braininator Posted August 13, 2014 Share Posted August 13, 2014 Once the CFG system is completely written I plan on starting to port over my PF system, and regarding that I have a quick question. The normal map that Kopernicus had seemed to e a different type of normal map to the ones from PF. Will I need to get new normal maps or will the ones from PF do? Link to comment Share on other sites More sharing options...
DuoDex Posted August 13, 2014 Share Posted August 13, 2014 This is a awesome mod! Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 13, 2014 Share Posted August 13, 2014 (edited) Once the CFG system is completely written I plan on starting to port over my PF system, and regarding that I have a quick question. The normal map that Kopernicus had seemed to e a different type of normal map to the ones from PF. Will I need to get new normal maps or will the ones from PF do?Oh, so the reason for the strange looking normal maps - Unity3D is weird and uses a custom normal map format. There is a built in function in the KSP api to convert a standard normal map into the format unity wants. However, this increases time during loading. The normal map we used is from RSS, and NathanKell set up his normal maps so that when loaded, they will already be in the right format. I'll just add another config option - precomputedNormals and normals Edited August 13, 2014 by Teknoman117 Link to comment Share on other sites More sharing options...
rbray89 Posted August 13, 2014 Share Posted August 13, 2014 Oh, so the reason for the different looking type of normal map - Unity3D is retarded and uses a custom normal map format. There is a built in function in the KSP api to convert a standard normal map into the format unity wants. However, this increases time during loading. The normal map we used is from RSS, and NathanKell set up his normal maps so that when loaded, they will already be in the right format. I'll just add another config option - precomputedNormals and normalsThe other option is to convert it to MBM and set the normal flag I had lots of 'fun' with this stuff with ATM. Link to comment Share on other sites More sharing options...
braininator Posted August 13, 2014 Share Posted August 13, 2014 While I don't know unity, or much more than basic programming(Basic as in simple, not the language) wouldn't it be possible so that when it finds normal normal () it converts it to their standard, but then saves that for next time? As in it produces the RGBA normal map in the folder? Link to comment Share on other sites More sharing options...
rbray89 Posted August 14, 2014 Share Posted August 14, 2014 While I don't know unity, or much more than basic programming(Basic as in simple, not the language) wouldn't it be possible so that when it finds normal normal () it converts it to their standard, but then saves that for next time? As in it produces the RGBA normal map in the folder?I can't remember if I did this in ATM or not for the cache. I think I did, but could be wrong. Link to comment Share on other sites More sharing options...
NathanKell Posted August 14, 2014 Share Posted August 14, 2014 Also, the "normal" flag in MBM also leads to it not being compressed, which is sometimes undesirable (low-frequency normal maps will be OK compressed--that, indeed, is *why* Unity uses that format, so it can use 4 bits per channel per pixel rather than 4 bits for 3 channels.) Link to comment Share on other sites More sharing options...
VonFrank Posted August 14, 2014 Share Posted August 14, 2014 Is there a limit to the amount of new planets pre-release 3 can handle? I've removed Hodor and the other examples and have tried to add my own test moons around Kerbin, and it looks like it can only handle 2. Every time I try to add a 3rd one, the game refuses to load all of the new moons. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 14, 2014 Share Posted August 14, 2014 (edited) There shouldn't be a limit, uh, i'll experiment. Could you email me ([email protected]) your KSP.log and your Player.log (http://docs.unity3d.com/Manual/LogFiles.html)? I'm just curious if you made an error it couldn't handle Edited August 14, 2014 by Teknoman117 Link to comment Share on other sites More sharing options...
VonFrank Posted August 15, 2014 Share Posted August 15, 2014 There shouldn't be a limit, uh, i'll experiment. Could you email me ([email protected]) your KSP.log and your Player.log (http://docs.unity3d.com/Manual/LogFiles.html)? I'm just curious if you made an error it couldn't handleOk, I actually figured out the problem on my own. In the KSP.log I was getting the following errors:[EXC 21:26:41.148] NullReferenceException: Object reference not set to an instance of an object[LOG 21:26:41.180] [LOG 21:26:41.984] Agent: Found 18 agent mentality types[LOG 21:26:41.986] AgentList: 27 agents parsed and loaded.[WRN 21:26:41.994] Cannot find preset 'High' for pqs 'Tylo(Clone)'[WRN 21:26:41.995] CelestialBodyTransform: Cannot find CelestialBody.[ERR 21:26:41.997] [PQS Error]: Sphere target is null!It appears that Tylo is not a valid object to base a planet's clone off of. Every object using Tylo gives this error. Same with Moho from what I can tell.To get around it I simply used another object as the template. 7 moons so far with no further issues. I hope this bug report helps you guys out somewhat. Link to comment Share on other sites More sharing options...
Poryy Posted August 15, 2014 Share Posted August 15, 2014 Is there a limit to the amount of new planets pre-release 3 can handle? I've removed Hodor and the other examples and have tried to add my own test moons around Kerbin, and it looks like it can only handle 2. Every time I try to add a 3rd one, the game refuses to load all of the new moons.You can already add new planets? I'll have to give this a spin. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 15, 2014 Share Posted August 15, 2014 You can already add new planets? I'll have to give this a spin.Its limited at the moment - we still have yet to write the PQS editing features, so your stuck with the surface of other worlds. Everything else it changeable - radius, atmosphere, gravity, biomes, etc. Link to comment Share on other sites More sharing options...
Poryy Posted August 15, 2014 Share Posted August 15, 2014 Its limited at the moment - we still have yet to write the PQS editing features, so your stuck with the surface of other worlds. Everything else it changeable - radius, atmosphere, gravity, biomes, etc.So I have the surface of say, Minmus, but customizable orbits and suchthings?That's even better, because gettin textures is easy, the parameters ans orbits are harder. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 15, 2014 Share Posted August 15, 2014 (edited) Basically, yes. The PQS does offer a ton of features, such as surfaces generated procedurally. Take Gilly for instance, it doesn't actually have a surface height map. It's all generated from structured noise functions at runtime. Also, none of the stock worlds have surface texture maps either, its all textures for certain situations applied to certain localities.As I mentioned in a previous post (I think its one page back), there are a couple examples in the pre alpha. Hodor demonstrates all the orbital parameters, EelooBiomes demonstrates our biome parameters, and RedKerbin shows some things that can be done with atmosphere. We will be writing documentation and making some formal examples and tutorials, I just have to spend a few more days doing some more work stuff and I can get back to it. Edited August 15, 2014 by Teknoman117 Link to comment Share on other sites More sharing options...
Dooz Posted August 15, 2014 Share Posted August 15, 2014 We can generate our own terrain maps? No more killing my computer attempting to grab Terrain maps from space engine.PFCE was capable of making procedural Minmus planets, so this can make procedural Kerbins eves dunas and laythes? Link to comment Share on other sites More sharing options...
aftokinito Posted August 15, 2014 Share Posted August 15, 2014 We can generate our own terrain maps? No more killing my computer attempting to grab Terrain maps from space engine.PFCE was capable of making procedural Minmus planets, so this can make procedural Kerbins eves dunas and laythes?That was not PFCE but KSP itself.KSP has some PQSMods that can define terrain without the need of a height map (PQSMod_VertexPlanet iirc). Link to comment Share on other sites More sharing options...
NathanKell Posted August 15, 2014 Share Posted August 15, 2014 All PQSMods except PQSMod_VertexHeightmap and PQSMod_VertexHeightNoiseHeightmap can define terrain without a heightmap I mean, except the ones that don't alter height (like RemoveUVs or Vertex Color, or whatever). Because that's what PQSMods are for: defining terrain. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 15, 2014 Share Posted August 15, 2014 (edited) Ok, I actually figured out the problem on my own. In the KSP.log I was getting the following errors:[EXC 21:26:41.148] NullReferenceException: Object reference not set to an instance of an object[LOG 21:26:41.180] [LOG 21:26:41.984] Agent: Found 18 agent mentality types[LOG 21:26:41.986] AgentList: 27 agents parsed and loaded.[WRN 21:26:41.994] Cannot find preset 'High' for pqs 'Tylo(Clone)'[WRN 21:26:41.995] CelestialBodyTransform: Cannot find CelestialBody.[ERR 21:26:41.997] [PQS Error]: Sphere target is null!It appears that Tylo is not a valid object to base a planet's clone off of. Every object using Tylo gives this error. Same with Moho from what I can tell.To get around it I simply used another object as the template. 7 moons so far with no further issues. I hope this bug report helps you guys out somewhat.I've pushed a fix for this bug. I've also added two options to the Template field, removeAtmosphere and removeOcean. Looking forward, when reporting bugs, PLEASE include your player.log (not ksp.log) see: http://docs.unity3d.com/Manual/LogFiles.html. The reason is that player.log gives much more detailed errors. Where you just see "nullreferenceexception" in ksp.log, player.log gives this result for the Tylo scenarioNullReferenceException: Object reference not set to an instance of an object at PQSMod_MapDecal.OnSetup () [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Body.ComputeScaledSpaceMesh (.PSystemBody body) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Body.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.CreateObjectFromConfigNode[Body] (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Generate () [0x00000] in <filename unknown>:0 at Kopernicus.Injector.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type)UnityEngine.GameObject:AddComponent(Type)AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)AddonLoader:StartAddons(Startup)AddonLoader:OnLevelWasLoaded(Int32)This tells me exactly where the bug is located - in my scaled space mesh computation. Turns out, there are some of the PQS mods that don't liked being turned on in prefab mode. I needed to whitelist certain PQSMods and blacklist others. Edited August 16, 2014 by Teknoman117 Link to comment Share on other sites More sharing options...
Sylandro Posted August 17, 2014 Share Posted August 17, 2014 The red Kerbin has definately got me for high hopes for this mod! Meanwhile, Jool+ will become it's own semi-independent mod, and it will come bundled in with the two mods it needs to run with. Planet Factory CE and KittopiaTech. Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 18, 2014 Share Posted August 18, 2014 The red Kerbin has definately got me for high hopes for this mod! Meanwhile, Jool+ will become it's own semi-independent mod, and it will come bundled in with the two mods it needs to run with. Planet Factory CE and KittopiaTech.Make that thing open-source so the community can use it. Link to comment Share on other sites More sharing options...
Dooz Posted August 18, 2014 Share Posted August 18, 2014 (edited) Make that thing open-source so the community can use it.No need to ask all KSP plugins are forced to be open sourced.PF CE Is just a ton of configs which are open. Kittopia Tech and Pf CE are open sourced.So ETA on the update? Edited August 18, 2014 by Dooz Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 18, 2014 Share Posted August 18, 2014 Uh, swamped at work ATM. I'll be working on it when I get home. Also, "open source" and "source availability" are very different. Open source software is free software (as in freedom), I could take the source and do whatever as long as I conformed to the license terms (Apache, BSD, GPL, etc.). The ksp guidelines do not require you to distribute your mod under a free software license, however it does require the source code to be public. Mainly to prevent things like mod statistics from happening again. Link to comment Share on other sites More sharing options...
dreadicon Posted August 19, 2014 Share Posted August 19, 2014 Good luck with your day job! In the mean time we will be (im)patiently waiting, lol. I am extremely excited for this, and with it being so close to an Alpha state, the anticipation is killing me xD. I keep refreshing the thread and repo every so often hoping to see an update. Link to comment Share on other sites More sharing options...
Poryy Posted August 23, 2014 Share Posted August 23, 2014 Bump.Tenchar Link to comment Share on other sites More sharing options...
BryceSchroeder Posted August 23, 2014 Author Share Posted August 23, 2014 Bump.TencharI have no news at this time. Teknoman is still working on the configuration system. Link to comment Share on other sites More sharing options...
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