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Everything posted by wpetula
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[RELEASED][1.9.x-1.12.x] Precursors Planet Pack (OLD THREAD)
wpetula replied to wpetula's topic in KSP1 Mod Development
Overhaul Update #2: A seemingly gentle world full with life. NOTE: Currently, I'm having trouble making custom EVE cloud maps and Scatterer atmosphere colors. Any help would be appreciated!- 90 replies
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[1.12] Strange New Worlds | A New High-Quality Star System To Explore!
wpetula replied to Zaffre's topic in KSP1 Mod Releases
Whoa, this mod looks cool! Despite the large number of celestial bodies, each of them looks super unique and beautiful. In my opinion, the quality appears to be on par with Beyond Home. And did I see that there are CAVES? Are they just large surface scatters, or...? Anyway, congratulations on release!- 167 replies
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As you know, KSP 2 is coming with a host of new planets and moons to explore. I think it would be cool to have a planet pack for KSP 1 with KSP 2 celestial bodies. The planets and moons in the pack obviously wouldn't be exact replicas, and proper credit would be given to Private Division and Take Two. Aside from super realistic terrain and volumetric rings, making KSP 2 planets in KSP 1 is entirely feasible (Rask and Rusk can orbit a barycenter). Any thoughts?
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[RELEASED][1.9.x-1.12.x] Precursors Planet Pack (OLD THREAD)
wpetula replied to wpetula's topic in KSP1 Mod Development
Overhaul Update #1: A boiling world dancing on the edge of the inferno I spent pretty much the whole day working on this one. It's a little hard to see, but this planet has some insane terrain features for you to explore! More updates coming in the following days.- 90 replies
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Hello! How do I generate custom atmosphere colors with Scatterer? None of the variables in the atmo.cfg seem to adjust color, and I can't figure out how to generate new scattering tables using the config tool. I read through the documentation and searched the forum, but I couldn't find an answer. Any help would be appreciated.
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Question: how do I generate custom atmosphere colors with Scatterer? None of the variables in the atmo.cfg seem to adjust color, and I can't figure out how to generate new scattering tables using the config tool. I read through the documentation and searched the forum, but I couldn't find an answer. Thanks!
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Dead planet?
wpetula replied to funnelton's topic in Prelaunch KSP2 Suggestions & Development Discussion
This would be impossible to make with just a single 2D height map. Maybe the developers could use very large, thin terrain scatters with collision enabled to create the "crust" of the planet and leave holes in the ground for the player to enter through. Unfortunately, exploring the core of the hollow planet would be impossible for the same reason you can't explore the core of Jool. -
Planetary Texturing Guide Repository
wpetula replied to Poodmund's topic in KSP1 Modelling and Texturing Discussion
@Poodmund Additional resource Tangram Heightmapper (https://tangrams.github.io/heightmapper/ ) is a wonderful texturing resource. It's a free, in-browser program that allows users to explore a high-res height map of Earth. By exporting screenshots of various locations and healing them together in photoshop, modders can create detailed height maps with realistic terrain features. Is this something that could be added to the Software Links portion of the repository? -
I have a few questions and comments about the mod. 1. You mention that Malum is going to have high temperatures. You can make the atmosphere really hot and deadly, but adding heat to the lava oceans might be tricky. I've heard that the "Hazardous Body" component of Kopernicus is broken. 2. What version(s) of KSP is this mod compatible with? 3. If you need any help with development, feel free to contact me! I've been working on a planet pack (Precursors) for a long time now, and I can provide you resources and advice on texturing and config stuff. I'm looking forward to seeing your progress! Good luck and have fun.
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[Very WIP] [1.11-1.12] Edge of Eternity Planet Pack (0.23.0)
wpetula replied to WarriorSabe's topic in KSP1 Mod Development
For Cerberus, are you aiming for an appearance similar to Uranus (not many swirls, mostly one color) or Jupiter (lots of swirls, can have many colors)? If you're aiming for something like Uranus, continue. Cerberus looks great so far! If you're aiming for something like Jupiter, I highly recommend Gaseous Giganticus (https://github.com/smcameron/gaseous-giganticus). It's an extremely powerful program that generates detailed gas giant textures. Time for generation varies based on the type and age of your computer. There are many options you can tweak to adjust the output to your liking. Sample output -
In terms of size, Pluto is small in comparison to other planets in our solar system. Callisto somewhat marks the boundary between "this is moon sized" and "this is planet sized". Pluto is on the far right of the main lineup and is smaller than Earth's Moon. Because of its size in comparison to other planets, it makes sense to label Pluto as a dwarf planet. There are also quite a few spherical, non-moon objects smaller than Pluto in orbit around our Sun. If we named all of those celestial bodies as "planets" and not "dwarf planets", the exact definition of a "planet" would become even more muddled, and classification would become confusing. Labeling an object as a "dwarf planet" doesn't exclude it from planet status; it specifies that the object is a really small planet. Please note, this is my opinion.
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[RELEASED][1.9.x-1.12.x] Precursors Planet Pack (OLD THREAD)
wpetula replied to wpetula's topic in KSP1 Mod Development
Overhaul Update #0: New planet coming soon! I found a way to make my textures super detailed, so I am likely going to redo this mod. Yes, I'm scrapping 6 months of work, but now that I know what I'm doing, finishing the mod shouldn't take that long. Thank you everyone for your support and patience!- 90 replies
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For this, I HIGHLY recommend you use Gaseous Giganticus (https://github.com/smcameron/gaseous-giganticus). It's a program that generates extremely detailed gas giant textures using an input image for reference. Gameslinx's planet pack Beyond Home uses Gaseous Giganticus, for example. The program is extremely powerful and can be tweaked to your liking. The only trade off is that depending on what computer you are using, textures can take a long time to generate (on an office computer, you can expect hours of waiting).
- 205 replies
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- interstellar
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Exoplanet ideas:
wpetula replied to Pthigrivi's topic in Prelaunch KSP2 Suggestions & Development Discussion
Unnamed planet (idea 1): (Unnamed planet 1) is a humid jungle planet similar to Dagobah from Star Wars. The surface is mostly obscured by dense swirls of grey, water vapor clouds, giving the planet an appearance similar to a gas giant. The weather is perpetually stormy and gloomy, with winds and heavy rain posing a moderate hazard to the player. A small set of rings encompasses the planet, along with at least 1 minor moon. Although life is plentiful on the surface, it has a dark and turbulent past. Perhaps it is best that Kerbals stay far away from the lands lurking below the clouds.... -
How about the planets from the Kerbol System? I haven't seen Eve in a while....
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I use 4096 x 2048. For making land, I'm going to try using cloud noise to make the basic height map. Then I'll mix Google / Wilbur images into the land portions to enhance the terrain. Hopefully this method will produce detailed land without creating a jumbled mess of islands and isles.
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I've been working on a planet pack for quite some time now. I've made many planet textures by stitching together images from Google and Wilbur, but I can't figure out why they don't look as good as some other planet packs. For comparison, here's an image of a planet from my planet pack Precursors.... (Sorry about the lighting...it's much brighter in-game). And here's a picture of one of@Gameslinx's planets.... From a purely surface-based standpoint (subtracting EVE and Scatterer), Gameslinx's planet seems much more detailed and much larger when compared to my planet. Maybe it's just me, but is there something I'm missing that would improve the level of detail in my planet textures (aside from EVE and Scatterer)? Should I use higher-res pictures when making my textures, or...? Any suggestions are highly appreciated!
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Whoa....that blue / white gas giant looks really cool! With some fine tuning (more swirls and stuff), I bet it's going to look great. Also, are you planning to make the ring texture more detailed?
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My mistake then.
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- show and tell
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Same release date as Half Life 3.
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The closest thing to asteroids that we've seen in-game is the ring debris.
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Some of the KSP Show and Tell videos appear to be taken in a deep, sand-colored valley of some sort. Is this environment just a test scene, or is it located on an in-game planet or moon? The amount of terrain detail and the inclusion of a sun / atmosphere seems to indicate that this place is a real location in-game. If not Kerbin or Laythe, where could this be?
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[RELEASED][1.9.x-1.12.x] Precursors Planet Pack (OLD THREAD)
wpetula replied to wpetula's topic in KSP1 Mod Development
As you may have noticed, development on this mod has slowed to a stop. Please note that I am not giving up on the mod! The computer I was using was ill-equipped to handle KSP (it was an office computer) and needed to be fixed. Development will begin again in late June / early July.- 90 replies
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I share the same concerns as you guys. I don't want KSP 2 on console to be left behind in support and updates. At the same time, I do not want to wait 1-2 years for the console version to release (I don't have a good computer yet). I wish they could update PC and console version at the same time, but this would require a lot of work and planning on the developers' end. I would rather see a delay for console release on PS5-gen consoles than PS4-gen consoles (the PS4 wait wouldn't be worth it). As a console player (until recently), I would be disappointed to see KSP 2 not release on the PS4 or PS5. I would also be equally disappointed if the KSP 2 port matched the performance of KSP 1's console port.