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Found 8 results

  1. So I'm a beginner with Kopernicus, and I'm trying to experiment with replacing the textures and terrain of the stock planets. I made some planet models, heightmaps, color maps, etc. But I'm having trouble implementing it all into the game. I'm working on Ike right now, and I've had a million problems with it. Here's a couple of them: It has these weird lines that wrap around anything whenever it has a higher elevation. It also has the weird grid seams everywhere. I'm not sure if this is a problem with my heightmap or if it's a problem with the code. Here's another problem: The scaled space model and PQS terrain don't line up. Here's the code I used: If any Kopernicus veterans know what's going on, some advice would be appreciated!!
  2. For further development of this mod, please head over to the Kopernicus thread! https://forum.kerbalspaceprogram.com/index.php?/topic/140580-145-1-kopernicus-kittopiatech/ Description This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now) and myself, Thomas P., to be more modular, stable and user-friendly. Because Kopernicus offers us already a fully functional API, we decided to change the goals of this plugin. Instead of a standalone Planet-Editor, this is now an add-on for Kopernicus. This has many additional reasons, for example, the messy config-saver / -loader. What has been changed? Complete rewrite of the UI-Code (Planet_GUI.cs) Replaced the ConfigLoader with a ConfigSaver that can export dumps of the planet in a Kopernicus compatible format Added an option to completely remove a PQSMod. Seperated ScaledSpace export and PQS-Texture export. Made the Instantiation-Button functional, via. hacking PSystemManager to spawn a body that is instantiated from the systemPrefab. It's still hacky, and it can break some mods. Added Support for HeightColorMap-Landclasses Completely new LandClass-Modder Support for editing PQSMod_VertexPlanet.SimplexWrapper and NoiseModWrapper PQSLandControl.LerpRange editing Improved Particle-Editor Reworked the Map-Exporter, so that it uses a Coroutine to generate the maps. That means, that exporting maps no longer freezes your game, but it still takes some time until the generation is finished. But at least, you can do other things in the meantime. We have added Support for editing PQS-Materials. You can now load MapSO's and Textures through a FileBrowser Improved Ring-Editor, you can now edit rings after creation, delete the selected ring. Curve Editor for editing FloatCurves Reworked Star-Fix code, to use StarLightSwitcher Added a ScaledSpace editor, and moved the export buttons to it ScaledSpace and Texture updater save to disk automatically now Added Support for adding / removing oceans, and for adding PQS to gasplanets You can now enter whatever you want into the numeric fields. If the value isn't parseable, you get a warning and Kittopia won't apply it. Removed all apply buttons, Callbacks are used now. To-Do List Readd support for GroundScatter Maybe other things? Suggest something! Screenshots http://imgur.com/a/YzoeS Download Grab the latest KittopiaTech release from the GitHub repository: https://github.com/Kopernicus/KittopiaTech-Legacy/releases You can open the Ingame-UI with Ctrl + P License "The KCreator license" KittopiaTech incorporates Kopernicus, which is licensed under LGPL. Source https://github.com/Kopernicus/KittopiaTech-Legacy Like my mods? Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks".
  3. Welcome to the Kopernicus Procedural Quad Sphere Library Expansion, or KLE for short. So, you're probably wondering, TWG, what IS KLE? Allow me to tell you all about it. KLE is a .dll file containing several scripts that add various new generation options to users. You see, KSP creates planets using something called 'Procedural Quad Sphere Mods'. Minmus, for example, is the product of the PQSMod 'VertexPlanet'. Gilly is the result of 'VertexSimplexHeightAbsolute'. KLE adds several new PQSMods, using the Microsoft C# coding language to give planet creators several new options, things that weren't possible before. Users can also suggest custom PQSMods although, mind you, not everything is possible. No 'planet sculpters'. Current PQSMods included: AltitudeMath CoastlineSmoother FlattenRange HeightColorMap3 (WIP) HybridNoise (after a suggestion by @GregroxMun) MapArtist SimplexNoiseRange SmoothenAltitude VertexCanyons VertexNoiseRange Special mods: ParadiseSpike - an in-dev mod aiming to generate something like this: In-dev PQSMods: - Templator, enter a planet type and it generates a base planet. - And many more that I forgot about... DOWNLOAD SpaceDock SOURCE GitHub
  4. This thread is an attempt to document the Kopernicus planet mods various PQS modifiers and how they affect a planet. NOTE: while this will give you information about the pqs mods, it is best to mess around with the values to fully understand what the mod actual does (plus it's more fun that way) people should post information about various PQS mods such as VertexHeightNoise and add information and a picture of it in game there is a list of PQS mods here: https://github.com/Kopernicus/Kopernicus/tree/master/Kopernicus/Kopernicus/Configuration/ModLoader (link found in post by killashley) the ultimate goal of this thread is to be a complete dictionary of the various pqs mods so planet makers don't get scared off (though they should still play with the mod on their own) this will also allow more advanced planet makers to find a good PQS mod by looking through this instead of trying to remember them all Kopernicus mod thread: What the values mean AerialPerspectiveMaterial coming soon AltitudeAlpha coming soon BillBoardObject coming soon FlattenArea coming soon FlattenAreaTangential coming soon FlattenOcean HeightColorMap coming soon HeightColorMap2 also coming soon HeightColorMapNoise coming sooner LandControl coming soon MapDecal coming soon MapDecalTangent coming soon MaterialFadeAltitude coming soon MaterialFadeAltitudeDouble coming soon MaterialQuadRelative coming soon QuadEnhanceCoast coming soon SmoothLatitudeRange coming soon TangentTextureRanges coming soon VertexColorMap coming sooner VertexColorNoise coming soon VertexColorNoiseRBG coming soon VertexColorSolid coming soon VertexColorSolidBlend coming soon VertexColorSolidBlend coming soon VertexDefineCoastLine Coming soon VertexHeightMap coming soon VertexHeightMapStep coming soon VertexHeightNoise VertexHeightNoiseHeightMap coming soon VertexHeightNoiseVertHeight coming soon VertexHeightNoiseVertHeightCurve coming soon VertexHeightNoiseVertHeightCurve2 coming soon VertexHeightNoiseVertHeightCurve3 coming soon VertexHeightObolate VertexHeightOffset coming soon VertexNoise coming soon VertexRigedAltitudeCurve coming soon VertexSimplexColorRGB coming soon VertexSimplexHeight coming soon VertexSimplexHeightAbsolute VertexSimplexHeightAbsolute coming soon VertexSimplexHeightFlatten coming soon VertexSimplexMultiChromatic coming soon VertexSimplexNoiseColor VertexVoronoi VoronoiCraters Make object main menu body:
  5. I'm trying to make my LaserDist mod a bit smarter about reporting the kind of thing the laser has hit: ground versus building versus scatter rock (that last one is only for mods have made the scatter rocks have colliders). The current logic is along these lines (this is a simplified version that demonstrates where I'm having a problem with a lot of the extra stuff stripped out): RaycastHit hit = bestLateUpdateHit; // bestLateUpdateHit is populated elsewhere in the mod GameObject hitObject = (hit.transform == null ? null : hit.transform.gameObject); if (hitObject != null) { CelestialBody body = hitObject.GetComponentInParent<CelestialBody>(); if (body != null) { // code that handles the case where the raycast hit terrain } else { // code that handles the case where the raycast hit something other than terrain. } } The problem is that in my testing for whether the raycast hit terrain or something else, testing for CelestialBody generates false positives because in addition to being true for terrain, it's also true for space center buildings, and every other non-vessel object. This makes sense if SQUAD has designed things so that the buildings are children of the CelestialBody just like the terrain polygons are, which of course they have to be so they can stay "glued" to the planet surface and move with it. So what I'm looking for, is what type "T", or what set of "T"'s can I use in the call GetComponentInParent<T>() that will help me distinguish "this thing is the ground" from "this thing isn't the ground"? I've been trying to find experimentally at runtime just what the full parent-chain looks like for my hits all the way up (i.e. this component is a member of this component which is a member of this component, etc) but the problem I'm having is that C# won't allow me to make type T in the various thingy.GetFoo<T>() calls be the open-ended GameObject type or Component type. It insists I use a type a bit more specific than that, and the whole point of the excercise is that I don't actually know what those types are yet and I'm trying to discover them. I haven't found in the Unity API where the call is for "just get the immediate parent, and I don't know yet what type that parent will be. I'd like to print it at runtime." So because I don't know the actual component tree layout SQUAD uses for terrain versus building meshes, and I haven't succeeded at finding that "just get me the parent" call so I can do my own investigation and learn it, I don't know how to discover what kind of thing my raycast has hit. Does anyone know which type T with GetComponentInParent<T>() will find a hit for ground but not for buildings? (or visa-versa).
  6. I am relatively new to modding and was wondering how one would re scale the terrain of a planet using Kopernicus. If you could help me that would be much appreciated.
  7. So I'm trying to make textures with PQS for KSP 1.1! All the colors of my custom planet are still the same and everything about my custom planet looks exactly the same as minmus except for the height. At least the colors have to be different, right? My planet file: http://pastebin.com/C0VxTP7T I hope there is something I'm doing wrong!
  8. Hello again everyone, I am currently having issues trying to revive one of my old modifications but after compiling to KSP 1.1 I have noticed that the CelestialBody.pqsController function no longer has any attached subroutines for example, CelestialBody.pqsController.GetSurfaceHeight(Vector3d) In KSP 1.0.5 pre Unity 5, was a valid function. However now this does not seem to exist, throwing the following error during compiling: Error 2 'PQS' does not contain a definition for 'GetSurfaceHeight' and no extension method 'GetSurfaceHeight' accepting a first argument of type 'PQS' could be found (are you missing a using directive or an assembly reference?) C:\Users\Marcus\Documents\KSPModding\MaritimeRelease\Source\BackgroundScene.cs 212 52 BoatNavigation I am assuming members of this function have now been changed to Private rather than Public somewhere in the transition to Unity 5 and 1.1? Or that another reference is required from the KSP Managed folder? If there is no apparent solution does anyone know another method of getting surface height from a vector? The vessel in question is Inactive and unloaded due to the nature of the plugin which is why I think I used this function in the first place Whitecat106
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