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  1. Hi! I'm not quite sure if this is the right place to ask this questions but anyway (: I'm writing a random planetary system generator for KSP. It is an app written in C++ and designed to randomly generate a whole solar system with all necessary configuration and textures. For importing everything into a game, it uses Copernicus. The whole idea is to make it as simple as writing configuration for a generator, launching an app and copying results into gameData. So obviously I can't use any external editor to generate textures for the system. So far I've managed to generate random properties and terrain without major problems. But I've encountered two major issues with : 1. Normal map generation. 2. Creating simple Copernicus configuration that just adds planets with all necessary properties and PQS mods. Problem with normalmap is quite weird : My generator uses LibNoise library to create random terrain and then lodePNG library to convert results (BMP file) into PNG. Example generator output : Heightmap : Colormap : Normalmap : Unfortunately, the map view is broken (Planet looks like ideal sphere without any mesh) : Also, something is not right with the planet shadow : It is probably caused by a wrong normal map. But I have no idea how to fix that. The second problem is connected with Copernicus configuration . Generated copernicus cfg looks like this: @Kopernicus:AFTER[KOPERNICUS] { Body { name = Cyran Template { name = Moho removeAllPQSMods = true } Properties { description = This planet was randomly generated radius = 370000 geeASL = 0.6 rotationPeriod = 525178.380846 rotates = true tidallyLocked = true initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues { landedDataValue = 2.484671 splashedDataValue = 2.757956 flyingLowDataValue = 2.402657 flyingHighDataValue = 2.481151 inSpaceLowDataValue = 2.797260 inSpaceHighDataValue = 2.140740 recoveryValue = 2.842828 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 2.289556 } } Orbit { referenceBody = Sun color = 0.415686,0.352941,0.803922,1 inclination = 1.27 eccentricity = 0.0127567 semiMajorAxis = 409355191706 longitudeOfAscendingNode = 259 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 2.27167344093323 epoch = 99.6799999999973 } ScaledVersion { Material { texture = randomSystem/Cyran/Cyran_color.png normals = randomSystem/Cyran/Cyran_normal.png } } PQS { Mods { VertexHeightMap { map = randomSystem/Cyran/Cyran_height.png offset = 0 deformity = 12000 scaleDeformityByRadius = false order = 20 enabled = true } VertexColorMap { map = randomSystem/Cyran/Cyran_color.png order = 20 enabled = true } } } } } Configuration structure is defined in generator source code. Only parameters are changing (they are randomly generated). Problem is that heightmap looks quite nice but resulting terrain does not. It is surprisingly boring and flat. My question is: What kind of Copernicus configuration structure I should use to get nice terrain out of heightmap? Please excuse bad english (:
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