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Gameslinx

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Everything posted by Gameslinx

  1. Ah, that's a very fair point you brought up. Nevertheless, although I didn't realise you yourself was the original creator of INSTANTIATOR, it probably would have been more civilised for me to ask but, seeing as you didn't respond to the fellow who posted on your own mod page (from what I see), I didn't. As of version 1.1 when I first introduced the INSTANTIATOR plugin, I credited you in its configuration files. The textures used are all original and were created by myself. That being said - May I use INSTANTIATOR in my mod? If you would like me to remove it, by all means I will. PS: I don't know how to code a plugin myself. I was going to look into how to do an effects algorithm and use instantiator as a placeholder. I understand that's no excuse to just use the one you provided in your own modpack, but I wasn't 100% sure it was your own work, and I would like to apologise for doing what I did. PSPS: Can we take this to a PM? Thanks.
  2. That's very difficult to fix. One way to make sure it works is to make the entire top 3-8 pixels the same colour.
  3. Yay another planet mod! Looking good! If you need help just tag me - I'm sure you won't need it, though! Best regards -
  4. Many, many thanks for adding my planet pack to the thread. Very much appreciated and I found some other awesome mods here, too!
  5. It's nice to see this pack going strong still You've got some great work and it certainly reminds me of my own endeavours when starting out with planets just 2 months ago. I'd love to offer some advice for you! I haven't checked the exact stats and temperatures of the star, but those planets are insanely close to it! Unless that's your intention, it may be wise to back them off a tad. Also, don't hesitate to add "inclination = (number from 0 to 360)" in your config in 'Orbit'. Doing this makes the map view look a lot more realistic and so that the planets aren't all on a 2d plane, and rather orbit in slightly different inclinations around the star. Again, if you don't want to, or if it's your intention not to, you don't have to take my advice above - it's just a suggestion. Have fun, and don't give up because you're achieving a lot here I also have some other tips for generating your planet with a bit more detail. I'm not the best at explaining things so don't worry about asking questions. To add a bit more diversity and detail to your planets, try adding That may not be 100% correct and I may have made a few mistakes, but if you understand what I mean I'm sure you could try it out yourself. Don't forget to update the scaled space afterwards! Have a great day and I hope this helped if you're interested ____________ Sorry to keep replying. With your latest planet I notice some 'clipping' at higher altitudes which doesn't look intended. When updating your scaled space, try changing the 'maxMapHeight' to a higher value. By doing this, Kittopia will realise the terrain goes this high and scales the shades on the heightmap accordingly. I know this may sound confusing. Basically try adding 1000 to the Max Map Height each time until you get the desired results - a smoother top of the planet!
  6. Thank you! I discovered I can add certain objects to the heightmap that require extra detail using a PQSMod. For future planets and moons especially I will generate a base layer using fractal noise (VertexHeightNoise) then add Decals on top. Basically this means I can have no heightmap and still have a good looking planet. So for example the base layer will have a frequency of 24 to 48 iterations of Fractal Noise. On top of that, I will use a VertexHeightCurve2 PQSmod to add fractal noise layered over it to an extent to create a rocky terrain (for atmospheric planets I'll skip this). On top of that I can use the Decal PQSmod to add very detailed objects to the planet (instead of a 4096 x 2048 image with a tiny mountain taking up 4MB, I can have a higher detailed, 512 x 512 image which only takes up 1MB - that's 50kb when compressed!) Mobile is messing stuff up. (@)The_White_Guardian - sorry for double tag - you may, if you don't already know, be interested in the PQSMod MapDecal MapDecal is a PQSMod which essentially allows you to overlay a heightmap onto a heightmap seamlessly without having to mess about in Photoshop. If you use cullBlack = true, you can remove the black areas from the heightmap (black = transparent essentially) so it will merge completely seamlessly with surrounding terrain. You can also give it a colour map or just use colorBlend = 9 to map the underlying colour map to it. In order to reduce file size significantly I will only need about 200kb worth of height map per planet because I can generate a lot of it with PQSmods and just add important decals. This also means I can have very detailed Easter eggs! @The White Guardian @The White Guardian
  7. That's a good idea! The only water colours I had changed was Olemut's and Fume's. I imagine Verex should get more orange-brown colours, but still some blue (it has oxygen after all!)
  8. UPDATE: Adding more mountains to Sonus. They should hopefully be relatively to scale, and also look awesome. Here's one that I added. It's a grey rock jutting out of the ocean at the moment, but there are more like this on land.
  9. Hey all! I've found an AWESOME way to layer different heightmaps on top of each other. In the long term this will decrease the file size of the mod whilst keeping it fresh! The Sojovian Volcano is a prime example of what's coming on sunday, and only uses 34 KILOBYTES to do this!
  10. Beautiful mod! I'm well jealous of your height maps. Awesome work. I'll keep looking at this when I decide to do a career save.
  11. Looks to me as if you hand draw your textures yourself. If you do, massive respect! It must take a very long time. It's usually 2-3 days for what I call a good planet for me, and I've made about 8 which I've completely scrapped (If you're interested, Balos, Gula, Gulos, its moon, Huttos, Kia, and some others). I'd love to spend longer making planets but when I began to hand draw my own... Let's say they didn't come out great
  12. That is just... Wow! I think my main problem is my mountains are disproportionately high. I'm just bad at adding my own mountains/rivers and rely on perlin noise to generate some of them. Sonus is probably a good planet for me to modify because it's quite plain and I'm going for the Kerbin look, yet I need to have mountains and plains, which I cannot draw by hand for my life! I'll drop the clouds to 4500m
  13. Oh I see - not intended at all! I'll do the same for scorch because the clouds there are quite high. Thank you
  14. I've updated the screenshots with more up-to-date phtotos. Here's one of them! Sonus. I've also done a complete Verex rework. It's not blurry anymore. I hope you guys don't mind too much about the file size, because the textures have to be 4096 x 2048 for good quality... So if you're on a slow connection... Sorry!
  15. I probably should add some more detail. Quarta, the furthest planet, is 190000000000m away from Kerbol
  16. Outer planets and this mod are completely independent. Removing outer planets should have no effect on your save file!
  17. Here you go sir! The asteroid icons is where Kerbin is. Outermost planet is Quarta, then Flak. Olu'um is the inner purple circle inwards of Jool
  18. Teaser: Fume is getting a nice storm! Only problem I have right now is there are unwanted cyclones in the huge hurricane. In SpaceEngine (Which is how I exported this) I couldn't completely remove every single cyclone, and it's proving difficult to photoshop it. It's unlikely that the clouds will make it to Sunday's release, though!
  19. Hey all! I have a community project. As I've spent a lot of time writing Science Definitions, it looks like it's going to take weeks. It would be really awesome if you could chip in a bit and add some Science Definitions if possible. Here's the link to the document and you all have permission to edit. If, however, you are not responsible, I will block you from the document. Please be civilised, because this is extremely useful! https://docs.google.com/document/d/1BoLUfe0VlH6Ixei7lYf2Prw6GUvsFIBAkNkSGwfSwUM/edit?usp=sharing
  20. Make sure these files and folders are in your GAMEDATA: - INSTANTIATOR - Disk.png
  21. That's very inspirational and kind of you to post that. I think the problem I'm having is I am being transparent (posting a lot of 'development' images waaay before release), which leads to people going 'Hey wait a sec - what about this?'. The issue is I don't particularly want to suddenly turn round and say 'No. Enough.' I think this started when I released the beta 0.1 version (It had around 5 planets, all quite buggy and what not) when I was just experimenting. Someone suggested a small asteroid moon and I added Niebietos (the small lava one). I think it was a good suggestion and probably mislead me into seeking other people's ideas more than the ones I had myself. I'm definitely going to take your advice on board because I realise I have quite a few ideas myself. If a planet doesn't look good enough, I will remove it or rework it until it is up to 'standard' with the rest. That being said, if nobody objects, I've decided to change Scorrud (Volcanic hazardous planet) to something different. I'd still like to adopt a volcanic appearance, but perhaps... I can't find the word at the moment. Maybe I do try too hard to please everyone. I mean, if they don't like a planet they don't have to visit it at all! Thanks for the reply. I'll still take suggestions but I may only accept the most impressive or unique ones and shape the planet from there.
  22. Fair enough! I'll add it to the description for Sunday. As for Asteroids, Olu'um has a few in its accretion disk, but should Niebos get some as well in its rings?
  23. Ahhhh. The textures are 4k already. I could 'hide' or mask the (blurriness?) by giving Scorch some craters or more cracks. Also, for the snowy peaks, I could make them bare reddish-greyish rock if need be. However solid calcium melts at over 1000°k and this image of calcium oxide is white. The mountains could be made of calcium
  24. Hmm I'll take a look without visuals. What do you suggest I do to improve it? (Eg: what is the issue that makes it look 'ehh'?). I can sort it tomorrow but I need to know what I gotta do
  25. You're in luck! I've taken you feedback on board and done a small change to Scorch. Hopefully it looks more cracked and a tad more realistic.
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