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How do you make a planet mod? I don't know how to code, texture, and etc.


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How do you make a planet mod. I do not know where to begin and I need some help. Where do I start? How do I make a planet? How to I make it orbit? How do I texture a plant? A complete beginner here who needs help. And to note, I do not know how to understand d C++. 

 

 

How do you make a cfg file?

Edited by Dr. Kerbal
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How do you make a planet mod? I don't know how to code, texture, and etc. I'm a really a beginner beginner. Please give me some advise. 

Where do I start. Can anyone put all the fancy wording of code and texture in a simpletons words. (No Offense) I just want to understand all the particulars and wording. 

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Here's the guide that I think most folks use to get started:

1 hour ago, Dr. Kerbal said:

Which file for Kopernicus do I need to download from Git Hub?

Try this one:

https://github.com/Kopernicus/Kopernicus/releases/download/release-38/Kopernicus-1.11.1-38.zip

(Note, if you are reading this after April 2021, it's possible there is a newer version. Use that. Don't treat the above link as any sort of absolute archival quality location, it's just the current one right now.)

Edited by HebaruSan
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@Kopernicus:AFTER[KOPERNICUS]
{
    Body
    {
        name = (Sule)
        cacheFile = (SulePlanetPack/CaheFile/Sule.bin)
        flightGlobalsIndex = (8)
        Properties
        {
            description = (A tiny ball of ice flying in the sky smaller than Minmus.)
            radius = (43,082)
            geeASL = (0.49)
            rotationPeriod = (50,034)
            rotates = true
            tidallyLocked = (false)
            initialRotation = (0)
            isHomeWorld = false
            timewarpAltitudeLimits = (0 10000 20764 30000 40000 40500 50000 50500)
            ScienceValues
            {
                landedDataValue = (234)
                splashedDataValue = (302)
                flyingLowDataValue = (101)
                flyingHighDataValue = (90)
                inSpaceLowDataValue = (190)
                inSpaceHighDataValue = (100)
                recoveryValue = (50)
                flyingAltitudeThreshold = 12000
                spaceAltitudeThreshold = 140000
            }    
        }
Orbit //Orbit properties
        {
            referenceBody = Sun
            color = 1,1,1,1
            inclination = 0.1
            eccentricity = 0.05
            semiMajorAxis = 95473829644.5
            longitudeOfAscendingNode = 0.1 
            argumentOfPeriapsis = 92118829369
            meanAnomalyAtEpoch = 98828829920
            epoch = 0 
                 }
ScaledVersion //Update scaledspace
        {
            type = Atmospheric
            fadeStart = 0
            fadeEnd = 0
            Material
            {
                texture = (filepath)/Sule_color.dds //Texture map
                normals = (filepath)/Sule_normal.dds //Normal map
                shininess = 3
                specular = 0.0,0.0,0.0,1.0
                rimPower = 3 
                rimBlend = 0.2 
                Gradient 
                {
                    0.0 = 0.06,0.06,0.06,1
                    0.5 = 0.05,0.05,0.05,1
                    1.0 = 0.0196,0.0196,0.0196,1
                }
            }
        }
PQS
        {
            Mods
            {
VertexHeightMap
                {
                    map = (Filepath)/Sule_height.dds
                    offset = -500
                    deformity = 3000.0
                    scaleDeformityByRadius = false
                    order = 20
                    enabled = true
                }
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 = 0.7
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 0.7
                            altitudeEnd = 0.75
                            color = 0.7,0.55,0.2,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.75
                            altitudeEnd = 0.85
                            color = 0.7,0.6,0.4,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 0.85
                            altitudeEnd = 0.95
                            color = 1.0,0.9,0.7,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.95
                            altitudeEnd = 2
                            color = 0.95,0.95,0.9,1.0
                            lerpToNext = false
                        }
                    }
                }
            }
        }

    }
}

Im not sure If I did everything correct so please outline anything hat is incorrect. Also I am confused but certain lines.

What does this mean?

ScaledVersion //Update scaledspace
        {
            type = Atmospheric
            fadeStart = 0
            fadeEnd = 0
            Material
            {
                texture = (filepath)/Sule_color.dds //Texture map
                normals = (filepath)/Sule_normal.dds //Normal map
                shininess = 3
                specular = 0.0,0.0,0.0,1.0
                rimPower = 3 
                rimBlend = 0.2 
                Gradient 
                {
                    0.0 = 0.06,0.06,0.06,1
                    0.5 = 0.05,0.05,0.05,1
                    1.0 = 0.0196,0.0196,0.0196,1
                }
            }
        }
PQS
        {
            Mods
            {
VertexHeightMap
                {
                    map = (Filepath)/Sule_height.dds
                    offset = -500
                    deformity = 3000.0
                    scaleDeformityByRadius = false
                    order = 20
                    enabled = true
                }
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 = 0.7
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 0.7
                            altitudeEnd = 0.75
                            color = 0.7,0.55,0.2,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.75
                            altitudeEnd = 0.85
                            color = 0.7,0.6,0.4,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 0.85
                            altitudeEnd = 0.95
                            color = 1.0,0.9,0.7,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.95
                            altitudeEnd = 2
                            color = 0.95,0.95,0.9,1.0
                            lerpToNext = false

 

Im confused on what tis part of the code is supposed to do. The tutorial I sued didn't explain so well so please help me.

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On 4/22/2021 at 6:51 PM, Dr. Kerbal said:

I'm having trouble modeling my planet. How do you create a height map? How do I texture it?

Looks like there are tons of resources for that here:

There's also a Kopernicus Discord where you could probably learn a lot from the other users:

Edited by HebaruSan
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On 4/22/2021 at 6:15 PM, Dr. Kerbal said:

Im not sure If I did everything correct so please outline anything hat is incorrect. Also I am confused but certain lines.

What does this mean?

Im confused on what tis part of the code is supposed to do. The tutorial I sued didn't explain so well so please help me.

You're asking extremely general questions about very long blocks of text. It's unlikely that anyone will have the time or interest to scrutinize those very long blocks of text and try to predict what problems might come up. I would recommend instead testing your configurations and then requesting specific help on the specific problems that come up.

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3 hours ago, HebaruSan said:

You're asking extremely general questions about very long blocks of text. It's unlikely that anyone will have the time or interest to scrutinize those very long blocks of text and try to predict what problems might come up. I would recommend instead testing your configurations and then requesting specific help on the specific problems that come up.

Okay.

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On 4/23/2021 at 1:15 AM, Dr. Kerbal said:

 texture = (filepath)/Sule_color.dds //Texture map
                normals = (filepath)/Sule_normal.dds //Normal map

remove the (filepath)

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On 4/22/2021 at 12:47 PM, Dr. Kerbal said:

How do you make a planet mod. I do not know where to begin and I need some help. Where do I start? How do I make a planet? How to I make it orbit? How do I texture a plant? A complete beginner here who needs help. And to note, I do not know how to understand d C++. 

You do not need an understanding of coding at all to make a planet mod!

You only need 2 mods to start: Kopernicus (required) and KittopiaTech (highly recommended). The download pages are simple and easy to find.

Making a planet involves 2 key parts: maps and configuration files. Maps include all the textures for the planet, and the configuration contains all the "code". The code is hard to understand at first, but https://kopernicus.github.io/wiki/ helps a lot. It's a great resource that explains what all the variables mean.

Texturing a planet involves making maps (color map, normal map, height map, etc.). The forum page below has many great resources for making planet textures.

This reply is a very brief overview of planet modding. If you have any more questions, I would be happy to help answer them.

Edited by wpetula
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On 4/22/2021 at 2:15 PM, Dr. Kerbal said:

Im confused on what tis part of the code is supposed to do

ScaledVersion //Updates what your celestial body looks like from in space.
        {
            type = Atmospheric //Does your celestial body have an atmosphere? If not, write "Vacuum". 
            fadeStart = 70000 //Altitude at which the surface starts to fade out of view
            fadeEnd = 75000 //Altitude at which the surface is completely faded out of view. Now, the ScaledVersion textures are visible.
            Material
            {
                texture = (filepath)/Sule_color.dds //Put your KittopiaTech-generated color map here (if your celestial body has an ocean, the color map should be the water on a transparent background).
                normals = (filepath)/Sule_normal.dds //Normal map file path goes here.
                shininess = 3 //How shiny is the celestial body?
                specColor =  //What color does the celestial body shine?

                rimPower = 3 
                rimBlend = 0.2 
                Gradient 
                {
                    0.0 = 0.06,0.06,0.06,1
                    0.5 = 0.05,0.05,0.05,1
                    1.0 = 0.0196,0.0196,0.0196,1
                }
            }
        }
PQS //Deals with the surface and terrain.
        {
            Mods
            {
VertexHeightMap
                {
                    map = (Filepath)/Sule_height.dds //Height map file path here.
                    offset = -500 //Offsets the terrain (meters)
                    deformity = 3000.0 //difference between the highest and lowest altitude in meters.
                    scaleDeformityByRadius = false
                    order = 20
                    enabled = true
                }
VertexHeightNoiseVertHeightCurve2 //This one is kinda confusing. It deforms a certain range of altitudes.
                {
                    deformity = 100 
                    ridgedAddSeed = 123456
                    ridgedAddFrequency = 12 //Change stuff like this to add more or less noise to the terrain.
                    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 //Where should the deformation start?
                    simplexHeightEnd = 6500 //Where should the deformation end?
                    simplexSeed = 123456
                    simplexOctaves = 4
                    simplexPersistence = 0.6
                    simplexFrequency = 12
                    enabled = true
                    order = 200
                }
                HeightColorMap //If you don't have a color map, use this to color the terrain. Otherwise, remove this section.
                {
                    blend = 1
                    order = 500
                    enabled = true
                    LandClasses
                    {
                        Class //Each class colors the terrain based on altitude.
                        {
                            name = Bottom
                            altitudeStart = 0
                            altitudeEnd = 0.7
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 0.7
                            altitudeEnd = 0.75
                            color = 0.7,0.55,0.2,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.75
                            altitudeEnd = 0.85
                            color = 0.7,0.6,0.4,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 0.85
                            altitudeEnd = 0.95
                            color = 1.0,0.9,0.7,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.95
                            altitudeEnd = 2
                            color = 0.95,0.95,0.9,1.0
                            lerpToNext = false

Don't forget your closing brackets.

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