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Mythical Donuts

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Posts posted by Mythical Donuts

  1. On 8/9/2020 at 10:06 AM, ProtoJeb21 said:

    My main method of creating planet textures — well, the main method from when I was actually making Kopernicus planet packs — was to customize a planet in SE, export its height map, and use that as a base to create a better height map using a variety of PQS mods (vertexsimplexheight, vertexsimplexheightabsolute, vertexheightnoise, vonoroicraters) and a color map via vertexheightcolor. The reason for an SE height map as a base is because it can include some smaller details and ideal continent/ocean shapes that are difficult to replicate with PQSMods. For example, often I want only a few areas of some mountains, but PQSMods will generate mountains and hills all over the surface and not in specific areas. Custom SE height maps give me the specific terrain details, and PQSMods help refine it. 
     

    I only mentioned using pure SE textures as a last resort option. They might look cool from a distance, but most surface details scale terribly from SE to KSP (hence why I try to refine the height maps I get and make sure they’re the maximum resolution possible). And trust me, I know plenty well how poorly SE textures are received in the Kopernicus community. 

    Ah, alright, I tend to misunderstand things so I took it as you suggesting just using pure SE on it's own, without modification, rather than adjusting them

     

  2. 24 minutes ago, ProtoJeb21 said:

    So, just for clarification, since I've been absent from the Kopernicus community for ages:

    • Has the time warp altitude limit feature been removed now that there are no longer altitude limits for the stock bodies (except for the minimum time warp altitude)?
    • Is KittopiaTech permanently not working? Will there ever be a feature to generate and update textures/height maps like it?
    • Have PQSMods remained the same since 2018/19?

    I'm under the assumption that the latest patch(es) work for KSP 1.10.1, but since I'm hoping to develop a new planet pack in the coming weeks (I'm almost finished calculating the physical, orbital, and atmospheric parameters of all objects I currently plan to add), I'm mainly concerned about whether or not Kittopia can ever be used. I suck with custom terrestrial planet textures, and I can't even fall back on Space Engine textures for two reasons: I'd need to spend $60 on SE Pro for the texture export feature, and the latest update broke the game for me and now 99% of all objects won't load due to an issue with shaders.

    While Kittopia's only officially up to 1.8.1, it works on 1.9.1, not too sure about 1.10.1 (I know there's a few errors with kop and that version). PQSMods have had a few changes, but I'm not sure of the extent your knowledge of them goes. If you were just using VertexHeightMap, VertexColorMap, VoronoiCraters, HeightColorMap, VertexHeightNoise and VertexSimplexHeight/Absolute, then you should be fine. Also, the time warp altitude thing hasn't been removed, just it defaults to 0 for all values. I'm a fan of your older mods, and I'm excited to see where you go if you decide to make more.

     

    Oh, and using SE textures is regarded as being very low effort and lazy, plus they tend to not look very good considering the artstyle and scaling differences. I'd recommend just keeping at it for making textures, the only way to get better is to try. Or, you can circumvent it entirely by only using PQSMods to make planets, without height or color maps. Another option is that you can use the Tangram height mapper to splice and stick together sections of Earth's height map to make your own.

  3. I like it! nice mod, but the day-night line thing is from screwed up normal maps, for your information. If you install the mod KittopiaTech, you can generate normal maps ingame by pressing ctrl+p, clicking on the planet you want to change, clicking scaledspace, then textureoptions, change the normalStrength to 2, change the resolution to either 1024, 2048 or 4096, change the textureDelta to be around the height of the highest peaks, then go back to scaledspace and click rebuild scaledspace textures. Then, you can go to the PluginData folder in the KittopiaTech folder and you can take your normals from there. it'll also export a height and color map.

  4. 9 hours ago, Hohmannson said:

    0Uz6sYS.jpg

    Something like that, or maybe a system concept is needed? 

    That’s a really cool image, and certainly one I’ll reference, but I wouldn’t mind some system concepts, particularly for small red dwarves

  5. Just now, VoidCosmos said:

    I feel a planet pack that adds news kinds of planets along with the stock system. That would be nice

    i've been thinking of that for a fair bit, and i do have a few planets 'in reserve' from long-unfinished mods that could be used for that, but what specifically did you mean? more gas planets? dwarf planets? sub-mohoians?

  6. Hello people of the forums, i have been working on a variety of planet mods for just under a year now, yet i have a lot of trouble with ideas and concepts, so i have come to you to ask, what would be some good ideas for cool planet packs/system replacers that would be interesting, original and most importantly, fun to play?

  7. I did it! I have a few pictures, but i can’t post them yet. It was the most terrifying thing ever as I reentered, because I had only 5  minutes left to go when I hit the atmosphere, and it got so close to exploding! I had to try a couple times, but I survived.

    Then I realised. I had gone over the time limit. 2 hours and 1 minute for nothing?

    Then I realised. Hooray for that time multiplier rule! Including time multiplier, i did it in 1 hour, 55 minutes and around about 40 seconds.

    There were plenty of challenging bits, like when I almost fudged the final launch up or how I forgot to put solar panels or batteries on the lander which had no RCS either so I had to use the engine for turning as well as flight. :P

    I really recommend this challenge, it was heaps of fun!

  8. Hey! Many of you may know the mod Xen’s Planet Collection, the developer of which has left, taking with him support for a really, really, cool mod. So, I, @Xurkitree, @Shawn Kerman and @LushChicken(a bit), decided to make the mod work again and we have now decided it is ready for release!

    For those of you who don’t know, XPC adds in 11 new bodies, including moons for Duna, Eve and Eeloo and two new planets, Mios and Richell.

    Pictures:

    1PYws6v.jpgPFt4fbS.jpgGHxmpkx.jpgy7Ti16W.jpgwmd7b9M.jpgIf you want to see descriptions and more pictures of the planets, go to 

    Here are more pictures: https://imgur.com/gallery/UhNo3iC
    Download instructions
     

    Installation:

    Step 1: Install latest version of Kopernicus.

    Step 2: Drag XPC folder into KSP's GameData folder.

    Step 3: Run the game and enjoy!

     

     

    (XPC had an MIT license, and this version is CC-BY-NC-SA 4.0)

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