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KCreator

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Everything posted by KCreator

  1. Hello there! Here is a small graphical mod that adds a ring to Jool. I made this to showcase a new tool I wrote that can add rings to planets, and as such, the plugin the tool uses is required. A link will be provided... Screenshot: Download: V1: https://dl.dropboxusercontent.com/u/80556647/Rings_Of_jool.rar KittopiaTech In-Game Planet Tools (Required, or all you get is a useless cfg and texture): http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-Ingame-Terraforming-Tools-V0-1 Changelog: V1: -Released Licence: Under KittopiaTech tools license, mainly: Note: I do not know what this mod falls under... I guess plugin since it is a cfg for a plugin
  2. Update bump: Added a very nice tool: Sentar-style rings! You can put as many as you would like on a planet, and it saves, and loads too! I provided a sample texture (kerbin_rings.png, I tested on kerbin), but you can use whatever texture you want for them, as long as its in the format: textures/<planetname>_ring. I also changed the way it saves and loads, its now easier to use with add-ons like planetfactory.
  3. I'm fairly sure the fps drop in incredibly small celestial bodys is related to the PQS mesh being built all at once, instead of in small chunks... I think there is a PQS mod that changes the activation distance of the sphere; PQSMod_CelestialBodyTransform, that might help. But it would probably need a lot of tweaking. When I have more time, I will attempt this.
  4. Quick update to allow dragging the windows, in theory. Should make it more usable... As for stars, I think simply dimming down the light object should help, but I have yet to come up with a way to customise this, my code is starting to give me a headache . And IIRC, I think I got solar panels to register the new star when in range of its SOI: foreach( ModuleDeployableSolarPanel panel in FindObjectsOfType( typeof( ModuleDeployableSolarPanel ) ) ) //Reboot solar panels { panel.OnStart( PartModule.StartState.None ); //todo: find out what the partstate does. }Planetarium.fetch.Sun = Utils.FindCB( LoopedStar.Name ); //Set the sun to OUR sun! ... But I am not too sure if there are any bugs or unintentional behaviour, or even if the thing I did still works.
  5. Yep, there should be some variables along the names of radialpositionoffset, however vector input is a bit messed up. It is possible, but I may need to add a scaledspace override. Try updating scaledspace and see if that works, if not, I will add a scaler button Yea, I know that the ui is messed up. I will be working on making the window draggable, and the text and stuff a lot easier to use. next version should see improvements.
  6. New update! I did a lot of work today, primarily on the backend. However, Ocean tools seem to be nearly working now. And loading doesn't crash the game anymore. But I still wouldn't use it, its unstable beyond belief... I am working hard, but pinpointing errors is tricky with KSP plugins. Hopefully I can make these tools usable soon.
  7. It isn't yet 100% compatible with PlanetFactory. But a few small cfg edits will allow one to copy and paste the PQS/CelestialBody/Orbit changes. At this point in time, some things, such as atmosphere shader settings. will need this plugin installed to work... I am sorry if the UI isn't the most intuitive, especially with colours and vectors, both are tricky to use. I really need to refine it, but I am a programmer, not a graphics designer .
  8. For all those asking: .bin files contain the mesh information of the scaled space 3d model, and the _rim texture is a material of the scaledspace atmosphere shader. However, the _rim cannot change the AtmosphereFromGround component, it is purely for the map view.
  9. For the end user, using a star fix is as easy as copying stuff in a config file, and when I get better at handling the save/load systems, it will be easier. But I might split the function in to a separate plugin should demand rise. And yes, It is possible to change factors such as light colour, and brightness. But it might be tricky to change the colour of the star itself, it has some rather confusing shaders. I will test some customisation options and see how it looks.
  10. Oops, found a bug in the "Star fix"! It turns out localspace was not being lit up, I hotfixed this. Along with adding some files that may have caused the game to hang if they were not there. Sorry for the inconvenience. Here is a good example of the Star Fix: Anyway, Is the mod working for everyone? I would appreciate any feedback and criticism you might have.
  11. Sorry about the lack of information, I should get around to writing a tutorial. For those wandering about the Starfix, it is a tool below the "Load" option that adds a "module" that enables said star (And probably planet...) to emit light. To use, select a template, and click "Add Starfix to: templatename". It will automatically save, so you will not need to do this every time you load the game. As for my own custom planet API: Its a bit beyond my skill level right now, as even this uses some PlanetFactory code related to getting CelestialBodys and other things needed ( With permission, of course )
  12. Some big news for PlanetFactory users! The "Starlight Fix" module is almost ready for deployment! I am performing tests now and will upload the version ASAP. Edit: Done, works well enough for release, I'm sure there are improvements I could make, though. Please be patient for the upload to finish. Also, to all users having loading errors, could you please post some information about what fails? I would like to remedy as many bugs as possible.
  13. Have you tried messing around with the offset variables? Increasing deformity makes the heightmap "Stand out" more. It helped make my planet's features stand out more from the flat-ish terrain I wasn't expecting when I applied a custom heightmap...
  14. That would be awesome! It will likely be implemented in the next version, right now the fix I came up with its a bit of a hardcoded mess...
  15. You might want to use my ingame terrain editing tool ( http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-ingame-planetary-editing-tools-V0-076 ). It can edit all PQS, and add more to an existing planet and save a config that can be ported to RSS, or it can be used to save and load planet changes on its own.
  16. I wanted to show this off: I Not sure where to put this, but here is my star system. Complete with custom oceans, Atmosphere colours, rings and fixed starlight! Note how the light is coming from my custom star, more obvious near the end. A whole lot of this is custom code, but I copied and pasted a whole heap of the PF code to get it running. Hopefully some of this tech is added to the actual plugin. I have sent my "starfix" to Kragrathea, however it has been some time. I am unsure as to what happened to the developer.
  17. I's sorry for this rather obscenely late reply. Cloning planets is not within the scope of this plugin, and I am not quite sure how to "create" planets after the function: 'PSystemSpawn' (Or something) is called, previous attempts have been inconclusive. On a side note, is there anyone interested in partnering with me? The first stage of the part-based terraformers (And yes, I fully plan for a career-friendly, part-based, "hard sci-fi" way of reshaping planets) will be atmospheric reconditioning, I can easily set up the module code, but since I cannot model or texture for the life of me, I will need help... And someone else helping me program a better saving and loading system will help this plugin greatly...
  18. Apparently I found an old picture of my various developments, or rather failure
  19. Try to set "use legacy atmosphere" (Forgot the exact variable) in celestialbody to true, it uses a different algorithm to generate the actual pressure than the animation curves... I still don't exacly understand how the animcurves work... The "Atmo" tools are used to create the neat shader, to prevent confusion. I should really make a tutorial... Still cant seem to figure out why saving/loading it breaks, but I have a temporary fix. Will upload it ASAP. Sadly I haven't worked on this for a while, recently got back in to HL2 modding
  20. Tried it out, and found the cause... In my rush to push out a new version, I neglected to thoroughly test... I will hotfix it and edit the OP as soon as I find a fix
  21. For the time being, I am having a problem with ocean textures not loading correctly, the tool was a proof of concept, that seems to have stopped working... Next update I plan to have fixed it. As for raising the lowest point: there is one of the PQS mods, I think it was something like PQSMod_VertexHeightMap, that has a value of heightMapOffset. Changing that to a higher number will "raise" the terrain of the entire planet. And reloading is a rather problematic thing, attempting to reload scaledspace in particular will hang the game. but some PQSMods will also hang, especially when the camera is close to the surface
  22. That is certainly the scope... At this point, there are a few manual changes that need to be made in order to allow full compatibility, and some features (such as atmo colour settings) will not be loaded by PF, just yet anyway. I will study the PlanetFactory cfg formatting to create a fully compatible cfg generator. The entire point of this tool is to help with the fine tuning process of planets, and allowing users to change existing planets.
  23. I have hit a rather annoying obstacle... How should I save and load "Generic" data... At this point, saving "Generic" requires one to copy and paste a few .cfgs, renaming them. This is not ideal. The per-save system is fine, and needs no further modification. However, saving globally (So people can actually give out custom terraformed planets) needs heavy work. I had some idea's, but I would like some end-user feedback as to what would be easier... Also, scaledspace saving is needed. As well as a really simple form of texture loading... ("Generic" meaning it will load, regardless of save-file.) Here are my ideas: -Saving to "GenericLoadPlanets/<Name of terraform pack>_PlanetName.cfg", option to load planet customisation on a per-planet basis -Saving to a single file "<Name of terraform pack>_Planets.cfg", option to load planet customisation on a pack-style basis -Easier saving to current system, only one "Terraformed" pack per install Any ideas? or suggestions?
  24. Changing atmo colours is related to a component in scaledspace named AtmosphereFromGround, Planetfactory has not yet added a way to manipulate atmosphere scatter colours, but with some clever plugin-powered workarounds It is rather easy. I cant say when Krag intends to implement these features. However, there are a few workarounds. I believe you are referring to me. A while ago, I posted a screenshot of my system with coloured atmospheres, and textured oceans. They are un-releasable, as they are made entirely in a plugin, that uses planet factories base code. But I am writing a separate tool to allow additional planet data (Atmosphere, mainly) to be saved, and loaded.
  25. Ocean tools seem a bit broken, something about not copying textures I guess, as I was able to clone a custom texture ocean I made for my test plugin... As for orbits, I think I forgot to save/load them correctly, new version will be up soon to attempt to remedy both problems. edit: Fixed orbits, was a silly mistake in loading. I will try fixing oceans.
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