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Everything posted by Candlelight
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[WIP][KopernicusTech]Kohman Pack v1(ABANDONED)
Candlelight replied to Candlelight's topic in KSP1 Mod Development
I don't know, actually.Soon i guess but, there will be a MAJOR change.Don't take my word when it comes to time . -
Is Porp the same size as jool?
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[Kopernicus] The Kirius System [Not Yet Ready for 2.0 release]
Candlelight replied to _Augustus_'s topic in KSP1 Mod Releases
Damn, Krux looks so beautiful as the logo. Thanks for using my planet as a part of the logo. And just to inform you, Kohman is going under BIG changes.Like, interstellarly big. (i hope you get what i'm trying to say here). -
Actually yes...
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Making KopernicusTech Planets [UPDATED]
Candlelight replied to Candlelight's topic in KSP1 Mod Development
Yes there is actually. -
[WIP][KopernicusTech] The Kirius System development thread
Candlelight replied to SiriusB's topic in KSP1 Mod Development
I said the problem was different, my path to the texture was wrong.Here is the new dl link: http://www./download/1dx5601hvpwqxdw/Krux.zip -
[WIP][KopernicusTech] The Kirius System development thread
Candlelight replied to SiriusB's topic in KSP1 Mod Development
I private messaged SiriusB.I will fix it as soon as possible. - - - Updated - - - Ok, i found the problem:My pathway to the texture in the Kopernicus config was: Kopernicus/Textures/Krux_map, instead of Kopernicus/Textures/Kirius/Krux_map. Anyway, here is the new download link, it should work now.Just delete the old Krux files: http://www./download/1dx5601hvpwqxdw/Krux.zip -
[WIP][KopernicusTech] The Kirius System development thread
Candlelight replied to SiriusB's topic in KSP1 Mod Development
Will you please add Krux? -
Making KopernicusTech Planets [UPDATED]
Candlelight replied to Candlelight's topic in KSP1 Mod Development
Thanks for reading (if you read it) .Do you personally think this tut will help new planet makers? -
Making rocky planets So, this tutorial is mostly for total newbies to the planet making world.This is how i make planets, some people have different ways.So, let's get started: First things first: what do i require? You will need these main things: - Latest version of KopernicusTech here. - Space Engine for textures here. - GIMP or Photoshop for editing textures. - Good graphics card - This online normal map tool here. So that's 5 things.Next is getting the textures. First open up your SpaceEngine and wait for a bit if you are loading it for the first time. Now go to Planetarium and when you load up you will be somewhere near a planet randomly in the universe.As much as i wanna get into controls and all of that, it will make this tutorial too long.Read this guide here for controls and all of that. Now, here you can just search around the universe.Now i assume that you are a beginner, so look for a decent rocky planet that you like.Once you found one do this in the following order: 1. Press Esc 2. Press Editor 3. Press Export Planet Now you should have a window pop up like this: Now once this window pops up, uncheck everything except "Color Map" and "Elevation Map". Now the resolution depends on the strength of your graphics card.If you have a medium strength one like mine, type in 2048 and it should automatically recognize the resoultion(it will say 2048x1024).Now click Export.BTW, if you have a stronger graphics card, type in 4096, and if you have a weaker graphics card, type in 1024. Now wait until it says 'Done' in the window.Now you can close SpaceEngine. Now go to C:\Program Files\SpaceEngine 0.97x\export.You should see two textures, surface_diff and surface_bump.Now cut those textures, then go to KSP_win/GameData/Kopernicus/Textures and paste those textures there.Rename surface_diff to Planet_color and rename surface_bump to Planet_height.Now for the normal map.Go to the online normal map tool and make sure you have your folder with your textures opened.Now drag and drop your heightmap into the window the white arrow points at.Now wait a few seconds until it generates a normal map(window next to your height map).Now look down, and you should see a textbox.Type Planet_normal into it and then click the Download button below.Now you should have your normal map downloaded with the name you typed into the textbox.Now just move the normal map into the folder where your other maps are.Now go back to your Kopernicus folder, now go to the Config folder and create a new text file.Rename it to Planet.cfg.If it displays you a warning about changing the file format/type, click 'Yes' anyway.Now open it up with Notepad and paste this code in: @Kopernicus { Body { name = Planet (The name of your planet) flightGlobalsIndex = Delete this text and type in any number but not too big. Template { name = Tylo (This the stock planet your planet will be based off of) } Properties { radius = 600000 (pretty self-explanatory) geeASL = 1 (The surface gravity of your planet at sea level.Kerbin's is 1). mass = 4.2332635e+22 (The mass of your planet.This is Kerbin's) description = Description of the Planet. ScienceValues { landedDataValue = 100 splashedDataValue = 0 flyingLowDataValue = 0 flyingHighDataValue = 0 inSpaceLowDataValue = 40 inSpaceHighDataValue = 30 recoveryValue = 5 } } Orbit { referenceBody = Sun (The body your planet orbits around). inclination = 0 (The rotation of your orbit in degrees) eccentricity = 0 (Self-explanatory) semiMajorAxis = (Here, you can type in the distance of your planet in metres from your parent body in numbers) longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 1,1,1,1 (The color of your orbit using RGBA) } ScaledVersion { Material { texture = Kopernicus/Textures/Planet_color (The colored map of your planet.Make sure to type in the right path.Don't put GameData at the beginning) normals = Kopernicus/Textures/Planet_normal (The normal map of your planet.Make sure to type in the right path.Don't put GameData at the beginning) } } } } UPDATE: - Set your normal map opacity to 50% with GIMP or Photoshop or any image editing tool to fix the "wrong side of the planet is lit up" bug or just export your file as .dds. - Go to KittopiaSpace/SaveLoad and create a .cfg file with the name of your planet: for example Yourplanetname.cfg Open it with any text editor and paste this code in: [COLOR=#333333]PlanetYourPlanetName [/COLOR]{ AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = False AddParticles = False DisableOrbitRenderer = False } PQS { PQSMod_HeightColorMap { modEnabled = False } PQSCity { modEnabled = False } PQSMod_VertexHeightMap { heightMap = GameData/YourPlanetPack/Textures/TutLargeMoon_height.png //Change this with your bump map texture path.Make sure to include GameData at the beggining! heightMapDeformity = 2500 //Basically determines the height of your mountains heightMapOffset = 0 //If your planet has oceans, set this to a negative number.Don't make it to deep though.Something like -5000 will flood almost all of your land on your planet. scaleDeformityByRadius = False } PQSMod_VertexColorMap { modEnabled = true vertexColorMap = GameData/YourPlanetPack/Textures/TutLargeMoon_map.png //Change this with your colored map texture path.Make sure to include GameData at the beggining! } PQSMod_VertexSimplexHeight { seed = 95374 // Any random number deformity = 300 octaves = 8 // All of these change your terrain, i recommend not to touch the persistence and frequency unless you know what you are doing. persistence = 0.5 frequency = 12 } PQSMod_VertexSimplexHeightAbsolute { seed = 637926 //Any random number deformity = 100 octaves = 3 //What i said above, changes your terrain, but don't touch the persistence, frequency and octaves unless you know what you are doing. persistence = 0.5 frequency = 0.8 } PQSMod_VertexSimplexHeightMap { modEnabled = False } PQSMod_VertexHeightNoiseVertHeight { modEnabled = False } } } - To make oceanic planets, do the following steps: 1. Change the template to Laythe in the Kopernicus config. 2. In the Kittopia config, under the PQS_VertexHeightMap section, change the heightMapOffstet to a negative number.Feel free to go over -1000 if you want.This will determine the depth of your ocean.Experiment with it, altough if you make it too big, like -5000, it will completely flood the land and leave nothing but tiny islets.If you want to make your oceans really deep, i suggest you increase the height map deformity and whiten the areas on your height map where your land is. 3. Open up your height map for you planet and change or paint the sections where you want you lakes/oceans to be completely pitch black, so that the RGB reads 0,0,0 (RGBA 0,0,0,1). Making Gas Giants Making gas giants is the second easiest thing to make, but not as easy as asteroids, which i will be covering later. You won't even need the Kittopia config, just the Kopernicus config. Create a new file with the name of your gas giant and change it's extension to .cfg.Ignore any warnings about changing file extensions if you recieve them Just copy this code into any text editor and follow the sidenotes: @Kopernicus { Body { name = GasGiant flightGlobalsIndex = 12345 //Delete this text and type in any number but not too big. Template { name = Jool //Don't change this } Properties { radius = 6000000 //The radius of your gas giant in meters.This is Jool's. geeASL = 0.8 //The gravity of your gas giant.This is Jool's. mass = 4.2332635e+24 //The mass of your gas giant, this is Jool's mass. description = Description of the Planet. //Type anything here and it will appear in the Tracking Station planet info window. ScienceValues //Change these numbers if you would like.I prefer making them larger if your planet is really far away. { landedDataValue = 100 splashedDataValue = 0 flyingLowDataValue = 0 flyingHighDataValue = 0 inSpaceLowDataValue = 40 inSpaceHighDataValue = 30 recoveryValue = 5 } } Orbit { referenceBody = Sun //the body your gas giant orbits, DO NOT rename this to Kerbol, it's named the sun in-game inclination = 0 //Self-explanatory eccentricity = 0 //Self-explanatory semiMajorAxis = (Here, you can type in the distance of your planet in metres from your parent body in numbers) longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 1,1,1,1 //The color of your gas giants' orbit (RGBA) } ScaledVersion { Material { texture = Kopernicus/Textures/GasGiant_color //the path to your gas giant texture, including the texture name.Type the name of the texture EXACTLY.If you miss a letter, it's not gonna work. } } } } After you modified this code, just save it, not save as. Now run the game and be amazed!
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[WIP][KopernicusTech] The Kirius System development thread
Candlelight replied to SiriusB's topic in KSP1 Mod Development
I've only done this so far: I pm-d you this texture for Krepton: - - - Updated - - - To SiriusB: Did you do anything wth Kohman, new planets maybe? -
[WIP][KopernicusTech] The Kirius System development thread
Candlelight replied to SiriusB's topic in KSP1 Mod Development
Ok, you fixed it.Now i'm gonna experiment with adding planets and we will se how you will like it.Does that sound okay? I mean of course, you help me with Kohman, i help you with Kirius, right? -
[WIP][KopernicusTech] The Kirius System development thread
Candlelight replied to SiriusB's topic in KSP1 Mod Development
BTW, your download link leads to somekind of mp3 music site... -
[WIP][KopernicusTech]Kohman Pack v1(ABANDONED)
Candlelight replied to Candlelight's topic in KSP1 Mod Development
Thanks! This code is for E.V.E. right? -
[WIP][KopernicusTech]Kohman Pack v1(ABANDONED)
Candlelight replied to Candlelight's topic in KSP1 Mod Development
Well, truly, i don't know how to do that. I just know the basics, such as editing the Kopernicus config, editing with kittopia and that sort of stuff. -
[WIP][KopernicusTech]Kohman Pack v1(ABANDONED)
Candlelight replied to Candlelight's topic in KSP1 Mod Development
Erm, i see the problem.Your craft combusted from temperature of 1200 Kelvin! -
It makes me wanna scream: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAW YEAH!