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RayneCloud

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Everything posted by RayneCloud

  1. Moving in to my 4th day of learning Kopernicus and modding and with help from 3 very talented and very patient mentors and two discord communities, I should note, 4th "working day" lol and not 4 actual days.. I now have a new star system spawned in and have moved my first test world to said star.
  2. Day 3 Update 2 Thanks to StarCrusher and Maar-sama of the GU and Kopernicus discords, 3 days in and I am seeing real progress with everything I'm learning. Stay tuned for more!
  3. Day 3 of Learning and Testing, felt like sharing the progress so far! This is just a basic Height Map + Normals + Basic Gradient Color Map. I still need to learn how to heal and fix polar distortions and the large seam on the planet, but progress is being made!
  4. Wanted to share the first test world. Obviously this color map is garbage, I'm using it to make sure things are generating as they should.
  5. Greetings everyone! It's been quite a long time since I was last actively part of this community and game. For those that remember me, I was once one of the Community Managers alongside CaptSkunky way back in the day. A lot of things have changed in my life, including the fact I go by Ciara now (and can't seem to update my display name on the forums) but after a very long time away I'm back! Not only am I back, but I've been inspired by StarCrusher's Galaxies Unbound Project to attempt not only learning how to mod, but undertaking a massive planet mod pack. I'd like to share this journey with you including my workflow, concepts, and successes and failures. So, please come along for the ride and maybe in the next few months I'll have something I can be proud of contributing to the community along with all these amazing and talented authors. Workflow Concept Artist Controlled Procedural Content Generation The concept of Artist Controlled PCG is one that exists in multiple mainline space projects of note. The primary concept is that an artist will use a tool to procedrually generate a planet or terrain and then utalize the output of that tool as a "Canvas" to work off of using said Canvas as a foundation to contorl the following, Atmospheric Color Points of Interest Specific Terrain Features Scatter and Ground Clutter Control Color Palette Main Goals and Features * Utalize a Procedural Star System Generation System to use as a staging point to launch pad off from. * Utalize a Procedural and Fractal Based Terrain Generation Method to make truly unique planets generating 8bit greyscale height maps procedrually * Take Real world Orbital Data and Information Generated by the tools in order to create the proper scaled versions in a Kerbol Stock-a-like manner. Test Map - Low Quality / Low Reolution Step 1 - Procedurally Generated Height Map Step 2 - Lightness (HSL) Color Desaturation Step 3 - Color Inversion Step 4 - Color Correction Obvioulsy this height map wont work, it's just a test of the process that I'm going to attempt to see if I can quickly (a few days or so) generate a height map, normal map, and color map, and with the tools I have work on tweaking the outputs to create unique worlds that are procedurally generated but the final outcome is artist controlled. I'll be running some tests tonight and tommorrow and I hope to have test worlds in game to showcase then. See ya soon! -Ciara (Formerly DR) Quick Color Map Test (The Color isn't final but I wanted to see how it would look.) Tool Used: Wilbur + GIMP Procedures Used: Percentage Noise & 1st Pass Erosion Test (Yes I know the edges are way to sharp, just testing and learning tools.)
  6. So, after all these years, I'm back and part of the KSP community again. It's been a long time, but I'm here and I have some ideas that I hope to share with you all soon. 

    -Rayne

  7. Wouldn't mind being able to come back to this.
  8. That would be why I choose to go for a more "frame" based approached, was worried about a longer wheelbase.
  9. Just one of my rover builds when 1.1 pre came out to the public. I've a forum thread up about it in the exchange, but figured I'd share a pic here to.
  10. The Sentinel Conglomerate is proud to announce the 2016 "Model 4" Advanced Surface Reconnaissance Rover, new from Sentinel Heavy Industries. The Sentinel "Model Four" ASSR has been new updated and features several new features, improvements, and additions. First and foremost is the all new advanced 6x6 wheel base featuring an all new frame and suspension reinforcement structure. New in Model four is a fully redundant sensor suit containing all the latest scientific equipment, backed up by dual transmission antenna's that re featured in model four's newly upgraded communications suite. Model four also features a surface "truth" and GPS location monitoring system, as well as a fully functioning materials bay for all your science needs. Also new in Model four is the tripple redundant power pack featuring, * An FL-T100 Fuel Tank and Twin Fuel Cells * Four PB-NUK Reactors * Back up Solar power pack Powering a Tripple Z-1k rechargeable battery-back. Model Four also features fully autonomous auto-pilot for all your rescue operations needs. See your Authorized Sentinel Dealer for more, https://kerbalx.com/DamionRayne/SHI-ASRR-4-6x6 Glamour Shot
  11. Why thank you good sir. Much obliged, and great work. You and these planet mods (along others like KIS/KAS and infernal robotics) are getting me back in to ksp.
  12. Hey Kill, will this work alongside OPM at the moment? Sorry for the dumb question, just curious. I'm hoping to have Arkas, Asclepius, OPM and this in a single game... >.> lol
  13. I am sure I might have just miss installed everything, but when the game launches I get a black screen with nothing on it baring bits of the UI, so nto sure /what/ broke, but something did. Let me see if I can try again and report back. Is there an "install order" that is best ala bethsoft style modding for this? or does it not matter?
  14. Have been having a good deal of trouble actually getting this to work after installing the dependencies and all the planet packs.
  15. I started back in 0.8/0.9, and joined the forums actively four days after 0.12 came out. So, my munar landings? Well..my first one was when EVA came out, so that made it more awesome I think.
  16. If you look closely, you can see that my Eos Rover there (which circumnavigated Kerbin) is maintaining speed in the 50m/s range, with a TWR or 0.24 This seemed normal to me. My kart is light, and has a jet engine on the back. Makes sense. Now, however, the drag system fights my rovers like heck. In order to get the same speed, with a similarly-designed rover, I need somewhere in the vicinity of 1.8 TWR. That's just ridiculous. So what can I do to get back to the performance I've become accustomed to? I'm certainly not gonna run my rover at the TWR. The closest solution I've found is opening up the debug menu and changing the atmo drag... but to me, this feels like cheating, unless someone has figured out what settings to put it to, to make it back into the soup (or equivalent). Another idea I've had is to just make a plane, then stick wheels on it... but then it'll look stupid and I won't drive it. Has anyone else encountered similar problems? You do realize that rover is currently doing a 111.85MPH/180.005KPH right? What else do you want? A 200 mile an hour rover jumping over terrain that no vehicle on earth in the real world would be able to maintain that speed over? Come on now...
  17. I was starting to worry we didn't have enough, lords knows we need 10 of these per day.
  18. You're right, I should. Yet for some reason, the multitude of these threads is just getting on my nerves. Suppose I really should just ignore them and move on.
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