#Visual Revamp
1 messages · Page 1 of 1 (latest)
Add a teto Easter egg somewhere 
i had this exact thought 
Good
Regarding ambient lighting, Planety can set the following values:
some_planet.lighting.ambient.day
some_planet.lighting.ambient.night
some_planet.lighting.ambient.scaled
some_planet.lighting.ambient.inner_altitude
some_planet.lighting.ambient.outer_altitude
what
does it work with existing planets, eg; kerbin?
There's also some values in non-ambient lighting
some_planet.lighting.horizon_offset
some_planet.lighting.day_blend_range
some_planet.lighting.night_blend_range
some_planet.lighting.directional_inner_altitude
some_planet.lighting.directional_outer_altitude
but idk what they do
I think so
If you're just doing that, you can put runs always in your mod header so it doesn't need to be enabled or restricted to new saves. See Joolian Rings for how that works.
okey dokie
woah okay i see what you mean
ohhhh ok
teto pear sun
i'll probably need to do ui work then for something like this
that is if i can even change the sunflare texture 
I should probably make Planety able to create PostProcessProfiles too tbh
Why do planets even have seperate profiles though
All are disabled except for Bop
But ye I agree
land on duna and your whole screen gets the breaking bad filter
Twas CelestialBodyLensFlareSystem responsible for the lens flares, and that was triggered by the LightingSystem script
the sunflare things with redux is changing the colours with the atmosphere
mine is just changing the style of the sunflares
Yeah I think their goal is to get the sunflare to look like the ksp2 ea gameplay trailer sunflare
somewhat yeah
sort of similar
someway i just want it to look more appealing to some people instead of an eye sore
i thought you were talking about the cinematics
which one were you referring to
Maybe you can load the flare asset from the main menu
The gameplay trailer they released I think on January 17th
Yes
Should be way easier to do
Just disable all elements except the first one and second one
funnily enough thats easy
Have you done it with code yet?
no not yet, i dont know exactly what i need to do to achieve it
something to do with the ProFlare properties is all im sure of
Yeah
I think ProFlareBatch has it
Just set visible to the other elements to false
should be easy enough
now theres also something else i want thats been bugging me for a while
stars from planety 
blue star = yellow sunflare very realistic
would there be a way to change a sunflares colours based off the texture of that star?
Then you’d want to adjust the tint
But that won’t work in Redux as it doesn’t use the tint at all
okay nvm then
But for now it should work
i do want to make sure this works with redux upon release
@muted blade did you plan any sunflare features with planety?
bc im wondering if you can change the sunflare textures with custom imgaes then if it would be possible to integrate it with planety stars
There's some configurable settings, but nothing like that yet
I guess I could add it; I never looked much at how flares work though
errrrr, do i gotta like put this in a different cs script or something
im wondering if i just need to do this instead
You're redefining the variable
You already have something called LightingSystem
Just leave out the type at the start
yeah thought so
Or that
Yeah that’s the issue
i dont have any more errors doing that so should be fine
it lied\
althought it seems to have executed fine without errors
its just
theres still a skybox..
either that or im just not reading a correct part of the code i need to disable
I assume the skybox manager isn't the skybox, it just controls it
that could be it
Look at what fields and methods SkyboxManager has, since it will likely need to hold a reference to the actual skybox
i wonder if its something to do with a galaxy addressable related to CB
Galaxy in this game typically refers to the layout of the star systems
found it
DynamicAmbientLight is what has it
it actually holds quite a few values
i just need to work out how to apply this to my code now
any ideas?
well you need to find the game object which has a reference to this
actually you don't even need that, since the LightingSystem is referenced like everywhere, you can use the reference in the GraphicsManager for example (Game.GraphicsManager.LightingSystem.DynamicAmbientLight)
i was about to say dont make me look for the reference 😭
that's like 80% of modding, just looking for stuff 
couldnt i do GameObject.FindObjectsOfType<DynamicAmbientLight>().FirstOrDefault();
since i already have lightingsystems referenced
that would be extremely inefficient
im still learning 
it would have to go through every single game object in the scene and check all of its components
rather than just directly grabbing the reference like I showed
gotcha
how exactly would i apply that to this though
I'm not sure what you're trying to do there
ignore the LogInfo which has flarecamera
the first line doesn't do anything
thats unrelated
it just finds an object and throws it away
you see, i dont think half the time 
where is your LightingSystem variable defined?
I think you should create a different variable for the skybox
can do
Right now it’s just disabling the lens flare twice
two is better than one am i right 
Either you assign the skybox to LightingSystem or you assign it to a different variable and disable it
i'll probably assign a different variable and see what happens
You should do that
SkyboxManager Skybox = gameobject.find yada yada
i think
having a constant wait time is not ideal, you might want to do something like:
...
Game.Messages.Subscribe<GameLoadFinishedMessage>(OnGameLoadFinishedMessage);
}
private static void OnGameLoadFinishedMessage(MessageCenterMessage msg)
{
if (!((GameLoadFinishedMessage)msg).IsSuccess)
{
return;
}
var lightingSystem = Game.GraphicsManager.LightingSystem;
lightingSystem.LensFlareSystem.enabled = false;
lightingSystem.SkyboxManager.enabled = false;
var dynamicAmbientLight = lightingSystem.DynamicAmbientLight;
// ... do what you want to do with the dynamic ambient light
}
so do i keep ` public override void OnInitialized()
{
base.OnInitialized();
Instance = this;
Logger.LogInfo("KillSunflarePlugin is go, awaiting next steps");
Logger.LogInfo("SkyBox disabled is go, awaiting next steps");
StartCoroutine(AssetsDisable());
}
private IEnumerator AssetsDisable()` or not really
well that formatted horribly

the first line of what I showed you is meant to be a replacement for the StartCoroutine call
btw if you want to write a multiline code block, you can do it like this:
```cs
// code
```
where the cs is an abbreviation of the language (in this case C# = C Sharp = CS)
oof

I don’t think that’s right either
holy shit
Bro

lmaoooo

does Discord actually have such a shit Markdown implementation that it's impossible to escape triple backtick inside a codeblock?
lmfao
why is the sunflare back
oh wait no nvm i know why
ok nvm i dont, i dont even know what im trying to do here 
why did you change it from LensFlareSystem to CelestialBodyLensFlareSystem?
there's no such property
tbf i didnt know that, and bc it brought back the sunflare
Well yeah
You aren’t disabling it anywhere
I mean it's telling you by screaming at you in red 
i noted that as well 
you can just look into the LightingSystem class to see what the properties are called
CelestialBodyLensFlareSystem.enabled = false; should do it
it does not
its screaming at me
Why?
i dunno 
yeah, giving it the same name as a class will cause issues
to LensFlareSystem?
you're not defining the variable anywhere
so like i'd need to do
Gameobject TetoPear = GameObject.Find("something"); TetoPear.enabled = false;
either that or im just lost
its just an example lmao 
ok but what is it supposed to be?
because you're disabling something that doesn't exist
tbf the lensflaresystem but im just extremely lost at this rate
but you are already disabling that above it
not trying to be intentionally dense 
yes but i still ended up having a lens flare when i actually built the csproj and put it ingame
then something else is wrong
probably
disabling the lens flare system by itself doesn't do anything
I don’t think you’d even want to disable the lens flare
twas mainly for testing purposes
yeah, if you destroy the component, the sun completely disappears
so that's not ideal
only the flare, kerbol itself still remained on the map 
You want to disable some elements in ProFlare
Or even add your own flare asset to it (not sure if it’s possible, munix can tell you if so)
on the map, yes, in flight view, no
i dont even know what parts i need to touch to disabled certain elements in ProFlare
Visible
That’s it
referring to not doing visible on the whole code 
for doing certain elements of ProFlare would i need to use NameSpace? or something
you had a Unity setup for running the game right?
WorldVis yes
just experiment with modifying the components there while the game is running and then replicate the same exact steps in code
im at this rate guessing
im seriously gonna consider watching a 10 hour tutorial on c# 
yup im doing that, i'll come back to this project later
Yes
I've had to make a workaround for that in my bot when it handles escaping
update to my progress learning c#
its not going well
its been like this since 2 days ago 
If I'm gonna be honest
You probably don't need all of that
it might be best to just do like a beginner C# tutorial/course and then some Unity basics
