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Hammersamatom

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Everything posted by Hammersamatom

  1. Sweet, the education system here is lacking. Looking forward to the new textures.
  2. Welcome back to the development Amarius. Nice choice with Aerospace. Looks like we need to apply templates to all bodies to avoid the timewarp bugs. Biomes and science need to be implemented, etc, etc. Can someone give me a list of things that we need to fix or get done?
  3. - - - Updated - - - Your missing this. ScaledVersion { type = Atmospheric // Set this to Vacuum if you don't have an Atmo fadeStart = 0 fadeEnd = 0 Material - - - Updated - - - I'd also put this in the Material so it doesn't look too shiny. shininess = 0 specular = 0.0,0.0,0.0,1.0 I also just noticed that you already have .dds texture files, stick with PNG until you're completely sure a planet is ready. Export the map.dds files with DXT1 compression, and export the normal.dds files with grayscale and DXT5 compression.
  4. You misspelled Squash_normal, you put mormal instead of normal.
  5. @Beabop, nice suggestion, but we're probably going to keep the current planets where they are for now. However, if we did add more star systems... I'd definitely want to be involved.
  6. I think it has to do with the normal mapping... Not much can be done, let Amarius handle it.
  7. Yea, as for the problems with the surface and everything, I'll have to leave that to Amarius. I did my job of getting it to load, since I don't know what exactly need to be fixed, that should be his job... Hope he's happy it works. I don't deserve the title of spellchecker, what I missed was obvious... It's also not supposed to look like that from orbit... Check this spreadsheet for info on our plans for the pack: Spreadsheet QUESTION: I haven't tested Tyrok yet, do you fall thru the planet and explode? Applying Laythe as a template can do that...
  8. Hey Amarius! I got a present for you, you'll need to do the adjustments though. Oceans work. Tyrok CFG
  9. Heres the CFG file for Procedural generation: Pastebin
  10. Procedural, as in generated with a certain seed. Procedural generation is what most of the stock planets use, so yes, they will have gravity, and I have a working Alfons in my test instance of KSP, tring to correct the terrain as we speak. I'll provide the config in about 20-30 minutes, once I clean it up a bit.
  11. Not anymore, just put in any random ID for the flightGlobalsIndex. Also, check the spreadsheet. Some updates are present.
  12. That's what I believed too, but when I noticed the Slope wasn't being displayed, I threw the biome idea out the window. Working on a procedural planet, I can't seem to get the colors and terrain to match... @Astrofox, check out Amarius1's KerbolPlus for singularities, he has a couple. (Because the KerbolPlus download hasn't been updated: Download)
  13. PROGRESS HAS BEEN ACHIEVED. GLITCH HAS BEEN MURDERED.
  14. Nope, adjusting the size of Tyrok didn't fix it. MrHappyFace, do you still have the config from when you were first developing Phoop, I wanted to figure out color generation with noise and use the Phoop config as a base. Also raised the rotation of several planets, didn't fix the glitch, trying to force a template now.
  15. I can fix the atmosphere of Mysterio, easy peasy. Just need to adjust the pressure settings and height. As for Tyrok, could it be that it can't generate planets below a certain size with oceans? Testing now.
  16. @Interplanet Janet, Templates are no longer needed and only tend to change things that we actually want. Kopernicus allows for almost full control of planet creation. Planets can be built completely from scratch. Can I ask for a progress report from everyone? I've been gone for a while so I'm kinda lost on where we are in development
  17. Sadly, after about 6 hours of continuous headaches, I still haven't found a fix for Tyrok... Tyrok Pastebin Config Reverse-engineering and splicing configs yielded freezing at loading, so that won't work either. I might have to put this one aside and move on to fixing other things for now...
  18. I don't believe I'm following your train of thought, although, Hodor is one of the example planets provided with Kopernicus. Now that I look at it, the Mun in general has the heightmap of Kerbin piled on top of the original one, even without Hodor. I still can't figure out the issue with Tyrok, wasn't the oceans. Might be the PQS, or a spelling error I missed... Oh, and WELCOME!
  19. After an hour of editing and testing... I've got nothing. @Kopernicus:AFTER[Kopernicus] { Body { name = Tyrok flightGlobalsIndex = 888 Orbit { referenceBody = Mysterio semiMajorAxis = 5600000 inclination = -1.32 eccentricity = -0.1 longitudeOfAscendingNode = 89 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.75,0.4,0.5,1 } Properties { description = Insert description. radius = 24000 geeASL = 0.5 rotationPeriod = 20000.9565 rotates = true tidallyLocked = false initialRotation = 0 timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { landedDataValue = 18 flyingLowDataValue = 17 flyingHighDataValue = 17 splashedDataValue = 19 inSpaceLowDataValue = 15.3 inSpaceHighDataValue = 14.6 recoveryValue = 18.2 flyingAltitudeThreshold = 80000 spaceAltitudeThreshold = 1000000 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = Astro'sPlanets/MysterioSystem/Moons/Tyrok/Textures/Tyrok_color normals = Astro'sPlanets/MysterioSystem/Moons/Tyrok/Textures/Tyrok_normal shininess = 0 specular = 0.0,0.0,0.0,0 rimPower = 2.06 rimBlend = 0.3 Gradient { 0.0 = 0.80,0.20,0.0,2 0.6 = 0.70,0.10,0.0,1.5 1.0 = 0.0196,0.0196,0.0.0196,1 } } } Atmosphere { ambientColor = 0.8, 0.2, 0.0, 0.50 lightColor = 0.8, 0.2, 0.0, 0.50 enabled = true oxygen = false albedo = 0.17 altitude = 28000.0 pressureCurve { key = 0 700 key = 16600 413.1 key = 24000 1.53 key = 49800 1.50 key = 66400 1.42 key = 83000 1.30 key = 83200 1.21 key = 99600 0.52 key = 116200 0.09 key = 116400 0.087 key = 132800 0.0459 key = 149400 0.0117 key = 160000 0 } pressureCurveIsNormalized = false temperatureSeaLevel = 375 temperatureCurve { key = 0 375 key = 28000 0 } temperatureCurveIsNormalized = false temperatureLapseRate = 0.0024 temperatureSunMultCurve = false adiabaticIndex = 1.20000004768372 gasMassLapseRate = 2.06477390407027 atmosphereMolarMass = 0.014 } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 materialType = AtmosphericOptimized Material { saturation = 1 contrast = 1.8 tintColor = 1.000,1.000,1.000,0.000 powerNear = 0.6 powerFar = 0.5 groundTexStart = 0 groundTexEnd = 1000 steepPower = 1.25 steepTexStart = 0 steepTexEnd = 50000 steepTex = BUILTIN/terrain_rock00 steepBumpMap = BUILTIN/RockyGround2 steepNearTiling = 100 steepTiling = 60 lowTex = BUILTIN/RockyGround lowBumpMap = BUILTIN/quiet lowNearTiling = 2000 lowMultiFactor = 100 lowBumpNearTiling = 2000 lowBumpFarTiling = 4000 midTex = BUILTIN/RockyGround midBumpMap = BUILTIN/RockyGround2 midNearTiling = 4000 midMultiFactor = 100 midBumpNearTiling = 4000 midBumpFarTiling = 4000 highTex = BUILTIN/RockyGround highBumpMap = BUILTIN/RockyGround2 highNearTiling = 4000 highMultiFactor = 100 highBumpNearTiling = 8000 highBumpFarTiling = 4000 lowStart = 0 lowEnd = 0.3 highStart = 0.8 highEnd = 1 globalDensity = 0 fogColorRamp = BUILTIN/desert_atmogradient } Mods { VertexColorMap { map = Astro'sPlanets/MysterioSystem/Moons/Tyrok/Textures/Tyrok_color.png order = 500 enabled = true } VertexHeightMap { map = Astro'sPlanets/MysterioSystem/Moons/Tyrok/PluginData/Tyrok_height.png offset = 0 deformity = 8500.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexSimplexHeight { seed = 98374 deformity = 500.0 octaves = 8.0 persistence = 0.5 frequency = 4.0 enabled = true order = 59 } VertexHeightOffset { offset = -1044 modEnabled = true order = 100 } 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 } } } VertexSimplexHeightAbsolute { seed = 4447895 deformity = 500 octaves = 8 persistence = 0.5 frequency = 24 enabled = true order = 50 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 100 seed = 1238999936 frequency = 25 lacunarity = 1.5 persistance = 0.75 octaves = 10 mode = Low enabled = True order = 19 } VertexHeightNoiseVertHeightCurve2 { deformity = 500 ridgedAddSeed = 1530393216 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 1212096256 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 ridgedMode = Low simplexHeightStart = 0 simplexHeightEnd = 9000 simplexSeed = 1909396224 simplexOctaves = 6 simplexPersistence = 0.699999988079071 simplexFrequency = 4 enabled = true order = 100 } } } Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 oceanColor = 0.7, 0.2, 0, 1.000 Material { colorFromSpace = 0.7, 0.2, 0, 1.000 specColor = 1.000, 1.000, 1.000, 1.000 shininess = 0 gloss = 0.7 tiling = 1000 waterTex = BUILTIN/liquidmercury waterTexScale = 1.0, 1.0 waterTexOffset = 0.0, 0.0 waterTex1 = BUILTIN/liquidmercury waterTex1Scale = 1.0, 1.0 waterTex1Offset = 0.0, 0.0 bTiling = 800 bumpMap = BUILTIN/quiet bumpMapScale = 1.0, 1.0 bumpMapOffset = 0.0, 0.0 displacement = 0.01 dispFreq = 13.97 mix = 0.4032745 oceanOpacity = 0.3 falloffPower = 3 falloffExp = 0.05 fogColor = 0.5, 0.3, 0, 1.000 heightFallOff = 0.2 globalDensity = -1.5E-05 atmosphereDepth = 5000 fogColorRampScale = 1.0, 1.0 fogColorRampOffset = 0.0, 0.0 fadeStart = 20000 fadeEnd = 60000 planetOpacity = 1 color = 0.05, 0.5, 0.05, 1.000 mainTextureOffset = 0.0, 0.0 mainTextureScale = 1.0, 1.0 passCount = 5 renderQueue = 2000 hideFlags = None } FallbackMaterial { colorFromSpace = 0.7, 0.2, 0, 1.000 specColor = 0.849, 0.849, 0.849, 1.000 shininess = 1 gloss = 0.3336538 tiling = 1000 waterTex = BUILTIN/liquidmercury waterTexScale = 1.0, 1.0 waterTexOffset = 0.0, 0.0 waterTex1 = BUILTIN/liquidmercury waterTex1Scale = 1.0, 1.0 waterTex1Offset = 0.0, 0.0 fadeStart = 20000 fadeEnd = 60000 planetOpacity = 1 color = 0.7, 0.2, 0, 1.000 mainTextureOffset = 0.0, 0.0 mainTextureScale = 1.0, 1.0 passCount = 5 renderQueue = 2000 hideFlags = None } HazardousOcean { HeatCurve { key = 1000 0 key = 500 5 key = 250 25 key = 0 100 } } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 100 } OceanFX { enabled = true order = 100 } RemoveQuadMap { generateMap = true deformity = 0 maxHeight = 0.5 minHeight = 0 enabled = true order = 1000 } } } } } Anyone else wanna take a crack at it? Also, the new example Hodor is broken, it changes the heightmap of the Mun to Kerbin's and sets the map texture as Gilly's. Nevermind, I think I found the issue with Tyrok.
  20. I'm back. Finals are over. Back to work on this. I can work on fixing Tyrok. As for the terrain, that is probably something wrong with Kopernicus. With previous version you could land and timewarp on the example "Hodor."
  21. Re-sized and checked Re-sized and checked. Mysterio now has to be 3x the size of Kerbin. If we want to downsize, we'll need to move Tyrok somewhere else...
  22. Amarius, you're missing a chunk of the orbit parameters. Orbit { referenceBody = Mysterio color = 0.0,0.0,0.9,1 inclination = 2 eccentricity = 0.01 semiMajorAxis = 5000000 longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } Change what you want, the texture is a bit broken though, HUGE seem on one side. It's orbit is also uncomfortably close to Mysterio.
  23. Download I optimized the Textures for the NKO's, I also found a cool texture for 202Ev68, tell me what you think?
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