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Everything posted by The White Guardian
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
I have a gut feeling that it's AltitudeAlpha. Kick that out and try again. AerialPerspectiveMaterial could be the culprit too, now that I think of it. Both have to do with texturing. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
I thought that problem had to do with your GPU drivers... not sure tbh. -
It is as gas giant... perhaps feeding it asteroids? Still, this has derailed far enough, I think the best option right now is to post some logs so we can see what's wrong exactly, or at least try to find it. Try the following files: output log logs/Kopernicus/Sonnah.body (if it exists, since it's a gas giant I'm not sure) modulemanager cache file
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Picasso = Sly Cooper confirmed. Also, it's kinda weird when you think about it: me quoting Galileo, who is quoting Picasso. Oh, the days when I was still learning the basics, the first planet I made was based off (a shameless clone with updated textures) of Slate from the Outer Planets Mod. @CaptRobau please forgive me XD Looking through those configs taught me a lot though. The code for a corona Corona { rotation = 0 speed = 1 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.009 Material { texture = CORONATEXTURE inverseFade = 2.553731 } } I see scalers, is that what you mean? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Looks pretty decent! Is that corona intentional though? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
@Poodmund is almost correct. It's actually: @Kopernicus:AFTER[Kopernicus] { !Body[Eve] { } } This should work. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
Thanks! But, eh... what about Do I need to take over? Make anything? Just say the word, but the sooner you choose the sooner I can act. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
Then perhaps you'd like to check out mine. Three links showing some of my best work. As for my Kopernicus skills... And this is a gas giant texture I made in GIMP a few days ago. I wouldn't mind giving you some help, heck, I wouldn't even mind taking over development completely. Also, here are my finished calculations: Kerbin values: 13599840256 m semi-major axis 9284.5 m/s orbit speed Estimated orbital period Kerbin = 9203545,31493227 s Estimated Kerbol mass = 17565667023632900000000000000 kg 230 years = 84007,5 days = 2016180 hours = 7258248000s Estimated semimajor axis = 1160873522812,36m So, I think it's 1160873522812,36. Try that and see if it works. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
If I'm really honest... yes. *clears throat* Anyhow, if you'd like I can make the surface textures, or even better, you can use CTTP by @CaptRobau. Those textures don't just look amazing, using them also allows for better compatibility with OPM because it requires less textures to be loaded. Only OPM so far AFAIK, but that list will increase once more people start using CTTP. I myself plan to switch to CTTP with my next planet pack. Could you also show me some screenshots of the planets from up-close? Not the map view, just hyperedit to them and show me what they look like from low orbit, perhaps I can improve some of them a little with my knowledge of PQSMods. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
Here. These are my calculations, and this is just building the formula. I have yet to do all of the calculations, so far this has been basic math, moving the variables around properly. Does this give you an idea of the amount of work I still have to do? -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
You know, you're pushing out those questions faster than I can answer them. Kittopia is an in-game editor, it can not make biome maps. I'm not sure what you mean by custom textures, but it can't create or generate anything, only export and edit. I don't know what you did in the config, and because you don't show anything and give me very little time to respond, I cannot help find the problem, either. I have not yet figured out the semimajoraxis, let me upload some of my calculations just to show you what I'm dealing with here. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
meanAnomalyAtEpoch is what you're looking for, it's one of the orbit values. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
VoronoiCraters, VoronoiFrequency around 0.5 should do it. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
That'd require some serious mathematical calculations. I can do the math, but it's gonna take some time. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
It's angry, run! -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
Hey, hey, hey. Don't give up just yet! I could collaborate on this if you'd like, provide better gas giant textures (don't want to offend you, but the current ones look like something made with MS Paint, I could make a better texture for that with my GIMP skills), and help you with building all of those planets without using external textures, using only code. The thing is though that you seem to give up easily. Let me tell you something, when I was learning the basics of Kopernicus there were times where the thought 'screw it, I'll never get the hang of this' crossed my mind, but I wanted to make planets, so dang I'd make those planets too! I stayed determined and I kept staring at configs until I understood it. Nowadays I've made several tutorials to help people understand it better, but like driving, real experience is gained in the field. You can't just read a guide and expect to make flawless planets, you may know what to write, but the only way to truly envision the effects of your settings is by trial and error, just keep coding! The problem I see with Rigoo in the image is a deformity and frequency that is way too high for a body it's size. Also, try setting Gilly or Ike as a template when making asteroids, since those have asteroid-like properties it'll give the final product asteroid-like properties as well. For lava you need a new texture, I can provide that as well, and a mod called HazardousOcean, which I'm more than happy to write for you. Craters is VoronoiCraters, which I'll have to explain in detail. But don't lose hope yet! -
Hey, hey, hey, don't give up! That heightmap would've caused numerous issues anyways because it lacks polar correction. Try the following: remove VertexHeightMap and replace it with the following mod: VertexSimplexHeight { deformity = 3000 octaves = 4 persistence = 0.2 frequency = 3 seed = 78245 enabled = true order = 2 } Then remove the ScaledVersion part from the config. If your planet shows up, let me know, and I'll tell you how you can easily edit it further or export it if you're happy with it. You can make planets without textures at all, you see. If the planet doesn't show up, show me the config and .body file again and we'll slowly work out all of the issues.
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It should work, although there could be a trace of color left within. To be certain you'll have to greyscale the map, and the easiest option for this is GIMP. I personally think that there are a few pixels that have more of one color than others, and Kopernicus does not know what altitude to give to these pixels. You can of course use the map provided by @Galacticvoyager, but beware that people usually dislike space engine based planets for the fact that they're so awfully similar. The best option is to use no maps at all, install Kittopia and edit the PQS in-game. Planets generated with KSP's engine usually look much, much better. To get a better understanding of what I mean, take a look at my own work, or the work of @GregroxMun or @KillAshley for example. The best example would be Uncharted Lands by @KillAshley that uses no external textures at all, everything you see in that pack has been built off of PQSMods only.
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"[LOG 13:26:33]: Parsing Target map in (Kopernicus.Configuration.ModLoader.VertexHeightMap) as (Kopernicus.Configuration.MapSOParser_GreyScale`1[MapSO]) [LOG 13:26:33]: Exception Was Recorded: Object reference not set to an instance of an object at Kopernicus.Configuration.MapSOParser_GreyScale`1[MapSO].SetFromString (System.String s) [0x00000] in <filename unknown>:0 " From this I can conclude that the problem seems to be the heightmap. 1. Can you check if the filepath is correct and if the texture is indeed there? 2. Could you try to remove spaces from the filepaths? For example 'Kerbal Duluxe' -> 'KerbalDuluxe'? They often cause problems in filepaths. 3. If it still doesn't work, could you place the textures (color, height and normal map) in a folder named 'PluginData' within the KerbalDuluxe folder and add the filetype to the filepath, for example, .png or .jpg or .dds? 4. If the planet still doesn't work at this point, what filetype is it, and could you post a screenshot of it?