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G'th

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Posts posted by G'th

  1. Okeedokee gents, ladies, and germs, this is a milestone post.  All 35 worlds completed in 38 days.  

    With these last 3 worlds in-game, we're now ready to move along to the EVE stage of things, which will basically be a mix of adding cool stuff to each world, but also finalizing any worlds (Ie, most of them) that still need or want adjustments to their looks.  We'll be starting at the Sun and radiating outwards, and I edited the OP with the general gameplan for each world. 

    But that is all to come after I take, I think, a well deserved break. While I don't feel burned out per-say, I'd rather take the time for caution (heh) and just, do something else. Probably kill zombies and rob people. 

    But anyways, here's the last 3 worlds.  Gilly and Bop now occupy the Asteroid belt alongside Dres, and while I don't show them in these pics, the two asteroids are actually (and unintentionally) very similar in shape. I'm inclined to keep them as semi-twins, but we shall see. 

    And newcomer Lypso slots in just after Tylo in the Jool system, pushing Laythe out into a more inclined Titan-esque orbit.  Lypso is a Callisto analogue, and does feature the scant atmosphere found there. Both it and Tylo should be a considerable challenge to land on alongside Laythe. I had thought to replace Tylo with it and put Tylo somewhere else, but I ultimately decided against it after realizing that Laythe is really the odd one out here, and not Tylo. Laythe if anything should take the place of Tekto, but thats lame, so I think this solution works best.

    Gilly
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    Bop
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    Lypso

    screenshot31.png

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  2. Thatmo and Nissee coming in hot. 

     

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    Five more bodies left.  Plock and Karen are up next, and then Bop and Gilly (which are going to be in the asteroid belt), and then we're going to do a Callisto thing for Jool to finish out the system. 

    After that I plan on taking a short-ish break before moving on to the EVE stage, which will involve obviously getting the various EVE effects in place, but will also involve finalizing each bodies looks. We'll start at Moho and radiate outwards. 

  3. 9 hours ago, Rutabaga22 said:

     

    Looks great! I think Tekto looks a little mcuh like jool tho, maybe go with a darker green.

    Definitely agree on that one. Darker colors are hard lol.
     

    7 hours ago, Probird_23 said:

    How will you handle the planetary rotation?
    will you just lock Urlum in place and animate a rotation sequence on the planet itself?

    Thats the neat part, we wont! Lol, To put it simply, this is mostly just to mess around. Most likely the final version will not be tilted, and we'll leave that up to Principia support (as that appears to be the only working mod that actually produces real axial tilt). This will also be important for the sake of the moons, as they're going to be the part you interact with more.  And IIRC KSP2 is going to support tilt natively so whenever we port to KSP2 we'll just be good to go. 

    That being said, though, I'm inclined to incline the planet -somewhat-.  So it will be tilted, but only to the extent that the Moons rotating around it normally don't look excessively weird.  Think along the lines of how Saturn looks from Earth; relatively shallow angle but still visibly tilted. If this ends up the case then most likely we'll keep it going forward into real axial tilt. After all, Urlum isn't supposed to be Uranus, so we have leeway to not be the exact same planet. 

  4. And here we have Tekto. The EVE set definitely suits it better over Laythe, and ironically without the clouds and additional haze, Tekto just starts to look like Green Titan. 

    This is also another one where the OG terrain was more or less recreated perfectly, though it is hard to see all things considered outside of some of the thinner haze areas. 

    screenshot28.png

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    And here's a shot without any of the clouds, which will give an idea of the terrain and ocean underneath:

    screenshot27.png

  5. Slate is such a pain in the rear lmao. Its telling that this ended up taking me as long as it did.  Its not exact to the original, but it sticks to the general idea of it. The original is just...ugh. Its hard to explain but the way it was done is just, so antithetical to how I work in creating these planets, which is why it took as long as it has to really nail down something I was happy with. 

    Still needs some tweaks, namely to make the surface a bit more reflective given what it is, and the normals needs some love (ie, more oomph), but I'm happy enough with it to move along to Tekto to finish out the Sarnus system. 

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    Oh and the orbit needs tweaked. As nice as the views are its too close to Eeloo atm lol. Completely misjudged how far out the orbit would be. 

  6. 22 hours ago, louie said:

    any ideas when abouts this is coming out?  it looks amazing!

    Eventually. Im running into a bit of a slump over Slate as Slate is just...ugh...but once we get past it things should progress a bit more rapidly; Tekto will be easier in comparison and the rest of the worlds aren't complicated. 

    Then comes the EVE visuals stage where Im gonna cleanup each world and finalize their looks.

    Then biome and Parallax integration. And at that point is right around when Ill introduce a closed beta to track down bugs and work out mod compatibility. Ill be reaching out for whose interested in that when the time comes. 

     

    The EVE stage shouldn't take long at all, as I've slowly been accumulating the assets for it as I go, so its just a matter of sitting down and knocking out the configs, and generally speaking outside if any full redos (ie, Vall) most of the worlds should be finalized otherwise.

    Parallax and Biomes will only take me as long as it takes to do the biomes. Parallax is dead simple to implement and Ive already got all the resources for it, including spiffy new scatters. 

    And the beta will go on as long as it needs to. The main point for whoever I take on as testers will be to just go to every world and explore it as hard as possible looking for any issues and their approximate location, so I can go in and fix them. But as I pump out different compatibility patches Ill also be asking for double checks on them. (Ie, are my DOE colors good, did I screw up the antenna distanced, is there something misplaced for KSC extended, etc etc)

    Im hoping we can get to the first public release before KSP2 drops, and given how fast I can go Im pretty confident we'll make it. 

  7. Vall is proving to be a hard one to really nail down. I'm pretty satisfied for now, but I wouldn't be surprised if we get another redo in on it before the end. 

    But in the meantime, I think I nailed the ever loving !#$*!#$ out of Eeloo. I wanted to keep closer to the stock Eeloo, but I also included some craters to speak to the OPM version of it (which just slaps randomized Voronoi craters over top the original, kinda weak)

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  8. I can definitely get behind some more color on Duna; I'm thinking we can introduce that in the cratered regions, as I think thats where a lot of it would show up, with some streaks depositing off in the plains. Most likely Not-Killimanjaro and Not-Mariner Valley will keep to their current colors though, as they represent real time resurfacing. 

     

    And yeah, Pol is peculiar, given that both it and its inspiration Io are fundamentally just ugly little sulfur stained rocks. 

     

    2 hours ago, Da Kerbal said:

    this stuff is amazing, i didn't even know this was possible! it looks like ksp3 not gonna lie. is it gonna be ported to ksp2 eventually?

    Hopefully. It'll depend on how planet making ends up on KSP2. Supposedly theres a lot more going on under the hood in that regard so we'll have to see.

    Generally as long as I'm able to achieve everything I want to do with it that I can do now in KSP1, then it'll get ported. But until thats possible, I'll probably stick to KSP1.

  9. First go at a "final" Duna. Ironically I nailed the terrain I was going for but now the color mapping is proving problematic. I got the violent iron oxide red I was going for (and managed to balance for it so that we have blue sunsets), but obviously the poles got washed out, and its a bit monochromatic for my tastes, which also ends up obscuring a lot of the details. So that will need some love. But we're getting there. 

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    And for reference to whats to come for Duna, among the various weirdo Mars things I'm going to emulate (because of course I am), I also plan on specifically tuning its eventual dust storms to be somewhat like this:

    Rian Johnson revealed the name and significance of the red dust planet in  The Last Jedi

    Obviously we aren't going to be able to have that dust get kicked up by speed racers or whatever these things are, but thats the sort of visual I want for the Dust storms.  Its Duna, so we can have fun with it :D

  10. 1 hour ago, KerbalOnKerbin said:

    My gosh, that is absolutely stunning! Do you know what the performance overhead/minimum system requirements will be for this once it's out? Keep up the awesome work!

    Its mostly going to depend on two things. What texture resolution you opt for (all my stuff runs from 2k-16k), and whether or not you get Parallax.  If you opt out of Parallax and go for a lower resolution, then its basically no impact. 

    If you go full send into 16k + Parallax, then it'll be pretty heavy, but not so heavy that the game is unplayable. 

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