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Shadewhisker

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Everything posted by Shadewhisker

  1. Greetings again fellow kerbonauts! Hope you're all having a great day ^^, i just figured i'd ask where to put my .CFG (and by extension Normal/height map and texture files) within KSP's GameData folder, as i believe i have everything i require to get the planet working ^^, i have the CFG, the Normal/Height map (both are the same file, idk if that's not something i'm supposed to do or if that'll break anything, if not i'll make a separate height/normal map) and the texture, but i do not know where to place the files exactly, also, for some reason, when i get into KSP, Eeloo and Moho are mysteriously absent from the System, idk if this is because of a particular mod i have or not, but that seemed odd to me considering i never did anything myself to remove them, i know that's not relevant to this post but i figured i'd mention it just in case someone's got any kind of idea as to why this is happening. so yeah ^^", like i said, i just wanted to ask where do i put my files and in what folders do i place them into, i got Kopernicus working and when i put the files i made into the GameData folder, started KSP, and went to find the planet, it was nowhere to be found, alongside that missing planet glitch and a strange texture bug with Kerbin on the main menu screen, if anyone would be able to help me out that would be very much appreciated! ^^ Thanks for reading, stay safe and have a great day! Shadewhisker.
  2. Greetings fellow kerbonauts! As my first post, i figured i would both announce a planet pack i'm working on, and ask for review/help with some code for planet construction within Kopernicus, (former is a consequence of this post as this is the first i've mentioned this, and the latter being the main focus of this post). So, as the title suggests, if anyone would be willing to help me out with some code i'm working on for my first planet pack, new worlds, it would be incredibly appreciated ^^, as i do not know if i'm on the right track or not in making one of the first Terrestrial planets (Spike), and i also do not fully know how to make height/color maps or textures for these bodies at this moment in time, at least, not to any substantial degree anyways, and to top all that off, there are still a lot of Kopernicus variables i still don't know how to use. regardless, like i said above, if anyone could help me out/guide me through the process i would greatly appreciate it ^^ also, if someone's got a legend or manual somewhere where it describes all of the variables and what they do, that'd be great as well, though it's not necessary as i could probably find them somewhere online. here's the code i got so far: [Spike's Current Config]: @Kopernicus:AFTER[Kopernicus] { body { name = Spike cacheFile = Spike/Cache/Spike.bin Template { name = Kerbin removeAllPQSMods = true removeOcean = true } Properties { description = a dry, lifeless, lonely planet, not much is known about it. radius = 400000 geeASL = 0.5 isHomeWorld = false tidallyLocked = false rotationPeriod = 46800 timewarpAltitudeLimits = 0 6000 7500 15000 50000 100000 300000 ScienceValues { landedDataValue = 7 splashedDataValue = 1 flyingLowDataValue = 1 flyingHighDataValue = 1 inSpaceLowDataValue = 5 inSpaceHighDataValue = 5 recoveryValue = 5.5 flyingAltitudeThreshold = 29000 spaceAltitudeThreshold = 380000 } biomeMap = Spike/PluginData/Spike_biomes.dds Biomes { Biome { name = Midlands value = 1 color = 1,0,0,1 } Biome { name = Pits value = 1.2 color = 0,0,1,1 } Biome { name = Spires value = 2.2 color = 0,1,0,1 } Biome { name = Vast Crater value = 1.2 color = 1,0,1,1 } } } ScaledVersion { type = Vacuum Material { texture = Spike/PluginData/Spike_color.dds normals = Spike/PluginData/Spike_normal.dds } } Orbit { referenceBody = Sun semiMajorAxis = 50000000000 inclination = 2 eccentricity = 0.2 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 7 color = 0.4,0.4,0.4,1.0 } PQS { Mods { VertexHeightMap { map = Spike/PluginData/Spike_height.dds deformity = 3500 scaleDeformityByRadius = false offset = 0 enabled = true order = 8 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 3300 frequency = 7 persistence = 0.2 lacunarity = 2.5 octaves = 7 mode = low seed = 92745 enabled = true order = 25 } } } } } [end of config] I'm really looking forward to what this pack may become in the future, and i'm excited to start diving into the world of planet modding ^^. I'm still very new to KSP modding and i'd like to start a discussion about planet modding to further supplement my understanding of the required material and to just have a nice discussion about KSP modding in general ^^, i look forward to hearing from you all. Thanks for reading and have a great day! Shadewhisker.
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