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Everything posted by 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
Could I see the current config please? Furthermore, the mod you are describing sounds like VoronoiCraters. It's a mod that's too complicated for me to explain right now, I've got very little time, but I'll tell you more about it tomorrow, okay? -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Then ONLY specify the Saturation and Contrast in the Materials node, remove everything else. By that I mean the Materials node in PQS I meant this code: PQS { maxQuadLenghtsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 materialType = AtmosphericOptimized Material { saturation = 1 contrast = 1.1 } Mods { ... } } } } Add this. Alter the saturation and contrast for changing the terrain brightness. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
No problem! It may need some tweaking in Kittopia though, and I layered the mod VertexSimplexHeightAbsolute above it in order to flatten some mountains a bit and randomly elevate the terrain here and there. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
That is indeed by far not enough moons to clutter up anything. Oh, and you may copy the VertexHeightNoise example I posted a few comments above. In fact, I recommend you to, it generates hill-terrain like you can see from orbit on Duna and Dres. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
A rather interesting concept, though be careful, adding too many moons will clutter up the Kerbol system, and I actually don't think Kerbin needs any more moons. Perhaps one more, but not more than that. I think it's better to make 'modules' instead, let users choose which planet(s) they want more moons for. Also, two PQSMods that I think will surely help are VertexHeightNoise and VertexSimplexNoiseColor. HeightColorMap: depending on the noisetype, generates mountains and stuff on the surface. Example: VertexHeightNoise { type = RiggedMultifractal seed = 25139 deformity = 2000 frequency = 1 lacunarity = 1 persistence = 0.8 octaves = 6 enabled = true order = 8 } And VertexSimplexNoiseColor: for this mod, specify two colors. Kopernicus will then color the terrain randomly using colors in between the two colors specified, and the blending effect depends on the 'blend' value. Example: VertexSimplexNoiseColor { seed = [number here] blend = 0.45 colorStart = (brightest color) colorEnd = (less bright color) octaves = 5 persistence = 0.5 frequency = 2.0 enabled = true order = [number here] } -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Why the long face? Could you describe what you are trying to build exactly? Perhaps I could help, because I think the issue lies in choosing the right template and PQSMods. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Change the materialType. Add this: PQS { maxQuadLenghtsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 materialType = AtmosphericOptimized Material { saturation = 1 contrast = 1.1 tintColor = 1,1,1,0 texTiling = 1000 texPower = 0.6 multiPower = 0.2 groundTexStart = 2000 groundTexEnd = 15000 steepTiling = 300 steepPower = 1 steepTexStart = 100000 steepTexEnd = 200000 deepTex = BUILTIN/snow deepTexScale = 1,1 deepTexOffset = 0,0 deepMultiTex = BUILTIN/snow deepMultiTexScale = 1,1 deepMultiTexOffset = 0,0 deepMultiFactor = 1 mainTex = BUILTIN/distantground mainTexScale = 1,1 mainTexOffset = 0,0 mainMultiTex = BUILTIN/distantground mainMultiTexScale = 1,1 mainMultiTexOffset = 0,0 mainMultiFactor = 1 highTex = BUILTIN/distantground highTexScale = 1,1 highTexOffset = 0,0 highMultiTex = BUILTIN/distantground highMultiTexScale = 1,1 highMultiTexOffset = 0,0 highMultiFactor = 1 snowTex = BUILTIN/snow snowTexScale = 1,1 snowTexOffset = 0,0 snowMultiTex = BUILTIN/snow snowMultiTexScale = 1,1 snowMultiTexOffset = 0,0 snowMultiFactor = 1 steepTex = BUILTIN/snow steepTexScale = 1,1 steepTexOffset = 0,0 deepStart = 0 deepEnd = 0.2 mainLoStart = 0 mainLoEnd = 0.2 mainHiStart = 0.2 mainHiEnd = 0.5 hiLoStart = 0.2 hiLoEnd = 0.5 hiHiStart = 0.8 hiHiEnd = 1 snowStart = 0.8 snowEnd = 1 fogColor = 0.7313433,0.7313433,0.7313433,1 heightFallOff = 1 globalDensity = -8E-06 atmosphereDepth = 55000 fogColorRampScale = 1,1 fogColorRampOffset = 0,0 planetOpacity = 1 } Mods { ... } } } } Try that. -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Allow me @Kopernicus:AFTER[Kopernicus] { Body { name = [BadS name] Scaledversion { } } } -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
It looks like an issue with textures to me. However, in the config, why don't you specify the ScaledVersion if you've obtained the textures? Add the following: ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = [FILEPATH] normals = [FILEPATH] shininess = 0.07352 specular = 0.0,0.0,0.0,1.0 } } Then try again. In the [FILEPATH]'s, specify a filepath to the textures exported through Kittopia. As for the 'black corners', those are from the terrain textures Dres uses. -
How to make Lava?
The White Guardian replied to SmashingKirby148's topic in KSP1 C# Plugin Development Help and Support
In 'VertexHeightMap', lower the offset value. Example: VertexHeightMap { map = [FILEPATH] offset = -200 //currently the heightmap is lowered by 200 metres deformity = 4000 //increase or decrease heightmap effect scaleDeformityByRadius = false enabled = true order = [NUMBER HERE] } As for my tutorials, I am more than happy to help. (Oh, and between you and me, a good Kirby is a nightmare in Smash Bros. Trust me, I can tell from experience, a good Kirby smashes most of the other characters easily without taking too much damage.) -
Advanced Kopernicus: textures from PQSMods
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
This guide focuses on choosing the right PQSMods and how to export the textures. In-depth explanation of PQSMods (what PQSMod does what, and what does each variable do?) is another guide, found here: I'll update this thread later though, it might indeed come in handy. -
Advanced Kopernicus: textures from PQSMods
The White Guardian posted a topic in KSP1 Mod Development
Perhaps one of the biggest issues for Kopernicus modders is textures. "How do you make textures?" is a common question, but the answer is easy. Textures can be obtained from various sources, but perhaps one of the most convenient ways and the one that will likely result in stockalike planets is by generating planets from PQSMods. This method requires two things: - Kopernicus itself - KittopiaTech, 'A Kopernicus visual editor', which can be found here: Got all of that? Okay then! The next step is writing the config as usual, but 'forget' to specify the ScaledVersion (leave it out completely) An example of a config: Alrighty then! We will not add the ScaledVersion yet, because we do not have the textures to update the ScaledSpace with so it's no use specifying it. The planet will still work, however, in ScaledSpace it will have the textures of the templated planet, in the example, Minmus. Now, to build the terrain, there are many PQSMods that you can use, but we'll keep it simple for now. Let's use VertexSimplexHeightAbsolute for now. An example of the mod VertexSimplexHeightAbsolute: VertexSimplexHeightAbsolute { seed = 123 deformity = 100 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 2 } However, since we are going to use this mod twice, we need to add a value called 'name'. Example: VertexSimplexHeightAbsolute { name = HeightModAlpha seed = 123 deformity = 100 octaves = 3 persistence = 0.5 frequency = 1 enabled = true order = 2 } The 'name' does not matter, as long as the two mods have different names. Anyhow, the 'Mods' part of your config should look like this now: VertexSimplexHeightAbsolute { name = HeightMod1 seed = 123 deformity = 5000 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 } Note that both mods have different 'seeds', this is to make sure that the mods do not affect the same terrain, so it'll result in varied terrain instead of a planet that is suffering from 'hill-layercakes'. Note that the second mod is loaded later (it's 'order' is higher), this is because the first mod will add hills, and the second mod is meant to fine-tune it. Change the deformity to increase or decrease the effects, raise or lower the frequency if you think your planet has too many hills, you can change the values a bit and see what happens. The best way to do this is later, after loading the planet, by pressing CTRL+P to open Kittopia, edit the PQSMods and see what happens in-game. Anyhow, we've already got some nice hills, but how do we color the terrain? There are many colormods as well, but the one I use most of the time is HeightColorMap. Example code: HeightColorMap { blend = 0.5 enabled = true order = 10 //make this number higher than the HeightMods LandClasses { Class { name = Base altitudeStart = 0 altitudeEnd = 0.1 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.1 altitudeEnd = 0.6 color = 0.1,0.1,0.6,1.0 lerpToNext = true } Class { name = Mid altitudeStart = 0.6 altitudeEnd = 0.8 color = 0.2,0.2,0.8,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.8 altitudeEnd = 2 color = 1.0,1.0,1.0,0.8 lerpToNext = false } } } HeightColorMap colors the terrain based off the altitude. You can learn more about this mod in my guide on PQSMods, found here: And done! You can now load the planet, and it will work just fine! To prove it, I have loaded the example, and this is the result: As you can see, it looks pretty good! But, how do you export textures through Kittopia? In-game, press CTRL+P. Then, click 'planet selection' and select your planet. Click 'export textures', then click 'update scaledspace'. Kittopia will now export the textures and is even nice enough to show the results immediately after completion! You can then close KSP. Next up: editing the config: specify scaledspace. Now that we have the textures, found in GameData/KittopiaTech/Textures/[PlanetName] Move them to whatever location you want, then add this to the config: ScaledVersion { type = [Vacuum or Atmospheric] fadeStart = 0 fadeEnd = 0 Material { texture = [FILEPATH]/[NAME OF THE EXPORTED COLORMAP].png normals = [FILEPATH]/[NAME OF THE EXPORTED NORMAL MAP].png shininess = 0.09 specular = 0.0,0.0,0.0,1.0 } } As you can see, you don't even have to change the files' names, as long as you write the filepaths correctly. But it gets better: the exported Normal map is completely fine! No DXT5_nm conversion needed! And, if you place the textures in a folder named 'PluginData' and specify the file format (in the example .png), you can even enable OnDemandLoading! And done! You have just made a completely procedural planet! But the possibilites do not end there, there are far more PQSMods that you can use, an example is VertexHeightNoise, that adds mountains, hills, etc to your planet depending on the type. Check the PQSMods guide I wrote for more info on various mods (I'll add info as time progresses) But there is one step that nobody should forget: if you edit your planet's config file, after editing, ALWAYS remove the planet's 'Cache.bin' file, otherwise the old scaledspace model will stay in place while landing, which is a very eerie sight, though easy to fix. Also, did you just realize what you've made? You have made: - A stable, working planet - Using NO EXTERNAL TEXTURES AT ALL - THAT IS PROCEDURALLY GENERATED! Isn't it fantastic? Happy planetbuilding, Kerbs! -
PQSMods are what make the difference between a flat ball and a true planet. This guide will be updated frequently to include more PQSMods and their functions. Images will also be added to show what effects certain PQSMods can have on a planet. Also, remember that you can use 'order' to make Kopernicus load the specified PQSMods in a specific order. The lower the number, the earlier the mod will be loaded. This way you can stack them on top of each other in a specific... well... order. VertexHeightMap VertexHeightMap uses a specified heightmap to elevate or lower the terrain. Example code: VertexHeightMap { map = [Filepath to your planet's heightmap] deformity = [number here] scaleDeformityByRadius = [true or false] enabled = true order = [number here] } deformity: Make this number higher or lower to increase or decrease the heightmap's effect. scaleDeformityByRadius: Set to 'true' if the planet's radius should be taken into account when applying the deformity. VertexColorMap VertexColorMap pastes the texture specified onto the planet's surface, usable for if you made the textures before you made the planet. Example code: VertexColorMap { map = [filepath] enabled = true order = [number here] } HeightColorMap Colors the terrain based off the altitude. Example code: HeightColorMap { blend = [number here, must be between 0.0 and 1.0] enabled = true order = [number here] LandClasses { Class { name = [name] altitudeStart = [number here] altitudeEnd = [number here] color = [color here] lerpToNext = [true or false] } Class { name = [name] altitudeStart = [number here] altitudeEnd = [number here] color = [color here] lerpToNext = [true or false] } } } You can add as many LandClasses as you like. There are a few important things you should know when filling in the LandClasses though: 'name': give each landclass on the planet a different name so Kopernicus can keep them apart 'altitudeStart': make this number identical to the 'altitudeEnd' of the previous landclass. That is, unless it is the first landclass, in that case set this to 0. 'altitudeEnd': the altitude at which this landclass will end and the next will begin. 'color': specify the color of the terrain in this landclass, an example is '0.5,0.5,0.5,1.0' for a gray surface in that landclass. 'lerpToNext': set this to 'true' if there is a landclass above the landclass you are filling in. If you are editing the uppermost landclass, set this to 'false'. VertexHeightOffset Lowers or raises the terrain by a specified amount. Example code: VertexHeightOffset { offset = [number here] enabled = true order = [number here] } Remember, the terrain is raised or lowered by the amount of metres specified after 'offset'. In order to lower the terrain, specify a negative number, such as '-500'. MORE TO COME! HANG IN THERE, KERBS!
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[1.3.1][Kopernicus] KASE v0.3 [26June2016]
The White Guardian replied to KillAshley's topic in KSP1 Mod Development
On the contrary, thank you for making this mod! I've been looking for something that overhauls the stock planets (especially Tylo). At last, no longer is Tylo a nearly flat white smear orbiting Jool, it now has a detailed scaledspace. -
[1.3.1][Kopernicus] KASE v0.3 [26June2016]
The White Guardian replied to KillAshley's topic in KSP1 Mod Development
This is bloody beautiful! I've been looking for something like this for a LOOONG time now! K.A.S.E, YOU'RE GOING INTO MY GAMEDATA FOLDER, RIGHT NOW! -
How to make Lava?
The White Guardian replied to SmashingKirby148's topic in KSP1 C# Plugin Development Help and Support
Here I am! What always helps is indeed adding an ocean and lowering the height on your heightmaps where you want the ocean to be. Next, create a lava texture and set that as the surface texture of the water. In my 'basics' guide I covered oceans, including how to color them. You can indeed use HazardousOcean to make any ship approaching it BUUUUURN -
You'll be just fine! The only stock planet affected by OPM is Eeloo, so if you haven't been past Dres you'll be okay. Even if you've already been to Eeloo you'll still be fine, though everything on Eeloo will be moved with the planet. I must warn you though that not every mod is compatible with Kopernicus. I advice making a backup of your savefile before installing this mod.
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And yes, that's only a 700 by 700 pixel image, so it's rather small as well. Made entirely using GIMP. This is a rather old image though, I'll create a better one later. As for the small text in the bottom-left corner, I don't exactly trust Imgur (I've found images of mine on various other forums though I did not post them there) so I added that to prevent theft.
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Change this VertexHeightMap { map = DoktorWhoPlanets/Textures/Gallifrey_height offset = -500 deformity = 3000.0 scaleDeformityByRadius = false order = 20 enabled = true } to VertexHeightMap { map = DoktorWhoPlanets/Textures/Gallifrey_height offset = -500 order = 20 enabled = true } Furthermore, change the filepaths. Place the textures in a folder named 'PluginData' rather than 'Textures', and specify the file format in the config (For instance, 'DoktorWhoPlanets/PluginData/Gallifrey_height.dds') for Kopernicus to activate OnDemandLoading which reduces memory usage by an incredible amount.