TheFroth
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Thanks for those resources about atmospheres. I want to make a homeworld-type planet so atmosphere and oceans are in my crosshair. I have two more questions. Not 'help my stuff is broken' this time, I just want a better understanding to know what my options are. Regarding "textureAtlas", I saw nothing explaining this on the Kopernicus wiki. I am hoping maybe it is like a way to map ground textures positions. What is it really? If it is something that would be useful to me, is there anything special I need to know before I attempt it? Regarding LandClasses, it seems there is some fundamental limitations in the way it works, and I want to know if something is possible... If you have an area where you want multiple Landclasses, such as adjacent biomes that should be graphically distinctive, and their altitudes overlap, and also the boundary between them is diagonal so the Lat/Lon also overlap, then is it possible to give them each their own proper Landclass without having to make dozens of tiny Landclass declarations to fill in the edges? Or is the Landclasses method limited in this way and you should just plan your planet's design around it? I'm designing a 'wasteland' themed homeworld planet. It has biomes 'wastes', 'sands', and 'summits' in a simple grasslands/highlands/mountains type of relationship, but I also want to have another 'rocky hills' biome' that is speckled all over the place. All of which aught to get their own Landclass, but their altitudes and areas have a lot of overlap and by looking at the Landclass properties, it appears that may be a problem. Does anyone have more info about these things?
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@Mr. Kerbin You are awesome! That got everything seeming to be proper the way I expect it to be. Thank you for you help! I actually forgot to put "= true" on the removeAllPQSMods before testing it, so I was initially alarmed at seeing my planet covered in Mun features and anomalies. haha This first planet was such a learning experience. I now know you can't make a 900-pixel wide crater because it stops being a crater and becomes a circular ridge around half a hemisphere. But you have unleashed the beast. Good things will come from this. Wait and see.
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This is a relief. I only discovered this forum just recently, then suddenly poof, no more of that one cool forum. I didn't know I could miss something I barely knew. As someone who has just taken an interest in seriously learning how to make KSP mods, I found it striking just how many tutorial links were broken because everything but the kitchen sink is HERE. Mod creators and article writers, if you have content on this forum that is frequently relied on, please consider making certain you copy it down into an offline resource so you can find a new host for it if this forum goes down permanently. Think of just how much good content is someday going to be lost if we don't learn from this moment to prepare for it.
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Hi. I want to make mod planets, so I've taken a shot at learning to use Kopernicus. I've managed to get a planet to appear in the game after many frustrating hours. So now I have my first experimental planet added, but it isn't fully functional and I don't understand why. Can someone who is experienced suggest how to fix it? The problems I've noticed: 1.) Landing is not detected. Experiment reports from the surface say "in space near" and EVAs cannot walk, they go into micro-gravity pose and roll on the ground. Vessles (including EVAs) seem to interract with the terrain correctly, by which I mean they 'touch it' and stop moving, but the game doesn't seem to understand that it is landed. 2.) Terrain faces flicker black underneath the vessel. The biome map comes up with the kerbnet window and that looked just fine. Their is no error being reported, like 'failed to load'. The kopernicus log does not seem to indicate any problems. I compared my planet's log to an OPM planet and they seem basically the same from top to bottom. Here is my config: @Kopernicus { Body { name = Mewn Debug { exportMesh = true update = true } cacheFile = Mewn/Cache/Mewn.bin Properties { description = Please work. radius = 123456 geeASL = 0.11 rotates = True rotationPeriod = 14400 tidallyLocked = False isHomeworld = False timewarpAltitudeLimits = 0 4500 6750 10000 15000 50000 500000 1000000 sphereOfInfluence = 1500000 MaxZoom = 20000 ScienceValues { landedDataValue = 4 splashedDataValue = 0 flyingLowDataValue = 0 flyingHighDataValue = 0 inSpaceLowDataValue = 3.5 inSpaceHighDataValue = 3 recoveryValue = 4 spaceAltitudeThreshold = 12500 } biomeMap = Mewn/Textures/PluginData/mewnBiomes.dds Biomes { Biome { name = Underbed displayName = Underbed value = 1 color = 0.933, 0, 1,1 } ...(Omiting the remainder of the biome section for space concern. They continue exactly like the previous one.)... } } Orbit { referenceBody = Kerbin inclination = 0 eccentricity = 0 semiMajorAxis = 29000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 meanAnomalyAtEpochD = 0 epoch = 90 color = 1,0.627451003,0,1 nodeColor = 1,0,1,1 } ScaledVersion { type = Vacuum fadeStart = 10000 fadeEnd = 20000 Material { texture = Mewn/Textures/PluginData/mewnColor.dds normals = Mewn/Textures/PluginData/mewnNormal.dds color = 1,1,1,1 specColor = 0.5,0.5,0.5,1 shininess = 0.5 } } PQS { fadeStart = 20000 fadeEnd = 30000 minLevel = 2 maxLevel = 9 materialType = AtmosphericTriplanarZoomRotation Material { factor = 8 factorBlendWidth = 0 factorRotation = 0 saturation = 0.5 contrast = 0.5 tintColor = 1,1,1,0 specularColor = 0,0,0,0 albedoBrightness = 1 steepPower = 1.5 steepTexStart = 0 steepTexEnd = 0 steepTex = BUILTIN/MunCliff [Diffuse] steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = BUILTIN/MunCliff [Normal] steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepNearTiling = 500 steepTiling = 350 lowTexScale = 1,1 lowTexOffset = 0,0 lowTiling = 1 midTex = BUILTIN/MunFloor [Diffuse] midTexScale = 1,1 midTexOffset = 0,0 midTiling = 150000 midBumpMap = BUILTIN/MunFloor [Normal] midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midBumpTiling = 150000 highTexScale = 1,1 highTexOffset = 0,0 highTiling = 1.5 lowStart = -1 lowEnd = -1 highStart = 1 highEnd = 1 globalDensity = 0 fogColorRampScale = 1,1 fogColorRampOffset = 0,0 planetOpacity = 0.002323827 oceanFogDistance = 0 } Mods { VertexHeightMap { map = Mewn/Textures/PluginData/mewnHeight.dds offset = 0 deformity = 6000 scaleDeformityByRadius = False order = 50 enabled = true } VertexColorMap { map = Mewn/Textures/PluginData/mewnColor.dds order = 50 enabled = true } } } } } Thanks in advance for any awesome person who responds with help for me.