ApertureGaming

Falling through a planet

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Hello people,

I'm having yet again a problem with a planet I'm creating. For this planet I wanted to make a new planet in a binary orbit with Eeloo, thanks to the wonderful mod Sigma Binary, made by @Sigma88

Here are some pictures of my problem. Below this link, you can see an explanation.

https://imgur.com/a/KCHSE

 

So please take a look at the pictures and the description below them.

I hope those pictures explain a bit what the problem is. I'm just going through the planet and I can't land on it. I suppose it has something to do with sphere of influences since the SOI of Eeloo is pretty big but I have tried different values and I can't help but post my problem here to hope somebody else knows how to fix this.

 

Here is the config for my planet:

@Kopernicus:AFTER[Kopernicus]
{
	Body
	{
		name = Icio
	
		Template
		{
			name = Laythe
			removeAllPQSMods = true
		}
		
		Orbit
		{
			referenceBody = Eeloo
			inclination = 0
			eccentricity = 0
			semiMajorAxis = 9500000
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			epoch = 0
			color = RGBA(50,150,255,255)
		}
		
		Properties
		{
			description = test
			radius = 270000
			mass = 1.433471657e+21
			geeASL = 0.134
			sphereOfInfluence = 10504645.31
		}
		
		ScaledVersion
		{
			type = Atmospheric
			fadeStart = 95000
			fadeEnd = 97000
			
			Material
			{
				shininess = 0
				specular = 0,0,0,0
				
				rimPower = 2.06
				rimBlend = 0.3
				
				Gradient
				{
					0.0 = RGBA(144,200,233,255)
					0.5 = RGBA(110,183,225,255)
					1.0 = RGBA(34,163,238,255)
				}
			}
		}
		
		Atmosphere
		{
			ambientColor = RGBA(179,225,252,255)
			
			lightColor = 0.42,0.74,0.92,0.5
			
			enabled = true
			oxygen = false
			altitude = 55000
			
			pressureCurve
			{
				key =	0	15.19875	-1.36881790909091E-03	-1.36881790909091E-03
				key =	2750	11.4345	-1.24329545454545E-03	-1.24329545454545E-03
				key =	5500	8.360625	-1.00418209090909E-03	-1.00418209090909E-03
				key =	8250	5.9115	-7.90145454545455E-04	-7.90145454545455E-04
				key =	11000	4.014825	-5.97231818181818E-04	-5.97231818181818E-04
				key =	13750	2.626725	-4.36813636363636E-04	-4.36813636363636E-04
				key =	16500	1.61235	-3.09463636363636E-04	-3.09463636363636E-04
				key =	19250	0.924675	-1.94577272727273E-04	-1.94577272727273E-04
				key =	22000	0.542175	-1.05831818181818E-04	-1.05831818181818E-04
				key =	24750	0.3426	-6.06272727272727E-05	-6.06272727272727E-05
				key =	27500	0.208725	-3.93272727272727E-05	-3.93272727272727E-05
				key =	30250	0.1263	-2.32363636363636E-05	-2.32363636363636E-05
				key =	33000	0.080925	-1.23272727272727E-05	-1.23272727272727E-05
				key =	35750	0.0585	-6.62727272727273E-06	-6.62727272727273E-06
				key =	38500	0.044475	-4.97727272727273E-06	-4.97727272727273E-06
				key =	41250	0.031125	-4.43181818181818E-06	-4.43181818181818E-06
				key =	44000	0.0201	-3.58636363636364E-06	-3.58636363636364E-06
				key =	46750	0.0114	-2.72727272727273E-06	-2.72727272727273E-06
				key =	49500	0.0051	-1.84090909090909E-06	-1.84090909090909E-06
				key =	52250	0.001275	-9.27272727272727E-07	-9.27272727272727E-07
				key =	55000	0	-4.63636363636364E-07	-4.63636363636364E-07
			}
			temperatureCurve
			{
				key =	0	177	-0.01166666727	-0.01166666727
				key =	6600	130.5084428	-0.001652470545	-0.001647376727
				key =	11550	130.5084428	0.001647376727	0.001647376727
				key =	17050	163.7166979	0.0009003898182	0.0009003898182
				key =	30800	163.7166979	-0.001241687818	-0.001241687818
				key =	44000	112.9986355	-0.001652470545	-0.001652470545
				key =	49500	112.9986355	0.0008614081818	0.0008614081818
				key =	55000	138.9614532	0.001262916545	0.001262916545
				key =	82500	0	-0.0008174710909	-0.0008174710909
			}
			
			temperatureMultiplier = 1.0
		}
		
		PQS
		{
			maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 12
            minDetailDistance = 8
			
			materialType = AtmosphericOptimized
			
			Mods
			{
				VertexSimplexHeight
				{
					seed = 543743
					deformity = 1500
					octaves = 8
					persisitence = 0.5
					frequency = 4
					enabled = true
					order = 2
				}
				VertexHeightNoise
				{
					noiseType = RiggedMultifractal
					deformity = 1000
					seed = 8547
					frequency = 2
					lacunarity = 2.5
					persistance = 0.5
					octaves = 4
					mode = Low
					enabled = true
					order = 4
				}
				VertexSimplexHeightAbsolute 
				{
					name = Base1
					seed = 4532
					deformity = 400
					octaves = 6
					persistence = 0.5
					frequency = 7
					enabled = true
					order = 6
				}
				VertexSimplexHeightAbsolute
				{
					name = Base2
					seed = 4276
					deformity = 700
					octaves = 4
					persistence = 0.5
					frequency = 11
					enabled = true
					order = 7
				}
				VertexSimplexNoiseColor
				{
					seed = 43
					blend = 1.0
					colorStart = RGBA(179,196,206,255)
					colorEnd RGBA(0,0,0,255)
					octaves = 12
					persistence = 0.5
					frequency = 2
					enabled = true
					order = 10
				}
				HeightColorMap
				{
					blend = 0.7
					order = 201
					enabled = true
					LandClasses
					{
						Class
						{
							name = Lowlands
							altitudeStart = 0
							altitudeEnd = 0.5
							color = RGBA(0,0,0,255)
							lerpToNext = true
						}
						Class
						{
							name = Midlands
							altitudeStart = 0.5
							altitudeEnd = 0.6
							color = RGBA(164,180,189,255)
							lerpToNext = true
						}
						Class
						{
							name = Highlands
							altitudeStart = 0.6
							altitudeEnd = 1.0
							color = RGBA(121,146,161,255)
							lerpToNext = false
						}
					}
				}
			}
		}			
	}	
}

@Kopernicus:BEFORE[SigmaBinary]
{
	@Body[Icio]
	{
		SigmaBinary {}
	}
}

 

If you need any more information, let me know. I'm really wanting some help.

Thank you for taking a look!

 

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18 minutes ago, Sigma88 said:

does the planet work fine without SB?

Oh, I'm sorry to say I just jumped in bed. I will take a look and answer your question tomorrow when I wake up!

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The properties section of your CFG seems to have a couple unnecessary lines (mass, and sphereOfInfluence) they are automatically calculated according to radius, and geeASL lines.

Here check this out: Scool.cfg

Cool planet BTW :D

Edited by MrChumley

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@Sigma88 @MrChumley,

Okay, so I tried both. Removing the mass and SOI didn't really do anything to my problem, although thanks for letting me know it is automatically calculated.

Now removing SB did a bit more. I made a nother imgur album to show what changed:

https://imgur.com/a/PooMg

 

So as you can see I can land on my planet now, but there are still a lot of problem that I can't seem to fix. Also, when I enter the atmosphere, the planet becomes transparent for a very little while and shows like 10 random colors in a circle.. After that, it turns normal again.

Here is my cfg now:

@Kopernicus:AFTER[Kopernicus]
{
	Body
	{
		name = Icio
		cacheFile = Kopernicus/Cache/Icio.bin
	
		Template
		{
			name = Laythe
			removeAllPQSMods = true
		}
		
		Orbit
		{
			referenceBody = Eeloo
			inclination = 0
			eccentricity = 0
			semiMajorAxis = 9500000
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			epoch = 0
			color = RGBA(50,150,255,255)
		}
		
		Properties
		{
			description = test
			radius = 270000
			geeASL = 0.134
		}
		
		ScaledVersion
		{
			type = Atmospheric
			fadeStart = 95000
			fadeEnd = 97000
			
			Material
			{
				shininess = 0
				specular = 0,0,0,0
				
				rimPower = 2.06
				rimBlend = 0.3
				
				Gradient
				{
					0.0 = RGBA(144,200,233,255)
					0.5 = RGBA(110,183,225,255)
					1.0 = RGBA(34,163,238,255)
				}
			}
		}
		
		Atmosphere
		{
			ambientColor = RGBA(179,225,252,255)
			
			lightColor = 0.42,0.74,0.92,0.5
			
			enabled = true
			oxygen = false
			altitude = 55000
			
			pressureCurve
			{
				key =	0	15.19875	-1.36881790909091E-03	-1.36881790909091E-03
				key =	2750	11.4345	-1.24329545454545E-03	-1.24329545454545E-03
				key =	5500	8.360625	-1.00418209090909E-03	-1.00418209090909E-03
				key =	8250	5.9115	-7.90145454545455E-04	-7.90145454545455E-04
				key =	11000	4.014825	-5.97231818181818E-04	-5.97231818181818E-04
				key =	13750	2.626725	-4.36813636363636E-04	-4.36813636363636E-04
				key =	16500	1.61235	-3.09463636363636E-04	-3.09463636363636E-04
				key =	19250	0.924675	-1.94577272727273E-04	-1.94577272727273E-04
				key =	22000	0.542175	-1.05831818181818E-04	-1.05831818181818E-04
				key =	24750	0.3426	-6.06272727272727E-05	-6.06272727272727E-05
				key =	27500	0.208725	-3.93272727272727E-05	-3.93272727272727E-05
				key =	30250	0.1263	-2.32363636363636E-05	-2.32363636363636E-05
				key =	33000	0.080925	-1.23272727272727E-05	-1.23272727272727E-05
				key =	35750	0.0585	-6.62727272727273E-06	-6.62727272727273E-06
				key =	38500	0.044475	-4.97727272727273E-06	-4.97727272727273E-06
				key =	41250	0.031125	-4.43181818181818E-06	-4.43181818181818E-06
				key =	44000	0.0201	-3.58636363636364E-06	-3.58636363636364E-06
				key =	46750	0.0114	-2.72727272727273E-06	-2.72727272727273E-06
				key =	49500	0.0051	-1.84090909090909E-06	-1.84090909090909E-06
				key =	52250	0.001275	-9.27272727272727E-07	-9.27272727272727E-07
				key =	55000	0	-4.63636363636364E-07	-4.63636363636364E-07
			}
			temperatureCurve
			{
				key =	0	177	-0.01166666727	-0.01166666727
				key =	6600	130.5084428	-0.001652470545	-0.001647376727
				key =	11550	130.5084428	0.001647376727	0.001647376727
				key =	17050	163.7166979	0.0009003898182	0.0009003898182
				key =	30800	163.7166979	-0.001241687818	-0.001241687818
				key =	44000	112.9986355	-0.001652470545	-0.001652470545
				key =	49500	112.9986355	0.0008614081818	0.0008614081818
				key =	55000	138.9614532	0.001262916545	0.001262916545
				key =	82500	0	-0.0008174710909	-0.0008174710909
			}
			
			temperatureMultiplier = 1.0
		}
		
		PQS
		{
			maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 12
            minDetailDistance = 8
			
			materialType = AtmosphericOptimized
			
			Mods
			{
				VertexSimplexHeight
				{
					seed = 543743
					deformity = 1500
					octaves = 8
					persisitence = 0.5
					frequency = 4
					enabled = true
					order = 2
				}
				VertexHeightNoise
				{
					noiseType = RiggedMultifractal
					deformity = 1000
					seed = 8547
					frequency = 2
					lacunarity = 2.5
					persistance = 0.5
					octaves = 4
					mode = Low
					enabled = true
					order = 4
				}
				VertexSimplexHeightAbsolute 
				{
					name = Base1
					seed = 4532
					deformity = 400
					octaves = 6
					persistence = 0.5
					frequency = 7
					enabled = true
					order = 6
				}
				VertexSimplexHeightAbsolute
				{
					name = Base2
					seed = 4276
					deformity = 700
					octaves = 4
					persistence = 0.5
					frequency = 11
					enabled = true
					order = 7
				}
				VertexSimplexNoiseColor
				{
					seed = 43
					blend = 1.0
					colorStart = RGBA(179,196,206,255)
					colorEnd RGBA(0,0,0,255)
					octaves = 12
					persistence = 0.5
					frequency = 2
					enabled = true
					order = 10
				}
				HeightColorMap
				{
					blend = 0.7
					order = 201
					enabled = true
					LandClasses
					{
						Class
						{
							name = Lowlands
							altitudeStart = 0
							altitudeEnd = 0.5
							color = RGBA(0,0,0,255)
							lerpToNext = true
						}
						Class
						{
							name = Midlands
							altitudeStart = 0.5
							altitudeEnd = 0.6
							color = RGBA(164,180,189,255)
							lerpToNext = true
						}
						Class
						{
							name = Highlands
							altitudeStart = 0.6
							altitudeEnd = 1.0
							color = RGBA(121,146,161,255)
							lerpToNext = false
						}
					}
				}
			}
		}			
	}	
}

 

Not much has changed in my cfg.

Edited by ApertureGaming

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I really don't see anything wrong with your config.  If you haven't already done so, it might not be a bad idea to delete your cache file and let that rebuild.  Other than that, the only thing I can suggest is to try disabling the PQS mods one at a time to see if perhaps one of those is causing the problem.

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1 hour ago, OhioBob said:

I really don't see anything wrong with your config.  If you haven't already done so, it might not be a bad idea to delete your cache file and let that rebuild.  Other than that, the only thing I can suggest is to try disabling the PQS mods one at a time to see if perhaps one of those is causing the problem.

I deleted the cache file, didn't work. I even turned off every single PQS mod and that still didn't fix the last few problems I stated in my previous reply. Here is a picture when I have a certain angle with the planet (with all PQS mods turned off):

https://imgur.com/a/BdZVf

 

Looks quite weird right?

I guess it has nothing to do with PQS mods though because deleting all of them didn't change anything..

Know something else? I have no idea what is causing all of these problems.

 

Biggest problems are these pictures right now: https://imgur.com/a/PooMg

When I add SB again, another problem appears where I can't land on the planet that I created.

Edited by ApertureGaming

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The weird amospheric colors are because numbers in the ScaledVersion/Material/Gradient... colors don't work like you think they do here.  Some "colors" work more like inverse colors..  (Not even sure if I'm explaining it right, because I'm not exactly sure)  Hopefully someone else can come along and explain it better.

And the slightly ghostly appearance of your planet can probably be solved be lowering the numbers in ScaledSpace/ fadeStart and fadeEnd.  These numbers represent the altitude (in Km) at which scaled space is rendered, measured from the center of your planet.

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Just now, MrChumley said:

The weird amospheric colors are because numbers in the ScaledVersion/Material/Gradient... colors don't work like you think they do here.  Some "colors" work more like inverse colors..  (Not even sure if I'm explaining it right, because I'm not exactly sure)  Hopefully someone else can come along and explain it better.

And the slightly ghostly appearance of your planet can probably be solved be lowering the numbers in ScaledSpace/ fadeStart and fadeEnd.  These numbers represent the altitude (in Km) at which scaled space is rendered, measured from the center of your planet.

Thank you. I will immediately change it. And do you have any clue to why the orbit acts so weird when I timewarp?

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3 hours ago, MrChumley said:

And the slightly ghostly appearance of your planet can probably be solved be lowering the numbers in ScaledSpace/ fadeStart and fadeEnd.  These numbers represent the altitude (in Km) at which scaled space is rendered, measured from the center of your planet.

@ApertureGaming, MrChemley makes a good point.  There are also generally fadestart/end values in the PQS node as well.  Since you haven't specified those, you might be getting the values of the template, which could interacting strangely with your scaled space values.  Here are some typical values that we're using in GPP; maybe they'll work for you:

		ScaledVersion
		{
			fadeStart = 25000
			fadeEnd = 30000
		}
		PQS
		{
			fadeStart = 30000
			fadeEnd = 120000
			deactivateAltitude = 140000
		}

 

Edited by OhioBob

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3 hours ago, MrChumley said:

The weird amospheric colors are because numbers in the ScaledVersion/Material/Gradient... colors don't work like you think they do here.  Some "colors" work more like inverse colors..  (Not even sure if I'm explaining it right, because I'm not exactly sure)  Hopefully someone else can come along and explain it better.

@ApertureGaming, it's weird and I don't totally understand it, but basically we have the equation,

invWaveLength = 1 / waveLength^4

and,

waveLength = 1 / invWaveLength^0.25

Atmosphere colors are given as wavelength, but it is the inverse wavelength that gives us the proportions of R, G and B.  For example, the color of your atmosphere is, lightColor = 0.42,0.74,0.92,0.5.  In inverse wavelength that's,

R = 1 / 0.42^4 = 32.1368
G = 1 / 0.74^4 = 3.3348
B = 1 / 0.92^4 = 1.3959

So as you can see, your atmosphere is actually almost all red, which is undoubtedly why we see a red atmosphere in the fourth screenshot.

The part I don't quite get yet is that the RGB values of the inverse wavelength don't seem to be on a 0-255 scale.  I haven't figure out yet how to convert a 0-255 RGB color to inverse wavelength.

I've found that the best way to get the atmosphere color I want is to use KittopiaTech and edit it in the game using the sliders.  After I've found a color I'm happy with, I just copy the values to the config.

I've never actually used the ScaledVersion/Material/Gradient before, but from what MrChumley says, those are apparently wavelength colors as well.  For now I recommend that you just delete the gradient and test your config without it (it should just use the gradient of the template).  After you get things working correctly you can worry about adding Gradient back (or just go without it if everything looks OK, which I what I generally do).
 

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On 28-10-2017 at 6:04 PM, OhioBob said:

@ApertureGaming, it's weird and I don't totally understand it, but basically we have the equation,

invWaveLength = 1 / waveLength^4

and,

waveLength = 1 / invWaveLength^0.25

Atmosphere colors are given as wavelength, but it is the inverse wavelength that gives us the proportions of R, G and B.  For example, the color of your atmosphere is, lightColor = 0.42,0.74,0.92,0.5.  In inverse wavelength that's,

R = 1 / 0.42^4 = 32.1368
G = 1 / 0.74^4 = 3.3348
B = 1 / 0.92^4 = 1.3959

So as you can see, your atmosphere is actually almost all red, which is undoubtedly why we see a red atmosphere in the fourth screenshot.

The part I don't quite get yet is that the RGB values of the inverse wavelength don't seem to be on a 0-255 scale.  I haven't figure out yet how to convert a 0-255 RGB color to inverse wavelength.

I've found that the best way to get the atmosphere color I want is to use KittopiaTech and edit it in the game using the sliders.  After I've found a color I'm happy with, I just copy the values to the config.

I've never actually used the ScaledVersion/Material/Gradient before, but from what MrChumley says, those are apparently wavelength colors as well.  For now I recommend that you just delete the gradient and test your config without it (it should just use the gradient of the template).  After you get things working correctly you can worry about adding Gradient back (or just go without it if everything looks OK, which I what I generally do).
 

Thanks for the information. I will get the gradients and atmosphere fixed but how about the orbit line? When I timewarp the orbit lines completely go off. It's something small that really annoys me and can really break the game when you time warp too much. It doesn't happen when I fully delete Kopernicus. Do any of you know how to fix it? @Sigma88, @OhioBob, @MrChumley

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I don't know what's happening with the orbit line.  It seems you have several problems going on, which may or may not be related to each other.  I'd like to see you make the revisions we've already talked about and then see what, if anything, changed.  Let's see if we knock out the problems one at a time.

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Okay so I did some tweaking and this is what the planet looks like right now: https://imgur.com/a/MIh2A

 

As you can see, the problem is still there unfortunately. The orbit line isn't fixed either. The good thing is that I'm having a feeling this is going to be a really good planet pack when everything is fixed in the end. So I hope we can figure this out.. Here is my code:

@Kopernicus:AFTER[Kopernicus]
{
	Body
	{
		name = Icio
		cacheFile = Kopernicus/Cache/Icio.bin
	
		Template
		{
			name = Laythe
			removeAllPQSMods = true	
			removeOcean = true
		}
		
		Orbit
		{
			referenceBody = Eeloo
			inclination = 0
			eccentricity = 0
			semiMajorAxis = 9500000
			longitudeOfAscendingNode = 63
			argumentOfPeriapsis = 27
			meanAnomalyAtEpoch = 8
			epoch = 0
			color = RGBA(50,150,255,255)
		}
		
		Properties
		{
			description = test
			radius = 270000
			geeASL = 0.134
			tidallyLocked = false
		}
		
		ScaledVersion
		{
			type = Atmospheric
			fadeStart = 20000	
			fadeEnd = 45000
			
			Material
			{
				shininess = 0
				specColor = 0,0,0,0
				
				rimPower = 2.06
				rimBlend = 0.3
				
			}
		}
		
		Atmosphere
		{
			ambientColor = RGBA(179,225,252,255)
			
			lightColor = 0.76,0.69,0.53,0.5
			
			enabled = true
			oxygen = false
			altitude = 55000
			
			pressureCurve
			{
				key =	0	15.19875	-1.36881790909091E-03	-1.36881790909091E-03
				key =	2750	11.4345	-1.24329545454545E-03	-1.24329545454545E-03
				key =	5500	8.360625	-1.00418209090909E-03	-1.00418209090909E-03
				key =	8250	5.9115	-7.90145454545455E-04	-7.90145454545455E-04
				key =	11000	4.014825	-5.97231818181818E-04	-5.97231818181818E-04
				key =	13750	2.626725	-4.36813636363636E-04	-4.36813636363636E-04
				key =	16500	1.61235	-3.09463636363636E-04	-3.09463636363636E-04
				key =	19250	0.924675	-1.94577272727273E-04	-1.94577272727273E-04
				key =	22000	0.542175	-1.05831818181818E-04	-1.05831818181818E-04
				key =	24750	0.3426	-6.06272727272727E-05	-6.06272727272727E-05
				key =	27500	0.208725	-3.93272727272727E-05	-3.93272727272727E-05
				key =	30250	0.1263	-2.32363636363636E-05	-2.32363636363636E-05
				key =	33000	0.080925	-1.23272727272727E-05	-1.23272727272727E-05
				key =	35750	0.0585	-6.62727272727273E-06	-6.62727272727273E-06
				key =	38500	0.044475	-4.97727272727273E-06	-4.97727272727273E-06
				key =	41250	0.031125	-4.43181818181818E-06	-4.43181818181818E-06
				key =	44000	0.0201	-3.58636363636364E-06	-3.58636363636364E-06
				key =	46750	0.0114	-2.72727272727273E-06	-2.72727272727273E-06
				key =	49500	0.0051	-1.84090909090909E-06	-1.84090909090909E-06
				key =	52250	0.001275	-9.27272727272727E-07	-9.27272727272727E-07
				key =	55000	0	-4.63636363636364E-07	-4.63636363636364E-07
			}
			temperatureCurve
			{
				key =	0	177	-0.01166666727	-0.01166666727
				key =	6600	130.5084428	-0.001652470545	-0.001647376727
				key =	11550	130.5084428	0.001647376727	0.001647376727
				key =	17050	163.7166979	0.0009003898182	0.0009003898182
				key =	30800	163.7166979	-0.001241687818	-0.001241687818
				key =	44000	112.9986355	-0.001652470545	-0.001652470545
				key =	49500	112.9986355	0.0008614081818	0.0008614081818
				key =	55000	138.9614532	0.001262916545	0.001262916545
				key =	82500	0	-0.0008174710909	-0.0008174710909
			}
		}
		PQS
		{
			fadeStart = 10000
			fadeEnd = 45000
			deactivateAltitude = 55000
			
			Mods
			{
				VertexSimplexHeight
				{
					seed = 543743
					deformity = 1500
					octaves = 8
					persisitence = 0.5
					frequency = 4
					enabled = true
					order = 2
				}
				VertexHeightNoise
				{
					noiseType = RiggedMultifractal
					deformity = 1000
					seed = 8547
					frequency = 2
					lacunarity = 2.5
					persistance = 0.5
					octaves = 4
					mode = Low
					enabled = true
					order = 4
				}
				VertexSimplexHeightAbsolute 
				{
					name = Base1
					seed = 4532
					deformity = 400
					octaves = 6
					persistence = 0.5
					frequency = 7
					enabled = true
					order = 6
				}
				VertexSimplexHeightAbsolute
				{
					name = Base2
					seed = 4276
					deformity = 700
					octaves = 4
					persistence = 0.5
					frequency = 11
					enabled = true
					order = 7
				}
				VertexSimplexNoiseColor
				{
					seed = 43
					blend = 1.0
					colorStart = RGBA(179,196,206,255)
					colorEnd RGBA(0,0,0,255)
					octaves = 12
					persistence = 0.5
					frequency = 2
					enabled = true
					order = 10
				}
				HeightColorMap
				{
					blend = 0.7
					order = 201
					enabled = true
					LandClasses
					{
						Class
						{
							name = Lowlands
							altitudeStart = 0
							altitudeEnd = 0.5
							color = RGBA(0,0,0,255)
							lerpToNext = true
						}
						Class
						{
							name = Midlands
							altitudeStart = 0.5
							altitudeEnd = 0.6
							color = RGBA(164,180,189,255)
							lerpToNext = true
						}
						Class
						{
							name = Highlands
							altitudeStart = 0.6
							altitudeEnd = 1.0
							color = RGBA(121,146,161,255)
							lerpToNext = false
						}
					}
				}
			}
		}				
	}	
}

 

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As you move closer to a planet, you transition from a scaled space image to a PQS generated surface.  So those weird colors likely have something to do with that.  I've been told that you should make ScaledVersion/fadeEnd = PQS/fadeStart.  You haven't done that.  I suggest you tweak your numbers to see if that makes any difference.

I'm taking a lunch break, but when I get back I'll try adding your cfg to my installation to see what I get.

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I also just noticed that you don't have any color or normal maps specified under ScaledVersion.  While you can do PQS without maps, you need them for the scaled version.  Since you don't have scaled versions maps, you're probably getting those of the template, Laythe.  Which means you're transition from a Laythe image to your PQS.  It's no wonder it's all messed up.

We can talk about this more after I return from lunch.

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3 minutes ago, OhioBob said:

I also just noticed that you don't have any color or normal maps specified under ScaledVersion.  While you can do PQS without maps, you need them for the scaled version.  Since you don't have scaled versions maps, you're probably getting those of the template, Laythe.  Which means you're transition from a Laythe image to your PQS.  It's no wonder it's all messed up.

We can talk about this more after I return from lunch.

Thank you a lot for helping. Maybe send me a private message when you return?

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Okay so I played around with the fadeStart and fadeEnd values a lot and I came this close to a solution: https://imgur.com/a/FmNz1

 

This is my code now:

@Kopernicus:AFTER[Kopernicus]
{
	Body
	{
		name = Icio
		cacheFile = Kopernicus/Cache/Icio.bin
	
		Template
		{
			name = Laythe
			removeAllPQSMods = true	
			removeOcean = true
		}
		
		Orbit
		{
			referenceBody = Eeloo
			inclination = 0
			eccentricity = 0
			semiMajorAxis = 9500000
			longitudeOfAscendingNode = 63
			argumentOfPeriapsis = 27
			meanAnomalyAtEpoch = 8
			epoch = 0
			color = RGBA(50,150,255,255)
		}
		
		Properties
		{
			description = test
			radius = 270000
			geeASL = 0.134
			tidallyLocked = false
		}
		
		ScaledVersion
		{
			type = Atmospheric
			fadeStart = 10000
			fadeEnd = 15000
			
			Material
			{
				texture = Systended/Icio/Textures/color.png
				normals = Systended/Icio/Textures/normal.png
				
				shininess = 0
				specColor = 0,0,0,0
				
				rimPower = 2.06
				rimBlend = 0.3
				
			}
		}
		
		Atmosphere
		{
			ambientColor = RGBA(179,225,252,255)
			
			lightColor = 0.76,0.69,0.53,0.5
			
			enabled = true
			oxygen = false
			altitude = 55000
			
			pressureCurve
			{
				key =	0	15.19875	-1.36881790909091E-03	-1.36881790909091E-03
				key =	2750	11.4345	-1.24329545454545E-03	-1.24329545454545E-03
				key =	5500	8.360625	-1.00418209090909E-03	-1.00418209090909E-03
				key =	8250	5.9115	-7.90145454545455E-04	-7.90145454545455E-04
				key =	11000	4.014825	-5.97231818181818E-04	-5.97231818181818E-04
				key =	13750	2.626725	-4.36813636363636E-04	-4.36813636363636E-04
				key =	16500	1.61235	-3.09463636363636E-04	-3.09463636363636E-04
				key =	19250	0.924675	-1.94577272727273E-04	-1.94577272727273E-04
				key =	22000	0.542175	-1.05831818181818E-04	-1.05831818181818E-04
				key =	24750	0.3426	-6.06272727272727E-05	-6.06272727272727E-05
				key =	27500	0.208725	-3.93272727272727E-05	-3.93272727272727E-05
				key =	30250	0.1263	-2.32363636363636E-05	-2.32363636363636E-05
				key =	33000	0.080925	-1.23272727272727E-05	-1.23272727272727E-05
				key =	35750	0.0585	-6.62727272727273E-06	-6.62727272727273E-06
				key =	38500	0.044475	-4.97727272727273E-06	-4.97727272727273E-06
				key =	41250	0.031125	-4.43181818181818E-06	-4.43181818181818E-06
				key =	44000	0.0201	-3.58636363636364E-06	-3.58636363636364E-06
				key =	46750	0.0114	-2.72727272727273E-06	-2.72727272727273E-06
				key =	49500	0.0051	-1.84090909090909E-06	-1.84090909090909E-06
				key =	52250	0.001275	-9.27272727272727E-07	-9.27272727272727E-07
				key =	55000	0	-4.63636363636364E-07	-4.63636363636364E-07
			}
			temperatureCurve
			{
				key =	0	177	-0.01166666727	-0.01166666727
				key =	6600	130.5084428	-0.001652470545	-0.001647376727
				key =	11550	130.5084428	0.001647376727	0.001647376727
				key =	17050	163.7166979	0.0009003898182	0.0009003898182
				key =	30800	163.7166979	-0.001241687818	-0.001241687818
				key =	44000	112.9986355	-0.001652470545	-0.001652470545
				key =	49500	112.9986355	0.0008614081818	0.0008614081818
				key =	55000	138.9614532	0.001262916545	0.001262916545
				key =	82500	0	-0.0008174710909	-0.0008174710909
			}
		}
		PQS
		{
			minLevel = 2
			maxLevel = 6
			minDetailDistance = 8
			maxQuadLengthsPerFrame = 0.03
			
			fadeStart = 15000
			fadeEnd = 20000
			deactivateAltitude = 55000
			
			Mods
			{
				VertexSimplexHeight
				{
					seed = 543743
					deformity = 1500
					octaves = 8
					persisitence = 0.5
					frequency = 4
					enabled = true
					order = 2
				}
				VertexHeightNoise
				{
					noiseType = RiggedMultifractal
					deformity = 1000
					seed = 8547
					frequency = 2
					lacunarity = 2.5
					persistance = 0.5
					octaves = 4
					mode = Low
					enabled = true
					order = 4
				}
				VertexSimplexHeightAbsolute 
				{
					name = Base1
					seed = 4532
					deformity = 400
					octaves = 6
					persistence = 0.5
					frequency = 7
					enabled = true
					order = 6
				}
				VertexSimplexHeightAbsolute
				{
					name = Base2
					seed = 4276
					deformity = 700
					octaves = 4
					persistence = 0.5
					frequency = 11
					enabled = true
					order = 7
				}
				VertexSimplexNoiseColor
				{
					seed = 43
					blend = 1.0
					colorStart = RGBA(179,196,206,255)
					colorEnd RGBA(0,0,0,255)
					octaves = 12
					persistence = 0.5
					frequency = 2
					enabled = true
					order = 10
				}
				HeightColorMap
				{
					blend = 0.7
					order = 201
					enabled = true
					LandClasses
					{
						Class
						{
							name = Lowlands
							altitudeStart = 0
							altitudeEnd = 0.5
							color = RGBA(0,0,0,255)
							lerpToNext = true
						}
						Class
						{
							name = Midlands
							altitudeStart = 0.5
							altitudeEnd = 0.6
							color = RGBA(164,180,189,255)
							lerpToNext = true
						}
						Class
						{
							name = Highlands
							altitudeStart = 0.6
							altitudeEnd = 1.0
							color = RGBA(121,146,161,255)
							lerpToNext = false
						}
					}
				}
			}
		}				
	}	
}

 

 

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22 minutes ago, ApertureGaming said:

cacheFile = Kopernicus/Cache/Icio.bin

Kopernicus will automatically generate a cachefile here. You can remove it.(not the problem, but I'm just sayin')

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1 minute ago, Mrcarrot said:

Kopernicus will automatically generate a cachefile here. You can remove it.(not the problem, but I'm just sayin')

Thanks for letting me know

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That looks a lot better.  Those mountains in the background look funny, however.  Maybe you need to delete/rebuild your cache file.

I also see you added scaled version texture and normals.  Some of those maps can be very particular about what kind of file format and compression you use.  I'm not sure what result you'll get with .png color or normal maps.  These are the recommendations that I always go by when creating maps:

  • Color maps & other textures, no transparency:  file format .dds, DXT1 compression, with mipmaps.
  • Color maps & other textures, with transparency:  file format .dds, DXT5 compression, with mipmaps.
  • Normal maps:  file format .dds, DXT5nm compression, with mipmaps.
  • Height maps:  file format .png, grayscale, 8-bit.
  • Biome maps:  file format .png, with indexed color palette.

Most color maps do not use transparency, but an example of one that does is when a planet has oceans.  In order to keep the land from having an ugly glossy appearance, the texture has to be split into layers:  one containing the water at 100% opacity, and the other containing the land at ~10% opacity.  Something like a ring texture will also be transparent in order to allow stars to show through it.
 

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2 minutes ago, OhioBob said:

Height maps:  file format .png, grayscale, 8-bit.

Or .dds format L8.

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1 minute ago, OhioBob said:

That looks a lot better.  Those mountains in the background look funny, however.  Maybe you need to delete/rebuild your cache file.

I also see you added scaled version texture and normals.  Some of those maps can be very particular about what kind of file format and compression you use.  I'm not sure what result you'll get with .png color or normal maps.  These are the recommendations that I always go by when creating maps:

  • Color maps & other textures, no transparency:  file format .dds, DXT1 compression, with mipmaps.
  • Color maps & other textures, with transparency:  file format .dds, DXT5 compression, with mipmaps.
  • Normal maps:  file format .dds, DXT5nm compression, with mipmaps.
  • Height maps:  file format .png, grayscale, 8-bit.
  • Biome maps:  file format .png, with indexed color palette.

Most color maps do not use transparency, but an example of one that does is when a planet has oceans.  In order to keep the land from having an ugly glossy appearance, the texture has to be split into layers:  one containing the water at 100% opacity, and the other containing the land at ~10% opacity.  Something like a ring texture will also be transparent in order to allow stars to show through it.
 

Problem is, those aren't mountains. They're just weird texture bugs that will disappear when I get closer to them. Something I would not like to see again haha. Deleting my cache file also didn't work for getting rid of those mountains. And for the map formats I was already planning on using .dds, but I don't know how to change a .png file into a .dds file. What I did is I just updated the textures with KitoppiaTech and that gave me files with a .png format. 

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10 minutes ago, Mrcarrot said:

Kopernicus will automatically generate a cachefile here. You can remove it.(not the problem, but I'm just sayin')

Or you can set the path to something inside your mod folder, which is what most people do.

          cacheFile = Systended/Cache/Icio.bin
 

Edited by OhioBob

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Just now, ApertureGaming said:

I don't know how to change a .png file into a .dds file.

I use GIMP with DDS Plugin. Remember to flip it vertically before saving, though.

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