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WolfyDoo

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Everything posted by WolfyDoo

  1. Yeah, I'm dutch. Hahah you too? Thanks btw, do you know if there are planet packs out there for version 1.1 already? I wanna play with some other planet packs hahah Facepalm, I guess I don't have a lot of knowledge on Kopernicus.. :3. Is LandControl the same as LandClasses, because in your tutorial I don't see anything that says LandControl?
  2. It's fine, sorry. I'm trying to make textures with PQSMods then, but I don't really get how. You can make landclasses, but that will never make a detailed texture right? I don't get it. :3
  3. Thanks for all the advice. Two things I wanna say. It's pretty clear to see if you just put it on fullscreen right? Well, I can see it pretty good in full screen, 720,1080p. Secondly, I'm not good with editing videos AT ALL. I have no idea on how to do things like zooming in on a certain part of the screen.. :/. But, thanks again! Look. I'm not saying I'm the best planet writer ever. Not at all. It's also probably true I shouldn't use SE, but at least I made the video right. I just wanted to help people because I find it easiest to follow a tutorial when it's a video. As there are literally NO tutorial VIDEOS on how to make these planet, I thought it would be smart to make a tutorial as first human-being ever (hahah). So apology if it didn't help you, but at least I tried.. Thanks for all the advice again, everybody!
  4. And @KillAshley. Making a video tutorial when you're done will probably help a lot of people. I can probably learn quite a lot from the tutorial you then make. So thanks! You're funny @GregroxMun...
  5. It's okay @KillAshley. With programming I mean writing a code then. I haven't released anything. I'm always making the planets for myself. When I want to start a savegame with just a little more than only the stock planets. But it's okay. Thanks for the apology! Well @GregroxMun. That's fine if you think so. But do your research first. I already now had 1 positive post on my youtube video. So it's at least helping someone...
  6. There you go, that's a polite reaction you should give.. You're right with the 100 billion haha. And no problem if it didn't help you. I'm sorry about that. But there are loads of people who will be helped by it. Got my first good reaction already! In youtube comments
  7. I'm pretty sure that was sarcasm...
  8. I don't want to use your tutorials, because that is not need. Using SE for textures is not bad at all. I have seen thousand and thousand of different planet in SE. So it seems you don't have enough knowledge about SE and I DO have enough knowledge about Kopernicus. I don't know where you're it from saying I don't have enough knowledge. I've been using SE for years now and I barely found any of the same planet. Yeah, I know in other galaxies there are quite a lot of same textures, but if you keep it in the Milky Way Galaxy, almost every single planet has a different texture as what I've seen. As there are trillions and trillions of planet in the milky way... So if you don't like the tutorial then don't even bother look at this post. But don't go saying that I don't have enough knowledge, because I have been programming planets for years.
  9. Then I'll just make it a 1.1 tutorial. My first part is the same for 1.0.5 and 1.1 anyways. The rest probably almost the same! Do you guys know it making a planet for 1.1 is exactly the same as for 1.0.5, already?
  10. I know, but Kopernicus isn't even out for 1.1. So you can't really make a planet then. At least I don't know how. I'm waiting for Kopernicus to be released for 1.1! Then I'll make a new tutorial series!
  11. So guys, I'm not trying to promote myself AT ALL, as I don't earn money with it and as I have 0 subscribers. Just wanted to help other people out. Other parts are going to come later, but I'm telling in that in the video as well: If this is being deleted for promotion, then sorry! Just wanna help!
  12. So I have this problem where my custom-made star is shining too bright on my spaceship for my view. Is there a way to change the color/opacity a star gives on your spaceships? Like the ambient color that reflects on your spaceship when you create an atmosphere? The light of the star is not just TOO bright on my spaceship, but also on the planets orbiting around my custom star. My star file: http://pastebin.com/2bWZTkxC
  13. So I've just downloaded the KP EVE addon for K+. Two folders: EnvironmentalVisualEnhancements -and- RVE. I know where to put the EnvironmentalVisualEnhancements folder but I don't know where to put the RVE folder. So can somebody tell me where I have to place the RVE folder? Thanks
  14. I got a question. I think I did all the configs right, but literally nothing is showing up. No planet. I can see nothing in the debug menu etc. Config (kopernicus): @Kopernicus:AFTER[Kopernicus] Body { name = Min //change to the name of your planet flightGlobalsIndex = 187 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Laythe //Don't change this! Duna and Eve have hard coded colors, so they make bad templates. Use Laythe even if your planet doesn't have oceans. } Properties { radius = 300000 //How big is the planet? Laythe is 500000, keeping this number makes clouds easier to use geeASL = 0.2 //Gravity at sea level. Kerbin is 1, of course tidallyLocked = False description = The planet that nobody has been to, yet! timewarpAltitudeLimits = 0 5000 30000 60000 100000 200000 400000 800000 //altitudes that time warp can be used at, in meters. Time warps are x1, x5, x10, x50, x100, x1000, x10000, and x100000 ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach or to land on, return from. { landedDataValue = 11 //Duna = 8, Laythe = 14 flyingLowDataValue = 11 //Duna = 5, Laythe = 11 flyingHighDataValue = 10.5 //Duna = 5, Laythe = 10 inSpaceLowDataValue = 10 //Duna = 7, Laythe = 9 inSpaceHighDataValue = 9.5 //Duna = 5, Laythe = 8 recoveryValue = 10 flyingAltitudeThreshold = 20000 //limit between "flying at TutPlanetAtmosphere" and "TutPlanetAtmosphere's upper atmosphere" spaceAltitudeThreshold = 208000 //limit between "space near TutPlanetAtmosphere" and "space high above TutPlanetAtmosphere" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. color = 0.8,0.6,0.4,1 //RGB color of the orbit line inclination = 0.0 //inclination in degrees eccentricity = 0.013 //eccentricity of orbit, don't set this higher than 0.1 especially for large planets semiMajorAxis = 17500000000 //how far the planet is from the sun. This number is Kerbin's longitudeOfAscendingNode = 55 //change to whatever you want argumentOfPeriapsis = 0 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change } ScaledVersion { Material { texture = MinTP/Textures/min_map //change to your file path. Don't include "GameData/" or ".png" normals = MinTP/Textures/min_normal //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.90,0.30,0.30,1 0.6 = 0.90,0.50,0.50,1 1.0 = 0.90,0.70,0.70,1 } rimPower = 1 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } Atmosphere { ScaleHeight = 5 //same as in Kittopia ContainsOxygen = False //same as in Kittopia maxAltitude = 60000 //same as in Kittopia Multiplier = 1 //same as in Kittopia lightColor = 0.90, 0.50, 0.30, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.90, 0.50, 0.30, 1.00 //RGB of color the atmosphere shines on landed/flying spaceships. enabled = true } Config (kittopiaspace): Min { AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } CelestialBody { atmosphereContainsOxygen = False //self explanatory, allows jet engines to work pressureMultiplier = 1 //how thick the atmosphere is at sea level altitudeMultiplier = 1 //how quickly does the atmosphere get thinner with altitude (higher number = thicker) atmoshpereTemperatureMultiplier = 1 //does nothing, I think atmosphereMultiplier = 1 //set this the same as pressureMultiplier maxAtmosphereAltitude = 60000 //determines what the game says is the atmosphere height (in meters) atmosphereScaleHeight = 5 //actually determines atmosphere height (Kerbin is 5, Duna is 3, Eve is 7. Decimals are allowed but not shown in game) ocean = False //self explanatory } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/MinTP/Textures/min_height.png //Replace this with your file path heightMapDeformity = 3000 //how tall should the highest mountains be? heightMapOffset = 800 //If your planet has oceans, set this to a negative number. Play around until you get it right scaleDeformityByRadius = False } PQSMod_VertexColorMap { vertexColorMap = GameData/MinTP/Textures/min_map.png //Replace this with your file path } PQSMod_VertexSimplexHeight { seed = 192363 //change this to any random number deformity = 50 //how bumpy do you want the ground to be octaves = 3 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 313764 //change this to any random number deformity = 50 //how bumpy do you want the ground to be octaves = 3 //how small do you want the bumps to be persistence = 0.5 //don't know what these do, you can try changing them and see what happens frequency = 0.8 } PQSMod_VertexHeightNoise { deformity = 100 //Height of dunes or rolling hills on your planet. Looks good on Laythe or Kerbin like planets } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_QuadEnhanceCoast { modEnabled = False //if you want to, set this to true on an ocean planet. You don't need it otherwise } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False //don't know exactly what this does. It is another type of small-scale terrain bumpiness } PQSMod_AltitudeAlpha { atmosphereDepth = 60000 //How tall the atmosphere looks, how quickly atmospheric color appears as you go down towards the surface modEnabled = True } } } I hope somebody can help! I'm really struggling with this. btw.: I'm using KittopiaSpace from KopernicusTech mod and Kopernicus 0.2 beta. (coudn't find kittopiaspace without kopernicustech) Hello? Can somebody please help me. I'm going on vacation tomorrow so...
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