Stone Blue Posted February 4, 2023 Share Posted February 4, 2023 (edited) This version of the mod is no longer active. Forum user @tg626 has been kind enuff to adopt and add new towers to the mod. Their thread is here: KSC Floodlights Mk2 (KSCFLT02) KSC Floodlight A mod for KSP, originally created by forum user Divico. Updated for KSP v1.8.0+ by Stone Blue Download: Adds 3 Floodlight Towers to the KSC Launchpad. Click the towers to turn on the light. (The click-to-turn on/off, is a bit whacky with the automatic sunrise/sunset activated. It all still works, but you may have to click-wait a few seconds, or even try a quick dbl-click.) Features Can be manually turned on/off at ANY time, by clicking the tower. By default, it also includes automatic Sunrise (off) / Sunset (on) switching. REQUIRES the installation of Kerbal Konstructs (NOT included in Stone Blue's update , and must be downloaded/installed seperately.) Kerbal Konstructs Using the Kerbal Konstructs Base Building Editor, you can edit, move, rescale, and add this tower to ANY base, created by, or for use with, Kerbal Konstructs. Changelog (changes made by Stone Blue): Renamed all objects for consistency/clarity, standard mod prefix for ease of MM patching/targeting, as well as easy organization and naming of any additional assets anyone may want to add to the mod. Fixed concavity of tower collider, converted it to a mesh collider for now Raised the light panel/collider/spotlight source further up the tower Tweaked the light panel size a little larger Adjusted source light properties, ie adding a second spotlight/per light, and upping the brightness, as well as adjusting the cone angle and throw distance Fixed the non-working emissive animation Downscaled the model in-game to default at 70%, but can easily be adjusted to any scale using the KK Base Building UI License: CC-BY-NC-SA Edited February 9, 2023 by Stone Blue edit download link Link to comment Share on other sites More sharing options...
tg626 Posted February 4, 2023 Share Posted February 4, 2023 (edited) So, have no idea how lights work in KSP. The last time I made a Model for KSP it was in Wings, long ago I moved to Blender but have never done KSP work in Blender. I loaded your model into blender and looked at the lights. If I crank up the wattage to 10,000 I can see the same sort of way overbright lighting in blenders preview that I see in KSP. Then I turned the alpha waaaaay down in the light color. Much better, the floor in the preview is no longer a blinding white spot (which is the same thing that happens to the rockets in KSP) Maybe that would also desaturate the lighring in game? If I knew how to get an MU put of blender I'd try myself. (BTW, where did you get the .blend file??) Your settings (black preview, makes me thing wattage is ignored by Unity) My setting (Note "color" is practically transparent) Edited February 4, 2023 by tg626 Link to comment Share on other sites More sharing options...
Stone Blue Posted February 4, 2023 Author Share Posted February 4, 2023 (edited) @tg626 the problem with light "power", is thats its farrr from being a 1:1 ratio from Blender to Unity. I dont remember if I played with the alpha on it... I know I *did* spend a lot of time adjusting just about every setting I could, tho. And lie I said, I think theres no real way to *dynamically* change the brightness ingame, since its based on a "hard-coded" animation in the .mu ... Though I *did* just get an idea I think I might try soon... Also, the width & range of the light have a lot to do with it. I tested with smol, short craft, and *huge, tall* craft on the pad... with those variables, as well as distance from the pad, and scale of the tower, it was very hard to come up with a good brightness that "fits all" situations... Edited February 4, 2023 by Stone Blue Link to comment Share on other sites More sharing options...
Starhawk Posted February 9, 2023 Share Posted February 9, 2023 Thread locked at the request of the OP. Link to comment Share on other sites More sharing options...
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