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Everything posted by Gameslinx
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I might do that at some point when we surpass 20 things to land on. It's gonna be RAM heavy, and we all know how well planet packs utilise ram, right? Heh... Yeah, I might have Install step 1 - Core Planets Install step 2 - Moons (Might not separate every single moon, that's hard for me to manage myself) Install step 3 - Visuals Thanks for the idea, I might do that. Also, I'm gonna release 1.0 tonight. I'm not too worried about having a flag yet (it's not 100% necessary for 1.0) so that might be a bit later, but I feel like the mod is stable enough for a 1.0 release.- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I have to keep the texture data (image data) in PNG or DDS_DXT5 format. Using JPEG (a lossy compression method), the file sizes can be a lot smaller, but there's a massive loss in quality. As for software capable of compressing the textures, it doesn't make a difference. It's entirely relevant to how much/many: Colours in the image (colour depth) Image Alpha (how bright are said colours? If they all have the same alpha, that saves a lot of file space but there's no light or dark variation) Image transparency (Having a completely opaque image reduces file size) How many colours of which colour/alpha/transparency are next to each other. A fully black, 4096 x 2048 texture is mere KBs, but if it was rainbow coloured, translucent or contrasted it would be above 12MB) So that's why my normal maps are in grayscale. They used to use the full RGB spectrum and they were about 12MB. Having them grayscale means that I save a lot of space. In short, I can't really improve my compression effectiveness without sacrificing quality of the colour, height and normalmaps, and that is why most planet packs stop at a certain number- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Yeah, I know what you mean. I have a (below average by about 40%) net speed of 36 down, 6 up. It takes forever to upload, and people with internet data usage limits will probably avoid downloading. I can reduce the size of all my colormaps to 2048 x 1024 (slight loss in quality), and maybe my heightmaps for smaller planets. For niebietos, I can get it down to 1024 x 512 since it's a miniscule moon. Perhaps for dread and Teloslate, also. And you might be delighted / not so delighted to hear that another planet is coming out tonight . If you want you can PM me and i'll send you the new planet without you having to download the entire thing again, then talk you through installing it!- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Print this out and wrap it round a fruit. 100% works lol- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
It's too impractical to make it. Adding a tail means I need to deform the height map for it. Deforming the height map leaves less room for detail on the moon. I'm still experimenting, though.- 2,454 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Gameslinx replied to Thomas P.'s topic in KSP1 Mod Releases
Hey! I'm having some issues with pixelated terrain when I have high deformities, and there's no way for me to fix it. I'm trying to get the terrain on a planet to be smooth but with high mountains. Is there a PQSMod which will smooth the terrain, or at least a PQSMod that will help me with this? -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Have you downloaded the update? (Gone to SpaceDock, pressed Download and reinstalled the mod?) Do this: Download the mod. Now, delete the mod foldes from your GAMEDATA folder. Drag the folders from the newly downloaded update into your GAMEDATA folder exactly how you managed it before.- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
What's wrong with it? It's working fine for me- 2,454 replies
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[1.2.2] [Kopernicus] Ace's Galactic Expansion V0.1.3
Gameslinx replied to Solar Ranger's topic in KSP1 Mod Releases
If you can draw yourself, if makes a great difference. (I can't, so... This is what I do): I use After Effects to get my textures. I use the Fractal Noise effect to get a base layer. After that, I stack different noise layers on top and do a bit of smoothing by hand in Photoshop (paint.net, which is free, works fine too). Next, I polar distort the heightmap so that there's no pinching at the poles of the planet. Finally, I use After Effect's colorama effect to get colours onto my planet, though it works the same as using LandClasses (colour by height) -
[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
if the menu is up, it works. Click on 'No Body Selected', find a planet you wish to edit and do whatever with it. To create your own planet you first need a config file. You can find that on the tutorial I linked above earlier I have decided I shall give that a go, the whole thing by hand (apart from fractal noise here and there, of course!) It is a start, is it not? I can iron out the jagged, mis-connected edges. I need a new atmospheric body and yours looks incredible! I'm going for a more tectonic look, so these are the plates, and therefore the heightmap's outline: (it's really bad) EDIT: I'm still struggling with the height pixellation. After looking at your planets you appear to have none! Same thing with OPM. I've no idea what I'm doing wrong - it's definitely because the deformity makes the height map stretch and so the difference between pixels is bigger - basically distorting it. Is the answer 8k textures? For me, no. My mod size is already above 450MB, and it will rise further with more detail... I'll see how my next planet goes.- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Put Kittopia in your GAMEDATA folder. Launch the game, then press Ctrl + P to open the menu. ___________________________________________________________________________ Welcome to version 0.9.8. It's been some time since my last version. Some stuff cropped up (yeah, just see the image above) stopping me from uploading one last time. Flak desperately needed a rework, and so did Verex, so I've finished both of them, plus a Niebietos terrain overhaul, a new planet and some nice Scatterer and EVE configs to go with it. PHEW. Today I spent at least 10 hours on the mod, so I'm glad I've got a release ready today. Flak: Niebietos: Balos: Verex:- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
We're in the same boat. Don't worry! Kittopia is a visual editor for Kopernicus. In short, it allows you to make planets without having to draw a single thing. It can generate heightmaps and colormaps (though I hate LandClasses) and export them along with a normal map. I'm not the guy to come to for a tutorial, because I'm still unsure on many of the variables, but there are plenty of youtube videos and forum tutorials which you can search up. The difficult part is getting the configs, textures and assets to come together. SCIENCE IS IN PROGRESS. (kinda) Doesn't it look beautiful! Because I don't think it does.- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
*Mouth agape* *Glances back to my mod* *Stares at your planet* Ooooooooh boy that's some insane work! That looks awesome! (suddenly feeling rather demoralised. I need to up my game now!)- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Follow this guide that The White Guardian made. You don't need any external programs for textures or models. I myself prefer using After Effects for the initial textures, then brush it up in photoshop or the game using PQS mods- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Where do we get what?- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Give it a go - See what you can come up with! I have no talent at all when it comes to manual drawing of heightmaps. I have to rely completely on PQSMods (fractal / perlin noise, random terrain generation) and then mix them together in a heightmap for my planets. If I could draw... I'd make stuff like this:- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
You can- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
What happened?- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
No, you said it orbits 'close to its planet'. Which means, which planet should it orbit?- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Well I've done a little tweaking (not of LandControl) but using a mixture of the cracks and just random VertexPlanets and not too much tweaking in photoshop, and here's Flak's new terrain:- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Oh that's interesting - I haven't messed with LandControl at all? Apparently it's got something to do with LandClasses, but I use HeightColorMap for that- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
That sounds wicked, I'm gonna try that out now! (Replies Merged) Hey everyone! Since there was no release yesterday, I'm back to working on stuff again today, more specifically on re-doing Flak and ensuring Niebos's sea doesn't get too low. As I was checking the land around Niebos, I landed at a plateau and captured this:- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Coming in today's build is Niebos's new terrain It very much resembles the old terrain, BUT look at the lakes within its continents (Oh I also removed Layer2D from its lower clouds. They're still there but you can't see them now!- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
What planet do you suggest it orbits? We have candidates: Flak, Moho, Eeloo, Verex- 2,454 replies
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
That is a good idea, although floating bits are not possible, and having multiple floating objects in orbit to try and simulate this will create bugs with orbits. A better way to implement your idea would be to add a very deformed, tail-like structure to the planet, as if it melted and it was stretched. I might try that, though it may not work! Let's see what I can do!- 2,454 replies
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