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So... Has Anyone Else Seen This?


RazorWolf19

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*sigh* I already talked about this on reddit. It's just a leftover test thing that went unnoticed, no functional aspect of resources are actually implemented into the game yet. The things Fel found are just precursor elements, the real stuff is in a completely different branch on Git.

PResource is a script for procedurally generating the resource distribution (no idea how functional, but it was the first part of it that was ever started I think), and the entry in CelestialBody is a reference to a given PResource (which would be placed in the planet's gameobject hierarchy, assuming it works the same way as normal PQS mods), and then a texture map used for... overriding the resource map, or something(possibly for the kerbalkon demo pictures, just to test the shader). I'm not sure though, there's lots of unused stuff floating around.

Either way, please stop assuming we've secretly added some big feature like that, or somehow accidentally left it in. All these things are split apart into their own little playpens where they're developed independently, with important changes from the main branch merged into them periodically. Git's great for that.

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All right, whatever it is, I give a pickaxe to Jeb, land him randomly on the Mün, and won't bring him back until he brings me some of this Testium ! :)

If it's Jeb, he'll throw away the pickaxe before the rocket's launch and use the lander as a pickaxe. We all know Jeb.

Edited by Mr_Brain
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*sigh* I already talked about this on reddit. It's just a leftover test thing that went unnoticed, no functional aspect of resources are actually implemented into the game yet. The things Fel found are just precursor elements, the real stuff is in a completely different branch on Git.

PResource is a script for procedurally generating the resource distribution (no idea how functional, but it was the first part of it that was ever started I think), and the entry in CelestialBody is a reference to a given PResource (which would be placed in the planet's gameobject hierarchy, assuming it works the same way as normal PQS mods), and then a texture map used for... overriding the resource map, or something(possibly for the kerbalkon demo pictures, just to test the shader). I'm not sure though, there's lots of unused stuff floating around.

Either way, please stop assuming we've secretly added some big feature like that, or somehow accidentally left it in. All these things are split apart into their own little playpens where they're developed independently, with important changes from the main branch merged into them periodically. Git's great for that.

Nova's mood as of posting this^:

tumblr_lpe2xqC42E1qetbbj.gif

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PResource is a script for procedurally generating the resource distribution (no idea how functional, but it was the first part of it that was ever started I think), and the entry in CelestialBody is a reference to a given PResource (which would be placed in the planet's gameobject hierarchy, assuming it works the same way as normal PQS mods), and then a texture map used for... overriding the resource map, or something(possibly for the kerbalkon demo pictures, just to test the shader). I'm not sure though, there's lots of unused stuff floating around.

But it is still neat to look at all the little precursors that got mixed up with the build, showing us things that you all have been toying with. (So I made a bad assumption, it isn't "Planet Resources" but "Procedural Resources", which would indicate that you might be able to... *some part of me wants to see how "functional" the code is*) XD

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