Thomas P.

[1.7.3-2 + Backports] Kopernicus & KittopiaTech

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50 minutes ago, Tonas1997 said:

Quick question: which are the variables that handle the apparent magnitude and "glow" radius of a star? I'm tweaking the Constellations mod configs so that

a) the stars can't be seen during daytime,

b) their apparent size looks realistic, and

c) the outer "glowing" rim gets smaller.

Will fire up KSP now and take some screenshots, if necessary.

All you can really do with stars is change the color and the size of the sunflare (the glow around the star).  You can also change the color and intensity of the light that they cast.  There are several variables for color, best to probably just experiment with them.  The size of the sunflare is control by brightnessCurve.  Here's a post that describes how it works.

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1 hour ago, OhioBob said:

All you can really do with stars is change the color and the size of the sunflare (the glow around the star).  You can also change the color and intensity of the light that they cast.  There are several variables for color, best to probably just experiment with them.  The size of the sunflare is control by brightnessCurve.  Here's a post that describes how it works.

So there's no way to reduce the circular halo?

JxuatO8.png

 

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1 hour ago, Tonas1997 said:

So there's no way to reduce the circular halo?

Are you talking about background stars?  That's just a static image, called a skybox.  There is no way to alter a skybox, but you can replace it.  You need a skybox replacement mod and a new set of images.  One of the Sigma Replacements mods allows you to replace the skybox.  And Poodmund has some nice skyboxes.  There may be other skyboxes out there if you don't like Poodmund's, but you'll need to search around for them.

The Kopernicus settings that I talked about allows you to alter the sun or any other major stars in the game.  That has nothing to do with the background stars.

 

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2 minutes ago, OhioBob said:

Are you talking about background stars?  That's just a static image, called a skybox.  There is no way to alter a skybox, but you can replace it.  You need a skybox replacement mod and a new set of images.  One of the Sigma Replacements mods allows you to replace the skybox.  And Poodmund has some nice skyboxes.  There may be other skyboxes out there if you don't like Poodmund's, but you'll need to search around for them.

The Kopernicus settings that I talked about allows you to alter the sun or any other major stars in the game.  That has nothing to do with the background stars.

 

I think they are referring to the slight blueish tinge around the blue-white dot just left of center in the image.

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2 hours ago, grungar3x7 said:

I think they are referring to the slight blueish tinge around the blue-white dot just left of center in the image.

Yup, I meant those (there are two more on the upper right corner of the screenshot). The halos encircle every star of the Constellations mod.

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pardon me but something is wrong with this mod when i try to use it with the spectra mod as i get this error message 

"kopernicus was not able to load the custom planetary system due to an exception in the loading process. loading your savegame is NOT recommended as it could corrupt it and delete our progress.

 please contact the planet pack author or the kopernicus team about the issue and send them a valid bug report, including your ksp.log, your module manager.ConficCache file and the folder logs/kopernicus/ from your ksp root directory" something has gone horribly wrong so is there anything i can do to fix it?

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So, you decided not to do this? :cool:

48 minutes ago, mindseyemodels said:

... and send them a valid bug report, including your ksp.log, your module manager.ConficCache file and the folder logs/kopernicus/ from your ksp root directory

I'm having a little fun at your expenses but you've got to help the mod devs out and follow the instructions, especially when you post them.

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@mindseyemodels, are you using Kopernicus 1.3.1-6?  If so, then it's likely the mod you're using requires some updates to be compatible with the latest Kerpernicus.  Try it using Kopernicus 1.3.1-4 and see if that works.  If so, then use it until the mod maker releases a new version that is updated for Kopernicus 1.3.1-6.

As a general rule, when a new Kopernicus is released, don't immediately install it.  Give the mod makers time to get caught up. 

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45 minutes ago, OhioBob said:

@mindseyemodels, are you using Kopernicus 1.3.1-6?  If so, then it's likely the mod you're using requires some updates to be compatible with the latest Kerpernicus.  Try it using Kopernicus 1.3.1-4 and see if that works.  If so, then use it until the mod maker releases a new version that is updated for Kopernicus 1.3.1-6.

As a general rule, when a new Kopernicus is released, don't immediately install it.  Give the mod makers time to get caught up. 

it is 1.3.1-6 so i think the spectra mod needs updating(the spectra mod is the mod i was using kopernicus for as well as new horizons(no longer installed due to incompatibility for now)

Edited by mindseyemodels

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I updated Kopernicus, Kronometer, Sigma Dimensions, Sigma Binary and Outer Planets Mod.  I believe these are all the mods that I use that rely on Kopernicus and they all had updates to 1.3.1-6.   

I sent a remote probe to land on minmus and as soon as I got into the SOI my FPS tanked.  I saw alot of errors on the console and checked the log and its all to do with biome.  I open SCANsat in game to look at the biome map, it does not work.  I try every other body/map type I have unlocked and they are all fine, just specifically the minmus biome map is broken.

I rolled back to the previous version of the listed mods and all is fine. 

[EXC 03:18:15.951] IndexOutOfRangeException: Array index is out of range.
	CBAttributeMapSO.GetAtt (Double lat, Double lon)
	SCANsat.SCANUtil.getBiomeIndex (.CelestialBody body, Double lon, Double lat)
	SCANsat.SCANUtil.getBiome (.CelestialBody body, Double lon, Double lat)
	SCANsat.SCAN_Map.SCANmap.getPartialMap (Boolean apply)
	SCANsat.SCAN_Unity.SCAN_UI_BigMap.Update ()
	SCANsat.Unity.Unity.SCAN_BigMap.Update ()
[EXC 03:18:15.965] IndexOutOfRangeException: Array index is out of range.
	CBAttributeMapSO.GetAtt (double,double) <0x000d9>
	ScienceUtil.GetExperimentBiome (CelestialBody,double,double) <0x0007f>
	MuMech.MechJebModuleInfoItems.CurrentRawBiome () <0x0009f>
	(wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042>
	MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024>
	MuMech.ValueInfoItem.DrawItem () <0x00045>
	MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124>
	MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f>
	UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4>
	UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4>

ksp log https://drive.google.com/open?id=1fpwy0weulVCoQheCuKf65wxMT142PIYN

output log https://drive.google.com/open?id=1Xctn15D0xlJMmIj37F3AE2CNIEUIjUop

 

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Hi Thomas,

I have people complaining that [x] Science! is failing.  It seems to be KSP's function ScienceUtil.GetExperimentBiome() that is bombing with "IndexOutOfRangeException: Array index is out of range."  However Kopernicus does seem to be a common factor.  Actually I have yet to reproduce the issue but I only use Kopernicus for Asclepius.  It does only seem to be bothering people with a massive number of mods.

It seems to be effecting Contract Configurator too.

Check out https://github.com/thewebbooth/KSP-X-Science/issues/22

One guy has uploaded a log file.

PM me if I can help in any way or if I need to change [x] Science! at all.

z

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I'm trying to find a Solar System compatible with latest Kopernicus version but so far none works except GPP which changes the solar system completely I prefer one like Gamelinx's which is not compatible at the moment. Any suggestions pls?

 

Edited by alphaprior

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39 minutes ago, alphaprior said:

I'm trying to find a Solar System compatible with latest Kopernicus version but so far none works except GPP which changes the solar system completely I prefer one like Gamelinx's which is not compatible at the moment. Any suggestions pls?

 

Give it a few days for other planet pack modders to catch up?

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Spectra seems to be triggering this for Pol (with Galileo's OPM, at least):

[LOG 20:30:09]: Exception Was Recorded: Method not found: 'Default constructor not found...ctor() of UnityEngine.Material'.
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 

 

Looks like it's the stalactite scatter (apologies for awful indentation). The LandControl.landClass.Class.scatters stuff has this:

								Scatter
								{
									density = 0.10
									scatterName = stalactite
								}

and LandControl.scatters has this:

Scatter
						{
							castShadows = True
							recieveShadows = True
							name = stalactite
							delete = False
							collide = False
							Material
							{
								color = 0.6641791,0.6319441,0.4482048,1
								mainTex = BUILTIN/distantground
								mainTexScale = 0.5,0.5
								mainTexOffset = 0,0
								detail = BUILTIN/rock00
								detailScale = 3,3
								detailOffset = 0,0
							}
							Experiment
							{
							}
						}

 

So, something either included or missing there is causing this, but I don't know what. (Help appreciated)

I'll let the Spectra author know as well, but can the errors for this be improved at all? Would really help with tracking this kind of thing down (process of elimination is not fast, not with my mod count :D)

Edited by Singing Boyo

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11 hours ago, alphaprior said:

I guess I should...
But which ones are good to check? Suggestions?

(Re)install Kopernicus 1.3.1-3 or older and everything will be fine again. :) 

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Hey, I recently was using Kopernicus examples to make a gas giant with a moon orbiting it. I did the gas giant fine, but I am having problems with the surface of the moon. The problem I am having is the surface of the moon being super bright. It looks like it has very high bloom on it. Can anyone help me solve this?

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@chubbyassasin123 Hello and welcome to the forums, chubbyassasin123!

I took the liberty of transferring your thread into Kopernicus thread, as here you will get much better chances! Wish you success in solving your issue! :)

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5 minutes ago, Kerbal101 said:

@chubbyassasin123 Hello and welcome to the forums, chubbyassasin123!

I took the liberty of transferring your thread into Kopernicus thread, as here you will get much better chances! Wish you success in solving your issue! :)

Thanks

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7 hours ago, chubbyassasin123 said:

Hey, I recently was using Kopernicus examples to make a gas giant with a moon orbiting it. I did the gas giant fine, but I am having problems with the surface of the moon. The problem I am having is the surface of the moon being super bright. It looks like it has very high bloom on it. Can anyone help me solve this?

Can you post your config and a screenshot?

 

Edited by OhioBob

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8 hours ago, OhioBob said:

Can you post your config and a screenshot?

 

Can't do a screenshot tonight but I can describe it a bit better. When I am entering the planet it appears to be super bright (sometimes completely white) and once I land it is normal.

Spoiler

@Kopernicus:AFTER[Kopernicus]
{    
    Body
    {
        name = Aug

        Orbit
        {
            referenceBody = Mylo
            inclination = 0
            eccentricity = 0
            semiMajorAxis = 23000000
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
            color = 1,0,0.25,1
        }

        Properties
        {
            description = Merciful Kod, this thing just APPEARED! And unlike last time, it wasn't bird droppings on the telescope.
            radius = 320000
            geeASL = 0.7
            mass = 4.5154812E+21
            rotationPeriod = 88642.6848
            rotates = true
            tidallyLocked = false
            initialRotation = 0
            isHomeWorld = false
            timewarpAltitudeLimits = 0 0 0 0 0 0 0 0 0 0
            ScienceValues
            {
                landedDataValue = 8
                splashedDataValue = 1
                flyingLowDataValue = 5
                flyingHighDataValue = 5
                inSpaceLowDataValue = 7
                inSpaceHighDataValue = 5
                recoveryValue = 5
                flyingAltitudeThreshold = 12000
                spaceAltitudeThreshold = 140000
            }
        }
        ScaledVersion
        {
            type = Atmospheric
            fadeStart = 95000
            fadeEnd = 97000
            Material
            {
                // Common scaled space settings
                texture = Mylo/AugColor.jpg
                normals = Mylo/AugNormals.jpg
                shininess = 0
                specColor = 0,0,0,0
                // Atmosphere settings
                rimPower = 2.06
                rimBlend = 0.3
                // Atmosphere color ramp texture
                Gradient
                {
                    0.0 = 0.643,0.220,0.094,1
                    0.6 = 0.0549,0.0784,0.141,1
                    1.0 = 0.0196,0.0196,0.0196,1
                }
            }
        }
        Atmosphere
        {
            // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint)
            ambientColor = 0.306,0.187,0.235,1
            //
            // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5);
            //
            lightColor = 0.509,0.588,0.643,0
            // General atmosphere settings
            enabled = true
            oxygen = true
            altitude = 55000.0
            // Atmosphere Pressure
            // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000))
            pressureCurve
            {
                key =     0        1.31086407    0                -0.000108275
                key =     2000    1.094314833    -0.000108275    -9.04189E-05
                key =     4000    0.913477137    -9.04189E-05    -7.5503E-05
                key =     6000    0.762471051    -7.5503E-05        -6.30438E-05
                key =     8000    0.636383366    -6.30438E-05    -5.32594E-05
                key =     10000    0.529864639    -5.32594E-05    -4.43606E-05
                key =     12000    0.441143425    -4.43606E-05    -3.69463E-05
                key =     14000    0.367250922    -3.69463E-05    -3.07691E-05
                key =     16000    0.305712815    -3.07691E-05    -2.56229E-05
                key =     18000    0.254467007    -2.56229E-05    -2.26947E-05
                key =     20000    0.209077683    -2.26947E-05    -1.86702E-05
                key =     22000    0.171737343    -1.86702E-05    -1.53558E-05
                key =     24000    0.141025797    -1.53558E-05    -1.26267E-05
                key =     26000    0.115772385    -1.26267E-05    -1.03801E-05
                key =     28000    0.095012209    -1.03801E-05    -9.06244E-06
                key =     30000    0.076887315    -9.06244E-06    -7.34005E-06
                key =     32000    0.062207227    -7.34005E-06    -5.94393E-06
                key =     34000    0.050319373    -5.94393E-06    -4.81247E-06
                key =     36000    0.04069443    -4.81247E-06    -3.89564E-06
                key =     38000    0.032903146    -3.89564E-06    -3.33082E-06
                key =     40000    0.026241503    -3.33082E-06    -2.65869E-06
                key =     42000    0.020924119    -2.65869E-06    -2.12179E-06
                key =     44000    0.016680547    -2.12179E-06    -1.69298E-06
                key =     46000    0.01329459    -1.69298E-06    -1.35056E-06
                key =     48000    0.010593468    -1.35056E-06    -1.13852E-06
                key =     50000    0.008316437    -1.13852E-06    -8.94325E-07
                key =     52000    0.006527787    -8.94325E-07    -7.02404E-07
                key =     54000    0.005122979    -7.02404E-07    -5.51586E-07
                key =     55000    0           0               0
            }
            temperatureCurve
            {
                key =     0        221.2    0        -0.0009
                key =     2000    219.4    -0.0009    -0.0009
                key =     4000    217.6    -0.0009    -0.0009
                key =     6000    215.8    -0.0009    -0.0009
                key =     8000    214        -0.0009    -0.0009
                key =     10000    212.2    -0.0009    -0.0009
                key =     12000    210.4    -0.0009    -0.0009
                key =     14000    208.6    -0.0009    -0.0009
                key =     16000    206.8    -0.0009    -0.0009
                key =     18000    205        -0.0009    -0.00167
                key =     20000    201.66    -0.00167    -0.00167
                key =     22000    198.32    -0.00167    -0.00167
                key =     24000    194.98    -0.00167    -0.00167
                key =     26000    191.64    -0.00167    -0.00167
                key =     28000    188.3    -0.00167    -0.00133
                key =     30000    185.64    -0.00133    -0.00133
                key =     32000    182.98    -0.00133    -0.00133
                key =     34000    180.32    -0.00133    -0.00133
                key =     36000    177.66    -0.00133    -0.00133
                key =     38000    175        -0.00133    -0.00126
                key =     40000    172.48    -0.00126    -0.00126
                key =     42000    169.96    -0.00126    -0.00126
                key =     44000    167.44    -0.00126    -0.00126
                key =     46000    164.92    -0.00126    -0.00126
                key =     48000    162.4    -0.00126    -0.00102
                key =     50000    160.36    -0.00102    -0.00102
                key =     52000    158.32    -0.00102    -0.00102
                key =     54000    156.28    -0.00102    -0.00102
                key =     55000    273.15    0.00103        0
            }
            // Atmosphere Temperature
            temperatureMultiplier = 1.0
        }
        PQS
        {
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 12
            minDetailDistance = 8
            // Custom PQS material
            materialType = AtmosphericOptimized
            Material
            {
                saturation = 1
                contrast = 3
                tintColor = 1.000,1.000,1.000,0.000
                powerNear = 0.6
                powerFar = 0.2
                groundTexStart = 0
                groundTexEnd = 1000
                steepPower = 2
                steepTexStart = 0
                steepTexEnd = 50000
                steepTex = BUILTIN/terrain_rock00
                steepBumpMap = BUILTIN/RockyGround2
                steepNearTiling = 8000
                steepTiling = 500
                lowTex = BUILTIN/SandyGround
                lowBumpMap = BUILTIN/quiet
                lowNearTiling = 2000
                lowMultiFactor = 10
                lowBumpNearTiling = 2000
                lowBumpFarTiling = 10
                midTex = BUILTIN/terrain_sand00
                midBumpMap = BUILTIN/SandyGround
                midNearTiling = 4000
                midMultiFactor = 10
                midBumpNearTiling = 8000
                midBumpFarTiling = 10
                highTex = BUILTIN/RockyGround
                highBumpMap = BUILTIN/quiet
                highNearTiling = 4000
                highMultiFactor = 10
                highBumpNearTiling = 4000
                highBumpFarTiling = 10
                lowStart = 0
                lowEnd = 0.3
                highStart = 0.8
                highEnd = 1
                globalDensity = -5E-06
                fogColorRamp = BUILTIN/desert_atmogradient
            }
            Mods
            {
                VertexColorMap
                {
                    map = Mylo/AugColor.jpg
                    order = 500
                    enabled = true
                }
                VertexHeightMap
                {
                    map = Mylo/AugHeight.jpg
                    offset = -1000.0
                    deformity = 10000.0
                    scaleDeformityByRadius = false
                    order = 20
                    enabled = true
                }
                VertexSimplexHeight
                {
                    seed = 670000
                    deformity = 1700.0
                    octaves = 12.0
                    persistence = 0.5
                    frequency = 4.0
                    enabled = true
                    order = 21
                }
                VertexSimplexNoiseColor
                {
                    seed = 45
                    blend = 1.0
                    colorStart = 0.768656731,0.6996614,0.653089464,1
                    colorEnd = 0,0,0,1
                    octaves = 12.0
                    persistence = 0.5
                    frequency = 2.0
                    enabled = true
                    order = 200
                }
                HeightColorMap
                {
                    blend = 0.7
                    order = 201
                    enabled = true
                    LandClasses
                    {
                        Class
                        {
                            name = AbyPl
                            altitudeStart = 0.0
                            altitudeEnd = 0.5
                            color = 0.0,0.0,0.0,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Beach
                            altitudeStart = 0.5
                            altitudeEnd = 0.55
                            color = 0.164179087,0.164179087,0.164179087,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Beach2
                            altitudeStart = 0.55
                            altitudeEnd = 1.0
                            color = 0.373134315,0.373134315,0.373134315,1.0
                            lerpToNext = false
                        }
                    }
                }
            VertexHeightNoise
            {
                noiseType = RiggedMultifractal
                deformity = 1000.0
                seed = 5906
                frequency = 2.0
                lacunarity = 2.5
                persistance = 0.5
                octaves = 4
                mode = Low
                enabled = true
                order = 22
            }
            VertexSimplexHeightAbsolute
            {
                seed = 4234
                deformity = 400
                octaves = 6.0
                persistence = 0.5
                frequency = 18.0
                enabled = true
                order = 30
            }
            AltitudeAlpha
            {
                atmosphereDepth = 4000.0
                invert = false
                enabled = false
                order = 999999999
            }
            AerialPerspectiveMaterial
            {
                globalDensity = -0.00001
                heightFalloff = 6.75
                atmosphereDepth = 150000
                DEBUG_SetEveryFrame = true
                cameraAlt = 0
                cameraAtmosAlt = 0
                heightDensAtViewer = 0
                enabled = true
                order = 100
            }
            FlattenOcean
            {
                oceanRadius = 1.0
                enabled = true
                order = 25
            }
        }
    }
}

 

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11 hours ago, chubbyassasin123 said:

Can't do a screenshot tonight but I can describe it a bit better. When I am entering the planet it appears to be super bright (sometimes completely white) and once I land it is normal.

I don't think I've ever seen that problem before.  If it's OK up close but messed up far away, it sounds like there's something wrong with your ScaledVersion.  I notice you're using .jpg images for your texture and normal maps.  I don't recall ever seeing .jpg used.  Maybe that has something to do with your problem.  I typically use the following file types:

Color map - .dds DXT1 when no transparency is required, and .dds DXT5 when transparency is required.
Normal map - .dds DXT5nm.
Height map - .dds L8, or .png greyscale 8-bit.

Save all .dds images color and normal maps with mipmaps.

Other than that, the only other thing that jumps out at me it that you haven't given your body a template.  I've never seen a config without a template, so I don't know what problems that might cause.
 

Edited by OhioBob

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@chubbyassasin123 white textures means the path is wrong

In your case you are adding the extension where you shouldn't

(Normal and main texture)

 

Also, don't post your cfgs directly on the forums. It's really annoying for people on mobile

Use pastebin or something similar

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5 hours ago, OhioBob said:

I don't think I've ever seen that problem before.  If it's OK up close but messed up far away, it sounds like there's something wrong with your ScaledVersion.  I notice you're using .jpg images for your texture and normal maps.  I don't recall ever seeing .jpg used.  Maybe that has something to do with your problem.  I typically use the following file types:

Color map - .dds DXT1 when no transparency is required, and .dds DXT5 when transparency is required.
Normal map - .dds DXT5nm.
Height map - .dds L8, or .png greyscale 8-bit.

Save all .dds images with mipmaps.

Other than that, the only other thing that jumps out at me it that you haven't given your body a template.  I've never seen a config without a template, so I don't know what problems that might cause.

I tried to use DDS images but it would just make my planets a solid black color. I can try again when I get home though.

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33 minutes ago, Sigma88 said:

@chubbyassasin123 white textures means the path is wrong

In your case you are adding the extension where you shouldn't

(Normal and main texture)

 

Also, don't post your cfgs directly on the forums. It's really annoying for people on mobile

Use pastebin or something similar

Thanks, I won't do that again. When I get home I can remove the .jpg from the path.

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