintained. If you want the source code for the latest version, check github. Sadly, I have been having troubles with particle emitters on asteroids (Comets), let alone getting them to leave a crater PQS on death. This aspect may take some time, as debugging is tricky at best. The next version will be primarily utility functions, and ground scatter editing. And, of course, I will have to get ready to do some damage control when .25 comes out XD.
  8. With that attitude, I must remind you that StarSystems uses code I wrote for fixing stars, the solar panel reset "fix" comes to mind, yet the only credit I am given is a comment in the source code. I cant help but feel somewhat ripped off as Starsystems replaced my "StarFix" functionality in my mod. But this is the first time I have ever complained, and I am ok with that as StarFix was never really the scope of my plugin.
  9. Kragrathea used "ScaledExport" as a hack to generate a scaledspace mesh, and add a texture. In Kopernicus, they are using a much less hacky method to generate a scaledspace mesh, using in-game mesh wrapper functions. Hopefully that clarifies things
  10. I have decided to look in to using asteroids as a form of rudimentary terraforming tool: In the next version, Smashing an asteroid into a planet will create a crater, and thicken(or add) the atmosphere a bit. And I will add comets to the asteroid spawner. These will be used to add oceans to a planet.
  11. Terraforming with parts, time and resources is planed. However, balancing and making it less of a UI navigation task, will take time.
  12. My plugin: Kittopiatech terraforming tools, can be used to fix this, by adding "Starfix" the stubborn unlit star. My version of starfix works slightly differently, so it should work.
  13. I added an unlit option to the ring tools, and remade the HazardOceans slightly, labelling the options more clearly. Ring "Lock Rotation" should also save, and should be smoother at high time warp. This version should be up soon. I will consider adding "Volumetrics" to the rings in the next update.
  14. It should be fixed now. My upload speed is rubbish. There are 2 reasons for this: 1) I wanted to push the planet creation system to its limits at the time. 2) Hypothetically speaking: If you had the occupation: "Planetary Engineer", would you want to create and maintain rather dull planets, for potentially billions of years? And please note, this is an ancient test plugin. That I decided to release to the public after Planet Factory's code was made "Open". It was, as far as I know, the first set of custom planets made, with the first custom atmospheres and oceans orbiting the first instance of a working star. I plan to remake and rebalance it using the Kopernicus "from scratch" method. mainly when the config loader is complete. And possibly add the Alien structures I had planned. Such as a city.
  15. I tried using a script, although poorly written, to cancel out rotation on rings, it however, looked rather wonky in high time warp. I guess I should have used FixedUpdate and LateUpdate.
  16. It is indeed possible with KittopiaTech. Here is one of my early tests with Moho ablation effects/Eeloo comet effects/sun flares: Combined with a cloud layer or two and better textures, this could look very nice.
  17. atmoshpereTemperatureMultiplier never worked, and is likely a legacy feature. You probably could try using the HazardOcean module to emulate atmospheric heating. I could add an unlit shader option to it, if you would like? This would make the rings appear self-illuminated, and bright. It would at least make them more visible. Otherwise, I don't know what do about the shader. I cant write them, at all...
  18. Now that PlanetFactory is under a GPL licence, I can release my "test plugin", known as Relsah. This, as far as I know, is the first custom star system ever made. Long before PlanetFactory-CE, it was a test. Features: -No dependencies -Working starlight fix -Lava and acid oceans -Rings -Custom atmosphere colours -Unrealistic planets with minor backstory Bugs: -Star fix acts a bit wonky at times -Sunlight shines through planets sometimes -Oceans act weird sometimes Note: I plan to rewrite this in Kopernicus when the cfg parser is released, but I may as well allow people to use these planets now that PF is open source. Download: Plugin Source Note: If the download links do not work, give them time. I am likely uploading files, my slow net connection makes it difficult. Credits: -Space Engine: I used a lot of textures from its planet generator. -Kragrathea: Wrote a lot of the groundwork for the planet instantiator -Squad: Creating KSP License: standard GPL License.
  19. The editor should work in 32bit no problem, and I tested on a 64bit install, oddly it worked. I wanter if its a compatability error. To anyone experiencing crashes with 64bit, can you list the mods you were using? I would like to attempt to isolate the crash.
  20. Oh wow, that looks nice. Great job! Make sure to set up some texture modifiers for PQSMod_OceanFX when you push the config based release!
  21. I don't plan to abandon this plugin any time soon, but figuring out why it crashes a 64bit install is getting annoying. I will be moving the scope of this plugin towards documenting the PQSMods, and gameplay aspects, such as the experiments I have done with the Atmospheric Reprocesser part I attempted to code.
  22. Take a look at my plugin's ocean spawner, although it uses instantiation, the methods I have used might help. I added a CelestialBodyTransform to the ocean sphere, and set the materials for it on a frame by frame basis.
  23. This plugin is likely to become obsolete soon, check out Kopernicus ( http://forum.kerbalspaceprogram.com/threads/88168-Early-development-0-24-Kopernicus-Planetary-System-Modifier ), and StarSystems ( http://forum.kerbalspaceprogram.com/threads/86999-0-24-StarSystems-v0-2 ). Both can, or have plans, to replace functionality this plugin provides. Feel free to loot the code, as I have a nice reflection powered PQSLoader... Or use it to experiment.
  24. Ingenious! I never would have thought of DontDestroyOnLoad! I must say I am exited for the first config loader based iteration. I will probably rewrite the planets in my 'testplugin' with the config loader this plugin will provide. How do you plan on generating the atmosphere mesh? The only way I can think of right now is to copy Jool's and scale it with respect to the planet.
  25. Once you have the PQS created, its just a matter of setting its texture and adding PQSMods, both are relatively easy and I think this plugin's first useable beta can be pushed very soon! I think the shader that is mainly used is: Terrain/PQS/PQS Main - Optimised with some interesting values; _lowTex, _steepTex, _highTex and some other configurable blending variables... edit: My personal attempt at PQS to Jool is going OK, I just need to copy Kerbins texture, and that is causing some errors, once done. Ill put the code on github.
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