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The White Guardian

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Everything posted by The White Guardian

  1. For those eagerly awaiting the revival of my Kopernicus tutorials, I may have big news soon...

    1. Show previous comments  5 more
    2. The White Guardian

      The White Guardian

      @UranianBlue I'm not making tutorials on Space Engine because it's the cheap way out. If I'd teach people how to grab textures from a program in which all planets resemble each other, then the forums will be flooded with planets that look similar.

      The difference in generation speed is because of the engine - Unity was not designed to export textures. I prefer the long waiting method of KSP though, SE easily floods the GPU so that it stops responding if asked to export textures of a resolution that is too great for it to swiftly handle. KittopiaTech exports the map pixel-by-pixel, meaning that the computer does not freeze while working. It's a longer but safer method, and the result is much more worth it.

      Besides - if people wanted to see SE planets they'd open up Space Engine, they're completely different art styles, and merging them is not a good idea. I do get your thought pattern though, but there are better ways of making textures.

    3. UranianBlue

      UranianBlue

      @The White Guardian You can fix the freezing easily.

      https://www.reddit.com/r/spaceengine/comments/52gov2/is_there_a_way_to_export_high_quality_planet/

      Also, there are so many objects in Space Engine and so many ways to randomize textures that the resemblance is negligible.

      I would like to see some more in-depth tutorials on Landcontrol and positioning craters of different sizes at specified locations, not just randomized terrain based on a seed and then a HeightColorMap.

    4. SAS123

      SAS123

      I agree with @The White Guardian, Texture style in SE look very similar to each other and I've played around with it long enough (I used SE to world-build a Solar System for my fictional alien race) that no matter how much you change it up, from afar and even up close sometimes, They all look almost similar to me. It wouldn't be fun to have many planet packs looking like they ripped off from each other. Don't do a No Man's Sky and go overboard. And knowing people, they would be too lazy to go into the coding and make their own textures anyway. Also, there usually is a problem with the height maps even when converted where the terrain won't look smooth but rather blocky when applied to a KSP Planet.

      I like KittopiaTech because it allows full procedural generation of a KSP-like planet but if you do it well enough, you can end up having something unique from other planet packs. It gives an easier idea of what your getting, you can change image size and you can do easy in game editing without having to go into SE and doing copying and pasting from one game to another and having to load KSP up millions of times just to simply see what the texture would look like.

  2. Work on a separate layer on op of the one you are working on, make a large circle covering a corner of your planet, then blur it out. I use a general rule of thumb, using a factor calculated like this: f = i/10 Where f is the factor for the gaussian blur, and i is the average image resolution. Next, copy this shadow onto the layer mask of the layer responsible for your planet's atmosphere rim, move the original 'shadow layer' under the rim layer, and select the transparency around your planet before deleting the shadow outside of the planet. @cratercracker Interesting thread, though what is this thread exactly?
  3. Sorry, that it has to do with lens flare scale over distance is all I know.
  4. @Gameslinx keep in mind that, if you classified Olu'um as a star, you can add a custom lens flare to it with Scatterer...
  5. That'll require editing the brightnessCurve of the star. For the stock sun it gets lower up-close for this effect. brightnessCurve { key = -0.01573471 0.217353 1.706627 1.706627 key = 5.084181 3.997075 -0.001802375 -0.001802375 key = 38.56295 1.82142 0.0001713 0.0001713 } Look at the first curveKey, then imagine what the curve would look like.
  6. I keep noticing terrain-scatter related issues. I'll try reproducing and submitting a bug report.
  7. The next Cerillion update is nearing completion, just have to finish... something for Disparia. Features:
  8. Problem is initializing the FloatCurve in C# code. I just can't get that to work. An alternative would be converting @OhioBob's trick for converting FloatCurves into equations into computer code, and have some Vector4's to store the curve data. Would be an awful amount of trouble, but I'm willing to do it.
  9. Although the question has been answered already, I wouldn't mind writing a console application to do the number crunching...
  10. Thanks, and a big thank you for all of the motivation you've been giving me. So... any suggestions for PQSMods? Not everything is possible, but I'll try my best! Sorry for being so late with responding to this, I just don't know how to use Floatcurves in C# atm, but I'll try my best.
  11. Addition number two - I am rebuilding Cerillion from scratch for 1.3

    This will only take one day as all of the files are already in place, the only thing that will differ is file structure for the following goals:

    - Optimal 1.3 integration

    - Improved mod compatibility

    - Faster loading

    - Smaller download size

    - Easier to integrate new content

    1. The White Guardian

      The White Guardian

      (Don't mind me, just tagging @Disparia Books real quick...)

  12. A little 'addition' to the post below - Cerillion is getting some... 'new features'...

    1. SAS123

      SAS123

      ...new features... hmm...?

    2. The White Guardian

      The White Guardian

      Correct. Placing everything perfectly is going to be a challenge, but in the end, I think it'll be worth it.

  13. Alright, I'm starting the port of my mods to KSP 1.3.

    I will port them over in this order:

    - Cerillion

    - Cyran

    - Arkas

    - Evolution

    - Total Rebuild

    1. Regor

      Regor

      Im looking forward to them!

    2. UranianBlue

      UranianBlue

      Be careful though. Some popular mods don't work with 1.3, like Interstellar Ext. and BD Amory.

    3. The White Guardian

      The White Guardian

      @UranianBlue thanks for the heads-up! No worries, I already have Cerillion working in 1.3 save for Scatterer, but that's only because I have to fix a 'Module Manager syntax'.

  14. If so, try finding some NASA corona images, then unwrapping them with an inverse polar coordinates filter in GIMP or Photoshop. They will allow for some pretty... 'sweet' artwork when some digital art magic is applied...
  15. OOOOH, THAT OLD VIDEO! I'm terribly sorry, I completely forgot about that one. Yes, feel free to use and modify that corona texture and the config as you see fit. I have been working on a good star surface noise texture for a while now however, therefore that texture crept into my mind. Apologies for the scare, please proceed as you see fit. I should even have some data lying around about what color to make the corona with each star type...
  16. Did you ask permission for this? I don't recall granting permission to use my textures...
  17. Do excuse me, but the formatting on your message seems to be broken, making it hard to read. In case you are wondering why there is no Karbonite, @Gameslinx has to write some extra configs for that if I remember correctly.
  18. I have yet to update any of my mods, fine ladies and gentlemen. This is because I'm currently in the process of finishing my education for this schoolyear which leaves me with very little time to code at all. I hope you all understand, and I apologize for the delay. Note for Evolution: it is currently in the 'implement science phase', after which it should be good to go. Until then, I am certain @Disparia Books will be more than happy to show you all around the Audentia system over at his twitch...
  19. I have yet to update any of my mods, fine ladies and gentlemen. This is because I'm currently in the process of finishing my education for this schoolyear which leaves me with very little time to code at all. I hope you all understand, and I apologize for the delay.
  20. @Template { removeAllPQSMods = true } With no PQS there's nothing that warps the terrain, so you'll end with a flat sphere.
  21. Note for people doing this: apparently a .dds texture is loaded flipped vertically compared to .png, so when converting to png manually flip the image vertically.
  22. Looks like a standard UVNoise animation-enabled cloudlayer, which is something not commonly used by cloud packs for main cloud layers and is often used for effects instead. Thus I believe it's the default EVE 'BoulderCo' configuration.
  23. Will release an update this afternoon, featuring procedural rivers and, if I can get it done by then, CustomNoise. CustomNoise operates similar to RiggedMultifractal, Perlin and Billow, except the ModuleBase (the noise itself) is integrated in the PQSMod and takes commands from the user, allowing the user to create a custom noise. Advanced stuff!
  24. I'm willing to bet he's referring to the fact that lightColor = 0.6,0.6,0.4,1 yields a blue atmosphere instead of yellowish-orange. If you're gonna ask me for advice in PM's, it may be a good idea to use it too. In every single reply I say 'use KittopiaTech'. If you'd use KittopiaTech you could mess with the sliders in game, making this problem completely invalid. FYI I think the currenty lightColor system is based on color absorption.
  25. @Gameslinx @Jetski KLE is a c# plugin built on top of Kopernicus. It is impossible for it to cause any kind of issue unless something is up with Kopernicus. Plus, if GPO uses KLE, then deleting it will break planet terrain. This is because KLE PQSMods used by GPO cannot be found thus the code is declared invalid and skipped, meaning that the terrain differs. I personally think it could be because @Jetski is playing on Mac OS (Or Linux, becuase tbh I don't know the layout of either...). While Windows is lazy, Mac and Linux go the extra mile and check if cases also match (case-sensitivity is a thing for Mac OS and Linux players) So @Gameslinx if a texture filepath is invalid when it comes to case sensitivity, then a texture cannot be found. Either way, @Jetski this kind of problem (black KSC screen) usually occurs when there is a problem with Kerbin itself. Try deleting the Olei-Gaia folder. Other possibilities: KSP-Kopernicus version mismatch Invalid ModularFlightIntegrator version AFAIK it should be compatible with UL save for the Kerbin-changing part of the mod. In fact, please give it a try! I'm sure @Gameslinx could use compatibility data (GPO vs. UL orbit locations) so, if necessary, a compatibility patch can be included (which I'm happy to create).
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