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Gameslinx

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Status Replies posted by Gameslinx

  1. New Beyond Home version released, its largest update yet!

    And a new trailer!

    https://youtu.be/K9llIkFVXAE

  2. Are you going to come back to your older mods to update them for 1.7.1+?

    1. Gameslinx

      Gameslinx

      Yes I will do, I'm trying to get BH done before I do that though

  3. @GregroxMun do u love me

    1. Gameslinx

      Gameslinx

      I know i'm amazing you didn't have to remind me :)

    2. (See 6 other replies to this status update)

  4. 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 

     

    1. Gameslinx

      Gameslinx

      Depends which ones... I need to update and optimise GPO, so keep up to date if need be!

  5. 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.

  6. Remember the surprise project I mentioned earlier?

     

    Getting it ready for the first public release now.

  7. 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.

    1. Gameslinx

      Gameslinx

      :o

      I've always been looking for a better volumetric system than EVE...

      perhaps...?

    2. (See 12 other replies to this status update)

  8. 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?

    1. Gameslinx

      Gameslinx

      No, not what genesis said :P

      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.

    2. (See 10 other replies to this status update)

  9. 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?

    1. Gameslinx

      Gameslinx

      In response to the ocean help, I'd love to see an "ocean map" which is just a black and alpha image, such that the oceans are set to that specific height. Mainly so that PQS doesn't cause weird looking, fuzzy ocean coasts.

    2. (See 10 other replies to this status update)

  10. 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?

    1. Gameslinx

      Gameslinx

      Hybrid noise which uses a curve similar to VCH2 and adds onto the existing terrain instead of replacing it entirely

    2. (See 10 other replies to this status update)

  11. I have the after kerbin planet pack with a diffrent SVE Could the andromeda work with after kerbin?

    1. Gameslinx

      Gameslinx

      @Matchlight

      Don't take it personally, we all have our own tastes :)

       

    2. (See 3 other replies to this status update)

  12. 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.

    1. Gameslinx

      Gameslinx

      @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.

    2. (See 2 other replies to this status update)

  13. I have the after kerbin planet pack with a diffrent SVE Could the andromeda work with after kerbin?

    1. Gameslinx

      Gameslinx

      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.

    2. (See 3 other replies to this status update)

  14. Today is my birthday and for my present, I declare that THE SPICE SHALL FLOW! :) (Sorry. No sand worms...)

     

  15. @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. 

    1. Gameslinx

      Gameslinx

      I'll see what I can do if you point us the right way. I'm a little busy at the moment but the school holidays are coming up in a week. 

      I'm not so good at curves but I'll take a look nontheless

    2. (See 2 other replies to this status update)

  16. 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

  17. Hello, profile viewer.

    1. Gameslinx

      Gameslinx

      It's going great! I attached a screenie below. I'm nearly done updating to 1.3 - just waiting for the proper scatterer patch :)

      I believe you also have a pack going? How's that? :)

      98vjHgo.png

    2. (See 2 other replies to this status update)

  18. IT WORKS! VERTEXCANYONS WORKS PERFECTLY!

    RSlbTXD.png

    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.

    1. Gameslinx

      Gameslinx

      Perhaps there could be a community DLL pack, similarly to the CTTP project, where people can code and add their own DLLs for Kopernicus PQS mods?

      It would be cool, assuming you can point Kopernicus to a DLL rather than replacing the whole thing

    2. (See 8 other replies to this status update)

  19. IT WORKS! VERTEXCANYONS WORKS PERFECTLY!

    RSlbTXD.png

    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.

    1. Gameslinx

      Gameslinx

      whoooooOOOOAHHH

      how? That's amazing!

      Can't edit messages... Oh.

      Is there a way to do this to a certain portion of the planet that I can target without having to export and add it to the heightmap and fiddle with all that?

      As in, similar to the scatter map.

    2. (See 8 other replies to this status update)

  20. 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.

    xS3cMoG.jpg

    THAT is the kind of stuff I made in SpaceEngine.

    1. Gameslinx

      Gameslinx

      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...

    2. (See 10 other replies to this status update)

  21. 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.

    xS3cMoG.jpg

    THAT is the kind of stuff I made in SpaceEngine.

    1. Gameslinx

      Gameslinx

      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:

      XTVpQiI.png

    2. (See 10 other replies to this status update)

  22. 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.

    xS3cMoG.jpg

    THAT is the kind of stuff I made in SpaceEngine.

  23. Happy 2k rep!

    1. Gameslinx

      Gameslinx

      Thanks for that man!

      I got 16 notifications from it all - kinda a sudden burst!

    2. (See 2 other replies to this status update)

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