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Kerbal Deluxe Development help


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18 minutes ago, Plink456 said:

How do you make custom textures and boime maps with kittopia

You know, you're pushing out those questions faster than I can answer them. Kittopia is an in-game editor, it can not make biome maps. I'm not sure what you mean by custom textures, but it can't create or generate anything, only export and edit.

I don't know what you did in the config, and because you don't show anything and give me very little time to respond, I cannot help find the problem, either.

I have not yet figured out the semimajoraxis, let me upload some of my calculations just to show you what I'm dealing with here.

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Here. These are my calculations, and this is just building the formula.

Spoiler

haNTE9s.png

I have yet to do all of the calculations, so far this has been basic math, moving the variables around properly. Does this give you an idea of the amount of work I still have to do?

Edited by The White Guardian
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12 minutes ago, Plink456 said:

yeah I am being a little bit pushy aren't I?

If I'm really honest... yes.

*clears throat*

Anyhow, if you'd like I can make the surface textures, or even better, you can use CTTP by @CaptRobau. Those textures don't just look amazing, using them also allows for better compatibility with OPM because it requires less textures to be loaded. Only OPM so far AFAIK, but that list will increase once more people start using CTTP. I myself plan to switch to CTTP with my next planet pack.

Could you also show me some screenshots of the planets from up-close? Not the map view, just hyperedit to them and show me what they look like from low orbit, perhaps I can improve some of them a little with my knowledge of PQSMods.

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Neat also I'm probally coming to have remove Rigoo and remake it from scratch because I was messing around with it in the tracking station and when I was adding textures and height maps and stuff it disappeared:( and It wouldn't come back.

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Yeah Rigoo still won't come back so I'm I'm probally going to get rid of it and stop try to make textures and blindly trying to make to planets terrain. Also I'm probally going to cancel this mod soon because I'm going back to school soon and I need to spend most of my time and effort on trying to get good grades. Plus the thread will probally of died by the time I'm able to get back to it.

Edited by Plink456
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4 hours ago, The White Guardian said:

Could you also show me some screenshots of the planets from up-close? Not the map view, just hyperedit to them and show me what they look like from low orbit, perhaps I can improve some of them a little with my knowledge of PQSMods.

Well The planets don't have custom textures or anything at all really but hey they're stiff in development but sure I will post a few more photos

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Does anyone know how I can make rigoo come back. heres the config

Spoiler

@Kopernicus:AFTER[KOPERNICUS]
{
    Body
    {
        name = Rigoo
        Template
        {
            name = Ike
            removeAllPQSMods = true
        }
        Properties
        {
            description = Rigoo is a small asteroid orbiting Tyr. Due to tidal forces from Tyr It has a giant super volcano. This moon is Source of Tyr's 1 and 2 rings.         Rigoo is also a very stange world with know atmosphere or exosphere at all. Why you my ask? Because it's small and is close to Tyr. 
            radius = 50000
            geeASL = 0.5
            rotationPeriod = 36000
            rotates = true
            tidallyLocked = true
            initialRotation = 0
            isHomeWorld = false
            timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000
            ScienceValues
            {
                landedDataValue = 350
                splashedDataValue = 200
                flyingLowDataValue = 0
                flyingHighDataValue = 0
                inSpaceLowDataValue = 75
                inSpaceHighDataValue = 64
                recoveryValue = 77
                flyingAltitudeThreshold = 1200
                spaceAltitudeThreshold = 14000
            }    
        }
        Orbit 
        {
            referenceBody = Tyr
            color = 1,0,0,1
            inclination = 0.0
            eccentricity = 0.00
            semiMajorAxis = 10000000
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
                }
            }
        }
        PQS
        {
            Mods
            {
                        VertexSimplexHeight
            {
                deformity = 3000
                octaves = 4
                persistence = 0.2
                frequency = 3
                seed = 78245
                enabled = true
                order = 2
            }
                VertexHeightNoiseVertHeightCurve2
                {
                    deformity = 100
                    ridgedAddSeed = 123456
                    ridgedAddFrequency = 12
                    ridgedAddLacunarity = 2
                    ridgedAddOctaves = 4
                    ridgedSubSeed = 654321
                    ridgedSubFrequency = 12
                    ridgedSubLacunarity = 2
                    ridgedSubOctaves = 4
                    simplexCurve
                    {
                        key = 0 0 0.1466263 0.1466263
                        key = 0.7922793 0.2448772 0.6761706 1.497418
                        key = 1 1 6.106985 6.106985
                    }
                    simplexHeightStart = 0
                    simplexHeightEnd = 6500
                    simplexSeed = 123456
                    simplexOctaves = 4
                    simplexPersistence = 0.6
                    simplexFrequency = 12
                    enabled = true
                    order = 200
                }
                HeightColorMap
                {
                    blend = 1
                    order = 500
                    enabled = true
                    LandClasses
                    {
                        Class
                        {
                            name = Bottom
                            altitudeStart = 0
                            altitudeEnd = 1
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 1
                            altitudeEnd = 2
                            color = 0.7,0.55,0.2,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 2
                            altitudeEnd = 5
                            color = 0.7,0.6,0.4,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 5
                            altitudeEnd = 10
                            color = 1.0,0.9,0.7,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 10
                            altitudeEnd = 20
                            color = 0.95,0.95,0.9,1.0
                            lerpToNext = false
                        }
                    }
                }
            }
        }
        Ocean
        {
            maxQuadLengthsPerFrame = 0.03
            minLevel = 0
            maxLevel = 19
            minDetailDistance = 8
            oceanColor = 1,0,0,1
            Material
            {
                colorFromSpace = 1,0,0,1
                color = 1,0,0,1
            }
            FallbackMaterial
            {
                colorFromSpace = 1,1,0,1
                color = 1,1,0,1
            }
            Mods
            {
                AerialPerspectiveMaterial
                {
                    globalDensity = -0.00001
                    heightFalloff = 6.75
                    atmosphereDepth = 150000
                    DEBUG_SetEveryFrame = true
                    cameraAlt = 0
                    cameraAtmosAlt = 0
                    heightDensAtViewer = 0
                    enabled = true
                    order = 200
                }
                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 = 15000
                    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 = 1,0,0,1
                fogColorStart = 1,0,0,1
                skyColorOpacityBase = 0.7
            }
        }
    }
}

 

Edited by Plink456
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