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Posts posted by DunaManiac

  1. 8 minutes ago, Misguided_Kerbal said:

    Not really. I was planning on adding a canyon though... maybe I'll put it in the 0.3 release.

    In that case, I have a tip for you.

    You can actually create normal maps via GIMP, but they don't show up surface features well and the day/night sides in the map view and from far away are rotated 90 degrees.

    So in order to create really nice looking normal maps, I think you should use KittopiaTech. It has a function to export textures for you in the game after you've made your modifications.

    Anyways, make sure to go into the texture options tab and set normal strength to 4, sometimes the default value looks weird, and texturedelta to the deformity of your heightmap, and voila, that's how I got the amazing textures for Dindin in JSN.

    It's also useful in creating normal maps when you have things like procedural craters, when you export the normal map it adds those in automatically, or other PQS mods.

    Cheers and good luck with your mod!

  2. Alright, I've cleaned up Crucible and now I'm ready to tackle Desper!

    Anyway, I've worked out a pretty good way to make a decent looking textures for custom planets, in 5 steps.

    Step 1. Get a blank page, fill it with a base color, such as orange.

    Step 2. Create various patches of variations of the theme color, lighter tones, darker tones, but related to the base color.

    Step 3. Now, using the smudge tool on GIMP, blend them together. Don't worry if the patches don't stay where they are, unless that's what you want.

    Step 4. Here comes the hard part, you have to make sure the texture is seamless. What I've found is a great tool on GIMP is that in the filters tab, there is an option called Map Object. Remove the grid and set the settings to sphere, and update live. Now, change the Y-axis in the orientation tab and set it to 180. This is essentially what the planet will look like in-game, and don't be worried if there isn't a seamless texture. Don't worry, it might take a while, but eventually it can become seamless.

    Step 5: PROFIT!

    Step 6: (Optional) Add surface features such as canyons, craters, mountains, and other things.

    Screenshots coming soon!

  3. Alright, don't have any screenshots but I'm tryingto fix the longstanding issues with the Romily system, I added atmospheric effects to Romily, but one problem I can't seem to solve is the problem of scaled space.

    Basically, ScaledSpace thinks that the glaciers of Romily are more flat than the PQS, so it tries to create a nice transition, but it gets stuck in this awful limbo when they're fighting for control, it looks like they're on top of each other.

    It's not exactly gamebreaking but it just looks weird asthetically.

    Spoiler

    The apple dosen't fall far from the tree... I'm looking at YOU Doosem! You and your weird scaledspace spiky hills...

     

  4. Just now, Lewie said:

    As soon as I get home to the pc,  I’m downloading @DunaManiac‘S Japris mod.

    Oh... It's not out yet... but I'll release it just as soon as I finish Desper, I wasn't planning on releasing it until it was done, it has still a lot of GLARING bugs, but I'll release it then if you want it that badly.

     

    1 minute ago, Lewie said:

    I wonder if at @Misguided_Kerbal‘s Valor mod will be compatible with this. 

    It should be, although it might be a little wonky.

    Also, it's not tested for 1.9.1 or 1.10.1, so be careful.

  5. 2 minutes ago, Lewie said:

    Your mod. I should’ve said that better. Duh, Lewie, of course the stock planets have the high quality shaders....you stinkin dum dum....

    Turns out KittopiaTech can be an amazing tool, it created a lot of those high quality textures, but I've recently switched from 2048x1024 textures to 4096x2048 textures, it should make things much more high quality.

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