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TheBlackDwarf

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  1. There is both in the download , but i am using my old planet factory template and porting over to kopernicus so i can make it up to date , ( don't u dare crash an rocket into earth i live there XD ) this mod will eventually be only kopernicus once i am finished porting but for now i am using planet factory for the download , (thanx for asking , i don't get why when someone is confused they dont ask for help ) - - - Updated - - - if you are on mac or linux here are there downloads ( auto extractors will come out for them eventualy ) Dropbox: https://www.dropbox.com/s/f1g2mqom4hxiqf8/SolProject.zip?dl=0 mediafire : http://www./download/q59x6khil7e1igi/SolProject.zip
  2. Speed Code Video coding program used Mono Develop Unity https://www.youtube.com/watch?v=EsY731LnhPU&list=UU8JVlMSjPSfp5PfkFL8nWHQ da code //Sol System // By: TheBlackDwarf @Kopernicus { Body { name = Sol flightGlobalsIndex = 750 Template { name = Jool } Properties { description = Sol radius = 261600000 mass = 2.4498052595297E+24 geeASL = 0.66666668375 } Orbit { referenceBody = Sun color = 0.182,0.168,0.88,1 inclination = 177.64 eccentricity = 0.045214674 semiMajorAxis = 28782238871.9421 longitudeOfAscendingNode = 61 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 5.59607362747192 epoch = 0 } ScaledVersion { Material { } } } Body { name = Mercury flightGlobalsIndex = 450 Template { name = Moho } Properties { description = Mercury radius = 250000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 1300000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Mercury_map bump = Sol/Textures/Mercury_bump } } } Body { name = Venus flightGlobalsIndex = 750 Template { name = Eve } Properties { description = Venus radius = 40000 geeASL = 4.0 tidallyLocked = True rotationPeriod = 7744 initialRotation = 37 ScienceValues { } } Orbit { referenceBody = Sol inclination = 2.3 eccentricity = 6 semiMajorAxis = 200000 longitudeOfAscendingNode = 3 argumentOfPeriapsis = 0.2 meanAnomalyAtEpoch = 0.5 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Venus_map bump = Sol/Textures/Venus_bump } } } Body { name = Earth flightGlobalsIndex = 400 Template { name= Kerbin } Properties description = Earth radius = 6500 geeASl = 0 tidallyLocked = false rotationPeriod = 44300 initialRotation = 32 ScienceValues { } Orbit { referenceBody = Sol inclination = 2.5 eccentricity = 2 semiMajorAxis = 50000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0.2 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Earth_map bump = Sol/Textures/Earth_bump } } } } Da video Desccription Hello and welcome to my speed video on codeine in Venus and earth also did a bit of Never Alone in da middle ( will be playing that game soon ) Games in video _______________________ Kerbal Space Program : https://www.kerbalspaceprogram.com/ Never Alone : http://neveralonegame.com/ Programs used _______________________ Mono Develop Notepad ++ notepad Media-player ( for music while i worked/played games XD ) Windows 7 OS ( i run two OS Linux Mint and Windows 7 Ultimate ) actual time 2h 42min Thank you for watching credit goes to Squad for making this amazing game and allowing us to mod it Mods Used Kerponicus Tech Hyper Edit Music used Stonefox - Heart (Samuraii Remix) Passenger - Caravan (Kygo Remix) no copyright intended all music is under no copyright
  3. //Sol System // By: TheBlackDwarf @Kopernicus { Body { name = Sol flightGlobalsIndex = 750 Template { name = Jool } Properties { description = Sol radius = 261600000 mass = 2.4498052595297E+24 geeASL = 0.66666668375 } Orbit { referenceBody = Sun color = 0.182,0.168,0.88,1 inclination = 177.64 eccentricity = 0.045214674 semiMajorAxis = 28782238871.9421 longitudeOfAscendingNode = 61 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 5.59607362747192 epoch = 0 } ScaledVersion { Material { } } } Body { name = Mercury flightGlobalsIndex = 450 Template { name = Moho } Properties { description = Mercury radius = 250000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 1300000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Mercury_map bump = Sol/Textures/Mercury_bump } } } Body { name = Venus flightGlobalsIndex = 750 Template { name = Eve } Properties { description = Venus radius = 40000 geeASL = 4.0 tidallyLocked = True rotationPeriod = 7744 initialRotation = 37 ScienceValues { } } Orbit { referenceBody = Sol inclination = 2.3 eccentricity = 6 semiMajorAxis = 200000 longitudeOfAscendingNode = 3 argumentOfPeriapsis = 0.2 meanAnomalyAtEpoch = 0.5 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Venus_map bump = Sol/Textures/Venus_bump } } } Body { name = Earth flightGlobalsIndex = 400 Template { name= Kerbin } Properties description = Earth radius = 6500 geeASl = 0 tidallyLocked = false rotationPeriod = 44300 initialRotation = 32 ScienceValues { } Orbit { referenceBody = Sol inclination = 2.5 eccentricity = 2 semiMajorAxis = 50000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0.2 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/Earth_map bump = Sol/Textures/Earth_bump } } } }
  4. //Sol System // By: TheBlackDwarf @Kopernicus { Body { name = Sol flightGlobalsIndex = 750 Template { name = Jool } Properties { description = Sol radius = 5000000 mass = 2.4498052595297E+24 geeASL = 0.66666668375 } Orbit { referenceBody = Sun color = 0.182,0.168,0.88,1 inclination = 177.64 eccentricity = 0.045214674 semiMajorAxis = 28782238871.9421 longitudeOfAscendingNode = 61 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 5.59607362747192 epoch = 0 } ScaledVersion { Material { } } } Body { name = Jupiter flightGlobalsIndex = 1700 Template { name = Jool } Properties { description = Jupiter radius = 122000 geeASL = 0.1464 tidallyLocked = False rotationPeriod = 115643 initialRotation = 180 timewarpAltitudeLimits = 0 10000 10000 25000 40000 80000 160000 250000 ScienceValues { landedDataValue = 17 splashedDataValue = 17 flyingLowDataValue = 16 flyingHighDataValue = 16 inSpaceLowDataValue = 15 inSpaceHighDataValue = 15 recoveryValue = 12 flyingAltitudeThreshold = 25000 spaceAltitudeThreshold = 50000 } } Orbit { referenceBody = Sol inclination = 22 eccentricity = 0.00559999980032444 semiMajorAxis = 3007165184 longitudeOfAscendingNode = 21 argumentOfPeriapsis = 2 meanAnomalyAtEpoch = 3 epoch = 4 color = 0.275, 0.472, 0.781, 0.775 } ScaledVersion { Material { texture = Sol/Textures/Jupiter_map normals = Sol/Textures/Jupiter_normal bump = Sol/Textures/Jupiter_bump } } } } Got it working (Yay) Sol is working "sortof" its star fix does work barley , when i change the template to Sun it doesnt work (show up) oh well ill figure out a fix soon heres a picture the mouse pointer is pointing at Sol Adding in Mercury Now
  5. it Worked thanx for telling me but i will continue to develop the mod with PlanetFactory but when i am ready (and have more knowlage) i will port over - - - Updated - - - // Jupiter // By: TheBlackDwarf @Kopernicus { Body { name = Jupiter flightGlobalsIndex = 1700 Template { name = Jool } Properties { description = Jupiter radius = 122000 geeASL = 0.1464 tidallyLocked = False rotationPeriod = 115643 initialRotation = 180 timewarpAltitudeLimits = 0 10000 10000 25000 40000 80000 160000 250000 ScienceValues { landedDataValue = 17 splashedDataValue = 17 flyingLowDataValue = 16 flyingHighDataValue = 16 inSpaceLowDataValue = 15 inSpaceHighDataValue = 15 recoveryValue = 12 flyingAltitudeThreshold = 25000 spaceAltitudeThreshold = 50000 } } Orbit { referenceBody = Sun inclination = 22 eccentricity = 0.00559999980032444 semiMajorAxis = 3007165184 longitudeOfAscendingNode = 21 argumentOfPeriapsis = 2 meanAnomalyAtEpoch = 3 epoch = 4 color = 0.275, 0.472, 0.781, 0.775 } ScaledVersion { Material { texture = Sol/Jupiter/Textures/Jupiter_map normals = Sol/Jupiter/Textures/Jupiter_normal bump = Sol/Jupiter/Textures/Jupiter_bump } } } } is This good cause it worked ( is there anyway to clean the code up a bit more? )
  6. This thread and this project is droped as of now (due to kerponicus being the only planet makeing software that is relavent ) i will still continue to make the planets avalable on kerbal stuff but i will be useing a modifide version of planet factory ,,
  7. Hi it seems i can not figure out this mod the coding is a little confusing compared to what i did with planet factory i know you start out with @Kopernicus { Body but i can get one planet in but when i try to add another neither planets load in // Jupiter // By: TheBlackDwarf @Kopernicus { Body { name = Jupiter flightGlobalsIndex = 1700 Template { name = Jool } Properties { description = radius = 122000 geeASL = 0.1464 tidallyLocked = False rotationPeriod = 118918 ScienceValues { flyingLowDataValue = 10 flyingHighDataValue = 9.5 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 flyingAltitudeThreshold = 275000 spaceAltitudeThreshold = 3500000 } } Orbit { referenceBody = Sol inclination = 22 eccentricity = 0.00559999980032444 semiMajorAxis = 3007165184 longitudeOfAscendingNode = 21 argumentOfPeriapsis = 2 meanAnomalyAtEpoch = 3 epoch = 4 color = 0.275, 0.472, 0.781, 0.775 } ScaledVersion { Material { texture = Sol/Textures/Jupiter_map } } } Body { name = IO flightGlobalsIndex = 450 Template { name = Gilly } Properties { description = radius = 8000000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 1300000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/IO_map } } } Any suggestions ? , i am using the latest version of Kopernicus Tech
  8. Started to try Makeing the Jupiter system and i am having a problem it wont load i am trying to use Kopernicus also // Jupiter // By: TheBlackDwarf @Kopernicus { Body { name = Jupiter flightGlobalsIndex = 1700 Template { name = Jool } Properties { description = radius = 122000 geeASL = 0.1464 tidallyLocked = False rotationPeriod = 118918 ScienceValues { flyingLowDataValue = 10 flyingHighDataValue = 9.5 inSpaceLowDataValue = 9 inSpaceHighDataValue = 8.5 recoveryValue = 9 flyingAltitudeThreshold = 275000 spaceAltitudeThreshold = 3500000 } } Orbit { referenceBody = Sol inclination = 22 eccentricity = 0.00559999980032444 semiMajorAxis = 3007165184 longitudeOfAscendingNode = 21 argumentOfPeriapsis = 2 meanAnomalyAtEpoch = 3 epoch = 4 color = 0.275, 0.472, 0.781, 0.775 } ScaledVersion { Material { texture = Sol/Textures/Jupiter_map } } } Body { name = IO flightGlobalsIndex = 450 Template { name = Gilly } Properties { description = radius = 8000000 geeASL = 2.2 tidallyLocked = False rotationPeriod = 55754 initialRotation = 30 ScienceValues { } } Orbit { referenceBody = Sol inclination = 3.5 eccentricity = 0 semiMajorAxis = 1300000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.35,0.325,0.3,1.0 } ScaledVersion { Material { texture = Sol/Textures/IO_map } } } (i know the orbit is to close for Jupiter i was trying to change it then i tried to use cntrl+p to change it and went to planet selection and it did not show up ) if i remove the IO code Jupiter loads but when i added it it didn't any suggestions?
  9. Here is my first test with Kerponicus i think i got it to work but i am still trying to figure out how to make this planet a parent planet https://www.dropbox.com/s/fagk0q11n2kq754/Kerponicus%20Test%20.zip?dl=0
  10. thx, Hehe lol neather can i, but if you would like some help with identifing the code heres a tut. http://forum.kerbalspaceprogram.com/threads/107884-Modding-in-Ksp-%28-Planets-%29?p=1680983#post1680983
  11. As Master Tao Said , i am only beginning to learn how to use KopernicusTech ( i know how to add planets in game A.K.A the template planets , but i am still having a hard time figuring out the way it works and how to port my planet packs over to it ( Mendar,Alteries,and the sol system ) , Any help would be greatly appreciated )
  12. (PROJECT DROPPED DUE TO NOT ENOUGH TIME , I may bring it back in the next few years , but for now its development will stop) Hello And Welcome to the Sol Project download source : https://www.dropbox.com/s/m43l3fgfmz...files.zip?dl=0 download mod : http://www./download/vz...ol+Project.zip mods used to make this possible Module Maniger: http://forum.kerbalspaceprogram.com/...r-cats/page221 Kopernicus : http://forum.kerbalspaceprogram.com/threads/109122-WIP-KopernicusTech-An-integration-attempt-between- Kopernicus-and-KittopiaTech-%280-121-02-13-15%29/page63 Licenses KopernicusTech is licensed under a GNU General Public License v3.0. KittopiaTech is licensed under a Creative Commons Attribution-ShareAlike 4.0 International. Kopernicus is licensed under a GNU Lesser General Public License v3.0. ModuleManager is licensed under a Creative Commons Attribution-ShareAlike 4.0 International Contributors Uxuser TheBlackDwarf Now That thats out of the way lets begin this project is based on remakeing the whole Solar system "from scratch " all Planets,Moons,DwarfPlanets, and the astaroid belt and puttining it into ksp And no this mod has no relation to the other project "Sol Project " all files and cfg files are custom made all textures are made with space engine Credits > The Developer of space engine, KCreator,My Freind Made the Planet Editing tool ( KittopiaTech) picture http://imgur.com/a/VnfEZ link to space engine : http://en.spaceengine.org/ Would You Like To Donate to keep this project going ? Bitcoin : 1Kqc7iHsr8SevFCJFaXSDpqLUidoXUsPpv Dogecoin : DLsrXM6JhuC1J2WzBHD4LD8UP7jW5FCczc Note: (This project will continue regardless but it will help it a little with donations )
  13. Hello and welcome to this tutorial lets start off with the beginning makeing a star @Kopernicus { Body { name = flightGlobalsIndex = 900 Template { name = Sun } Properties { description = geeASL = 0.0962500333786 tidallyLocked = False rotationPeriod = 115643 initialRotation = 180 timewarpAltitudeLimits = 0 8000 8000 25000 40000 80000 160000 250000 ScienceValues { } } Orbit { referenceBody = Sun inclination = 16.3846492767334 eccentricity = 0.224659410343803 semiMajorAxis = 9691119496191.266 longitudeOfAscendingNode = 206.502426147461 argumentOfPeriapsis = 30.4338626861572 meanAnomalyAtEpoch = 0.780504822731018 epoch = 0 color = 0.910,0.761,0.278,0.525 } } this is a template i made to show what a stars cfg would look like now lets say you would want to make a planet you would not make anouther cfg for it like you would in PFCE here is what you would do Body { name = flightGlobalsIndex = 951 Template { name = } Properties { radius = 117000 geeASL = 0.1 mass = 3.6191e+22 description = ScienceValues { landedDataValue = 145 splashedDataValue = 1 flyingLowDataValue = 52 flyingHighDataValue = 40 inSpaceLowDataValue = 87 inSpaceHighDataValue = 59 recoveryValue = 7 } } Orbit { referenceBody = Sol color = 0.823529,0.705882,0.54902,1 inclination = 5.79 eccentricity = 0.04 semiMajorAxis = 21000000 longitudeOfAscendingNode = 41 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = Kopernicus/Textures/(name)_map normals = Kopernicus/Textures/(name)_normal } } } after the two brackets of the star add Body and then the code above then add three brackets after the planet and add anouther planet with the starting point named (Body) if you would like you can use this code as a start for your project and all the textures can be taken from space engine just rename the file to (name)_map.png and the bump to (name)_bump.png and the normal (name)_normal.png Credit Augustus Kopernicus mod : http://forum.kerbalspaceprogram.com/threads/109122-WIP-KopernicusTech-An-integration-attempt-between-Kopernicus-and-KittopiaTech-%28v0-1-01-31-15%29
  14. will be fixing the backwards earth texture and for extraplanitary launch pads ill look it up
  15. Hello. Has This Project stoped devolopment? Because if it has i would like to join and start it up again i aready have everything set up to start makeing the planets and i have aready released a demo of my version on curse and Kerbalstuff links: [Licences are not fixed]
  16. Ok we are makeing a mod/mods we are working on Planet Factory / Kerponicus we are makeing multiple systems and we are Working with Kittopian To make his Planet editer eventualy our plan is to in a way make a giant communitie that works on Planets and our final goul is to make a galixey in ksp with out the ram problems that most people have when installing certen mods such as . Astronamers visual pack . Better atmostpheres . and all the texture replacer packs , KSPRC also . -TheBlackDwarf
  17. |=- The Orbital Defense Intelligence Network -=| Shade of Arkenzus, Kittopian, Uxuser, Supernova Pulsar, TheBlackDwarf Whaaaaaa?- Let me tell you Whaaaa?- All of your favorite modders come together (The ones above), and guess what? You get to join them! Help by using PF-CE, modding Kerbal with mods such as engines! Or find out what is new! Woah, so cool! How do I join!? You can't... No, Just kidding! You can join, but only under one condition, you have to have KSP Modding experience, or KSP PF-CE experience. And Skype. What if I don't have those things? Then why are you even here? Get out. You won't just be able to talk to us for no reason and stalk us! SUMMARY- Pretty much, If you have KSP Modding Experience, KSP PF-CE experience, and skype, then you can join the modders below the title at the top of the page. UXUSER WAS HERE -(Edited everything, made it look cleaner.) Also if you would like to post sugjestions on this page please feel free to do so -TheBlackDwarf
  18. ScienceValues { LandedDataValue = 21 SplashedDataValue = 21 FlyingLowDataValue = 20 FlyingHighDataValue = 20 InSpaceLowDataValue = 19 InSpaceHighDataValue = 19 RecoveryValue = 16 flyingAltitudeThreshold = 8000 spaceAltitudeThreshold = 16000 }
  19. this is possible ive done some research but it will take days-mounths to code plus we would have to break the game down into little peices of code to put in to unity - - - Updated - - - ill do as many bodies as posible also the names im going to leave up to you because i just named them A,B,C,D
  20. Got it, ill start first thing tomorrow Oh and do you want the hieght maps in dds or png ( kerponicus ) or ( planetfactory)
  21. sure do you have the solid texture maps or do you want me to get them from space engine? and by two extrsolars do you mean three stars orbit? PF.s2
  22. Hey (uxuser) remember me? any way if you want some help with your new projects i would like to help i have been studying C++ for the last month and i have worked with the unity engine and if you don't remember im "Ezekiel"
  23. if you would like a voiced video by me here it is : https://www.youtube.com/watch?v=Fh1HcIOlfvg&feature=youtu.be This Thread will teach you how to make your own planets with Planet Factory and soon Korpernicus once i figure out how that mod works but for now lets work with planet factory OK lets start with the base code making ksp know where and what your planet is if you are makeing a star with a system System{ enabled=true //1 //2 planetName= (Name of star or planet ) }#do_not_exicute ( Code_disabled_ )run dsm,Thumb.dll ok after you got that in lets start with a planet step 1 : pick your planets name and textures ( i recomend space engine to get them ) How to export textures from space engine 1. Press ( esc ) on your keybord Then Press Editor then go to export planet Ok now after you chose your choices go to where your Space engine is located usauly in ProgramFilesx86 then go to exported and there is your planet textures now move them to your Planets folder you made for your ksp planet and name the png's (name)_map, (name)_bump if they are not aready now lets go back to a new cfg make a cfg with your first planet name (name).cfg and open it and type this code in , PFBody { name=(Name) templateName=(template ) flightGlobalsIndex=752 clearPQS=true } CelestialBody { bodyDescription= ( description of your planet ) GeeASL=0.36 //Radius=152000 rotates=True rotationPeriod=4040 initialRotation=180 tidallyLocked=False atmosphereContainsOxygen=True } Orbit { inclination = 0.15 eccentricity = 0.03 semiMajorAxis = 1009000779 LAN = 2 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 referenceBody = ( name of star ) egxample ( Sun ) } ScaledExport { templateName=Kerbin mapWidth=2048 maxHeight=10000 hasOcean=True oceanHeight=2.0 exportBin=True removeAlpha=False } PQS { //radius=100000 minLevel=1 maxLevel=10 } PQSMod_PFOffset { modEnabled=True offset=500 order=5 } PQSMod_VertexHeightMap { modEnabled=True //order=160 heightMap=(name)_bump.png heightMapDeformity=900 heightMapOffset=0 scaleDeformityByRadius=True } PQSMod_VertexColorMap { modEnabled=True //order=150 vertexColorMap=(name)_map.png } ok where it says (templateName=) pick of the default names from ksp's planets besides the sun and the textures ( (name)_bump ) just put the name of your planet instead of (name) and now if you put the files all into one folder with your systems name and put it into PlanetFactory/PluginData/ then load your game the planets you made should be there oh also the file with the system planet list should be instead of a cfg file it has to be a ( .system ) file and thats how you make a planet with ksp Planet factory hope you enjoy and happy createing! If you want a video toutorial go to one of my freinds youtube channale ( he quit with youtube but he still has some good toutorials on his channle ) Gavin: https://www.youtube.com/channel/UCscvXAzRTxunPpmrKIa_mKA his toutorial : some other people who helped me with the planets and codeing SuperNova: https://www.youtube.com/channel/UCjIraZFqHz0O1ssNRdOPGRA Kcreator ( the one who provided the plugin that i used for the rings in my other mod : https://www.youtube.com/channel/UCG8vFsP0n-Wd2HvgVgphuPA My Mods https://kerbalstuff.com/profile/TheBlackDwarf Thank you for reading this toutorial a new toutorial will come out when i figure out korpernicus >TheBlackDwarf
  24. want some help with the cfg for a gas planet here is a base code for you to work and study on PFBody { name= ( name ) templateName=Jool flightGlobalsIndex=900 } CelestialBody { bodyDescription= ( description ) GeeASL= 0.0962500333786 //GeeASL= 1.0962500333786 } Orbit { inclination = 16.3846492767334 eccentricity = 0.224659410343803 semiMajorAxis = 969111949619 LAN = 206.502426147461 argumentOfPeriapsis = 30.4338626861572 meanAnomalyAtEpoch = 0.780504822731018 epoch = 0 referenceBody = Sun } just edit the settings to your choice and it should come out good and name the textures ( (name)_map and (name)_bump ) and make them into png files and it should work
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