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michaelmozzienz

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Everything posted by michaelmozzienz

  1. I figured out how to make volcanoes - I like them. Now, is there any way to change the color of the ocean?
  2. Put in a whole bunch of PQS mods and set them as False. This gets rid of most of the "default Laythe PQS" and then your height map and color map should show through, I think. I put all of these in set as False, and it gets rid of all the default features, except a ghost of the Laythe islands, I don't know how to get rid of those, and I haven't landed on one to see what it looks like close up. PQSMod_VertexSimplexHeight PQSMod_VertexSimplexHeightAbsolute PQSMod_VertexHeightNoise PQSMod_VertexHeightNoiseVertHeight PQSMod_VoronoiCraters
  3. Does anyone know how to change the surface pattern - you know - like the pattern on the surface of Mun or the little sand dunes of Laythe or the mountains texture of Kerbin, or the grassland texture? Its really weird - my surface pattern was 'Mun', but when I added PQSMod_AltitudeAlpha and set it as my atmosphere altitude, suddenly the surface changed to 'little Laythe sand dunes'.
  4. A new Kopernicus ... Aah - and I just figured out how to take the ugly 'default texture' off of Laythe in Kittopia so that I can put my height map without horrid distortions. I have an almost completely flat and smooth planet now - except it does have a slight ghost of the islands of Laythe - just trying to get rid of that now, but at least it doesn't have the horrid 'thousand-lakes-in-distorted-craters-with-ridgeline-hills' look anymore.
  5. I am using Laythe as a template. My craft is now splashed down and I have set the temperature multiplier at 6 and the thermometer now shows 28.14 degrees Celsius. I wonder if it will drop sharply with altitude... maybe a higher temperature multiplier allows a high temperature at sea level but a sharp decline with altitude?
  6. Does anyone know what codes I can use to raise the sea level temperature of my Laythe template planet to 30 degrees Celsius? atmosphereTemperatureMultiplier works backwards, in my mind. I had it at 1 and at 1500 m altitude it was -6 . Then I changed the multiplier to 10 and it was -28. I Changed it to 0.001 and it only gets to 0 degrees. I don't think it works beyond 3 decimals. I don't want a frozen planet - I want a tropical one.
  7. Update on my progress - I added a few PQS_mods to my planet's Kittopia file and I changed the colour of my map. Its looking kind of nice, I think. Once I'm happy with the terrain, I'll take it into another copy of the game where I have Planet Factory installed, change the codes to suit Planet Factory configuration, then make a new set of maps and a .bin file, and then re-paste these back into the copy of the game where I have Kopernicus installed. A bit of a mission, but I think it is the best way to to do it for now.
  8. If you could fit this into Kopernicus - ScaledExport { templateName=Minmus mapWidth=2048 maxHeight=4000 hasOcean=false oceanHeight=0.0 exportBin=True removeAlpha=False } I think that is what Planet Factory uses to export maps and bin files - something KopernicusTech doesn't do very well... Can anyone explain to me how to put code into a box - I figured out pics from Imgur, but not the code box yet...
  9. Okay - I've got the Kittopia menu now - I tried Ctrl+p previously, but was obviously in the wrong view at the time - it worked in Orbit Map View when I selected the planet then pressed Ctrl+p. Going back to the tutorial at the beginning of this forum thread - any time I try to update scaled space by clicking on ScaledSpace updater with export highlighted, all I ever get is maps that look like this - It doesn't matter what planet I try - or what template the planet is using - it always comes up with a height map (shown here), a color map and a normal map, all with the same features. I produced this map from the same planet shown in my other pictures - it is not the same surface features. - - - Updated - - - If I take away my normal map, this is what I get in Orbit Map view (Laythe overlaid with my color map) -
  10. It doesn't matter if I change the heightMapDeformity or the heightMapOffset - sure that may get rid of the ocean by raising the land above it, but what I'm trying to show here is that there is an underlying land texture that messes up any height map you put on your planet - there is a base texture that shows through the height map. You can't see it very well in my image, but if you look closely there are hills and hollows and ridges - it should be completely flat as my height map is plain black and should therefore make all of the land at sea level - 0m. There does not seem to be a Kittopia menu in version 0.13. I inserted the images from Imgur by clicking on the Insert Image icon and pasting in the Imgur BBCode (message boards & forums).
  11. I don't want the KSP planets in my system - I want a completely new system. I have in the meantime left all the ksp planets in the system and made a new planet using Laythe as a template and got my craft there with HyperEdit. I have made the height map plain black, and used this to make a normal map with 50% transparency. I have a plain sand coloured color map. I have the heightMapDeformity set at 1000 and the heightMapOffset at 0. I don't have a .bin file. The planet should be smooth and the same height all over, but this is what the planet looks like in near orbit - And this is the Orbit view -
  12. Okay - I'm going to try Kerbol Plus, but I was just thinking that it might be because I removed all KSP planets from the system file except Kerbin. It might be that the game is taking the opportunity to keep any template Laythe planet as Laythe - because there is no other Laythe... So I'll try Kerbol Plus first, but if that doesn't work, I'll try put Laythe back in and see whether that allows me to make other planets based on Laythe.
  13. No, there is definately something wrong with the mod - or at least my version of the mod - I downloaded the TerrestrialPlanetsPack and moved one of the planets into orbit around Kerbin. So all I changed was the semiMajorAxis and the referenceBody. I flew a craft to the planet, and as I got closer, the planet changed to Laythe and I landed on Laythe.... Do any of you actually land on your planets or do you just look at them from a distance?
  14. This is in GameData/KittopiaSpace/SaveLoad PlanetKrok { AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } CelestialBody { atmosphereContainsOxygen = False pressureMultiplier = 0.08 altitudeMultiplier = 0.5 atmoshpereTemperatureMultiplier = .8 atmosphereMultiplier = 0.08 maxAtmosphereAltitude = 30000 atmosphereScaleHeight = 2.5 ocean = False } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/PlanetPack/Textures/Krok_height.png heightMapDeformity = 6000 heightMapOffset = 300 scaleDeformityByRadius = False } PQSMod_VertexColorMap { vertexColorMap = GameData/PlanetPack/Textures/Krok_map.png } PQSMod_VertexSimplexHeight { seed = 32374 deformity = 200 octaves = 8 persistence = 0.5 frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 742926 deformity = 20 octaves = 3 persistence = 0.5 frequency = 0.8 } PQSMod_VertexHeightNoise { deformity = 300 } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False } PQSMod_AltitudeAlpha { atmosphereDepth = 5000 modEnabled = True } PQSMod_VertexColorMapBlend { modEnabled = False } PQSMod_VertexSimplexNoiseColor { modEnabled = False } PQSMod_QuadEnhanceCoast { modEnabled = False } } } - - - Updated - - - Yea I don't know how to get that text block whatsit thing.
  15. Why is it that my planet looks good from a distance, but as I land it converts to Laythe? (Laythe is the template I'm using). It seems as if Kittopia is not working? Kopernicus determines the distant view, but that changes over to Kittopia as the craft gets closer to the planet. I don't have any .bin files for my planet. How do I make .bin files? Is this why the Kittopia isn't working? I've spent hours and hours trying to get my planets to work properly. Could someone who actually knows what they are doing please make a youtube video tutorial showing how to load the mod correctly, set up the files, and make a planet. - - - Updated - - - Planet Factory can create maps, .bin files and normals - Can't these features be added to Kopernicus Tech?
  16. Hi guys - I just wanted to bring to your attention that Christian Petry has updated the online normal map generator, at my request, to be able to change the transparency. So you can save your normals at 50% instead of having to do that in another program. I haven't tried it yet.
  17. How do I set opacity of the normal map? I tried using Gimp and looked for a youtube video on how to do it, and only found one showing how to do full opacity. I tried various things and still couldn't get it right. Or can I change the settings on this tool http://cpetry.github.io/NormalMap-Online/ - I can't figure out if there is an option on how to set opacity. In the mean time I have taken Kopernicus and Kittopia as separate mods out of another mod and placed them in the GameData file in a fresh copy of KSP. This seems to allow me to land on the planet without it reverting to its template planet.
  18. Hi, I'm trying to use Kopernicus Tech to make a planet. I have two problems: One is that the sunlight on the planet is not coming from the same direction as the sun; the light is set at about 90 degrees to the sun - what's up with this? The second problem is that When I land on the planet the texture reverts to Laythe. I have tried updating the texture, but all I get is a map of some planet that is neither Laythe nor the planet that I am making. Any suggestions?
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