The White Guardian

Members
  • Content count

    1524
  • Joined

  • Last visited

Community Reputation

959 Excellent

About The White Guardian

  • Rank
    Kopernicus Grandmaster

Contact Methods

  • Website URL http://thewhiteguardianart.deviantart.com/
  • Twitter (Nope)

Profile Information

  • Location Planet Custos, Polaris Galaxy

Recent Profile Visitors

6788 profile views
  1. @Template { removeAllPQSMods = true } With no PQS there's nothing that warps the terrain, so you'll end with a flat sphere.
  2. Note for people doing this: apparently a .dds texture is loaded flipped vertically compared to .png, so when converting to png manually flip the image vertically.
  3. Looks like a standard UVNoise animation-enabled cloudlayer, which is something not commonly used by cloud packs for main cloud layers and is often used for effects instead. Thus I believe it's the default EVE 'BoulderCo' configuration.
  4. Will release an update this afternoon, featuring procedural rivers and, if I can get it done by then, CustomNoise. CustomNoise operates similar to RiggedMultifractal, Perlin and Billow, except the ModuleBase (the noise itself) is integrated in the PQSMod and takes commands from the user, allowing the user to create a custom noise. Advanced stuff!
  5. I'm willing to bet he's referring to the fact that lightColor = 0.6,0.6,0.4,1 yields a blue atmosphere instead of yellowish-orange. If you're gonna ask me for advice in PM's, it may be a good idea to use it too. In every single reply I say 'use KittopiaTech'. If you'd use KittopiaTech you could mess with the sliders in game, making this problem completely invalid. FYI I think the currenty lightColor system is based on color absorption.
  6. @Gameslinx @Jetski KLE is a c# plugin built on top of Kopernicus. It is impossible for it to cause any kind of issue unless something is up with Kopernicus. Plus, if GPO uses KLE, then deleting it will break planet terrain. This is because KLE PQSMods used by GPO cannot be found thus the code is declared invalid and skipped, meaning that the terrain differs. I personally think it could be because @Jetski is playing on Mac OS (Or Linux, becuase tbh I don't know the layout of either...). While Windows is lazy, Mac and Linux go the extra mile and check if cases also match (case-sensitivity is a thing for Mac OS and Linux players) So @Gameslinx if a texture filepath is invalid when it comes to case sensitivity, then a texture cannot be found. Either way, @Jetski this kind of problem (black KSC screen) usually occurs when there is a problem with Kerbin itself. Try deleting the Olei-Gaia folder. Other possibilities: KSP-Kopernicus version mismatch Invalid ModularFlightIntegrator version AFAIK it should be compatible with UL save for the Kerbin-changing part of the mod. In fact, please give it a try! I'm sure @Gameslinx could use compatibility data (GPO vs. UL orbit locations) so, if necessary, a compatibility patch can be included (which I'm happy to create).
  7. Probably something related to Kopernicus, there's been a lot of ring-related stuff happening as of recently. That, or it's something with your install or PC.
  8. I have no idea what's causing it. Could either of you provide me with logs, modlist, etc?
  9. @GregroxMun I'm not sure if Ellipsoid works perfectly as intended, but the result is DEFINITELY interesting. Trust me, you can create a dougnut planet now.
  10. The big problem is applying the deformity to the terrain... that's gonna be hell.
  11. @GregroxMun about to write PQSMod_Ellipsoid. I'm going for a Vector3 approach when it comes to the axis deformity, so it needs to be entered as: deformity = (A), (B), (C) Which is then internally torn apart to three separate Double values which are then, if enabled, multiplied by the sphere deformity.
  12. I think you don't know what an integer is exactly XD The seed you entered is too high. The maximum value for an int32 is 2147483647. Placed under each other: 3141592654 - your entry 2147483647 - max int32 value according to Microsoft Hence why the log reads: [LOG 09:03:19]: Parsing Target seed in (KLE.HybridNoise) as (Kopernicus.NumericParser`1[System.Int32]) [LOG 09:03:19]: Exception Was Recorded: Exception has been thrown by the target of an invocation. Translated: "I am about to parse the seed of the mod" "Error! I can't read this, it's too great! Mind blown! I repeat, mind blown!"
  13. Edit: @GregroxMun already finished FlattenMountains. Behold the code: public class PQSMod_AltitudeLimiter : PQSMod { public Double maxAltitude = 2000; public override void OnVertexBuildHeight(PQS.VertexBuildData data) { if (data.vertHeight >= maxAltitude + sphere.radius) data.vertHeight = maxAltitude + sphere.radius; } } [RequireConfigType(ConfigType.Node)] public class AltitudeLimiter : ModLoader<PQSMod_AltitudeLimiter> { [ParserTarget("maxAltitude", optional = true)] public NumericParser<double> maxAltitude { get { return mod.maxAltitude; } set { mod.maxAltitude = value; } } } That's all it takes. The first part is the C# behavior script. As you can see, it has the value 2000 by default although this is overridden by the value entered in a config - provided a value is specified, otherwise 2000 will be used. Public override void OnVertexBuildHeight -> activates when KSP builds the planet's deformity The function translated to English: "If the data in this specific area is greater than the value of maxAltitude plus the radius of the sphere (data.vertHeight counts from the planet center), then the value of the altitude here is, after the PQSMod is applied, equal to the value of maxAltitude plus the radius of the sphere." The second part is the loader, Kopernicus' ModLoader will search for the node 'AltitudeLimiter' in a config and when it does, will look for the text 'maxAltitude' and replace the value of maxAltitude in the PQSMod script with the value specified in the config. ... And then I realize that I only learned all of this in May. A month ago I would have no idea how to do such a thing... Anyhow, I'll release a new version tomorrow.
  14. Good idea! I'll see how I can make this work. Problem is I have no idea how MapDecal loads it's maps in a 'localized' fashion instead of pasting them over the entire terrain, but if SQUAD could do it then it's definitely possible. That was actually the very first PQSMod I tried to create, placing terrain scatters by reading a biome map, and I'm still trying to create it. Problem is the terrain scatters, those are HARD. I have yet to go on the IRC and ask Thomas if, instead, I can hitch a ride on LandControl's scatter configuration in some way to make the process easier. Back in the day I had called it 'Kartographer'. Alright, I'll look into it! Yikes, uh... okay, I have no idea how that's gonna work. Maybe... now that I think of it, I feel a plan forming. Perhaps data.vertHeight isn't the only thing I can alter in the override void called when KSP builds the terrain. That'd probably be similar to VertexCanyons but with a more smooth approach, not sure how I could create something like that at this point but I'll look into it regardless. Once I figure out the process behind MapDecals I'll definitely give this a go. Didn't MapDecals use Lat-Lon already though? Or was that a Vector3? I can't remember... KillAshley's Kerbol Plus already has the exact same mod so I'll probably have to get a different name to avoid conflicts but that's definitely the easiest mod on this list, will have that one done within half an hour.