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The White Guardian

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  • About me
    Kopernicus Grandmaster
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    Planet Custos, Polaris Galaxy

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  1. For those eagerly awaiting the revival of my Kopernicus tutorials, I may have big news soon...

    1. Show previous comments  5 more
    2. The White Guardian

      The White Guardian

      @UranianBlue I'm not making tutorials on Space Engine because it's the cheap way out. If I'd teach people how to grab textures from a program in which all planets resemble each other, then the forums will be flooded with planets that look similar.

      The difference in generation speed is because of the engine - Unity was not designed to export textures. I prefer the long waiting method of KSP though, SE easily floods the GPU so that it stops responding if asked to export textures of a resolution that is too great for it to swiftly handle. KittopiaTech exports the map pixel-by-pixel, meaning that the computer does not freeze while working. It's a longer but safer method, and the result is much more worth it.

      Besides - if people wanted to see SE planets they'd open up Space Engine, they're completely different art styles, and merging them is not a good idea. I do get your thought pattern though, but there are better ways of making textures.

    3. UranianBlue

      UranianBlue

      @The White Guardian You can fix the freezing easily.

      https://www.reddit.com/r/spaceengine/comments/52gov2/is_there_a_way_to_export_high_quality_planet/

      Also, there are so many objects in Space Engine and so many ways to randomize textures that the resemblance is negligible.

      I would like to see some more in-depth tutorials on Landcontrol and positioning craters of different sizes at specified locations, not just randomized terrain based on a seed and then a HeightColorMap.

    4. SAS123

      SAS123

      I agree with @The White Guardian, Texture style in SE look very similar to each other and I've played around with it long enough (I used SE to world-build a Solar System for my fictional alien race) that no matter how much you change it up, from afar and even up close sometimes, They all look almost similar to me. It wouldn't be fun to have many planet packs looking like they ripped off from each other. Don't do a No Man's Sky and go overboard. And knowing people, they would be too lazy to go into the coding and make their own textures anyway. Also, there usually is a problem with the height maps even when converted where the terrain won't look smooth but rather blocky when applied to a KSP Planet.

      I like KittopiaTech because it allows full procedural generation of a KSP-like planet but if you do it well enough, you can end up having something unique from other planet packs. It gives an easier idea of what your getting, you can change image size and you can do easy in game editing without having to go into SE and doing copying and pasting from one game to another and having to load KSP up millions of times just to simply see what the texture would look like.

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