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Everything posted by KCreator
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The PQS is located in the localSpace GameObject, you can find it by grabbing the object that has the CelestialBody component, so something like GameObject localspace = planetCB.gameObject, should get the object that you can add PQS too. edit: maybe I should test this by adding a PQS to Jool... That could be fun!
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In my current dev install, the starfix always saved and loaded. Although some other factors may be involved. Try renaming your stars to not have any " " characters. Using the particle tools, one can create an effect that looks like a comet trail, try playing with the values. I just recompiled against the 64bit KSP API. It should work now, but Im not sure.
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Impressive work. This should prove to be a powerful API for planet creation. Nice job on figuring out PSystem and its helper classes. I will help in any way I can, for instance: providing some of my research, and hierarchy dumps. If you would like. Feel free to use my code as utils. I wrote functions to create and load PQSMods from a file, that would save you time writing your own.
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My plugin: http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-Ingame-Terraforming-Tools-V0-174 , Contains a feature that adds the necessary fixes to stars. The only downside is that it is a requirement for the star "fix" to persist. It has slightly more functionality over StarSystems, but is much more complex and confusing. So, for your standard scenario: StarSystems is a great "star fixer", but for binary+ stars, with full custom colours, My plugin helps.
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The method I am using has some advantages, mainly support for multiple flares and light sources in "Binary" systems. Though some strange graphical bugs seem to remain. Probably due to the sphere colliders. For saving, I use a method along the line of: save_dir = "Gamedata/KittopiaSpace/SaveLoad/"+TemplateName+".cfg"; cfgNodes = ConfigNode.Load( save_dir ); if( cfgNodes == null ) { cfgNodes = new ConfigNode(); cfgNodes.Save( save_dir, TemplateName ); } As for the atmosphere: It seems whatever method I used to wrap a clone of Kerbin's atmosphere mesh to a different planet no longer works, if it ever did... I will have to come up with a better solution.
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The atmosphere + ring bug is problematic, its caused by the atmosphere shader "covering" the texture, and seems to be related to "adding" an atmosphere to a non-atmospheric planet. I will see if I can force the atmosphere mesh to scale down to the planet's level. As for making changes permanent: It should be able to load any changes. However, many people seem to be having trouble with it. I will do what I can to ensure compatibility.
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Its primary function is a stand-alone planet editor, with a range of utility functions for making a planet with more features than planetfactory generally allows.. However, I have been experimenting (With the help of a friend) with planet instantiation. So it might eventually serve as some form of ingame planet creation tool. I have also experimented with terraforming parts, as one can see with AtmosphericReproccesser.cs, However this gameplay intergration is unlikely to see the light of day any time soon...
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As far as I tested, this mod runs fine in the 32bit installation. However, I have been unable to test the 64bit installation due to a crash that seems to originate from the PQS system. I am not sure how safe changing the default planet shader to the star shader would be, so I suggest using the particle emitter tool in my plugin to emulate a glow on a non-star planet. The instantiate planet function is actually viable at this point. It can generate unlimited clones of any planet, at least until the game crashes from too many planets... Perhaps it could serve as a backup in case PlanetFactory fails altogether. Or be made to generate procedural planets...
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This is amazing! It certainly provides a nice template for a galaxy based model for new planets/stars. It might also be possible to make stars and planets procedurally, too!
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I think there may be a few problems regarding enabling and disabling the stars, as the plugin gets very confused when map view is toggled. With multiple stars. It could cause issues, such as incredible brightness. I will work on improving it. The save/Load might have broken, trying to load keys that don't exist or something... Ill run some debugs on the save/load system and the starfix module, Hopefully I can fix the remaining bugs related to both of them. edit: On my KSP install, the starfix saves and loads correctly on my StarlightDemo system... Perhaps you should delete the configs, and try again? I will upload my dev build in a moment, and see if that improves anything edit2: Uploaded, hopefully this helps.
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Can you pm me both the PF:CE file and the debug logs? My plugin might not be adding the star sfx correctly, and being able to attempt to solve it may require me to perform the steps and see if it throws an exception... I will also fix a few positioning bugs introduced with my last update (V0.17) ASAP, and make sure the plugin works with KSP .24
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I cannot seem to figure out that shader, its parameters are not particularly obvious. I did try messing with the curve parameters in the SunShaderController component, hoping that its native access to the shader would help. But that did nothing. I am tempted to abandon full star colour editing, and just leave it as flare and light colours... Anyway: I will probably abandon the legacy Starfix file in favour of the individual cfg's, I will also attempt a "mechjeb-style" map view targeting system for vector inputs, and possibly add a help box feature. User documentation of all the PQS mods inbound Lastly: I issue a little challenge: Come up with the best configurations for terraformed planets, these will be used as the "end result" of terraforming as I will begin planning the career-friendly terraforming parts side of the plugin.
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Darn, beaten to the punch! Nice job! Did you override the sun shader, either figuring out how it works or disabling it? I only modified the flare colour, so my "hack" still looks yellow at close range. edit: Released the new version, custom flare colours work, but for custom light, the cfg needs to be edited. Old stars require you to delete the contents of StarFix.cfg and replace it with a blank node ({}).
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Good to know that it works, mind telling me what you modified, so I can try fixing it in the master plugin? And, to find that info: It took trail and error, time, and a whole heap of fancy reflection magic! I wish the functions and components were more documented, or debug-able, but experimentation was good enough for me. On a side note, a good friend of mine has recently started to prove me wrong, and instantiated a planet based on Eve ingame. Who knows what the future holds for this.
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As it so happens, I do. There is a "target" keyvalue that looks for a transform, I will implement a recursive check on all orbiting bodies to try to fix this. I will have this up today/tomorrow. edit: Hopefully the fix works, but I'm not sure how well it would go with bodies that have had their orbits modified without PSystem.children updates, though.
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Ill tweak the config loader to prioritise the SOI value, next release *should* allow for what you want. Anyway, I hope my sudden change to the colour window isn't confusing, I think it made the UI 10x easier to use. And are the particle systems working as intended? I might try using the technique I used for them to add particle based "Volumetrics" to the rings. Though it would probably cause problems for ring textures with pre-existing colour gradients.
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I will see if I can improve the "StarFix", those bugs are strange and unintended. Silly question: Are you 'saving' the data? If so, I will see if I can force it to override regardless of other settings. Possibly by increasing size and particle density, but I'm not sure. NovaSilisko's comet uses a model, and I am using a particle emitter...
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Yea, that would be best, Ill see if I can isolate the problem. Or otherwise fix it. On a side note, the hazard "ocean" system is coming along nicely, it has configurable "heating" rates, and a configurable radius of effect from sea level. So you could use it for some interesting effects. I also had an idea: Planetwide particle emitters, so one could use it for something like comet tails, or ablation effects. Would anyone be interested in this?