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Borisbee

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Everything posted by Borisbee

  1. You cannot change the radius of the ocean pqs to offset the height. The ocean pqs and the planet pqs need to be the same. If you want a deeper ocean you need to use a heightmap and play with the offset.
  2. I was going to say, setting the distant to be some absurd number like that will lead to bad things due to floating point number errors. The game isn't meant for that sort of distance, and frankly it doesn't add much to gameplay making distances as large as that.
  3. I'v been taking a look through the source code of Kittopia and I see why landclasses aren't working, and possibly why Volonoi craters don't work. I figured it would be a pretty simple fix but after a few hours of editing code it's still not loading correctly although I blame my lack of experience and knowledge of how the config node system works. Hopefully I can get it working and it will open up more planet creation avenues since you won't even need a color map.
  4. Does KSPI even model radiation like that? - - - Updated - - - It should be possible to add atmosphere to anybody with kittopia, although I have not personally tried it to see the results. The buttons are there though. On another note, as anyone played around with map decals yet? They seem easy to add features that "go up" but I'm struggling trying to use them for things that go down, such as craters. I always end up with a border around the edge making it look ugly and unnatural.
  5. Ah, yea I didn't realize that. I'm not too worried about having things match up with real life bodies. As long as planets look cool and have interesting features I'm happy. I'd still like for someone to create our solar system planets for kopernicus. I never bothered with RSS because I don't like the x10 scale of the planets. Makes them really flat and boring, and the kerbin scale config didn't seem to work too well.
  6. Ok I just tried my idea of removing the ocean from laythe through kopernicus config and adding an ocean back with kittopia. Sad to say it doesn't work. I think it breaks things when you delete an ocean (it does give a warning that things may break in the code comments of kopernicus). Was able to get the ocean to show up, but if you try to land you start getting [Error]: Scene::raycastClosestShape: The maximum distance must be greater than zero! Best case is to try to use a non-ocean world as a template and add the ocean through kittopia.
  7. I'm seeing a lot of unrealistic and unfeasible ideas. This is a reason why the author of the original Kittopiatech abandoned the project. People have unrealistic expectations of what is possible. If you're wondering what kind of planets to make, take a look at the stock bodies. Those are what you should be thinking about and trying to create similar things and even that is going to be difficult as we are severly limited by what we can do with the current tools available. We don't have access to landclasses which is what many bodies use like Kerbin, and we can't use duplicate PQS mods which some bodies have like Mun which uses two vonoicrater mods (which we can't even use one of yet) and Vall which uses two heightmaps.
  8. Sorry, these aren't actually config changes. I had to modify the source code and recompile the dll to get it working. As far as a "delete ocean" button, it wouldn't be that hard but you can already get the same results by removing the ocean from the very start. You can do this by using a removeOcean=true in the kopernicus config. That will remove the default ocean from laythe, and then you should be able to use kittopia to add in a new ocean. At least in theory, I haven't actually tried it myself but it should work. The other option is to use a different body altogether from laythe as the template, and then add an ocean to it.
  9. Prime example of why you don't start threads until you have something to show.
  10. Yea I know what you mean, I had the same issue but there's no way to disable the ocean PQS as far as I'm aware. The problem seems to be with Kopernicus in that it doesn't rename the ocean PQS when creating the new planet. I did some tinkering with the code and it seems to work once the PQS gets renamed. Here's Tekto with it's black oceans. And here's the same ocean zoomed out. This is a "problem" that I'm not sure the cause or fix for. I think the shader for the ocean is set to look like water still but I'm not too certain. I'm still learning how all the PQS system works. - - - Updated - - - Ever think that adding stars is just diminishing the overall quality of the pack because they don't look very good or act like actual stars? Try seeing it that way and forget about stars for the foreseeable future. Edit: I was just thinking, you might actually be able to get the ocean to work by using a body that has no ocean as the template, and using kittopia to add an ocean. Or use the removeOcean=true setting in the kopernicus config.
  11. The problem stems from Tekto having a pqs mod named LaytheOcean instead of TektoOcean. The code in kittopiatech is looking for the latter, and so it's not modifying the ocean pqs. I was pondering making some changes to the kittopia code so that maybe I could get oceans working as they should since I'm sure a lot of people would like to use oceans other than just water. The reason why oceans work when you do the "add ocean" button is it adds a new ocean pqs to the planet, and renames it accordingly to the body name.
  12. Some of these planets look like they use the offset and oblate pqs mods, which can't currently be done in Kopernicus.
  13. Install only OPM to see if that works? You're most likely overwriting the system.cfg and that's why OPM doesn't work.
  14. I'v been pretty unhappy with most textures coming out of SpaceEngine to be honest. The surface maps seem to not vary a huge amount and tend to look pretty similar to each other, and they tend to plaster the landscape with tiny white circles which are supposed to be craters. This problem extends to the heightmaps aswell. They become absolutly littered with tiny little white circles that when imported into KSP tend to just make really ugly pointy landscapes. Asteroid textures on the other hand tend to be pretty good especially when viewed from map mode, except they also make ugly bands of blocky terrain when you get close. I think this is due to not enough vertices or something on the mesh to generate a smooth surface from the heightmap gradient but I'm only guessing. The best planets are going to be from custom made textures and heightmaps. That's why OPM stands above the competition. It should also be pointed out that right now we can't really use landclasses which is what the majority of stock planets use.
  15. I just spent the last few hours hacking away at the Kittopiatech source trying to get Ocean textures working as they should. It looks like because when you use Laythe for example as a template, the ocean PQS doesn't get renamed to match the new planet name and that's why kittopia is not working correctly. I made a few changes to the source and after recompiling I was able to get textures to show up, although I think something is still off because when using Lit textures the fade wasn't quite right. If I zoom out the ocean doesn't quite look like the texture, and still kind of looks like normal water. Setting the ocean to be unlit makes it appear right at any height, but it doesn't shine like an ocean should. Anyway, just figured I'd play around with that some. Ideally I'd like to start putting the PQS into Kopernicus proper so we can stop hacking things together to get them to work. I haven't heard anything from Teknoman117 in a while so I don't know if he's still working on Kopernicus or not.
  16. I'd try to spice up the landscape of Ice and Dent. They seem awfully flat. I like the colors of Ice, the yellow/white go pretty well, and the atmosphere color matches nicely. Halved is a pretty interesting looking asteroid, but I think the terrain is a bit spikey. It just looks like a perlin noise was applied to it. Take your heightmap and apply a blur to it to smooth out the roughness and I found it to be a little nicer looking. The other issue, and it's an issue I myself have had when trying to make asteroids, is the terrain on some of the others is too blocky. Like the terrain is made in minecraft. I'm honestly not too sure how to go about fixing this, I think it's just has to do with how the gradient is in the heightmap. It's like there's not enough vertices in the mesh to make a completely smooth transition or something.
  17. It doesn't load it automatically on startup from the config? The load button literally reloads the planet from the config file, so I don't see why you can't have it take effect on startup.
  18. I feel like that's a little out of scope of this mod personally. If anything it should be added to Kopernicus (which I think it may be already, not sure on that).
  19. I have been playing around with DRE (without FAR) and I don't know if it happens without DRE or not, but when you get to about 315km altitude around sarnus, you get a instant drop of about 1000 m/s dv. I was coming in at around 5100 m/s and as soon as I hit that altitude my speed changed to 4000 m/s or so. The G level did not increase when it happened, so it was odd. Edit: Ignore everything above, was me not noticing the change from orbit to surface. Ok can confirm. The issue is not with DRE at all, but with FAR and that invisible line. Hitting the atmosphere causes instantanious explosions. I'll try to figure out what causes it. I figured it out. The issue is the temperatureMultiplier is setting the aerodynamic stresses on the vehicle ridiculously high. Using FAR, you can open the flight data window and watch the Q as you enter the atmosphere. It will climb at an alarming rate and quickly reach into the 20k range and blow the ship apart. I recommend changing the multiplier back to 2.5 as that causes the pressure to stabalize. You can also tweak the amosphere scale hieight some to offset it a bit, but 5 is still way too high as even 3.3 will blow a ship apart.
  20. I *think* the problem may be the HeightColorMap overriding your vertexColorMap, try disabling that and see what happens. If that doesn't fix it then I don't know. Also make sure you put the paths to your image back instead of "vertexColorMap = rockymoon_color (MapSO)" - - - Updated - - - That's curious indeed. I had wondered why Krag made his custom mods. I wonder if the height information is correct on his planets that use that mod? Maybe I'll send a PM and see what he says.
  21. Interesting, it seems that it *should* be taking into account all PQS mods that modify the planet but for some reason PQSMod_VertexHeightOblate and PQSMod_VertexHeightOffset apply only to localspace. Maybe those two mods work differently than the others. I can't think of a good reason why they shouldn't be taken into account in the scaledmesh.
  22. I'm going to take another look at the DRE issue later since I know I had the same issue and had to tweak the atmosphere before it would work correctly. - - - Updated - - - I figured everyone was running opengl or linux at this point, at least if you're into mods.
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