Why485 Posted November 11, 2013 Share Posted November 11, 2013 (edited) Download from Kerbal StuffDownload from CurseWhat is it?Self-illumination is something that I find lacking in stock Kerbal Space Program. I find the stock lights to be too large and clumsy to use for simple self-lighting.To solve this, I made three small lights with a simple stock-alike design. Two of the lights are loosely based off unreleased parts by ClairaLyrae for KSPX.These lights are integrated into the tech tree and are unlocked at the same node as the rest of the stock lights.BY DEFAULT, KSP ALLOWS ONLY 8 SIMULTANEOUS LIGHT SOURCES IN A SINGLE AREA. IF SOME OF YOUR LIGHTS AREN'T SHOWING CORRECTLY, RAISE THE "PIXEL LIGHT COUNT" IN SETTINGS.Thanks to peteletroll for maintaining the mod with minor fixes and optimizations.InstallationExtract the Gamedata folder into your KSP directory. The Source folder can be safely disregarded unless you're into that kind of thing.How to UseThe three lights function the same as any other lights in the game, except that they have a default value that is no longer pure white.Be wary of the per pixel light setting as it may prevent lights from showing. Be aware that the 4-way light counts as 4 separate lights, even though it is only one part.Here are the three new light parts with the two originals for scale:Changelog1.2.2- Fixed bug where light color was not correctly restored when loading a ship in the editor.- Refactored code for expansion (future development of navlights)1.2.1- Removed extraneous debug text1.2- Lights now use a custom light module called SurfaceLight- The surface lights now default to a color set in the parts file- The color of the light on the model now chanegs to reflect the light's color1.1 (by peteletroll)- Lower part temperature tolerance to match the stock lights- Converted textures to DDS and lowered their size to make them more efficient1.0- Initial releaseLicenseThis work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International.http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode Edited November 16, 2015 by Why485 Link to comment Share on other sites More sharing options...
Lifeforce87 Posted November 11, 2013 Share Posted November 11, 2013 Nice, thanks! Link to comment Share on other sites More sharing options...
Jon Tash Posted November 11, 2013 Share Posted November 11, 2013 This looks nice, downloading now. Link to comment Share on other sites More sharing options...
Talisar Posted November 11, 2013 Share Posted November 11, 2013 Very nice! I'm in! Link to comment Share on other sites More sharing options...
Dante80 Posted November 11, 2013 Share Posted November 11, 2013 Was using B9 only for the lights, now I have an alternative. W00t! Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 11, 2013 Share Posted November 11, 2013 Alright more lights, I love light mods! Link to comment Share on other sites More sharing options...
blizzy78 Posted November 11, 2013 Share Posted November 11, 2013 Those look really nice. I love the warm light they are giving off in the screenshots. Link to comment Share on other sites More sharing options...
astropapi1 Posted November 11, 2013 Share Posted November 11, 2013 Looks awesome! Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 11, 2013 Share Posted November 11, 2013 Is that this option in game: Pixel Light CountControls how many Pixel Lights can be in the scene at any time. See Unity documentation for more details.Default:8 "BY DEFAULT, KSP ALLOWS ONLY 8 SIMULTANEOUS LIGHT SOURCES. IF SOME OF YOUR LIGHTS AREN'T SHOWING UP, YOU MAY BE HITTING THE LIGHT SOURCE LIMIT AND SHOULD RAISE IT." Link to comment Share on other sites More sharing options...
Supernovy Posted November 11, 2013 Share Posted November 11, 2013 therealcrow999: Yes.Why485: You missed your chance! You should have called them Stockalights! Link to comment Share on other sites More sharing options...
ahappydude Posted November 11, 2013 Share Posted November 11, 2013 Add colour lights? Link to comment Share on other sites More sharing options...
HeadHunter67 Posted November 11, 2013 Share Posted November 11, 2013 BY DEFAULT, KSP ALLOWS ONLY 8 SIMULTANEOUS LIGHT SOURCES. IF SOME OF YOUR LIGHTS AREN'T SHOWING UP, YOU MAY BE HITTING THE LIGHT SOURCE LIMIT AND SHOULD RAISE IT.That's not quite how Pixel Light Count works. That attribute determines how many separate light sources may illuminate a particular spot - not a part or the entire scene.That said, looks nice. Thank you, and I look forward to trying it out. Link to comment Share on other sites More sharing options...
Gryphorim Posted November 11, 2013 Share Posted November 11, 2013 are these based on the meshes for the light Claira was planning to add in the next update of KSPX, back before she got hired? Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 11, 2013 Share Posted November 11, 2013 Will increase in Pixel lights slow down game? Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2013 Share Posted November 11, 2013 Very nice! I've been wanting something like this for a while now. Link to comment Share on other sites More sharing options...
minimuffin Posted November 11, 2013 Share Posted November 11, 2013 I think you can guess what my next download is! I always thought smaller lights would be nice to have. By the way, are they integrated into the tech tree? It is okay if they aren't, but I wondering. Link to comment Share on other sites More sharing options...
Audiopulse Posted November 12, 2013 Share Posted November 12, 2013 Thank you - KSP has always been a wee bit underdeveloped in terms of lights!On another note - your Nick sounds familiar. Have you been modding for other SciFi-games in the past? Freelancer for example? Link to comment Share on other sites More sharing options...
Milkshakefiend Posted November 12, 2013 Share Posted November 12, 2013 Lovely! I'm like a magpie when it comes to shiny lights. Any plans for other colour versions? Link to comment Share on other sites More sharing options...
HeadHunter67 Posted November 12, 2013 Share Posted November 12, 2013 Will increase in Pixel lights slow down game?To some extent - depending on the Pixel Light Count setting.By the way, are they integrated into the tech tree?I tried it out, and they are in the tech tree. Link to comment Share on other sites More sharing options...
Why485 Posted November 12, 2013 Author Share Posted November 12, 2013 (edited) Why485: You missed your chance! You should have called them Stockalights!It seems so obvious in retrospect!Add colour lights?I've been thinking about doing navlight style lights, possibly including the plugin code so that they will blink correctly but there's already a mod that does that so I'm not sure it's necessary.are these based on the meshes for the light Claira was planning to add in the next update of KSPX, back before she got hired?See OP, a couple of the lights are indeed based off the unreleased lights from KSPX.That's not quite how Pixel Light Count works. That attribute determines how many separate light sources may illuminate a particular spot - not a part or the entire scene.That said, looks nice. Thank you, and I look forward to trying it out.That actually explains something I've been wondering myself, because I could have sworn I've gone over the light limit but still seen lights anyway. It wasn't as consistent as I thought, but raising the light count certainly made all lights work correctly. I'll change that warning a little bit to make it more accurate.On another note - your Nick sounds familiar. Have you been modding for other SciFi-games in the past? Freelancer for example?Yes, I used to do a ton of Freelancer modding, mostly in effects but also in other places. I did a lot of work with FoxUnit01 on 88 Flak and made my own mod, Itano Circus. Your name sounds familiar too, but I can't recall specifically where.I think you can guess what my next download is! I always thought smaller lights would be nice to have. By the way, are they integrated into the tech tree? It is okay if they aren't, but I wondering.I forgot to mention it anywhere, but yes they should be integrated into the tech tree. Edited November 12, 2013 by Why485 Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 12, 2013 Share Posted November 12, 2013 This is fantastic! I've been trying to do some lights myself but I'm very new to modeling and was getting stuck with the emissives. Now I don't have too! Link to comment Share on other sites More sharing options...
Commander Zoom Posted November 19, 2013 Share Posted November 19, 2013 Oh, very nice! I've been using the big ones, but these are perfect for certain applications. Link to comment Share on other sites More sharing options...
mwlue Posted November 21, 2013 Share Posted November 21, 2013 whooaoaaa, you just make my LEM shine. hats-off. Thx alot. Link to comment Share on other sites More sharing options...
Camacha Posted November 21, 2013 Share Posted November 21, 2013 They make great rover/car backlights too. Link to comment Share on other sites More sharing options...
pantheis Posted November 21, 2013 Share Posted November 21, 2013 whooaoaaa, you just make my LEM shine. hats-off. Thx alot.Whoa! What landing struts are those!? Link to comment Share on other sites More sharing options...
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