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Advanced Kopernicus: textures from PQSMods


The White Guardian

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On ‎02‎/‎03‎/‎2016 at 1:39 PM, The White Guardian said:

Alright then! Tell me what to do, are there any planets I should make, anything I need to take a look at? I'll also begin texture-making immediately.

You had to reply while I was sleeping? XD

Anyway, that's not even your fault (I'm looking at you, timezones...) . There are eight that I have planed to add. For Duna, I already have Smov made, but not with the stockalike textures. Just used SpaceEngine.

DUNA

        Smov - A bumpy moon the same size as Pol. Grey with Black Patches (like Ike) and features a huge double crater at it's north pole.
        Prolla - (the one I was having difficulties with) A larger moon the size of Minmus. Prolla is a rocky moon like Ike, but has a very similar colour scheme to Duna, with higher areas being white and lower ones being red.

KERBIN

        Trao - A mun very similar in appearance to the Mun. As big as Ike, a large portion of this moon has an impact site still flowing with dangerous lava.

EVE

        Driea - A moon as big as Bop, known for being a very pink moon, similar to the purple planet below it. it has a huge white mountain on one side on the equator.

MOHO

        Grillian - A hot moon orbiting a hot planet. This planets surface has been busted, revealing cracks all around the planet. At the south pole it has six craters all lined up with each one interestingly increasing in size.

DRES

        D-1 - An extremely, EXTREMLY small, grey captured asteroid orbiting close to Dres. D-1 Isn't very interesting due to it's simpleness.
        D-2 - A slightly bigger body compared to D-1, but still is pretty much the same body with a different height + normal map.

EELOO

        Froth - A frozen world, this moon has a slight atmosphere. It has a very thin set of rings, funny enough.

That is a TON of work to do, but then again, I was planning to do this whole thing myself, so with two people working on it (with one being a frickin' genius) it shouldn't be TOO hard. :P

 

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1 hour ago, SmashingKirby148 said:

You had to reply while I was sleeping? XD

Anyway, that's not even your fault (I'm looking at you, timezones...) . There are eight that I have planed to add. For Duna, I already have Smov made, but not with the stockalike textures. Just used SpaceEngine.

DUNA

        Smov - A bumpy moon the same size as Pol. Grey with Black Patches (like Ike) and features a huge double crater at it's north pole.
        Prolla - (the one I was having difficulties with) A larger moon the size of Minmus. Prolla is a rocky moon like Ike, but has a very similar colour scheme to Duna, with higher areas being white and lower ones being red.

KERBIN

        Trao - A mun very similar in appearance to the Mun. As big as Ike, a large portion of this moon has an impact site still flowing with dangerous lava.

EVE

        Driea - A moon as big as Bop, known for being a very pink moon, similar to the purple planet below it. it has a huge white mountain on one side on the equator.

MOHO

        Grillian - A hot moon orbiting a hot planet. This planets surface has been busted, revealing cracks all around the planet. At the south pole it has six craters all lined up with each one interestingly increasing in size.

DRES

        D-1 - An extremely, EXTREMLY small, grey captured asteroid orbiting close to Dres. D-1 Isn't very interesting due to it's simpleness.
        D-2 - A slightly bigger body compared to D-1, but still is pretty much the same body with a different height + normal map.

EELOO

        Froth - A frozen world, this moon has a slight atmosphere. It has a very thin set of rings, funny enough.

That is a TON of work to do, but then again, I was planning to do this whole thing myself, so with two people working on it (with one being a frickin' genius) it shouldn't be TOO hard. :P

 

Heh, I bet I could make Froth and Prolla in one day, but we'll see about that. I'll get to work right now though, perhaps I can even finish one of them in the next few hours.

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Just now, The White Guardian said:

Heh, I bet I could make Froth and Prolla in one day, but we'll see about that. I'll get to work right now though, perhaps I can even finish one of them in the next few hours.

How can I help though? Again, I don't want to feel COMPLETLY useless.

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1 minute ago, SmashingKirby148 said:

How can I help though? Again, I don't want to feel COMPLETLY useless.

Hmm... I'll work on Froth and Prolla, but I wonder how we could do Driea and Grillian.

Driea: I know how to add mountains, but adding a single one might prove difficult. I think we can add it though by hand-editing the heightmap to add a mountain on the equator, or though a mapdecal, though I have yet to fully understand the latter.

As for Grillian, the cracks... I might, MIGHT be able to add cracks in GIMP, but adding cracks to the poles is going to be quite difficult. Perhaps a mapdecal again? As for the craters that are lined up, I have absolutely no idea how to do that, since VoronoiCraters uses a 'seed' value, and not a coordinate system. I'll ask around on the main Kopernicus thread.

As for what you can do, I don't want to take control of your mod, so it should be the other way around, you telling me what to do. Let's see... let's divide the work: I'll take care of the PQSMods, OnDemandLoading integration, custom surface textures, terrain scatter (falls under PQSMods) and eventual map editing, why don't you do the orbits, properties and career integration (description, sciencedefs)

As for the sciencedefs, I'll make a few biomes for each moon, then send you a document with everything already in place, all you need to do is add some nice, Kerbally science defenitions. Let's do our best and make MoonsPlus one of the best mods out there, shall we?

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7 minutes ago, The White Guardian said:

Hmm... I'll work on Froth and Prolla, but I wonder how we could do Driea and Grillian.

Driea: I know how to add mountains, but adding a single one might prove difficult. I think we can add it though by hand-editing the heightmap to add a mountain on the equator, or though a mapdecal, though I have yet to fully understand the latter.

As for Grillian, the cracks... I might, MIGHT be able to add cracks in GIMP, but adding cracks to the poles is going to be quite difficult. Perhaps a mapdecal again? As for the craters that are lined up, I have absolutely no idea how to do that, since VoronoiCraters uses a 'seed' value, and not a coordinate system. I'll ask around on the main Kopernicus thread.

As for what you can do, I don't want to take control of your mod, so it should be the other way around, you telling me what to do. Let's see... let's divide the work: I'll take care of the PQSMods, OnDemandLoading integration, custom surface textures, terrain scatter (falls under PQSMods) and eventual map editing, why don't you do the orbits, properties and career integration (description, sciencedefs)

As for the sciencedefs, I'll make a few biomes for each moon, then send you a document with everything already in place, all you need to do is add some nice, Kerbally science defenitions. Let's do our best and make MoonsPlus one of the best mods out there, shall we?

That's what I was trying to do as well, and it SORT OF worked...

Yeah, cracks for the equator are easy, but the texture get's warped weirdly at the poles, doesn't it? As for the craters, maybe just get a picture of a crater, add a black and white effect to it, blur the edges and put it on Overlay and then paste them?

Those are simple enough. I can use the Stock Science Multipliers that you gave me to assist me with the Science gaining.

Yeah! Let's do this! >:D
 

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1 minute ago, SmashingKirby148 said:

That's what I was trying to do as well, and it SORT OF worked...

Yeah, cracks for the equator are easy, but the texture get's warped weirdly at the poles, doesn't it? As for the craters, maybe just get a picture of a crater, add a black and white effect to it, blur the edges and put it on Overlay and then paste them?

Those are simple enough. I can use the Stock Science Multipliers that you gave me to assist me with the Science gaining.

Yeah! Let's do this! >:D
 

Let's have a go at it! I'm already working on Prolla, calculated it's geeASL in such a way that it's density is identical to Ike. Let's see, PQSMods...

However, I think we should continue this in private messaging so we don't clutter this thread.

Edited by The White Guardian
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4 minutes ago, The White Guardian said:

Let's have a go at it! I'm already working on Prolla, calculated it's geeASL in such a way that it's density is identical to Ike. Let's see, PQSMods...

However, I think we should continue this in private messaging so we don't clutter this thread.

Oh yeah, good point. We don't your lovely little tutorial being cluttered up now, do we? :P

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32 minutes ago, saurodye said:

Hey @The White Guardian, is there a PQS mod that adds random deformities to the terrain despite there being a heightmap?

VertexSimplexHeightAbsolute or VertexHeightNoiseVertHeight can do that, as well as VertexHeightNoise. I recommend playing around in Kittopia for optimal results.

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  • 3 weeks later...
On 3/3/2016 at 7:48 AM, saurodye said:

Hey @The White Guardian, is there a PQS mod that adds random deformities to the terrain despite there being a heightmap?

You can also use VertexSimplexNoiseVertHeight, which creates very detailed terrain if used correctly. I've been using it for Silasyrch (in the Kluster mod) and a few moons in Interstellar Adventure Revived.

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  • 2 weeks later...

Ok I just tested making procedural planets and Wow. I think ill just completely abandon getting textures from SpaceEngine and only use GIMP for fine-tuning textures. Since I'm thinking about making a PlanetPack soon, I want to make them as stockalike as possible and i want to learn every part of Kopernicus and KittopiaTech as much as possible. I've been studying and rereading all your tutorials plus other Planet packs to see whats what and i have a good feeling. This Tutorial is a big step in me starting to make planets awesomely. 

Thanks again for creating these tutorials! Without them I would either take longer to figure everything out or just give up eventually. :D

Seriously, I cannot thank you enough.

EDIT: Does HeightColorMap's AltStart/End count in Kilometers or Meters? Or am i wrong completely and 0 means sealevel and 1 means highest point? Don't worry, i figured it out.

EDIT 2: I'm having trouble with oceans. I haven't really done oceans before and I'm not sure if I'm doing it correctly. Here's the config. I recently got your examples and put it all in one folder so thats why the // are there.

Spoiler

@Kopernicus:AFTER[KOPERNICUS]
{
    Body
    {
    name = Nicaore
    cacheFile = FarWorlds/bin/Nicaore.bin
        Template
        {
            name = Minmus
            removeAllPQSMods = true
        }
        Properties //Physical properties
        {
            description = First planet you ever made! You can be proud of yourself.
            radius = 200000 //Distance from the planet's core to it's surface. How 'big' is the planet?
            geeASL = 0.21 //Surface gravity in G's
            rotationPeriod = 360000
            rotates = true //Important!
            tidallyLocked = false
            initialRotation = 0
            isHomeWorld = false //Very important!
            timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000
            ScienceValues //Scientific expiriments value multiplier
            {
                landedDataValue = 2 //For expiriments taken on the surface
                splashedDataValue = 2 //For expiriments taken while splashed down
                flyingLowDataValue = 11 //For expiriments taken while flying in the lower atmosphere
                flyingHighDataValue = 8 //For expiriments taken while flying in the upper atmosphere
                inSpaceLowDataValue = 7 //For expiriments taken in space, close to your planet
                inSpaceHighDataValue = 6 //For expiriments taken in space, far away from your planet
                recoveryValue = 7 //Science multiplier for expiriment data taken from recovered vessels
                flyingAltitudeThreshold = 12000
                spaceAltitudeThreshold = 140000
            }    
        }
        Orbit //Orbit properties
        {
            referenceBody = Sun
            color = 1,1,1,1
            inclination = 0.5 //Orbit inclination relative to referenceBody's equator
            eccentricity = 0.02 //Orbit eccentricity, how elliptical is the orbit?
            semiMajorAxis = 9000000000 //Average distance to reference body
            longitudeOfAscendingNode = 0 //Position of ascending node relative to the surface of the reference body
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0 //Position of your planet when it is first loaded. Not nessecary to give a number unless your planet shares it's orbit, can be used to create laplace resonances
        }
        ScaledVersion //Update scaledspace
        {
            type = Atmospheric
            fadeStart = 0
            fadeEnd = 0
            Material
            {
                texture = FarWorlds/PluginData/Nicaore_Color.png
                normals = FarWorlds/PluginData/Nicaore_Normal.png
                shininess = 0.03
                specular = 0.119403,0.119403,0.119403,1
                rimPower = 3 //Atmosphere rim power
                rimBlend = 0.2 //Atmosphere rim blend
                Gradient //Atmosphere rim color defenitions
                {
                    0.0 = 0.78,0.78,1,1
                    0.5 = 0.70,0.70,1,1
                    1.0 = 0.0196,0.0196,0.0196,1
                }
            }
        }
        Atmosphere
        {
            ambientColor = 0.75, 0.75, 1, 1
            lightColor = 0.78, 0.78, 1, 0.5
            enabled = true
            oxygen = false
            altitude = 55000.0
            pressureCurve
            {
                key =    0    45.59625    -6.97334727272727E-03    -6.97334727272727E-03
key =    2750    26.419545    -5.67534272727273E-03    -5.67534272727273E-03
key =    5500    14.381865    -3.47344363636364E-03    -3.47344363636364E-03
key =    8250    7.315605    -1.94553818181818E-03    -1.94553818181818E-03
key =    11000    3.681405    -9.92642727272727E-04    -9.92642727272727E-04
key =    13750    1.85607    -4.96996363636364E-04    -4.96996363636364E-04
key =    16500    0.947925    -2.48702727272727E-04    -2.48702727272727E-04
key =    19250    0.488205    -1.25410909090909E-04    -1.25410909090909E-04
key =    22000    0.258165    -6.336E-05    -6.336E-05
key =    24750    0.139725    -3.26618181818182E-05    -3.26618181818182E-05
key =    27500    0.078525    -1.72881818181818E-05    -1.72881818181818E-05
key =    30250    0.04464    -9.49909090909091E-06    -9.49909090909091E-06
key =    33000    0.02628    -5.4E-06    -5.4E-06
key =    35750    0.01494    -3.26454545454545E-06    -3.26454545454545E-06
key =    38500    0.008325    -1.90636363636364E-06    -1.90636363636364E-06
key =    41250    0.004455    -1.08818181818182E-06    -1.08818181818182E-06
key =    44000    0.00234    -5.97272727272727E-07    -5.97272727272727E-07
key =    46750    0.00117    -3.19090909090909E-07    -3.19090909090909E-07
key =    49500    0.000585    -1.8E-07    -1.8E-07
key =    52250    0.00018    -1.06363636363636E-07    -1.06363636363636E-07
key =    55000    0    -6.54545454545455E-08    -6.54545454545455E-08
            }
            pressureCurveIsNormalized = false
            temparatureSeaLevel = 273.12
            temparatureCurve
            {
                key =    0    273.12    -0.011666667    -0.011666667
key =    6600    201.3811632    -0.001652471    -0.001647377
key =    11550    201.3811632    0.001647377    0.001647377
key =    17050    252.6231895    0.00090039    0.00090039
key =    30800    252.6231895    -0.001241688    -0.001241688
key =    44000    174.3626403    -0.001652471    -0.001652471
key =    49500    174.3626403    0.000861408    0.000861408
key =    55000    214.4245881    0.001262917    0.001262917
key =    82500    0    -0.000817471    -0.000817471
            }
            temparatureSunMultCurve
            {
                key =    0    1    0    0
key =    4230.769231    0.5    -0.000109091    -0.000186627
key =    4661.897308    0    0    0
key =    8488.183844    0    0    0
key =    20032.39615    0.2    0    0
key =    30376.99077    0.2    0    0
key =    38622.52306    0    0    0
key =    55000    0.4    0    0
            }
        }
        PQS
        {
            Mods
            {
                VertexColorMap
                {
                    map = FarWorlds/PluginData/Nicaore_Color.png
                    order = 4
                    enabled = true
                }
                VertexSimplexHeightAbsolute
                {
                    deformity = -5621
                    frequency = 2
                    octaves = 5
                    persistence = 0.5
                    seed = 42210
                    order = 2
                    enabled = True
                }
                VertexSimplexHeightAbsolute
                {
                    deformity = 3698
                    frequency = 6
                    octaves = 5
                    persistence = 0.5
                    seed = 9633
                    order = 3
                    enabled = True
                }
                HeightColorMap
                {
                    blend = 0.5
                    order = 10
                    enabled = True
                    LandClasses
                    {
                        Class
                        {
                            name = Base
                            color = 0.1,0.1,0.1,1
                            altitudeStart = 0
                            altitudeEnd = 0.1
                            lerpToNext = True
                            delete = False
                        }
                        Class
                        {
                            name = Low
                            color = 0.5337079,0,0,1
                            altitudeStart = 0.1
                            altitudeEnd = 0.4
                            lerpToNext = True
                            delete = False
                        }
                        Class
                        {
                            name = Mid
                            color = 1,0.8820225,0,1
                            altitudeStart = 0.4
                            altitudeEnd = 0.7
                            lerpToNext = True
                            delete = False
                        }
                        Class
                        {
                            name = High
                            color = 0.8033709,0.8764045,0,1
                            altitudeStart = 0.7
                            altitudeEnd = 0.9
                            lerpToNext = True
                            delete = False
                        }
                        Class
                        {
                            name = Very High
                            color = 0.8932585,1,1,1
                            altitudeStart = 0.9
                            altitudeEnd = 2
                            lerpToNext = False
                            delete = False
                        }
                    }
                }
            }
        }
        Ocean
        {
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 12
            minDetailDistance = 8
            oceanColor = 0.28,0.28,1,0.8
            Material
            {
                colorFromSpace = 0.28,0.28,1,0.8
                color = 0.28,0.28,1,0.8
            }
            FallbackMaterial
            {
                colorFromSpace = 0.28,0.28,1,0.8
                color = 0.28,0.28,1,0.8
            }
            Mods
            {
                AerialPerspectiveMaterial
                {
                    globalDensity = -0.00001
                    heightFalloff = 6.75
                    atmosphereDepth = 150000
                    DEBUG_SetEveryFrame = true
                    cameraAlt = 0
                    cameraAtmosAlt = 0
                    heightDensAtViewer = 0
                    enabled = true
                    order = 1
                }
                OceanFX
                {
                    Watermain
                    {
                        waterTex-0 = BUILTIN/sea-water1
                        waterTex-1 = BUILTIN/sea-water2
                        waterTex-2 = BUILTIN/sea-water3
                        waterTex-3 = BUILTIN/sea-water4
                        waterTex-4 = BUILTIN/sea-water5
                        waterTex-5 = BUILTIN/sea-water6
                        waterTex-6 = BUILTIN/sea-water7
                        waterTex-7 = BUILTIN/sea-water8
                    }
                    framesPerSecond = 1
                    spaceAltitude = 150000
                    blendA = 0
                    blendB = 0
                    texBlend = 0
                    angle = 0
                    specColor = 0.000,0.000,0.000,0.000
                    oceanOpacity = 0
                    spaceSurfaceBlend = 0
                    enabled = true
                    order = 200
                }
            }
            Fog
            {
                fogColorEnd = 0.28,0.28,1,0.8
                fogColorStart = 0.28,0.28,1,0.8
                skyColorOpacityBase = 0.7
            }
        }
    }
}

It's a Procedural planet. I tried an ocean with a height map and it didn't work so i'm not sure. I'm Also having trouble with the atmosphere not showing colors AKA its all black with just the sun shining through.

Edited by SAS123
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2 hours ago, SAS123 said:

EDIT: Does HeightColorMap's AltStart/End count in Kilometers or Meters? Or am i wrong completely and 0 means sealevel and 1 means highest point? Don't worry, i figured it out.

Share please. Don't use it now, but I'd like to know in the future.

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56 minutes ago, CaptRobau said:

You figured out the solution to your problem. What was it? Was it kilometers, meters, sea level, etc.?

If I'm correct HeightColorMap counts on a scale from 0 to 1, 1 being the higest point, but I may be mistaken. Still, I'd love to know what @SAS123 discovered. Any more knowledge helps.

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17 hours ago, The White Guardian said:

If I'm correct HeightColorMap counts on a scale from 0 to 1, 1 being the higest point, but I may be mistaken. Still, I'd love to know what @SAS123 discovered. Any more knowledge helps.

 

18 hours ago, CaptRobau said:

You figured out the solution to your problem. What was it? Was it kilometers, meters, sea level, etc.?

Because i did VertexHeightAbsolute x3, I ended up making a planet that had land masses with no ocean so i perfectly saw the colour differences. 0 is the lowest point while 1 is the highest point but although you can specify the colours from 0 - 1, most of the time only HeightColorMaps higher than 0.55 will show because land rarely goes that deep. Its what i noticed anyway.

EDIT: Although 1 is highest and 0 lowest, That's not necessarily always the case as with the VertexHeightAbsolute testing, if you make the deformity a negative, the colors will reverse and 1 will be lowest point while 0 would be 'Sea Level'. And if you have multiple VertexHeightAbsolutes with positive and negative deformities, you get some interestingly coloured landscapes.

Edited by SAS123
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Why doesn't the ScaledSpace Colormap ever Match the Ground Color Map? Its like the ScaledSpace Map is what i want but as soon as i get within range to see the ground map, its brighter than ScaledSpace, Just bumpy all over even if i specified fully flat areas and Certain areas are completely either flattened or merged in with the ground map whereas the ScaledSpace map doesn't do that. I need help, I understand how to do most things with kopernicus but textures is what is giving me the biggest grief out of everything <(I figured out that its just part of the game) as well as atmospheres not having colour when i specify a colour <(Found out you have the same problem too) and CustomOceans not working at all. I have everything solved.

EDIT: I finally Did it! I made a planet I like! I named it Nicaore and its a Greenish moon Covered in Craters of varying sizes. I have yet to fully test it and make ScienceDef and a BiomeMap but ill get onto that later.

Edited by SAS123
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Ik this is my third Consecutive post but I think this might be importiant when getting textures. What ive noticed is that different planets have different times to generate textures in KittopiaTech. I've noticed that unless its smaller than Duna sized, Textures in ScaledSpace sometimes do not entirely match Ground Textures. I Generated textures from a Minmus Template and a Tylo template and while the Tylo Template took alot longer to generate, the textures were of better quality and ScaledSpace faded with the Ground Textures alot more Subtle. So what i would recommend is test and mess with your planet with a minmus template first because updating scaledSpace is faster and then when your happy with the colouring and PQS mods, Switch it to a Tylo Template to get a good texture. (Btw, if you want to make a biome map, simply click on HeightColorMap, Click the Button Mod Land Classes and then go to each HeightColor button and click on all the lerpto buttons so they don't show white and then click update scaledspace. There you go! a biome map.)

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3 hours ago, SAS123 said:

Ik this is my third Consecutive post but I think this might be importiant when getting textures. What ive noticed is that different planets have different times to generate textures in KittopiaTech. I've noticed that unless its smaller than Duna sized, Textures in ScaledSpace sometimes do not entirely match Ground Textures. I Generated textures from a Minmus Template and a Tylo template and while the Tylo Template took alot longer to generate, the textures were of better quality and ScaledSpace faded with the Ground Textures alot more Subtle. So what i would recommend is test and mess with your planet with a minmus template first because updating scaledSpace is faster and then when your happy with the colouring and PQS mods, Switch it to a Tylo Template to get a good texture. (Btw, if you want to make a biome map, simply click on HeightColorMap, Click the Button Mod Land Classes and then go to each HeightColor button and click on all the lerpto buttons so they don't show white and then click update scaledspace. There you go! a biome map.)

*pants* I got over here as fast as humanly possible when I saw this post in my E-mail, because you only give half of the info and thus people might jump to the wrong conclusions.

First off, the texture export time has to do with TEXTURE RESOLUTION: the bigger the planet, the bigger the textures need to be for optimal resolution. It has almost nothing to do with the planet's template. You can specify a custom mapsize in Kittopia, no need to change templates and since different templates have different PQSMods and properties, it might mess up the planet.

Secondly, the scaledspace-terrain transition has to do with the PQSMaterials and the ScaledVersion: in PQSMaterials there are FadeStart and FadeEnd fields as well as in ScaledVersion, so those are adjustable. I usually don't mess with the fade settings in PQSMaterials but instead set fadeStart and fadeEnd in ScaledVersion to 0.

 

As for the biome map with unchecking lerpToNext, that might work but the best option would be to make a biome map by hand, it gives modders contol over what biome they want where, regardless of the height of the terrain. What I always do is import the color and heightmaps, if I want to use the height I can simply use the color selector tool in GIMP and, depending on how I set the tool, I can choose exactly what altitudes to select.

 

As for in-game editing, I usually use HyperEdit to warp a probe to low orbit.

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2 hours ago, The White Guardian said:

*pants* I got over here as fast as humanly possible when I saw this post in my E-mail, because you only give half of the info and thus people might jump to the wrong conclusions.

First off, the texture export time has to do with TEXTURE RESOLUTION: the bigger the planet, the bigger the textures need to be for optimal resolution. It has almost nothing to do with the planet's template. You can specify a custom mapsize in Kittopia, no need to change templates and since different templates have different PQSMods and properties, it might mess up the planet.

Secondly, the scaledspace-terrain transition has to do with the PQSMaterials and the ScaledVersion: in PQSMaterials there are FadeStart and FadeEnd fields as well as in ScaledVersion, so those are adjustable. I usually don't mess with the fade settings in PQSMaterials but instead set fadeStart and fadeEnd in ScaledVersion to 0.

 

As for the biome map with unchecking lerpToNext, that might work but the best option would be to make a biome map by hand, it gives modders contol over what biome they want where, regardless of the height of the terrain. What I always do is import the color and heightmaps, if I want to use the height I can simply use the color selector tool in GIMP and, depending on how I set the tool, I can choose exactly what altitudes to select.

 

As for in-game editing, I usually use HyperEdit to warp a probe to low orbit.

I am still learning modding so the only thing I'm doing is stating my findings. I did say might. That's why I'm weary and cautious of what I write. But thanks for some tips. I agree with the biome map although it worked perfectly with one moon I made but then I noticed where I landed for testing(good old hyperedit) that there was a crater outline(bumpy terrain) so I'm thinking of editing my biomemap to include Mountainous Crater and Dark Guardian Crater ;) . Sorry for making you run all the way here. Did you say hi to usain bolt as you passed him? And I'm sorry for saying half-info things. I am still learning.

EDIT: yep. I noticed I kinda started a new sentence while the old one got merged into it. My mind is highly active and wizzing around all the time(one of the reasons why I'm a quick learner but also one of the reasons why I just phase away from what I was saying).

Edited by SAS123
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1 hour ago, SAS123 said:

Sorry for making you run all the way here. Did you say hi to usain bolt as you passed him? And I'm sorry for saying half-info things. I am still learning.

EDIT: yep. I noticed I kinda started a new sentence while the old one got merged into it. My mind is highly active and wizzing around all the time(one of the reasons why I'm a quick learner but also one of the reasons why I just phase away from what I was saying).

I didn't have time to say hi to Usain Bolt, I'm afraid, and no problem.

 

Also, reading your signature, perhaps I can shed some light on why Pluto is referred to as a dwarf planet: upon discovering Eris, a dwarfplanet estimated to be more massive and larger than Pluto, scientists began to question what is a planet, and what isn't. They needed to draw a line somewhere to classify the planets, so they came up with three rules that a planet must obey. Pluto does not obey the last rule: it must have cleared it's stellar neighborhood of asteroids with it's gravity. Therefor Pluto is classified as a dwarfplanet, like Eris and Ceres, but there's absolutely no shame in being a dwarfplanet. It merely means that Pluto is a smaller planet, not large enough to be in the planetary class, though large enough to be a dwarfplanet rather than an asteroid. I hope that clears things up for you if it is unclear, the category dwarfplanets was made to give objects like Pluto, Ceres and Eris a planet-like status rather than asteroid, without the dwarfplanet class everything that does not obey the three planet rules would have been classified as an asteroid. And besides, 'dwarf' means 'small' but it is not meant in a negative way, it's just a fact: they're smaller planets. Just like there are dwarf stars.

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3 minutes ago, The White Guardian said:

I didn't have time to say hi to Usain Bolt, I'm afraid, and no problem.

 

Also, reading your signature, perhaps I can shed some light on why Pluto is referred to as a dwarf planet: upon discovering Eris, a dwarfplanet estimated to be more massive and larger than Pluto, scientists began to question what is a planet, and what isn't. They needed to draw a line somewhere to classify the planets, so they came up with three rules that a planet must obey. Pluto does not obey the last rule: it must have cleared it's stellar neighborhood of asteroids with it's gravity. Therefor Pluto is classified as a dwarfplanet, like Eris and Ceres, but there's absolutely no shame in being a dwarfplanet. It merely means that Pluto is a smaller planet, not large enough to be in the planetary class, though large enough to be a dwarfplanet rather than an asteroid. I hope that clears things up for you if it is unclear, the category dwarfplanets was made to give objects like Pluto, Ceres and Eris a planet-like status rather than asteroid, without the dwarfplanet class everything that does not obey the three planet rules would have been classified as an asteroid. And besides, 'dwarf' means 'small' but it is not meant in a negative way, it's just a fact: they're smaller planets. Just like there are dwarf stars.

It's supposed to be a joke about how instead of adding every new planet into books, they just called them dwarfs and then gave Pluto the big kick out the door. Trust me, I was there when they announced it over the news. I think the IAUs decision the reclassify what a planet is and isn't was slightly vauge. It works but your going to get those anomolies where you might to be able to determine if it's a planet or a dwarf planet(or a Trojan planet or Rouge planet).

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