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  1. I did a quick and dirty fix. It involved taking the old 8-bit EarthHeight.dds (before the 16-bit textures in RSS-Textures v18.2 and above) and adding the missing land, although it is not as precise anymore. 1. The old EarthHeight.dds (RSS-Textures v18.1 and below) 2. Threshold from 24/255 3. Select by Color for the oceans 4. Oceans removed 5. In this image, there are two layers. On top is the new EarthHeight.dds (16 bit grayscale but converted into 8 bit when imported) with a 143/255 threshold (oceans also removed like in step 4). Below is the old E
  2. A significant problem I just noticed: I imported a 16-bit grayscale heightmap (up to 65536 levels of brightness/height) to edit in GIMP, but it was converted to 8-bit (256 levels of brightness/height from 0 to 255) in the process. This meant that when I exported it to a .png and converted it back into a .dds, Hatsunia was fine but significant parts of the world (including Kennedy Space Center in Florida) were flooded due to the loss in precision. I'm still trying to figure out how to edit the 16-bit .dds without converting it into 8-bit. I installed the latest version of GIMP (2.10)
  3. Finished product (Hatsunia) Map made with GIMP and Inkscape Heightmap made with World Machine Terrain textures used deepart.io
  4. I put Hatsunia in Real Solar System (the Hatsunese Space Program series will be restarted) Map made with GIMP and Inkscape Heightmap made with World Machine Terrain textures used deepart.io
  5. Like I said before, I am going to restart the Hatsunese space program in Real Solar System. edit: it will be a new thread, too (with retcons).
  6. I'm very sorry, but this version of KSP was getting too outdated and I didn't want to keep stretching it more. I want to move on to other KSP projects now.
  7. Okay, I've tried a method to make a selected area fully transparent while preserving color data. 1. You need to have three layers: first is EarthColor (oceans and some bits of land) 2. Second is EarthSurface (all the land and ocean floor) 3. Third is EarthColor+Surface (the previous two layers merged with Ctrl+M, then copy, undo, and paste onto a new layer) 4. Select the "Select by Color Tool" (select transparent areas) 5. On the EarthColor layer, click on the transparent part 6. Then switch to the EarthColor+Surface layer while the trans
  8. So Real Solar System Earth map uses several textures: EarthHeight.dds, EarthColor.dds, and EarthSurface.dds. (there's also the normal map EarthNRM.dds as well as EarthBiomes.png, but those are not important right now) I am testing modifications to this with an obvious circle/disk in the middle of the Pacific Ocean. EarthHeight.dds (note that the actual texture is upside down compared to this) - you can plainly see the perfect circle (I save this to a png and convert to .dds using TexConvGUI with the R16_NORM format) The actual color of the planet (oceans and land) are
  9. I asked @Katniss218 on Discord and they said they use TexConvGUI (unzip with 7zip), with the output format being R16_UNORM for 16-bit grayscale heightmaps and BC3_UNORM for colored textures (or they just use GIMP for the latter). I first saved to a .png then used the converter.
  10. I tried paint.net and am getting the same result as GIMP: slightly purple artifacts when it should all be shades of gray. (by the way, I'm trying to edit the Earth heightmap from Real Solar System)
  11. I'm trying to save a grayscale heightmap and I tried the .dds export plugin for GIMP but it leaves RGB color artifacts. And I can't save uncompressed because only DXT5 compression works with KSP 1.8 and up.
  12. Thank you very much for the award! Here is a collage of every first crewed mission to each planet and moon:
  13. Mission 270: Project DIVA X 5th / Negi Maru flight 08 (part 1, part 2, part 3, part 4) Designing Interplanetary Vehicle Architecture with eXtreme-efficiency propulsion, 5th mission. Returning from Eve to Kerbin. Y108, D1 (Negi Maru Eve -> Kerbin) Y108, D326 (Negi Maru Kerbin insertion) Y108, D327 (crew landing) The Negi Maru moves to a 700 km orbit around Eve The End
  14. [To conclude the sandbox save I started in 2013, I did my first Eve return mission] Y107, D426 - Eve Rabbit 1 lifts off Rendezvous with the Negi Maru
  15. Mission 270: Project DIVA X 5th / Negi Maru flight 08 (part 1, part 2, part 3, part 4) Designing Interplanetary Vehicle Architecture with eXtreme-efficiency propulsion, 5th mission. Returning from the very deep gravity well that is Eve's surface. Y107, D426 (Eve Rabbit 1 liftoff) Soundtrack: Liftoff on the last day of the year
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