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Status Replies posted by Gameslinx
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New Beyond Home version released, its largest update yet!
And a new trailer!
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@Rover 6428 it is for 1.7.1
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Are you going to come back to your older mods to update them for 1.7.1+?
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@GregroxMun do u love me
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Hi Gameslinx
Your Overhaul is really cool, but I was wondering if there is a way I can combine this mod with another that has extra star systems?
Cheers, great mod btw
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I may have big news this day, at least this week.
Hint: It's not related to Evolution, or anything planet or Kopernicus related for that matter.
...
Okay, because it's the holiday season, I'll drop another hint: it's a project I've been working on non-stop for several days now. It's already working in-game, but I'll have to fine tune some settings before release. The mod aims to stand alongside TextureReplacer, EnvironmentalVisualEnhancements and Scatterer.
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Remember the surprise project I mentioned earlier?
Getting it ready for the first public release now.
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I may have big news this day, at least this week.
Hint: It's not related to Evolution, or anything planet or Kopernicus related for that matter.
...
Okay, because it's the holiday season, I'll drop another hint: it's a project I've been working on non-stop for several days now. It's already working in-game, but I'll have to fine tune some settings before release. The mod aims to stand alongside TextureReplacer, EnvironmentalVisualEnhancements and Scatterer.
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A rather strange question to planet makers - is there a PQSMod you'd like to see added to Kerbal Space Program?
If so, what would it be called, and what would it do?
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No, not what genesis said
I meant this:
A heightmap which can be overlayed over the PQS before it to flatten certain areas of the planet before the offset it applied.
Basically flattenOcean but in desired areas of the planet based on a texture. Black parts = flattened. Transparent or white parts = nothing happens there.
This means that you can load this PQSmod after all the others for smoother, desired coastlines - usually noise PQDMods interfere with the coast and it looks ugly from afar - this should remedy this.
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A rather strange question to planet makers - is there a PQSMod you'd like to see added to Kerbal Space Program?
If so, what would it be called, and what would it do?
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A rather strange question to planet makers - is there a PQSMod you'd like to see added to Kerbal Space Program?
If so, what would it be called, and what would it do?
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I have the after kerbin planet pack with a diffrent SVE Could the andromeda work with after kerbin?
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Heads-up for all planet makers following me: I have created a new PQSMod that will be released separately from my KLE project named MapArray.
MapArray allows you to compile three heightmaps into a single color image, one map per color channel.
The result is that you can greatly reduce memory usage and mod size.
Let's make an example. For Stock Planet Expansion I made a set of heightmaps, and noticed that each L8 DDS heightmap with a 1K resolution was 513 KB of data per map.
Then, after compiling them to work with MapArray, the resulting texture was only 474 KB!
After some testing, MapArray will be made publicly available. The source code will also be published (including my notes among the code) so that we can all learn from it.
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@UranianBlue It would be exactly the same. Only 3 heightmaps are stored in the same space as one. However I imagine with the wrong format (I'm looking at .DDS files) heightmaps can be 'contaminated' across all channels.
So for 3 planets you can use the MapArray to target 1 file and separate the heightmaps based on their colour values.
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I have the after kerbin planet pack with a diffrent SVE Could the andromeda work with after kerbin?
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No.
In After Kerbin, the planets in the stock game do not exist to the game. Do NOT try and install any visuals over After Kerbin because they will NOT work. That's why I made my own visual pack for After Kerbin.
I also do not have plans to integrate AV: D into After kerbin, nor provide a compatibility patch for the mod in the foreseeable future.
Thanks.
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Today is my birthday and for my present, I declare that THE SPICE SHALL FLOW! (Sorry. No sand worms...)
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@Gameslinx @AndrewDrawsPrettyPictures @StarCrusher96 @The White Guardian Will any of you be available to fix the test versions of Upsilon Kandromedae 0.1 and IA-Revived 1.3? I just need help fixing atmosphere curves and making sure the surface doesn't go dark in direct sunlight (I have no idea why that happens to some planets and not others). As of right now I have the UK test version ready; the TV for Interstellar Adventure Revived should be ready within the next few weeks.
I've been making enormous planet packs completely solo for over a year now, and now I definitely need assistance.
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Yaaaaaaaaaaaaaaay! I have a confirmed planet I can call my own! Or, at least 10.5263% of it.
https://www.zooniverse.org/projects/ianc2/exoplanet-explorers/talk/821/378005
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Hello, profile viewer.
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IT WORKS! VERTEXCANYONS WORKS PERFECTLY!
Tagging @Galileo, @amarius1, @Gameslinx, @ProtoJeb21, @KillAshley, @CaptRobau and @GregroxMun. As planet mod devs I think this may interest them.
Note how Kittopia also picks it up.
Yep, tutorial on how to make PQSMods imminent.
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IT WORKS! VERTEXCANYONS WORKS PERFECTLY!
Tagging @Galileo, @amarius1, @Gameslinx, @ProtoJeb21, @KillAshley, @CaptRobau and @GregroxMun. As planet mod devs I think this may interest them.
Note how Kittopia also picks it up.
Yep, tutorial on how to make PQSMods imminent.
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Imported my old stuff from SpaceEngine 0.9.7.1. Ah, good old projects that I worked on until three years ago when I made the jump to KSP.
I'm actually gonna import some of my best SpaceEngine works. Now, expert Kopernicus modders, before you come across this message and go like "NOOOOOO!" I gotta show you all what I mean.
THAT is the kind of stuff I made in SpaceEngine.
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There's a neat nifty trick to try and remove some noise 'errors' in heightmaps without manually smoothing them by setting
PQS { minLevel = 2 maxLevel = 8 }
to this:
PQS { minLevel = 2 maxLevel = 6 }
That actually reduces the quality of the heightmap in relation to the terrain (It has the same effect. I don't really know how to describe it... It lowers the octaves of the entire terrain, if you know what I mean). It's good for smoothing out jagged areas, and generally keeps the rest of the detail relatively well...
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Imported my old stuff from SpaceEngine 0.9.7.1. Ah, good old projects that I worked on until three years ago when I made the jump to KSP.
I'm actually gonna import some of my best SpaceEngine works. Now, expert Kopernicus modders, before you come across this message and go like "NOOOOOO!" I gotta show you all what I mean.
THAT is the kind of stuff I made in SpaceEngine.
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Ahhh map decals. I have no idea how you managed to make that in SpaceEngine. The noise options on the right (Edit Planet) just affect the whole thing, so I can't really focus on any individual features.
If I could, I would have a WHOLE load of map decals to put on Gaia (I'm going to be replacing Kerbin with Gaia optionally). The heightmap at the moment is a kinda re-jiggered Kerbin continental thing, but uses some noise functions to change them beyond recognition:
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Imported my old stuff from SpaceEngine 0.9.7.1. Ah, good old projects that I worked on until three years ago when I made the jump to KSP.
I'm actually gonna import some of my best SpaceEngine works. Now, expert Kopernicus modders, before you come across this message and go like "NOOOOOO!" I gotta show you all what I mean.
THAT is the kind of stuff I made in SpaceEngine.
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Happy 2k rep!