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Gameslinx

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Everything posted by Gameslinx

  1. Do I need to add 4x scale configs or does a mod do that automatically? And thanks for the feedback again - the rings were an experiment. I can't scientifically say what caused the rings to be green though. Tomorrow I have quite the limited time, so instead of pushing out another planet I will make biome maps / science values for as many as I can (the boring bit!)
  2. Changelog VERSION 0.3: | | --- | | - IMPORTANT - IF YOU ARE LANDED ON NIEBOS, GET TO A SAFE SPOT! Niebos radius scaled up to 400KM diameter (Just less than Kerbin's) Niebietos moonlet added around Niebos. It's not what it seems from the map view... (easter egg?) Vega will be moved from Niebos's orbit to Olu'um (gas giant) soon, as Niebietos is Niebos's official moon, now. I'm using a new algorithm to calculate noise for Niebietos. It should allow for some great new scenery KNOWN ISSUE - Niebos's ocean is TOO LOW by about 200m. This will be fixed in the next update! KNOWN ISSUE - Niebos's moon (Niebietos) looks perfectly round from the map view, when it REALLY ISN'T - Go visit it, it's awesome! On request of @eloquentJane and @TheEpicSquared - Thanks for the suggestion! Since your idea was awesome, if you want, PM me an easter egg idea. It can be anything appropriate. Just specify which planet you want it on, and what you want it to be (I can't do monoliths yet, though!).
  3. I have a little teaser for you all. You can pretty easily guess what this is, but it's better to post a nice picture of it first! Now I can get it into orbit inside the rings (at the gap), but every now and then it jumps away from them (I think it's because i'm hyper-editing everywhere), which might be bad. So for now, it does orbit through the gap, but isn't nestled inside the rings until/unless i can find a fix for it!
  4. I think you were referring to that Niebos was listed as Tetra? Yeah, my bad! I'm updating the description now changing it from "adds 5 planets" to 6
  5. I'll assume it is an atmosphere curve issue. Maybe Pressure ASL has something to do with it? Thanks for taking a look, though!
  6. Ah my bad for forgetting to reply! Sorry! Here's the code: @Kopernicus:AFTER[Kopernicus] { Body { name = Niebos flightGlobalsIndex = 188 Debug { exportMesh = true update = true } cacheFile = Olei/Cache/Niebos.bin Template { name = Laythe removeAllPQSMods = true } Properties { radius = 100000 geeASL = 0.6 rotationPeriod = 120000 tidallyLocked = false description = Niebos used to be the core of Jool before it became a gas giant. Ejected by unknown forces, it has gathered a breathable atmosphere - could this perhaps be refuge for the Kerbals? timewarpAltitudeLimits = 0 60500 60750 65000 69000 100000 120000 150000 ScienceValues { landedDataValue = 7.5 splashedDataValue = 1 flyingLowDataValue = 2 flyingHighDataValue = 2.5 inSpaceLowDataValue = 4 inSpaceHighDataValue = 6 recoveryValue = 6.5 spaceAltitudeThreshold = 118000 } } Orbit { referenceBody = Sun color = RGBA(10, 155, 255, 255) semiMajorAxis = 22000000000 inclination = 0.01 eccentricity = 0.15 longitudeOfAscendingNode = 220 argumentOfPeriapsis = 50 meanAnomalyAtEpoch = 0 epoch = 213 } Rings { Ring { angle = 35 innerRadius = 1500 outerRadius = 2800 texture = Olei/PluginData/Niebos_ring.png color = 1,1,1,1 lockRotation = true unlit = true } } Atmosphere { ambientColor = 0.781,0.882,0.697,1 lightColor = 0.781,0.882,0.697,1 enabled = true oxygen = true albedo = 0.2 altitude = 60000.0 staticPressureASL = 6 pressureCurve { key = 0 6 key = 1000 5.991 key = 3000 5.9643 key = 5000 2.5584 key = 10000 1.9176 key = 20000 0.67089 key = 30000 0.286917 key = 40000 0.1872768 key = 50000 0.0520956 key = 60000 0 0 0 } pressureCurveIsNormalized = false temperatureSeaLevel = 24.7 temperatureCurve { key = 0 24.7 0 -0.002938 key = 20250 20 -0.0004149 -0.0004149 key = 30000 15 0.0004149 0.0004149 key = 40000 15 0.0002268 0.0002268 key = 60000 15 0 0 } temperatureCurveIsNormalized = false temperatureLapseRate = 0.0024 temperatureSunMultCurve = true temperatureSunMultCurve { key = 0 0.5 0 0 key = 30000 0 0 0 key = 60000 1 0 0 } temperatureLatitudeSunBiasCurve { key = 0 0 0 0 key = 90 -6 0 0 } temperatureLatitudeSunMultCurve { key = 0 5 0 0 key = 90 0 0 0 } temperatureEccentricityBiasCurve { key = 0 1.5 0 -3 key = 1 -1.5 -3 0 } adiabaticIndex = 1.48 gasMassLapseRate = 2.06477390407027 atmosphereMolarMass = 0.0289644 } ScaledVersion { type = Atmospheric Material { texture = Olei/PluginData/Niebos_color.dds normals = Olei/PluginData/Niebos_normal.png rimPower = 2 rimBlend = 0.3 Gradient { 0.0 = 0.9,0.9,1.0,1.0 0.5 = 0.6,0.6,0.8,1.0 0.9 = 0.3,0.3,0.4 1.0 = 0.05,0.05,0.09,1.0 } } } PQS { fadeStart = 140000 fadeEnd = 280000 deactivateAltitude = 281400 materialType = AtmosphericExtra Material { saturation = 1 contrast = 0.85 tintColor = 1,1,1,0 groundTexStart = 0 groundTexEnd = 9000 steepTexStart = 0 steepTexEnd = 9000 steepTex = CTTP/Textures/cliff steepBumpMap = CTTP/Textures/cliff_normal steepNearTiling = 2500 steepTiling = 25 lowTex = CTTP/Textures/beach lowBumpMap = CTTP/Textures/beach_normal lowNearTiling = 2500 lowMultiFactor = 25 lowBumpNearTiling = 2500 lowBumpFarTiling = 25 midTex = CTTP/Textures/sand midBumpMap = CTTP/Textures/sand_normal midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highTex = CTTP/Textures/gravel highBumpMap = CTTP/Textures/gravel_normal highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 lowStart = 0 lowEnd = 0.25 highStart = 0.35 highEnd = 1 } Mods { VertexHeightMap { map = Olei/PluginData/Niebos_height.dds offset = -1200 deformity = 4000 scaleDeformityByRadius = False order = 10 enabled = True } VertexSimplexHeightAbsolute { seed = 1245333 deformity = 350 octaves = 1 persistence = 0.65 frequency = 24 enabled = true order = 20 } VertexSimplexHeight { seed = 345324 deformity = 400 octaves = 1 persistence = 0.65 frequency = 14 enabled = true order = 30 } VertexHeightNoiseVertHeightCurve2 { deformity = 1800 ridgedAddFrequency = 32 ridgedAddLacunarity = 2 ridgedAddOctaves = 2 ridgedAddSeed = 456352342 ridgedMode = Low ridgedSubFrequency = 32 ridgedSubLacunarity = 2 ridgedSubOctaves = 2 ridgedSubSeed = 234311 simplexFrequency = 26 simplexHeightEnd = 6000 simplexHeightStart = 0 simplexOctaves = 2 simplexPersistence = 0.5 simplexSeed = 345463425 order = 40 enabled = True simplexCurve { key = 0 0 0 0 key = 0.6311918 0.4490898 1.432598 1.432598 key = 1 1 0 0 } } VertexColorMap { map = Olei/PluginData/Niebos_color.dds order = 60 enabled = True } } } Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 16 minDetailDistance = 16 oceanColor = 0.1, 0.2, 0.2, 1.0 Material { colorFromSpace = 0.1, 0.2, 0.2, 1.0 color = 0.1, 0.3, 0.3, 1.0 } FallbackMaterial { colorFromSpace = 0.1, 0.2, 0.2, 1.0 color = 0.1, 0.3, 0.3, 1.0 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.0,0.0,-1,1 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 200 } Fog { fogColorEnd = 0.1, 0.3, 0.3, 1.0 fogColorStart = 0.1, 0.3, 0.3, 1.0 skyColorOpacityBase = 0.7 } } } } }
  7. Sounds fine to me! Bearing in mind that Niebos is quite a small planet, possibly smaller than laythe, I reckon that's a good idea!
  8. Amazing idea. I could move Tetra there for the time being? (Tetra now orbits Niebos at 14,000,000m)
  9. Check out my planet mod! 

     

  10. Hey everyone following the forum thread, version 0.2.1 has been released! May I present you with this picture displaying most of the 'new stuff'!
  11. Hey dude! Awesome mod, I've had great fun with it. The time has come for me to try my own planet pack, but I'm facing some problems with a number of things and nobody has gotten back to me with any solid information so far My first problem: Ony atmospheric planet, the atmosphere is 60,000M high. The sky is completely black even though ambientlight and skycolour have been set to RGBA 0.8 0.8 0.9 1.0. The sky is black during daytime and the atmospheric rim is extremely low. (No scatterer). My second problem: I have noticed that a lot of my terrain is pixelated because of my DDS format (1-bit depth, no alpha). This makes my file size small but makes the height map more pixelated, and thus the terrain. Paint.net won't even open the height maps from OPM. If I save as anything other than DDS 1 bit no alpha, the file size is closing up to 16MBz when my resolution is 4k x 2k. The OPM mod retains a non-pixelated height map and only 5.3mb file sizes for the height maps, and I think this has something to do with the DDS format the author uses. If you could help with these issues, that would be awesome.
  12. This message has been deleted. The below screenshots are outdated, please do not use them to judge the planet pack. Click on the massive 'SCREENSHOTS' button at the main thread above to view updated screenshots.
  13. It had compatibility in mind! it should work perfectly well along with (outer)PM (nothing should collide). All the planets are within Jool's orbit (for now!), so I don't see any issues they could cause
  14. Info: This mod is completely compatible with Outer Planets Mod, AND any mod that adds planets BEYOND the current stock system. I cannot guarantee how well the mod will work alongside others that use EVE and Scatterer - always install the EVE and Scatterer configs that I distribute AFTER any others! THE BELOW SCREENSHOTS ARE OUTDATED. DON'T JUDGE THE MOD BASED ON THE FOLLOWING SCREENSHOTS, AS IT HAS DRASTICALLY CHANGED!
  15. The year is 9302. The Mun has been impacted by a huge asteroid and Kerbin is flooded. Begin on an evolved Kerbin. Its continents have moved, its mountains and topography vary drastically. Set many millenia after the Kerbals first took to space, the general culture of former 'Kerbin' has changed drastically. Because of this change, the planet is significantly different - it's known as Gaia and all interplanetary voyages are strictly forbidden by the global government - You must convince them to fly once more. The entire planetary system has overcome a drastic change. A near miss with another star has caused many planets and moons to be captured by Kerbol. Your adventure awaits; take to the stars once more and prove that the eagerly awaiting space-faring Kerbals still have a future. This mod adds more planets and moons to land on whilst keeping the stock feel to the game. I have revisited the entire Kerbin system and added a bit more variation to the different planets and moons, making you feel the joy of exploring them once again. DOWNLOAD FOR KSP 1.4.3 If you feel as if you enjoy the mod thoroughly, feel free, but not inclined to, leave a small donation in return. Thanks DISCORD: https://discord.gg/XmVp23s Installation Instructions: Gameslinx's Planet Overhaul is a planet mod for Kerbal Space Program. This mod is licenced under CC-BY-NC-ND 4.0. Proceed with the following install instructions: Download Kopernicus - https://github.com/Kopernicus/Kopernicus/releases/ Download CTTP - https://github.com/Galileo88/Community-Terrain-Texture-Pack/releases/ Download EVE - https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/ Download Scatterer - https://github.com/LGhassen/Scatterer/releases/ Download SigmaReplacements https://github.com/Sigma88/Sigma-Replacements/releases/ Download INSTANTIATOR - https://spacedock.info/mod/1624/INSTANTIATOR/ You MUST remove "ExampleConfig.cfg" from the Instantiator folder or it will not work Download GPO - https://github.com/Gameslinx/Gameslinx-Planet-Overhaul/releases Install ALL of those mods correctly - this should be as simple as dragging the correct folder to GameData unless stated otherwise. After that, launch the game in 64 bit. The above photograpah is not ingame imagery
  16. Thank you so much for your support! I might release a beta some time during the week, I need to have a clear and sort of my folders and make sure that everything works without Hyperedit and EVE (I'm going to add rr configs). As for your query about science values, Dusk and Olei have Biome maps. They're relatively easy to make (take the colormap and have a low colour depth so everything is only 8 or so colours for the science values). I really want to have the biome maps and science values sorted before the beta, so people can use the planets in career mode! (Side note) About the colour schemes, they're generally correct but very rough, especially for Niebos. I'm a terrible 'artist' and I have to rely on the Heightmap for colours (low points are all one colour, high points also, maybe gradients at some places). I'm hoping I can improve the look of the planets further down the line (I'm sure the older ones will get a colouring overhaul at some point) And as for DM Science, Karbonite/Kethane and whatnot, that may be later down the line. The mod is only developed by myself and I have limited time in the week (only around 2-3 hours a day!), but I can hopefully assure you that the planets' configs will be suited for EVE/SVE, the most common science mods (probably DM science) and *possibly* Karbonite/resource mods.
  17. Hello! I've put together an image of some planets I have spent the last 2 weeks making. I would like to ask you guys whether I should compile this and turn it into a mod for you to use. The only reason I am asking this is because the creation is still in its beta/early stages. There are only 5 planets, though they are mostly complete (still lacking biome maps for three of them). I'll add a poll and the images below so you can make a vote!
  18. I can't work out how to do the polar inversion - you say it's easy and requires little input but google isn't returning anything useful for me apart from polar coordinates, which distorts the image differently to what yours looks like. If you could say how you managed to do this to your image, I would be greatful
  19. Hello! I have imported my heightmap from SpaceEngine at 8k and 4k textures (i've tried both), but my planet is very pixellated. Help would be awesome!
  20. Having gone through the same problem myself, I have concluded TheWhiteGuardian's config he shows in the video is either outdated or does not work. To get around the problem, I used some of the config code from the OPM mod (a planet pack), changed the values to suit my planet and use that as a config - don't worry, it isn't stealing unless you use the exact code, so make sure you change it when adding your planet. Edit: This is from my config which works. Use this.
  21. Hello! As an amateur planet creator, I would love to know what programs or methods you use for heightmap assets. I made two planets with SpaceEngine but there's not enough variation or different features possible in the program. If anyone could share how they make their height maps, that would be awesome. Thanks.
  22. Would it be alright if you could say what program you used to get your planet textures? SpaceEngine feels too limited because I can't control where stuff is, only the quantities of it. Thanks!
  23. Here shall lie my Changelog and future plans. Update 1 (current): - Niebos is undergoing a terrain overhaul. Unfortunately I'm going to need help with this. - 8k textures for all planets have been updated - Biome maps for all planets have been created, though they are rough and ugly. - Biome map for Niebos has been removed due to its terrain and colouring issues on the surface. Future plans: Gas giant with 4 bodies. One will be small but with an incredibly high atmosphere - like a gas giant with a solid core. Body 2 will be an ice planet Body 3 will be a small asteroid like Gilly but with water. Body 4 will be a lush, Duna sized planet with oxygen. Suggest more below, I'm open for all kinds of stuff!
  24. I've edited more pictures in. I hope that's better now!
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