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The White Guardian

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  1. Pressure keys. Could you run another test and this time write down the following stuff: the speed at which you enter the atmosphere, and in the map view/tracking station, select Lamancha, go to the properties (middle tap on the right of your screen), scroll down to atmosphere and write down the pressure. Could you give me that info? As for the scatter, I honestly do not know that myself. Perhaps @Thomas P. or @KillAshley can help you with that.
  2. I honestly do not know. It has to do with the lightColor value, I know that much, but the lightColor value's behavior is a mystery to me as well. I use lots of trial and errors to get the colors right. Perhaps you should ask @Thomas P. or @KillAshley, they are probably able to help you more than I can with the lightColor value. I did manage to create a blue atmosphere though, try these numbers: ambientColor = 0.24, 0.25, 0.25, 1 lightColor = 0.65, 0.57, 0.475, 0.5 EDIT: I took another look at the config. In lightColor, the red and blue are swapped, so the result is indeed a yellow atmosphere. Also, set the alpha to 0.5, it often works a lot better.
  3. About the ocean, could you land on your planet then try to move the camera into the terrain? While rubbing the camera against the rocks, sometimes you may catch a glimpse of what's underneath the surface. If you can't see an ocean underneath the surface, then there is an error in your config, and if you do see an ocean, you need to alter the heightmap's offset. In that case you need to lower the offset even further, then go into KSP and fine-tune it. As for the atmosphere, may I ask what color you were going for?
  4. Hmm. I have some real mathemathical equations for the surface gravity and all I need is the radius and the mass or the radius and the density of the planet or moon. And still, I can guess pretty good, I know quite a lot about space (and that's one heckuva understatement). Should I balance out the gravity?
  5. The sphere of influence depends on the 'geeASL' of a planet (listed under 'Properties'). As far as I know there's no separate 'sphereOfInfluence' node, but hey, the S.O.I depends on a few things: - The mass of the object the planet or moon is orbiting (and thus the gravity of that object) - The distance to that object Take Laythe for example: Laythe's gravity is 0.8g. If you'd move it away from Jool and give it a separate orbit around the Sun, Kopernicus updates Laythe and gives it a planet-sized SOI rather than a moon-sized SOI. You can also set the mass, just add 'mass = (number)' under 'Properties'. However, please know that, in real life, the surface gravity of a planet depends on it's mass and size so, for realism, you should calculate how massive your planet would be with the size and surface gravity you're setting. Otherwise, calculate the mass. I can do those calculations for you if you'd like, but I'll need to know at least two of the following things about your planet or moon: - It's mass - It's radius - It's surface gravity
  6. Which is exactly why you should remove the flightGlobalsIndexes if the mod is still unreleased: to prevent stuff like that.
  7. I found the issue. Here it is: pressureCurve { key = 0 5 key = 500 4.5 key = 1000 3.34 key = 1500 2.65 key = 2000 2.4 key = 2500 1.96 key = 3000 0.996 key = 3500 0.875 key = 4000 0.534 key = 4500 0.098 key = 5000 0 } pressureCurveIsNormalized = true temperatureSeaLevel = 59.613 temperatureCurve { key = 0 59.613 key = 5000 0 } temperatureCurveIsNormalized = false temperatureLapseRate = 0.001 albedo = 0.31 adiabaticIndex = 1.42999994754791 gasMassLapseRate = 2.64291043733601 Those pressure keys ain't gonna work, son. You also don't have the temparatureSunMultCurve and your temparatureCurve is whacked up. Try the following values: pressureCurve: 0 5.06625 -8.52298E-03 -8.52298E-03 250 2.935505 -6.93653E-03 -6.93653E-03 500 1.597985 -4.24532E-03 -4.24532E-03 750 0.812845 -2.37788E-03 -2.37788E-03 1000 0.409045 -1.21323E-03 -1.21323E-03 1250 0.20623 -6.0744E-04 -6.0744E-04 1500 0.105325 -3.0397E-04 -3.0397E-04 1750 0.054245 -1.5328E-04 -1.5328E-04 2000 0.028685 -7.744E-05 -7.744E-05 2250 0.015525 -3.992E-05 -3.992E-05 2500 0.008725 -2.113E-05 -2.113E-05 2750 0.00496 -1.161E-05 -1.161E-05 3000 0.00292 -6.6E-06 -6.6E-06 3250 0.00166 -3.99E-06 -3.99E-06 3500 0.000925 -2.33E-06 -2.33E-06 3750 0.000495 -1.33E-06 -1.33E-06 4000 0.00026 -7.3E-07 -7.3E-07 4250 0.00013 -3.9E-07 -3.9E-07 4500 0.000065 -2.2E-07 -2.2E-07 4750 0.00002 -1.3E-07 -1.3E-07 5000 0 -8.E-08 -8.E-08 You see, what you did was skip the first and second deriv (those two numbers at the back of the lines), and those specify the pressure curve. You only specified the pressure, not the curve itself. The result is an extremely instable atmosphere, hence why you always bug upon entering it. Punch in these numbers (but don't forget to add 'key = ') Then the temparatureCurve. 0 59.613 -0.12833334 -0.12833334 600 43.95480113 -0.018177176 -0.018177176 1050 43.95480113 0.018121144 0.018121144 1550 55.13922889 0.009904288 0.009904288 2800 55.13922889 -0.013658566 -0.013658566 4000 38.05755739 -0.018177176 -0.018177176 4500 38.05755739 0.00947549 0.00947549 5000 46.80174638 0.013892082 0.013892082 7500 0 -0.008992182 -0.008992182 And temparatureSunMultCurve 0 1 0 0 384.6153846 0.5 -0.0012 -0.002052898 423.8088462 0 0 0 771.6530767 0 0 0 1821.126923 0.2 0 0 2761.544615 0.2 0 0 3511.13846 0 0 0 5000 0.4 0 0 Add these numbers, then try again. And no skipping the derivs, otherwise it'll crash again. Also, remove the flightGlobalsIndex on every planet before you release the pack, it is unnecessary and not recommended.
  8. Could I have a look at your config? I might, I repeat might be able to help you. I think the issue has to do with incorrect pressure keys but I have to know for certain. If you could post your config here, I'll take a look, perhaps the issue is something else. Nevertheless, could you give me the following info: - Atmospheric pressure at sea level of your moon - Atmosphere height of your moon - Temparature at sea level of your moon Oh, and say hi to the Kraken for me. If you'd take a look at my youtube channel, you'd find a video in which I got a killer Kraken attack: Bill or Bob Kerman (I don't remember who my pilot was and I'm too lazy to check ) turned into a bloody roller coaster travelling at several kilometers PER SECOND. May I take a guess? I think they're still here so older packs can keep using them. Look at what happened when Capt removed the F.G.I from the OPM planets: crafts' orbits changed. I believe it's for compatibility and to prevent safe file breaks. Nevertheless I will remove the F.G.I from all my codes and update the guide.
  9. Hang on, pal. Within this month I will release an update version of Arkas' clouds as well as three fanmade moons. Keep an eye on this thread for updates.
  10. @Kopernicus:AFTER[KOPERNICUS] { Body { Welcome! PQS { Mods { VertexNiceTutorialMusic { music = idk doesThisModExist = nope isThisJokeGettingTooLong = true } } } } } All kidding aside, welcome to this tutorial on Kopernicus modding. So, let me teach you how to use perhaps one of the most creative and powerful mods there is for KSP: Kopernicus. While you can simply download packs, some of you may be willing to give it a try for yourself. However, many of you probably have no idea what all those confusing lines and numbers do. I will explain that here. In the horrible joke above, I did already show how to start your config. I will repeat the important part and filter out the joke below. First off, you need to create a config file. Simply open notepad and click 'save as'. Then save it as "(Yourplanetname).cfg". Remember to add the .cfg part to the name! Most of the time it will result in a config file. If not, download a pack like Outer Planets Mod or New Horizons, copy and paste a config and delete everything inside. So, now you've got your config file! The next step is adding everything Kopernicus needs to create a planet. Step 1: starting @Kopernicus:AFTER[KOPERNICUS] { Body { Now, what everthing does: the '@Kopernicus:AFTER[Kopernicus]' forces KSP to load your planet(s) after Kopernicus itself. Otherwise, it would load your pack with Kopernicus still inactive, and thus Kopernicus will not load your pack since it has already been loaded by KSP. Now, we need to add some basic information. Step 2: basic info @Kopernicus:AFTER[KOPERNICUS] { Body { name = (Your Planet's Name) cacheFile = (Optional.) The planet's name speaks for itself, it is the name that will be seen in-game. The 'cacheFile' is optional: Kopernicus generates a cache file by default, but with the cacheFile line you can specify a filepath and force Kopernicus to generate the cachefile(s) in a specific location. For instance, you can use the following filepath: "MyFirstPack/CacheFiles/MyPlanet.bin". As you can see, you should not add 'GameData/', Kopernicus automatically searches in the GameData folder. Also, make sure that, at the end, you add the name of your planet plus '.bin'. Never ever forget to add '.bin'! Step 3: Template It might be a good idea to add the following lines: Template { name = Kerbin removeAllPQSMods = true removeOcean = true } In this case, I chose Kerbin as a template. If you choose a template, Kopernicus clones a stock planet and renames it. Next, you can either add: - 'removeAllPQSMods = true' to remove all PQS mods and turn the templated planet into a flat sphere - removePQSMods = (PQSmod names)' to remove specific PQSmods from the templated planet that your planet does not need. As you can see I also added 'removeOcean = true'. I think that line is pretty self-explanatory. Step 4: properties Now we will set the physical properties of your planet. Properties //Physical properties { description = First planet you ever made! You can be proud of yourself. radius = 7000000 //Distance from the planet's core to it's surface. How 'big' is the planet? geeASL = 0.67 //Surface gravity in G's rotationPeriod = 36000 rotates = true //Important! tidallyLocked = false initialRotation = 0 isHomeWorld = false //Very important! timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues //Scientific expiriments value multiplier { landedDataValue = 2 //For expiriments taken on the surface splashedDataValue = 2 //For expiriments taken while splashed down flyingLowDataValue = 11 //For expiriments taken while flying in the lower atmosphere flyingHighDataValue = 8 //For expiriments taken while flying in the upper atmosphere inSpaceLowDataValue = 7 //For expiriments taken in space, close to your planet inSpaceHighDataValue = 6 //For expiriments taken in space, far away from your planet recoveryValue = 7 //Science multiplier for expiriment data taken from recovered vessels flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 140000 } } As you can see I've added some notes to the config. Do not include those in your config. Anyhow, the 'description' defines the info displayed when clicking the info-tab in the map view in-game. 'tidallyLocked' determines if a planet's surface does not move relative to the parent object: it's rotation period is identical to it's orbital period. 'initialRotation' determines how a planet is rotated on start. 'isHomeWorld' is for debugging purposes. Then there's 'timewarpAltitudeLimits'. This entry determines what timewarp speed is unlocked at what altitude. For instance, in the example code the time warp speeds 5x and 10x are unlocked at 30000m above sea level. Now, this is what your config should look like right now: Step 5: orbit properties It's already starting to look like something, isn't it? Now, we must specify your planet's orbit. Orbit //Orbit properties { referenceBody = Sun color = 1,1,1,1 inclination = 0.5 //Orbit inclination relative to referenceBody's equator eccentricity = 0.02 //Orbit eccentricity, how elliptical is the orbit? semiMajorAxis = 9000000000 //Average distance to reference body longitudeOfAscendingNode = 0 //Position of ascending node relative to the surface of the reference body argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 //Position of your planet when it is first loaded. Not nessecary to give a number unless your planet shares it's orbit, can be used to create laplace resonances } Again, I've left some notes in place. The 'referenceBody' defines what celestial body your planet orbits. You can use stock celestial bodies like Sun, Moho, and Dres but you can also use your own planets or planets added by another mod. The 'color' entry defines the color of your planet's orbit line in the map view. For instance, Jool's orbit is green, Eve's orbit is purple, Kerbin's orbit is blue, Duna's orbit is red, and the color specified in the example would result in a white orbit line. The '1,1,1,1' determine how much red, green and blue is present, and the last one determines the 'lightness'. It should be on a scale of 0-1 or you could use 'RGBA( R(0-255), G(0-255), B(0-255), A(0-255)) Step 6: ScaledSpace update If you'd load up your planet right now, it wouldn't work yet. But if it would work, in the map view it would look identical to the templated planet. To combat this we need to update the ScaledSpace with the following lines: ScaledVersion //Update scaledspace { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { texture = (filepath)/YourPlanet_color.dds //Texture map normals = (filepath)/YourPlanet_normal.dds //Normal map shininess = 0 specular = 0.0,0.0,0.0,1.0 rimPower = 3 //Atmosphere rim power rimBlend = 0.2 //Atmosphere rim blend Gradient //Atmosphere rim color defenitions { 0.0 = 0.06,0.06,0.06,1 0.5 = 0.05,0.05,0.05,1 1.0 = 0.0196,0.0196,0.0196,1 } } } Now, the following entries are optional: 'type', 'fadeStart', 'fadeEnd', 'shininess', 'specular', 'rimPower', 'rimBlend', and 'Gradient'. Nevertheless I will explain what they do. 'type', 'fadeStart' and 'fadeEnd' can be used to make things look just a bit better. 'type' examples are 'Atmospheric' and 'Vacuum'. 'shininess' and 'specular' can add a little touch to a planet's scaledspace such as an icy glow. 'rimPower', 'rimBlend' and 'Gradient' create a colored atmospheric rim around your planet. For instance, Eve has this purple glow around it. Furthermore: under 'Gradient', you see '0.0', '0.5' and '1.0'. For '1.0' you must copy exactly what I wrote, and for 0.0 and 0.5, just add the colors you want. 0.0 and 0.5 define the atmosphere rim color on opposite sides of the planet, which color defines which side I do not know for sure. It just needs some trial and error. Now, the most important entries: 'texture' and 'normals'. 'texture' needs a filepath that leads to the texture file you made for your planet. It will glue this texture over the templated planet. To make sure that your planet neither looks like a recolored Eve for example nor a flat ball, the 'normals' entry needs a normal map in the 'DXT5_nm' format. The normal map will make your planet look 3D in scaledspace rather than a perfectly smooth orb. If you are uncertain how to export your normal map as 'DXT5_nm', I will do a tutorial on that too. It can be done with Photoshop, but I've managed to do it with GIMP, which is absolutely free! Futhermore, you do not have to save it as DXT5_nm for your normal map to work, it's just that normal maps that are not saved as DXT5_nm create an annoying lighting issue in ScaledSpace. It's not gamebreaking, it just looks ugly. Step 7: atmospheres (optional step) If you want to create a planet that has an atmosphere, then do not skip this step. Otherwise, go on. If you're still here, add the following lines: Atmosphere { ambientColor = 0.24, 0.25, 0.25, 1 lightColor = 0.65, 0.57, 0.475, 0.5 enabled = true oxygen = true altitude = 77000.0 pressureCurve { key = 0 121.59 -1.32825662337662E-02 -1.32825662337662E-02 key = 3850 70.45212 1.08101766233766E-02 -1.08101766233766E-02 key = 7700 38.35164 -6.61608311688312E-03 -6.61608311688312E-03 key = 11550 19.50828 -3.70578701298701E-03 -3.70578701298701E-03 key = 15400 9.81708 -1.89074805194805E-03 -1.89074805194805E-03 key = 19250 4.94952 -9.4665974025974E-04 -9.4665974025974E-04 key = 23100 2.5278 -4.7371948051948E-04 -4.7371948051948E-04 key = 26950 1.30188 -2.38877922077922E-04 -2.38877922077922E-04 key = 30800 0.68844 -1.20685714285714E-04 -1.20685714285714E-04 key = 34650 0.3726 -6.2212987012987E-05 -6.2212987012987E-05 key = 38500 0.2094 -3.29298701298701E-05 -3.29298701298701E-05 key = 42350 0.11904 -1.80935064935065E-05 -1.80935064935065E-05 key = 46200 0.07008 -1.02857142857143E-05 -1.02857142857143E-05 key = 50050 0.03984 -6.21818181818182E-06 -6.21818181818182E-06 key = 53900 0.0222 -3.63116883116883E-06 -3.63116883116883E-06 key = 57750 0.01188 -2.07272727272727E-06 -2.07272727272727E-06 key = 61600 0.00624 -1.13766233766234E-06 -1.13766233766234E-06 key = 65450 0.00312 -6.07792207792208E-07 -6.07792207792208E-07 key = 69300 0.00156 -3.42857142857143E-07 -3.42857142857143E-07 key = 73150 0.00048 -2.02597402597403E-07 -2.02597402597403E-07 key = 77000 0 -1.24675324675325E-07 -1.24675324675325E-07 } pressureCurveIsNormalized = false temparatureSeaLevel = 288.15 temparatureCurve { key = 0 288.15 -0.008333333766 -0.008333333766 key = 9240 212.4633208 -0.001180336104 -0.001176697662 key = 16170 212.4633208 0.001176697662 0.001176697662 key = 23870 266.5252345 0.0006431355844 0.0006431355844 key = 43120 266.5252345 -0.0008869198701 -0.0008869198701 key = 61600 183.9579481 -0.001180336104 -0.001180336104 key = 69300 183.9579481 0.0006152915584 0.0006152915584 key = 77000 226.2245352 0.0009020832468 0.0009020832468 key = 115500 0 -0.0005839079221 -0.0005839079221 } temparatureSunMultCurve { key = 0 1 0 0 key = 5923.076923 0.5 -0.00007792207792 -0.0001333050649 key = 6526.656231 0 0 0 key = 11883.45738 0 0 0 key = 28045.35461 0.2 0 0 key = 42527.78708 0.2 0 0 key = 54071.53228 0 0 0 key = 77000 0.4 0 0 } } Looks quite confusing, doesn't it? No worries, I will explain everything. Let's begin with 'ambientColor' and 'lightColor'. 'ambientColor' provides a slight tint on the spacecraft. For instance, take a good look at your spacecraft when you're on Eve, and you will see that your craft is tinted slightly purple. That is ambientColor at work. 'lightColor' defines what color the atmosphere is. lightColor is a bit glitchy and needs some trial and error to work. Furthermore, the red and blue are swapped in the lightColor entry, so lightColor needs it's color in the following format: Blue, Green, Red, Alpha. 'enabled' is pretty self-explanatory, and 'oxygen' determines if the atmosphere of your planet has oxygen. It must be either 'true' or 'false'. An atmosphere that contains oxygen allows the use of air-breathing engines, like on Kerbin and Laythe. 'altitude' determines the maximum altitude of your atmosphere. Let's take Kerbin for example. On Kerbin, the 'altitude' is 70000m. Laythe = 50000m, Eve is roughly 90000m, etc. Then 'pressureCurve'. That one confuses me too. It determines the atmospheric pressure at certain altitudes. There is a calculator that can calculate the keys for you, but you will have to ask @KillAshley for a link. The calculator can also calculate the 'temparatureCurve' and 'temparatureSunMultCurve' for you. As for the other entries: 'temparatureSeaLevel' determines the temparature at sea level in Kelvin, and 'pressureCurveIsNormalized' should be set to false. Step 8: confusing stuff Now we're getting to the confusing part: PQS mods. Start off by creating the following lines: PQS { Mods { Now we will add the mods needed for your basic planet one by one. Let's start with VertexHeightMap: VertexHeightMap { map = (Filepath)/YourPlanet_height.dds offset = -500 deformity = 3000.0 scaleDeformityByRadius = false order = 20 enabled = true } VertexHeightMap needs a heightmap to function. It is possible to create planets that do not need heightmaps, but that is more advanced stuff, and this is about the basics, so we'll stick with heightmaps for now. 'offset' is basically how elevated the terrain is relative to your planet's sea level. This can be used to fine-tune the sealevel to make sure the coasts are all correct. 'deformity' basically asks 'how high do you want the tallest mountains to be?' and asks an answer in meters. In the answer I chose 3000.0m. Set 'scaleDeformityByRadius' to false, and set 'enabled' to true. Then there's 'order'. PQSMods have to be loaded in a specific order. The lower the number, the earlier it is loaded. You can use this to specify which mod must be loaded in what order. Set this one to 20. Alright, next mod: VertexColorMap. This one is optional. Only use this one if your planet is colored diffrently than it is in ScaledSpace. VertexColorMap { map = (filepath)/MyPlanet_color.dds order = 20 enabled = true } Probably the simples PQSMod out there. It applies the color map we used for ScaledSpace updating earlier to your planet's surface. Next mods are a bit more complex. Feel free to copy them if you'd like. VertexHeightNoiseVertHeightCurve2 { deformity = 100 ridgedAddSeed = 123456 ridgedAddFrequency = 12 ridgedAddLacunarity = 2 ridgedAddOctaves = 4 ridgedSubSeed = 654321 ridgedSubFrequency = 12 ridgedSubLacunarity = 2 ridgedSubOctaves = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0.2448772 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = 0 simplexHeightEnd = 6500 simplexSeed = 123456 simplexOctaves = 4 simplexPersistence = 0.6 simplexFrequency = 12 enabled = true order = 200 } HeightColorMap { blend = 1 order = 500 enabled = true LandClasses { Class { name = Bottom altitudeStart = 0 altitudeEnd = 0.7 color = 0.1,0.1,0.1,1.0 lerpToNext = true } Class { name = Base altitudeStart = 0.7 altitudeEnd = 0.75 color = 0.7,0.55,0.2,1.0 lerpToNext = true } Class { name = Low altitudeStart = 0.75 altitudeEnd = 0.85 color = 0.7,0.6,0.4,1.0 lerpToNext = true } Class { name = Grad altitudeStart = 0.85 altitudeEnd = 0.95 color = 1.0,0.9,0.7,1.0 lerpToNext = true } Class { name = High altitudeStart = 0.95 altitudeEnd = 2 color = 0.95,0.95,0.9,1.0 lerpToNext = false } } } } } They add the basic landclasses and some basic height-values-and-stuffTM Now, you're done! Make sure everything is closed off correctly, it should look like this: } } } } All the way until the last '}' has no more tabs or spaces in front of it. But, you can still add an ocean. In that case, do not close off everything. We will continue where the last PQSMod example code ended. Step 9: Oceans First off, the example code. Ocean { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 12 minDetailDistance = 8 oceanColor = 0.15,0.25,0.35,1 Material { colorFromSpace = 0.15,0.25,0.35,1 color = 0.15,0.25,0.35,1 } FallbackMaterial { colorFromSpace = 0.15,0.25,0.35,1 color = 0.15,0.25,0.35,1 } Mods { AerialPerspectiveMaterial { globalDensity = -0.00001 heightFalloff = 6.75 atmosphereDepth = 150000 DEBUG_SetEveryFrame = true cameraAlt = 0 cameraAtmosAlt = 0 heightDensAtViewer = 0 enabled = true order = 200 } OceanFX { Watermain { waterTex-0 = BUILTIN/sea-water1 waterTex-1 = BUILTIN/sea-water2 waterTex-2 = BUILTIN/sea-water3 waterTex-3 = BUILTIN/sea-water4 waterTex-4 = BUILTIN/sea-water5 waterTex-5 = BUILTIN/sea-water6 waterTex-6 = BUILTIN/sea-water7 waterTex-7 = BUILTIN/sea-water8 } framesPerSecond = 1 spaceAltitude = 150000 blendA = 0 blendB = 0 texBlend = 0 angle = 0 specColor = 0.000,0.000,0.000,0.000 oceanOpacity = 0 spaceSurfaceBlend = 0 enabled = true order = 200 } } Fog { fogColorEnd = 0.15,0.25,0.35,1 fogColorStart = 0.15,0.25,0.35,1 skyColorOpacityBase = 0.7 } } } Long, confusing code, eh? Let me explain: leave 'maxQuadLengtsPerFrame', 'minLevel', 'maxLevel' and 'minDetailDistance' as is unless you know what you're doing. With 'oceanColor', you can set your ocean's color. Just input the wanted color, then copy that code and replace the color codes under 'Material' and 'FallbackMaterial'. Just punch in the same numbers. Then, the 'Mods'. I don't recommend changing anything under 'AerialPerspectiveMaterial' unless you know what you're doing. But now it gets more interesting. Do you see 'Watermain', under 'OceanFX'? There, we need to specify the ocean's texture. You can use the BUILTIN textures specified in the example to get the same ocean textures as Eve, Kerbin and Laythe, or you could make your own ocean textures and create filepaths to those. Again, I don't recommend touching the rest of the values unless you know what you're doing. Then there's the 'Fog' mod. This mod adds underwater fog. Just punch in the same colors as 'oceanColor'. But, there is one more, simple thing you can do to make your pack over 1000 times better! How, you might ask. The answer is simple: Kopernicus has an incredible feature called OnDemandLoading: it will only load the textures of planets nearby, so if you would be orbiting Duna for instance, it would only load the textures of Duna and Ike, and won't load the others, such as Moho, Dres, and Jool. This saves a lot of memory! But, in order to make it work with your pack, there are two things that you must do: - All textures must be stored in a folder called 'PluginData'. There can be multiple PluginData folders, but as long as all textures are saved in a folder called PluginData, you're good. - All texture formats must be specified. This step is easy: at the end of every 'texture-filepath', add what format it is: .dds, .png, .jpg, etc. And done! You are now using OnDemandLoading, which means that everyone using your pack will experience exploration with memory optimized. And done! Again, make sure everything is closed off properly. I will soon write another tutorial on how to export your maps correctly through GIMP as well as more advanced Kopernicus stuff: procedural planets (heightmapless planets) and biomes. I hope this guide helped. If so, please let me know.
  11. Applause for the winnners, applause for everyone who answered the questions correctly, and applause for everyone who participated. And big applause for Squad of course!
  12. Perhaps using a template that has no easter eggs, such as Dres or Eeloo, will fix the issue? (Note: as far as I know Dres, Laythe, Eeloo, Minmus, Eve, Gilly and Pol have no easter eggs. Ike perhaps as well, since 'the boulder' hasn't been seen for a long time now.
  13. That I honestly do not know, sorry. But I do expect some sort of tug-of-war between N.H. and K.O.
  14. Hmm... I agree with KillAshley that we should move this conversation to the Kopernicus thread rather than the OPM thread, since this falls under Kopernicus and not OPM. http://forum.kerbalspaceprogram.com/index.php?/topic/103277-105-kopernicus-beta-06-december-28/ This is the link to the Kopernicus thread. Please ask further questions about Kopernicus there. To answer your question: firstly, you map needs to be a certain size depending on the type of planet you are making. Small bodies (Gilly-Pol sized): 1K color & heightmaps, 2K normalmap. Gas giants: 1K colormap. Optionally 2K normalmap. Large planets (Ike-Tylo sized): 2K color & heightmaps, 4K normalmap Oceanic planets: 4K textures For your information, 1K means 1024 pixels wide, 512 pixels tall; 2K means 2048 by 1024 pixels and 4K means 4096 by 2048 pixels. The only things you really need to keep in mind are that the left and right ends of your map need to line up perfectly, and something trickier: there needs to be a special blend effect at the poles. As for the blend effect, I have no idea how to do that. So, if you're going to make custom textures, I advise using a flat normal map as well as a basic color map (simply the paintbucket in Paint) then using the PQS mod VertexPlanet to create a planet. Next, use Kittopia to export the textures for ScaledSpace. Again, for further questions, please go to the Kopernicus thread.
  15. No offense was taken either. Indeed, simply taking planets from SpaceEngine is a nightmare to Kopernicus and creativity altogether: in the end, if you use textures from a pre-generated planet, it isn't truly your work, is it? It's much more rewarding to build a planet yourself, and see Kopernicus bring your idea to life rather than re-creating an old idea. So yes, a million S.E. packs is a nightmare to me too. And about the write up: happy to help.
  16. Hmm... First of all, space engine textures are not horrible. It depends on the exported planet or moon. Textures from a procedural planet do not look stockalike, indeed, however textures that have been exported from hand-crafted planets look a lot more stockalike. It is, however, not optimal, and it requires a lot of S.E. knowledge as well as computer knowledge or money: exporting 4K textures needs a decent GPU, otherwise you'll need to edit your computer's settings and wait a long time. What is true about the S.E. textures though is the qualilty: heightmaps often aren't good enough for good coastlines, and normal maps often have very little effect. Therefor, when I use textures from S.E. I often recolor it in GIMP as well as create the normal maps using GIMP, not S.E. However, for people who are new to Kopernicus modding, I do advise using S.E. since it tackles the texture problem without having to understand advanced Kopernicus stuff like fully procuedural planets. Posting the planet pack is something completely diffrent though, that is not a good idea. However, tackling the lack of textures through S.E. allows new modders to skip the texture issue and head on to the basics of making a planet with Kopernicus: a simple, templated body with custom scaledspace and some basic PQS mods like VertexHeightMap, which can then be improved to look stockalike. Also, getting S.E. textures to work is actually really easy. Just export the textures as .png, load them up in GIMP, and: - Export the Planet_color as a .DDS file with the DXT5 compression - Export the Planet_height as a .DDS file with the DXT1 compression - Export the Planet_normal as a .DDS file with the DXT5_nm compression GIMP cannot export as .dds by default, but there is an excellent .dds plugin that also adds DXT5_nm The problem with SpaceEngine is that it is too easy: people might rely on it too heavily and flood the forums with Kopernicus addons that are basically planets ripped from S.E. and dumped into KSP, which is not what Kopernicus is for. If we would want to see S.E. planets, we'd just install S.E. which is why the only textures I often use from S.E. are the color and heightmaps, which are then recolored and edited, and a normal map is generated afterwards. The result is a planet that doesn't look like it came from S.E. but instead looks more KSP-like. Conclusion: feel free to use S.E. as long as you don't rely on it too heavily and, if possible, do not use S.E. textures when you put something online, unless the textures have been edited to look stockalike. Kopernicus wasn't made so that people could start pulling planets from S.E. then dumping them in KSP, and flooding the forums with S.E. planets. While it is harder, making your own textures or coding a procedural planet results in a better pack, and packs that don't use S.E. textures are appreciated more. Using S.E. textures for educational purposes is fine, but making packs full of S.E. textures is something completely different and should be avoided.
  17. @CaptRobau I am already working on clouds for OPM using the remade E.V.E. I'll have to finish the clouds for KerbolOrigins first before I can finish OPM though.
  18. Sounds cool, Capt! I think that some easter eggs using stuff like custom terrain scatter would be pretty awesome too, though, but perhaps that's something for in the future, after 2.0 or something.
  19. Merry Christmas to you too! And Scatterer is MUCH better than what I can do with E.V.E so far. Perhaps you can also add the water effects to Manai's lava seas.
  20. @amarius1, under To-Do -> mechanics you listed "Intergration with EVE for clouds and atmospheric glow ~via~ EVE " Well, the E.V.E reboot broke the atmospheric glow, so until I manage to get it working again, I cannot add that feature. If I can get it to work again, that is.
  21. No, I mean making configs for Scatterer. It's way too confusing for me. I meant that as far as I know nobody had made configs for the planets New Horizons adds.
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