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Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Heh, I bet I could make Froth and Prolla in one day, but we'll see about that. I'll get to work right now though, perhaps I can even finish one of them in the next few hours. -
Available through Steam, huh? Yeah, I'll take a look. I'll let you guys know when something 'supernatural' happens.
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That's really, really strange. I honestly don't have an explanation for that. Perhaps it's something @CaptRobau should look into, or @Thomas P. if it's a Kopernicus bug. By the looks of things, I'd say a Kopernicus bug, unless the textures in your OPM folder were not in .dds. Could you check if the textures that weren't showing up were in .dds format please?
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Indeed, there is a fine line between making a mod for fun or quality, or making a mod for fame. And no, I did not believe GregoxMun meant anything negative at all. I also agree with GregoxMun that one should not rely on my guides too heavily, nor should they rely on my knowledge of Kopernicus too heavily. The guides give a nice introduction to Kopernicus, but the real skill comes with trying. Saurodye, don't be afraid to try some new things, such as PQSMods you have never used before. While the results may not always be what you seek, enlarging your knowledge of PQSMods is something you should always try to achieve. Like CobaltWolf just said, modding is a learning process. As for my own knowledge of Kopernicus, I know a trick or two, but if I can't find the answer, the real experts, such as Thomas P. and KillAshley, probably know what's wrong. You can always post a comment on the main Kopernicus thread with a question. As for the mod I'm currently developing, none of you should have any worries. I create mods because I enjoy bringing my and other people's ideas to life, and because I like the idea of making someone else's game more fun. And I do not have to be famous or praised for that.
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They are, actually, they are a godsend to those with absolutely no idea how Kopernicus works. On the other hand, I do agree with you that lots of stuff is not explained in the tutorials I have made. FYI I am working on something myself, and so far I'm pretty amazed by the results. Conclusion: @GregoxMun I think that part of your comment came out a bit rougher than intended. Explained a bit further: those who have made a quality Kopernicus pack certainly know a decent amount of Kopernicus, of those who have not yet shown any of their work you cannot be sure. As for my tutorials on Kopernicus, they are only meant to give a basic idea of how Kopernicus works as well as shows a few examples of how to create a procedural planet for instance. But the real key to making a good planet pack is practice. So please, @saurodye, keep modding. I'll keep an eye on this thread, if anything 'supernatural' happens I'll be here to help.
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Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
1. delete Smeer.bin in your gamedata folder 2. the terrain erroring is the result of Kittopia exporting. Select a random PQSMod and click 'rebuild'. Also, do not forget to apply any changes to the actual config file. As for the planet being white in scaledspace, reload the game now that the exported textures are there. Also, double-check the filepaths. Alright then! Tell me what to do, are there any planets I should make, anything I need to take a look at? I'll also begin texture-making immediately. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
@SmashingKirby148 After reading through the comments again out of boredom, I can't help but notice that you seem to be struggling with choosing the best PQSMods and the relation between ScaledVersion and PQS. If you'd like, I'm willing to collaborate on your project MoonsPlus. I'll make sure everything works as intended, and I'll even make a few custom terrain textures for you to get rid of any 'ugly black corners'. Just let me know it you're interested and please know that, regardless of your answer, I'll always answer any question you may have as soon as I can. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
You aren't bad at Kopernicus, you are only just beginning. I remember the time when the only way I could make a planet was by taking a config from OPM, editing the filepaths, orbits and description and hope for the best. I am certain that, in time, you'll become an experienced Kopernicus modder. All it takes is time, patience, and trial and error. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
@saurodye Here's your config again: @Kopernicus:AFTER[KOPERNICUS] { Body { name = Smeer cacheFile = MyPlanet/Cache/Smeer.bin Template { name = Minmus removeAllPQSMods = true } Properties { description = Do you people ever clean the tele- oh wait. Thats a planet. radius = 80000 geeASL = 0.06 rotationPeriod = 100000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 3000 3000 6000 12000 24000 48000 60000 ScienceValues { landedDataValue = 1 splashedDataValue = 1 flyingLowDataValue = 1 flyingHighDataValue = 1 inSpaceLowDataValue = 1 inSpaceHighDataValue = 1 recoveryValue = 1 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 120000 } } Orbit { referenceBody = Sun color = 1,1,1,1 inclination = 0 eccentricity = 0.5 semiMajorAxis = 30123456789 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 3 } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = KittopiaTech/Textures/Smeer/Smeer_Color.png normals = KittopiaTech/Textures/Smeer/Smeer_Normal.png shininess = 0.09 specular = 0.0,0.0,0.0,1.0 } } PQS { Mods { VertexSimplexHeightAbsolute { name = SmeerHeight1 seed = 444 deformity = 555 octaves = 5 persistence = 0.5 frequency = 1 enabled = true order = 2 } VertexSimplexHeightAbsolute { name = SmeerHeight2 seed = 445 deformity = 200 octaves = 5 persistence = 0.5 frequency = 1 enabled = true order = 3 } HeightColorMap { blend = 0.7 enabled = true order = 4 LandClasses { Class { name = Base altitudeStart = 0 altitudeEnd = 0.1 color = 0.4941176,0.0784314,0.7372549,1.0 lerpToNext = true } Class { name = LowAlt altitudeStart = 0.1 altitudeEnd = 0.65 color = 0,46666667,0.098039,0.886275,1.0 lerpToNext = true } Class { name = MidAlt altitudeStart = 0.65 altitudeEnd = 0.85 color = 0.5921569,0.27058824,0.960784,1.0 lerpToNext = true } Class { name = HighAlt altitudeStart = 0.85 altitudeEnd = 1 color = 0.878431373,0.878431373,0.878431373,1.0 lerpToNext = false } } } } } } } I've also noted all of the errors I've found, I will explain all of them. Issues no cachefile location set removing ocean on ocean-less template 'rotation Period' should be written as one word, 'rotationPeriod' no apparent knowledge of what the ScienceValues do specifying the orbit color twice no apparent knowledge of what the color entry in Orbit does typo: 'eccentricty' is incorrect, should be 'eccentricity' incorrect closure of the Material entry in ScaledVersion no capital letter: 'vacuum' should be 'Vacuum' '\' used in filepaths, should be '/' mentioning 'Kerbal Space Program' and 'GameData' in filepaths, leave those out. Kittopia saves exported textures in 'KittopiaTech/Textures/[PLANET'S NAME], so add the planet's name to the filepaths. Also, please move any files of the planet to a specific folder. A good folder layout would be: GameData Smeer Cache Smeer.bin PluginData Smeer_color.dds Smeer_normal.dds Config Smeer.cfg Typo in the first 'VertexSimplexHeightAbsolute' mod: 'name - SmeerHeight1', should be a '=', not an '-'. Correct would be 'name = SmeerHeight1' Typo in various PQSMods: 'persistance' is incorrect, write 'persistence' RGBA values given in HeightColorMap mod whilst not adding 'RGBA ()' Incorrect altitude values, should be from 0 to 1, not 0 to 2000. No alpha channel given in color values in HeightColorMap incorrect closure of the PQS entry. Starting off, "no cachefile location set". Please specify a filepath for Kopernicus to generate a cachefile for your planet for debugging purposes. Also, every time you edit your planet's config, delete the cacheFile generated by Kopernicus in the location specified, or a scaledspace bug will occur. Next, "removing ocean on ocean-less template". You only have to remove an ocean if you have chosen a template that has an ocean. The only templates with an ocean are Eve, Kerbin and Laythe. I personally recommend not choosing Kerbin as a template unless you know what you are doing, if you aren't careful a career bug will occur where some contracts tell you to go to the planet that has Kerbin as a template. For instance, the contract 'Orbit Kerbin' would read 'Orbit MyPlanet', while 'MyPlanet' may very well be far out in the solar system. Next "'rotation Period' should be written as one word, 'rotationPeriod'.". This one is pretty self-explanatory. Next "no apparent knowledge of what the ScienceValues do". Have you ever been to Eve or Duna, did some science and noticed that you get higher rewards the more challenging it is to get the science? For instance, a surface sample of Tylo is worth more than a sample of Minmus. This is what the ScienceValues do. Eve, for instance, has 'landedDataValue = 8'. This means that the science points reward of any experiment conducted while landed at the surface of Eve is multiplied by 8. Depending on how hard it is to land, for instance, you can increase the ScienceValue of 'landedDataValue' to make landing on your planet more rewarding for players. Also, if your planet has no ocean, leave out 'splashedDataValue', and if your planet has no atmosphere, leave out 'flyingLowDataValue', 'flyingHighDataValue', and 'flyingAltitudeThreshold'. There's no sense in giving more science rewards for a sample of an ocean that does not exist. Furthermore, you do not seem to understand what 'flyingAltitudeThreshold' and 'spaceAltitudeThreshold' do. May I ask, have you ever orbited Kerbin in Career or Science? If so, you have probably conducted a few experiments. Have you noticed that, when close to Kerbin, the crew report for instance reads 'crew report taken while in space near Kerbin', while further out it reads 'crew report taken while in space high over Kerbin'? this is the work of the 'spaceAltitudeThreshold'. For instance, if the spaceAltitudeThreshold is 3000000, then experiments conducted in space below 3000000m will use the 'inSpaceLowDataValue' multiplier, and experiments conducted in space higher than 3000000m above the surface will use 'inSpaceHighDataValue'. The same counts for 'flyingAltitudeThreshold', below the set number for 'flyingAltitudeThreshold' any science will be multiplied with the number set for 'flyingLowDataValue' and above the set number 'flyingHighDataValue' will be used instead. The 'recoveryValue' is a separate multiplier, it makes data from recovered crafts more valueable, making it more rewarding for players to return the actual samples to Kerbin rather than sending reports. Next is "specifying the orbit color twice" and "no apparent knowledge of what the color entry in Orbit does". You wrote 'color = ' twice in your config. Don't do that. Also, you do not seem to know what 'color' does. In the map view, have you noticed that Jool's orbit is green, Eve's is purple, Duna's is red, etc? This is the work of the 'color' value. It colors the orbital path in the map view. You have set it to 1,1,1,1 which will result in a white orbital path. Also, for 'color' choose values between 0 and 1. Also, your current specified orbit is rahter boring, it does not even have an inclination. I personally recommend installing Hyperedit. Next, press Alt + H in the map view/Tracking Station, click 'edit orbits', select your planet, go to 'graphical', and mess around with the sliders until you like the resulting orbit. Next, go to 'complex' or 'advanced', I don't really remember what it reads, basically the button between 'Simple' and 'Graphical'. Click 'set Epoch to now', then copy-N-paste the values into your planet's config. This makes specifying orbits much easier, doesn't it? Next is "typo: 'eccentricty' is incorrect, should be 'eccentricity'". This one is pretty self-explanatory. Next is "incorrect closure of the Material entry in ScaledVersion". Please be careful with opening and closing tabs with '{' and '}'. You did not close Materials correctly and thus everything in the config will be loaded under 'ScaledVersion' which is, of course, incorrect. Next are "no capital letter: 'vacuum' should be 'Vacuum'", "'\' used in filepaths, should be '/'" and "mentioning 'Kerbal Space Program' and 'GameData' in filepaths, leave those out". These ones are pretty self-explanatory. Next is "Kittopia saves exported textures in 'KittopiaTech/Textures/[PLANET'S NAME], so add the planet's name to the filepaths". Pretty self-explanatory, if you would export the textures of Smeer, the color map, for instance, would be saved in 'KittopiaTech/Textures/Smeer/Smeer_Color.png'. I also gave a recommendation of a folder layout. It is optional of course, but please save any planet maps in a 'PluginData' folder and specify the file types in the config (for instance, '.png'). This will activate Kopernicus' OnDemandLoading. I'll spare you the details, but it drastically lowers the memory usage of your planet. Next are "Typo in the first 'VertexSimplexHeightAbsolute' mod: 'name - SmeerHeight1', should be a '=', not an '-'. Correct would be 'name = SmeerHeight1'" and "Typo in various PQSMods: 'persistance' is incorrect, write 'persistence'". These ones are pretty self-explanatory. Also, I'd like to redirect you to my topic on PQSMods, found here: For more information on various PQSMods, which will probably make planet-making easier for you since you know what you are doing. Placing a probe in orbit near the planet so you see the actual surface, not ScaledSpace, then editing the PQSMods helps a lot too. Next is the answer to your question: My notes: "RGBA values given in HeightColorMap mod whilst not adding 'RGBA ()'", "Incorrect altitude values, should be from 0 to 1, not 0 to 2000.", and "No alpha channel given in color values in HeightColorMap". First off, you gave color values on a scale of 0-255, while by default Kopernicus needs colors between 0 and 1, for instance '0.5,0.2,0.7,1.0'. I believe you could use 0-255 by adding 'RGBA([color values here])', but I'm not sure about that. I personally recommend you to perform the following calculation: [color in 0-255] divided by 255 equals [color in 0-1]. Perform this calculation for each number, insert the resulting number (that should be between 0 and 1) and you're good to go! Next, you gave incorrect altitude vales. They do work, but you set the LandClass limits so high that the entire surface would be colored using the LandClass 'Base' only. Furthermore, since you specified colors above 1, the resulting color would be very, very bright white. However, what also causes the planet to be white is the fact that you specified only three numbers: red, green and blue. You did not specify the Alpha channel. Simply set it to 1 and you'll be fine. The alpha channel determines the 'transparency' of the color, basically how agressive the color should be applied to the terrain. And last but not least, "incorrect closure of the PQS entry". Again pay close attention when closing tabs, or parts of the config will be loaded incorrectly. For instance, if you don't close 'Template', everything written underneath it (ScaledVersion, Orbit, PQSMods) will be loaded INSIDE the 'Template' tab, which will give Kopernicus a headache because you gave it everything it needed, but placed everything incorrectly. It's like building a rocket, but placing the engine on top of the fuel tank, not at the bottom. I personally recommend using the free and handy program Notepad++, because it highlights a '{' when selected and also highlights the 'closing }'. This will undoubtably help with closing everything correctly. If there are any more issues, or if you have any other questions, feel free to ask and I'll reply as soon as I can. Hope this helps The White Guardian -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
@saurodye The issues I've found: There is an issue with your cacheFile: please specify a location for the cachefile. For instance, 'MyPlanet/Cache/Smeer.bin There are various issues with your ScaledVersion: type 'vacuum' should be with a capital letter, 'Vacuum'. Furthermore, with the filepaths, use the '/' instead of the '\', and Kopernicus automatically searches in the GameData folder, so leave out 'Kerbal Space Program\GameData\' in all of your filepaths. You also do not close ScaledVersion correctly. Keep an eye on the '}' and the '{' An issue with the template: the template 'Minmus', has no ocean, so why do you add 'removeOcean = true'? Here, you are telling Kopernicus to remove an ocean that did not exist in the first place. If you are using one of the following objects as a template: Sun, Moho, Gilly, Mun, Minmus, Duna, Ike, Dres, Jool, Vall, Tylo, Bop, Pol, Eeloo you do never have to specify 'removeOcean'. There are a few other issues, but I have very little time right now. Tomorrow, I'll fix your config for you, okay? I'll paste a flawless version first thing in the morning. -
Everything's fine over here! I've been messing around with PQSMods for the second Kopernicus Creativity Marathon, but I've also created a sand texture. I have yet to apply it though. Oh I nearly forgot, I do not (yet) have an account on SpaceDock, will make one right away. EDIT: made an account, my username is 'The_White_Guardian'.
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Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Less cartoonish? I honestly do not know. Try VertexSimplexNoiseColor and VertexSimplexHeightAbsolute. -
@CaptRobau So I started up GIMP this morning because I wanted to draw something, and I ended up importing OPM's textures, namely Tekto, Slate and Sarnus' surface textures, Sarnus' ringtexture and the cloud texture I made for Tekto, and I got to work. The result... (As for why there is a watermark in the bottom-left corner, that was done to prevent theft.) Also, here is the description of the image, copy-N-pasted from Imgur: "A drawing made in GIMP featuring Sarnus, Slate and Tekto from the Outer Planets Mod for KSP. Credit for the Outer Planets Mod goes to the developers of the mod, users CaptRobau and Eudae55 on the Kerbal Space Program Forums." As you can see, I have given proper credit.
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The Constellation that looks like the mystical creature the 'Human' Hmm... despite the fact that this artwork looks really, really basic (frankly, it looks like a 5-minute work in Paint), this is actually a rather good idea!
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Yes please! I'll also search for what could be causing the EVA lagspike. I can't guarantee that I'll find the issue, but it's worth trying, isn't it?
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Alrighty then. I'll make a few sand-textures in GIMP (using a special effect that will make them look 3D), download Gemini and add them to the config. I'll play around a little until the results are perfect, then send you a download link for the 'enhanced' Gemini mod, okay?
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Looks pretty good! However, I'm pretty good with GIMP and with Kopernicus, I bet I could add a sandy texture to the surface in a matter of minutes! So, if you'd like... I'm more than willing to collaborate, I'll do the textue part.
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Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Could I see the logfile please? You can find it in KSPDirectory/logs/[PlanetName].body Also, could you show me the config, and could you tell me what filetypes your maps are? (.jpeg, .png, etc) -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Dude, you were telling Kopernicus to load a texture that it obviously cannot find and you are seriously surprised that the planet appears black in scaledspace? If I may ask, what exactly were you expecting? It is only logical for the planet to appear black, since it has no textures in scaledspace. Hey, I had a lot of trouble with estimating timewarpAltitudeLimits myself. I personally don't use values for 5x lower than 7500m. As for the scok multipliers, you can find them in: [KSPDIRECTORY]/logs/[planet.body] Just scroll though the .body file of a planet, you'll come across the multipliers eventually. As for your question about VoronoiCraters, it needs a few curves, and I'm no master with curves (I'm quite bad with them). You can try something else though: Mun has the mod VoronoiCaters! Set the template to 'Mun', and instead of 'removeAllPQSMods', write 'removePQSMods = ' and specify the PQSMods you do not want. As for what mods are on Mun, search Mun's .body file until, eventually, you'll find the PQSMods. Here is a copy-n-paste from Mun's .body file: [LOG 15:47:34]: Mun (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: Mun (UnityEngine.Transform) [LOG 15:47:34]: Mun (PQS) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: _CelestialBody (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: _CelestialBody (UnityEngine.Transform) [LOG 15:47:34]: _CelestialBody (PQSMod_CelestialBodyTransform) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: _Color (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: _Color (UnityEngine.Transform) [LOG 15:47:34]: _Color (PQSMod_VertexColorMap) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: _Height (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: _Height (UnityEngine.Transform) [LOG 15:47:34]: _Height (PQSMod_VertexHeightMap) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: _Material_ModProjection (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: _Material_ModProjection (UnityEngine.Transform) [LOG 15:47:34]: _Material_ModProjection (PQSMod_AltitudeAlpha) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: _SurfaceQuadUVs (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: _SurfaceQuadUVs (UnityEngine.Transform) [LOG 15:47:34]: _SurfaceQuadUVs (PQSMod_UVPlanetRelativePosition) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: Scatter (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: Scatter (UnityEngine.Transform) [LOG 15:47:34]: Scatter (PQSLandControl) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: Monolith00 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: Monolith00 (UnityEngine.Transform) [LOG 15:47:34]: Monolith00 (PQSCity) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: monolith00 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: monolith00 (UnityEngine.Transform) [LOG 15:47:34]: monolith00 (UnityEngine.MeshFilter) [LOG 15:47:34]: monolith00 (UnityEngine.MeshRenderer) [LOG 15:47:34]: monolith00 (UnityEngine.Animation) [LOG 15:47:34]: monolith00 (UnityEngine.MeshCollider) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: QuadMeshColliders (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: QuadMeshColliders (UnityEngine.Transform) [LOG 15:47:34]: QuadMeshColliders (PQSMod_QuadMeshColliders) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: Monolith02 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: Monolith02 (UnityEngine.Transform) [LOG 15:47:34]: Monolith02 (PQSCity) [LOG 15:47:34]: Monolith02 (PQSMod_FlattenArea) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: monolith00 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: monolith00 (UnityEngine.Transform) [LOG 15:47:34]: monolith00 (UnityEngine.MeshFilter) [LOG 15:47:34]: monolith00 (UnityEngine.MeshRenderer) [LOG 15:47:34]: monolith00 (UnityEngine.Animation) [LOG 15:47:34]: monolith00 (UnityEngine.MeshCollider) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: Monolith01 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: Monolith01 (UnityEngine.Transform) [LOG 15:47:34]: Monolith01 (PQSCity) [LOG 15:47:34]: Monolith01 (PQSMod_FlattenArea) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: monolith00 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: monolith00 (UnityEngine.Transform) [LOG 15:47:34]: monolith00 (UnityEngine.MeshFilter) [LOG 15:47:34]: monolith00 (UnityEngine.MeshRenderer) [LOG 15:47:34]: monolith00 (UnityEngine.Animation) [LOG 15:47:34]: monolith00 (UnityEngine.MeshCollider) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: RockArch02 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: RockArch02 (UnityEngine.Transform) [LOG 15:47:34]: RockArch02 (PQSCity) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: RockArch (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: RockArch (UnityEngine.Transform) [LOG 15:47:34]: RockArch (UnityEngine.MeshFilter) [LOG 15:47:34]: RockArch (UnityEngine.MeshRenderer) [LOG 15:47:34]: RockArch (UnityEngine.MeshCollider) [LOG 15:47:34]: RockArch (UnityEngine.Animation) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: RockArch00 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: RockArch00 (UnityEngine.Transform) [LOG 15:47:34]: RockArch00 (PQSCity) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: RockArch (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: RockArch (UnityEngine.Transform) [LOG 15:47:34]: RockArch (UnityEngine.MeshFilter) [LOG 15:47:34]: RockArch (UnityEngine.MeshRenderer) [LOG 15:47:34]: RockArch (UnityEngine.MeshCollider) [LOG 15:47:34]: RockArch (UnityEngine.Animation) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: RockArch01 (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: RockArch01 (UnityEngine.Transform) [LOG 15:47:34]: RockArch01 (PQSCity) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: RockArch (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: RockArch (UnityEngine.Transform) [LOG 15:47:34]: RockArch (UnityEngine.MeshFilter) [LOG 15:47:34]: RockArch (UnityEngine.MeshRenderer) [LOG 15:47:34]: RockArch (UnityEngine.MeshCollider) [LOG 15:47:34]: RockArch (UnityEngine.Animation) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: ArmstrongMemorial (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: ArmstrongMemorial (UnityEngine.Transform) [LOG 15:47:34]: ArmstrongMemorial (PQSCity) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: Memorial (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: Memorial (UnityEngine.Transform) [LOG 15:47:34]: Memorial (UnityEngine.MeshFilter) [LOG 15:47:34]: Memorial (UnityEngine.MeshRenderer) [LOG 15:47:34]: Memorial (UnityEngine.Animation) [LOG 15:47:34]: Memorial (UnityEngine.BoxCollider) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: UFO (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: UFO (UnityEngine.Transform) [LOG 15:47:34]: UFO (PQSCity) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: ufo (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: ufo (UnityEngine.Transform) [LOG 15:47:34]: ufo (UnityEngine.MeshFilter) [LOG 15:47:34]: ufo (UnityEngine.MeshRenderer) [LOG 15:47:34]: ufo (UnityEngine.MeshCollider) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: _ColorNoise (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: _ColorNoise (UnityEngine.Transform) [LOG 15:47:34]: _ColorNoise (PQSMod_VertexSimplexNoiseColor) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: _HeightNoise (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: _HeightNoise (UnityEngine.Transform) [LOG 15:47:34]: _HeightNoise (PQSMod_VertexSimplexHeight) [LOG 15:47:34]: _HeightNoise (PQSMod_VertexHeightNoiseVertHeight) [LOG 15:47:34]: _HeightNoise (PQSMod_VoronoiCraters) [LOG 15:47:34]: _HeightNoise (PQSMod_VoronoiCraters) [LOG 15:47:34]: >>> ---------- <<< [LOG 15:47:34]: OnDemandHandler (UnityEngine.GameObject) [LOG 15:47:34]: >>> Components <<< [LOG 15:47:34]: OnDemandHandler (UnityEngine.Transform) [LOG 15:47:34]: OnDemandHandler (Kopernicus.OnDemand.PQSMod_OnDemandHandler) As you can read in the logfiles, for instance, Mun uses the color mod VertexColorMap. A full list of the mods applied to Mun: PQSMod_CelestialBodyTransform (required for the planet to work) PQSMod_VertexColorMap (gives a base color by specifying a map) PQSMod_VertexHeightMap (heightmap, provides height and stuffTM) PQSMod_AltitudeAlpha (not exactly sure) PQSMod_UVPlanetRelativePosition (required) PQSLandControl (for in-depth generation, I recommend leaving it in since it provides terrain scatters) PQSCity (easter eggs) PQSMod_FlattenArea (flattens a specific area, in this case it is used to flatten the area around the easter eggs to make sure they are above the ground) PQSMod_QuadMeshColliders (required) PQSMod_VertexSimplexNoiseColor (color noise, randomly alters the color slightly here and there) PQSMod_VertexSimplexHeight (basic heightnoise mod) PQSMod_VertexHeightNoiseVertHeight (not entirely sure tbh) PQSMod_VoronoiCraters (twice!) (provides craters) Kopernicus.OnDemand.PQSMod_OnDemandHandler (a custom PQSMod added by Kopernicus for OnDemandLoading) However, do not remove the mods CelestialBodyTransform, UVPlanetRelativePosition and QuadMeshColliders. So, for a planet that has VoronoiCraters, write this: Template { name = Mun removePQSMods = PQSMod_VertexColorMap, PQSMod_VertexHeightMap, PQSCity, PQSMod_VertexSimplexNoiseColor } By default Mun's VoronoiCraters mods have the orders 100 and 101. Use this info to your advantage, and layer your other PQSMods in such a way that VoronoiCraters is not overrun by another heightmod such as VertexHeightNoise, otherwise VertexHeightNoise will generate stuff inside the craters. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Question: why in the world do you place everything under Template? You really shouldn't do that. Also, under 'Properties', there are a few issues: ~0.1g is Mun, Dres & Ike gravity, but you are giving it to an object that is way smaller than those bodies, so therefor, for realism, change the gravity to 0.08g. Furthermore, the timewarpAltitudeLimits were pretty wacky too: 2500m is lower than mountaintops on most planets, and timewarping near the ground of a low-gravity atmosphere-less planet has a glitch which will make the craft shoot sideways. And under ScienceValues: do not specify unimportant values such as flyingLowDataValue on an atmosphere-less planet. Just leave 'em out. Also, you do not seem to know what the flyingAltitudeThreshold and the spaceAltitudeThreshold are. In atmosphere, collecting science above the flyingAltitudeThreshold will make them count as 'collected the upper atmosphere', or 'crew report while flying high over planet X', whilst collecting science below the flyingAltitudeThreshold will count as 'crew report while flying over planet X's biome X'. The same counts for the spaceAltitudeThreshold: below it, science gathered is counted as 'in space near planet X' and above the threshold are counted as 'in space high over planet X'. As you can imagine, collecting scientific data in an orbit below 10000m is going to be pretty difficult... Also, why in the world is the landed science multiplied 5 while inSpaceLow is 13, which is higher than Eve, while the moon in question is a moon of Duna? You have also given the mod VertexSimplexNoiseColor an order lower than HeightColorMap. If I may ask, what is the point of generating random colors if they will be overruled by HeightColorMap a bit later? Use HeightColorMap as the base color mod and use VertexSimplexNoiseColor for some randomizing. Try this config: @Kopernicus:AFTER[KOPERNICUS] { Body { name = Prolla cacheFile = MoonsPlus/DunaPlusRevived/Cache/Prolla.bin Template { name = Ike removeAllPQSMods = true } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = MoonsPlus/DunaPlusRevived/PluginData/Prolla_color.dds normals = MoonsPlus/DunaPlusRevived/PluginData/Prolla_normal.dds shininess = 0.07352 specular = 0.0,0.0,0.0,1.0 } } Properties { description = Prolla is a medium sized moon orbiting Duna a bit closer than Ike. Scientists say that this moon was created by an asteroid stike on Duna, a similar event to how Ike was formed. radius = 75000 geeASL = 0.08 rotationPeriod = 20000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 7500 9000 25000 45000 60000 97500 150000 ScienceValues { landedDataValue = 7.5 inSpaceLowDataValue = 6 inSpaceHighDataValue = 5 recoveryValue = 8 spaceAltitudeThreshold = 90000 } } Orbit { referenceBody = Duna color = 0.75,0.1,0.15,1 inclination = 2.0 eccentricity = 0.05 semiMajorAxis = 1416000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } PQS { maxQuadLenghtsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 materialType = AtmosphericOptimized Material { saturation = 1 contrast = 1.1 } Mods { VertexHeightNoise { type = RiggedMultifractal seed = 25139 deformity = 5000 frequency = 1 lacunarity = 1 persistence = 0.8 octaves = 6 enabled = true order = 8 } VertexSimplexNoiseColor { seed = 32476 blend = 0.15 colorStart = 1.0,0.9,0.9,1.0 colorEnd = 0.65,0.2,0.1,1.0 octaves = 5 persistence = 0.5 frequency = 2.0 enabled = true order = 11 } VertexSimplexHeightAbsolute { name = HeightMod1 seed = 123 deformity = 10000 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 2 } VertexSimplexHeightAbsolute { name = HeightMod2 seed = 456 deformity = 2500 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 3 } HeightColorMap { blend = 0.25 enabled = true order = 10 LandClasses { Class { name = Base altitudeStart = 0 altitudeEnd = 0.1 color = 0.5,0.25,0.15,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.1 altitudeEnd = 0.6 color = 0.85,0.1,0.15,1.0 lerpToNext = true } Class { name = Mid altitudeStart = 0.6 altitudeEnd = 0.8 color = 1.0,0.9,0.9,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.8 altitudeEnd = 2 color = 1.0,0.5,0.15,1.0 lerpToNext = false } } } } } } } As for the filepaths in ScaledVersion/Material, you should indeed convert your textures to .dds and place them in a folder called PluginData. If you also specify the filetype (end the filepaths with .dds or .png for instance) you can activate OnDemandLoading for memory optimisations. If you don't have the textures yet, do not add the entries 'texture' and 'normals' but leave them out until you've got the textures, then re-add them. Otherwise Kopernicus will go looking for two textures that do not (yet) exist.