blackrack Posted November 23, 2020 Author Share Posted November 23, 2020 16 hours ago, Oraldo revak said: Hi there! I have a problem with the mod, I did read the wiki, and copy past to change Kerbin's sun the for the black hole, hoewer it said "And the Sun into a black hole with accretion disk (provided the texture is there)". How do I set the path to the texture? I have EventHorizon installed for the texture, but how do I explain the CFG file to use a texture of a black hole? Sorry If I'm dumb but I really need to know how to have the black hole instead the sun. ps: I noticed the "warp space" effect around the sun, but I can't see the black hole. In that config you copy-pasted there is a path that you have to replace. Quote Link to comment Share on other sites More sharing options...
Oraldo revak Posted November 23, 2020 Share Posted November 23, 2020 Thank you for answered me. My CFG is like this: https://ibb.co/vLtmKbP However in the game I only have this: https://ibb.co/Y3Lyvw5 . I have the accretion disk but not the "lens" https://ibb.co/W0dyKH5 And Kerbin's sun isn't "hide". I know that's a detail, but I need it to be like this video . Thank you for your time. Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 23, 2020 Author Share Posted November 23, 2020 (edited) 9 minutes ago, Oraldo revak said: Thank you for answered me. My CFG is like this: https://ibb.co/vLtmKbP However in the game I only have this: https://ibb.co/Y3Lyvw5 . I have the accretion disk but not the "lens" https://ibb.co/W0dyKH5 And Kerbin's sun isn't "hide". I know that's a detail, but I need it to be like this video . It's not clear what is going on from your screenshot, please take better, closer screenshots. The accretion disk appears to be working, but also it looks to be different, if you have instantiator still enabled you need to disable it. This mod doesn't handle lens flares so you have to disable them separately. If you disable your lens flare config it should look like in the video. There is no lens flare in the video. Edited November 23, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
Oraldo revak Posted November 23, 2020 Share Posted November 23, 2020 Okay, so, I have deleted every mod, to check if it was mod conflict, but no is still like this: https://ibb.co/B4v8FPhhttps://ibb.co/Yp7rvV2https://ibb.co/sPLcS11https://ibb.co/5ks6xb5 Probably me that doing something wrong with config. I put "Singularity foldder" into gamedata, then I copy "Singularity.CFG" and past into gamedata, then I edit it like this: Singularity { Singularity_object { name = Sun gravity = 200000000 hideCelestialBody = true useAccretionDisk = true accretionDiskNormal = -0.5,0,1 accretionDiskInnerRadius = 200000000 accretionDiskOuterRadius = 6000000000 accretionDiskTexturePath=AccretionDisk\disk.png accretionDiskRotationSpeed = -1 } } I change the "accretionDiskTexturePath" to the texture I want to use... Do I miss something ?? Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 23, 2020 Author Share Posted November 23, 2020 (edited) 2 hours ago, Oraldo revak said: Okay, so, I have deleted every mod, to check if it was mod conflict, but no is still like this: https://ibb.co/B4v8FPhhttps://ibb.co/Yp7rvV2https://ibb.co/sPLcS11https://ibb.co/5ks6xb5 Probably me that doing something wrong with config. I put "Singularity foldder" into gamedata, then I copy "Singularity.CFG" and past into gamedata, then I edit it like this: I change the "accretionDiskTexturePath" to the texture I want to use... Do I miss something ?? Singularity's config is correct. However you need something to remove the stock sunflare, the easy option (and what I did to test) is to install scatterer or a scatterer sunflare and to replace it's sunflare texture with black textures. Another option would be to ask in the Kopernicus thread how to use a moduleManager patch to remove the stock sunflare. Edited November 23, 2020 by blackrack Quote Link to comment Share on other sites More sharing options...
Oraldo revak Posted November 24, 2020 Share Posted November 24, 2020 (edited) I finally made it work! Thank you. I had to, delete "FlareReplacer" and delete "sunFlare" and "sunSpikes" in scatter. (add black or blank png was making weird graphical glitch). One last question If it's not too much. Do you know how to change the inclination of the accretion disk ? I mean mine is totaly vertical compare to the planets orbit : https://ibb.co/3CxSKTLhttps://ibb.co/fCT3d91 Thank you for helped me, and for the time you spend in modding Edited November 24, 2020 by Oraldo revak Quote Link to comment Share on other sites More sharing options...
blackrack Posted November 24, 2020 Author Share Posted November 24, 2020 7 hours ago, Oraldo revak said: I finally made it work! Thank you. I had to, delete "FlareReplacer" and delete "sunFlare" and "sunSpikes" in scatter. (add black or blank png was making weird graphical glitch). One last question If it's not too much. Do you know how to change the inclination of the accretion disk ? I mean mine is totaly vertical compare to the planets orbit : https://ibb.co/3CxSKTLhttps://ibb.co/fCT3d91 Thank you for helped me, and for the time you spend in modding accretionDiskNormal is a vector that decides the inclination of the disk Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted January 7, 2021 Share Posted January 7, 2021 Do you know of any mods that use these graphics atm? That are likely to work on 1.11 that is. Quote Link to comment Share on other sites More sharing options...
rettter3 Posted January 7, 2021 Share Posted January 7, 2021 43 minutes ago, Nnimrod said: Do you know of any mods that use these graphics atm? That are likely to work on 1.11 that is. This mod: Quote Link to comment Share on other sites More sharing options...
Nnimrod Posted January 8, 2021 Share Posted January 8, 2021 On 1/7/2021 at 11:51 AM, rettter3 said: This mod: Got GU set up with Singularity/EVE/scatterer on a clean install and I've got to say the graphics from singularity are as good as advertised. Excellent job! Now to get it working with JNSQ and GEP... Quote Link to comment Share on other sites More sharing options...
Jason Kerman Posted February 6, 2021 Share Posted February 6, 2021 (edited) Thank you for this amazing mod! I have an issue of worm hole. When I use the sample config to turn a planet to a worm hole, in map view it looks perfect, but in flight view the texture of the planet is still loaded. I removed all the other mods but it makes no change. Could you help me figure out where the problem is? Thank you! - Edit: I found that the texture of the planet was loaded when the height of spacecraft is under a certain value. KSP version: 1.11.1 config: Singularity { Singularity_config { galaxyCubemapResolution = 2048 objectCubemapResolution = 2048 } Singularity_object { name = Tylo gravity = 200 hideCelestialBody = true useAccretionDisk = false wormholeTarget = Mun } } Edited February 6, 2021 by Jason Kerman Quote Link to comment Share on other sites More sharing options...
Caillouhc81 Posted June 1, 2021 Share Posted June 1, 2021 (edited) Olá, tudo bem, tenho um problema com o mod, não consigo mudar o sol por um buraco negro e, como não consigo encontrar nenhum disco de acreção, você pode me ajudar? Quote Hi, all right, I have a problem with the mod, I can't change the sun for a black hole and since I can't find any accretion disks, can you help me? Edited June 1, 2021 by Vanamonde Please post in English when not using the International subforums. Quote Link to comment Share on other sites More sharing options...
Viktory Posted June 22, 2021 Share Posted June 22, 2021 Do i throw the config files from this mod into the EventHorizon config file? Quote Link to comment Share on other sites More sharing options...
NateTheGreat Posted July 1, 2021 Share Posted July 1, 2021 any Singularity object mods I can use Quote Link to comment Share on other sites More sharing options...
StormxWolf Posted June 25, 2023 Share Posted June 25, 2023 Is there a way to disable the keybindings for the mod? alt+s is unfortunately getting registered at all the worst times for me. Quote Link to comment Share on other sites More sharing options...
blackrack Posted June 29, 2023 Author Share Posted June 29, 2023 On 6/25/2023 at 10:47 PM, StormxWolf said: Is there a way to disable the keybindings for the mod? alt+s is unfortunately getting registered at all the worst times for me. Not really, you could recompile after modifying this line: https://github.com/LGhassen/Singularity/blob/master/Singularity/Singularity/SingularityUI.cs#L73 Quote Link to comment Share on other sites More sharing options...
Ameoba Posted July 1, 2023 Share Posted July 1, 2023 (edited) Nifty Nebulae support? It seems like a pretty easy fix Edited July 1, 2023 by Ameoba Quote Link to comment Share on other sites More sharing options...
blackrack Posted July 1, 2023 Author Share Posted July 1, 2023 7 hours ago, Ameoba said: It seems like a pretty easy fix Are you saying that based on your detailed analysis of how both render? Quote Link to comment Share on other sites More sharing options...
Ameoba Posted August 11, 2023 Share Posted August 11, 2023 On 7/1/2023 at 8:43 PM, blackrack said: Are you saying that based on your detailed analysis of how both render? From what ive seen, it looks like the ordering is kinda messed up (The Rendering), atleast thats what it looks like. Is it overriding the volumetric clouds aswell? Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted August 23, 2023 Share Posted August 23, 2023 Hey ! I'm using your preset for the Sun, however even with the hideClestialBody set to True, I see what looks like the stock Sun's corona. I tried to remove each of Ghost1, Ghost2, Sunflare, SunSpikes or replace them with black / transparent PNGs, but it didn't worked. Here's a screen without hidecelestialbody enabled and with it. Is there something I can do ? Quote Link to comment Share on other sites More sharing options...
blackrack Posted August 23, 2023 Author Share Posted August 23, 2023 7 hours ago, Nyxilo said: Hey ! I'm using your preset for the Sun, however even with the hideClestialBody set to True, I see what looks like the stock Sun's corona. I tried to remove each of Ghost1, Ghost2, Sunflare, SunSpikes or replace them with black / transparent PNGs, but it didn't worked. Here's a screen without hidecelestialbody enabled and with it. Is there something I can do ? Hmm I think maybe something changed since I implemented this. Is this with Kopernicus? Could you maybe look into how to remove/modify a sun corona with Kopernicus? Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted August 24, 2023 Share Posted August 24, 2023 10 hours ago, blackrack said: Hmm I think maybe something changed since I implemented this. Is this with Kopernicus? Could you maybe look into how to remove/modify a sun corona with Kopernicus? Looks like Kopernicus has a "removeCoronas" settings somewhere, I'll look into this. Quote Link to comment Share on other sites More sharing options...
AloE Posted August 24, 2023 Share Posted August 24, 2023 (edited) Hi blackrack, Thank you for these remarkable shaders! The mod Principia alters the coordinate system in the way describe below (key excerpt: "original x axis will become the y axis when |body| is the main body, and the |initialRotation| will be correspondingly increased by 90°." ) & indeed, when used in conjunction with Principia, the Singularity blackhole shader appears to me to visually display the part of the skybox 'that is 90 deg to the right'. For example, with Principia when looking at a Singularity black hole via the tracking station, if I align the view such that the 3 belt stars of Orion of the skybox show up close to centered in the 'view of the blackhole', then in order to see the actual 3 belt stars in the skybox I would need to rotate the tracking station camera/view 90 deg to the right. Principia Singularity Coordinate Interaction Do the shaders happen to be coded in a way where I might in one or a few config file(s) locations tweak a few values in order to align the rotation/coordinate system expected by the shaders to align/compensate for the orientation change that Principia makes (described below)? Or any other suggestions you may have regarding what may be occurring based on what you see in the screenshot provided above (e.g. perhaps I would also need to adjust some values in a Scatterer config, etc...)? Thank you! https://github.com/mockingbirdnest/Principia/blob/d80ebd378097e63f9dc1465380596619a05b910a/ksp_plugin_adapter/config_node_parsers.cs#L78 Quote gravitational_parameter = node?.GetAtMostOneValue("gravitational_parameter") ?? (body.gravParameter + " m^3/s^2"), // The origin of rotation in KSP is the x of Barycentric, rather // than the y axis as is the case for Earth, so the right // ascension is -90 deg. // Note that once we set the positions and orientations of everything, // that original x axis will become the y axis when |body| is the main // body, and the |initialRotation| will be correspondingly increased by // 90°. Edited August 24, 2023 by AloE Quote Link to comment Share on other sites More sharing options...
Nyxilo Posted August 25, 2023 Share Posted August 25, 2023 On 8/24/2023 at 1:16 AM, blackrack said: Hmm I think maybe something changed since I implemented this. Is this with Kopernicus? Could you maybe look into how to remove/modify a sun corona with Kopernicus? Thanks to OhioBob on the Kopernicus thread, there's an easy way to remove the corona with Kopernicus, you only need a black PNG to set as the corona's texture. https://1drv.ms/u/s!AtylFJmePVdBiMFYBBDbKuDYXUSZ3g?e=6BqIEC Here's just a folder w/ the Kopernicus config and the black texture for the corona. Quote Link to comment Share on other sites More sharing options...
blackrack Posted August 25, 2023 Author Share Posted August 25, 2023 (edited) 18 hours ago, AloE said: Hi blackrack, Thank you for these remarkable shaders! The mod Principia alters the coordinate system in the way describe below (key excerpt: "original x axis will become the y axis when |body| is the main body, and the |initialRotation| will be correspondingly increased by 90°." ) & indeed, when used in conjunction with Principia, the Singularity blackhole shader appears to me to visually display the part of the skybox 'that is 90 deg to the right'. For example, with Principia when looking at a Singularity black hole via the tracking station, if I align the view such that the 3 belt stars of Orion of the skybox show up close to centered in the 'view of the blackhole', then in order to see the actual 3 belt stars in the skybox I would need to rotate the tracking station camera/view 90 deg to the right. Principia Singularity Coordinate Interaction Do the shaders happen to be coded in a way where I might in one or a few config file(s) locations tweak a few values in order to align the rotation/coordinate system expected by the shaders to align/compensate for the orientation change that Principia makes (described below)? Or any other suggestions you may have regarding what may be occurring based on what you see in the screenshot provided above (e.g. perhaps I would also need to adjust some values in a Scatterer config, etc...)? Thank you! https://github.com/mockingbirdnest/Principia/blob/d80ebd378097e63f9dc1465380596619a05b910a/ksp_plugin_adapter/config_node_parsers.cs#L78 Yeah, rotate the rayDirection here when sampling this cubemap: https://github.com/LGhassen/Singularity/blob/master/Singularity/Shaders/SingularityShaders/Assets/Shaders/BlackHoleAccretionDisk.shader#L303 Ideally though you wouldn't do it in the shader, you would add some code on plugin side to detect if principia is installed, then you add the correct rotation here when creating the cubemap: https://github.com/LGhassen/Singularity/blob/6006f990a6b4f1dd1f712aa43feac66859e24746/Singularity/Singularity/Singularity.cs#L118 depends how much effort you want to put in this. Edited August 25, 2023 by blackrack Quote Link to comment Share on other sites More sharing options...
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