Jump to content

Yaeah

Members
  • Posts

    303
  • Joined

  • Last visited

Everything posted by Yaeah

  1. I've created some little short videos to demo the planets, and give some in-game perspective of the worlds, videos in the OP
  2. Kaiser looks great, big fan of the neon glow!
  3. Well, sort of, You could say Sido is the pioneer of cloud rings, and I Amplified it:). I had thought about this before, but I didnt know how to apply the texture coorectly, alphas and such. I had found that since we cannot create rings using the Sentar like format, plain old textures 'n all, and clouds act as layers, We could at least try to utilize alpha texture and create a thin line, giving the effect of a ring, and multiple layer of such would look as close as we could get for now, so yeah. Oh and shadows? we should both try that, a black line instead of the white for the rings, with a cloud scale of say, 1.05. My Post for my Planet factory :CE systems, including the one here, is this: http://forum.kerbalspaceprogram.com/threads/69058-Hercules-Titan-Hypatos-PlanetFactory-CE-Systems%28With-Rings%21%29?p=959667#post959667
  4. I have been waiting for this, Thanks for creating such a brilliantly simple, yet powerful mod!
  5. I would say I've been successful in my endeavors to create some rings, here is what i've come up with:
  6. New system added, and radius of planets corrected(thanks Dooz!)
  7. Lol, wow, never thought it would be an Issue, Thanks man!
  8. VonFrank, Maybe try setting, say Tylo, Duna or eve as your tempate, temporarily.... Try this: http://forum.kerbalspaceprogram.com/threads/68619-Plugin-RELEASE-V0-05-KittopiaTech-ingame-planetary-editing-tools
  9. I have a similar issue, While the basic radius of the celestial body is the same as it's template, you can change the terrain to some degree.I don't really seem to be able to change the actual radius of a world through the .CFG, but I can relate. This is what my avg. .cfg looks like for a moon: PFBody { name=Cepheus templateName=Eeloo flightGlobalsIndex=710 } CelestialBody { bodyDescription= Merely a dusty snowball, with a couple snow dunes on the edge of the system! GeeASL=0.2 //Radius=200000 rotates=True rotationPeriod=5100 initialRotation=180 tidallyLocked=False } Orbit { inclination = 1 eccentricity = 0 semiMajorAxis = 21000000 LAN = 20 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 3 epoch = 0 referenceBody = Titan } PQSMod_CelestialBodyTransform { //deactivateAltitude=180000 } PQS { //radius=200000 minLevel=1 maxLevel=9 } PQSMod_PFDebug { order=99999 modEnabled=True minAlt=999999 } PQSMod_VertexPlanet { modEnabled=False } PQSMod_PFOffset { modEnabled=True offset=0.5 order=5 } ScaledExport { templateName=Eeloo mapWidth=2048 maxHeight=4000 hasOcean=false oceanHeight=0.0 exportBin=True removeAlpha=False } PQSMod_VertexHeightMap { modEnabled=True //order=1 heightMap=Cepheus_height.png heightMapDeformity=-700 heightMapOffset=-1000 scaleDeformityByRadius=True } PQSMod_VertexColorMap { modEnabled=True //order=153 vertexColorMap=Cepheus_color.png }
  10. New Horizons Spacecraft Abut 5 tons, rcs thrusters for course adjustments, and about 100 parts. Download: https://www./?jeo8r3ijdzy1tio
  11. New moon Irenaeus added, new textures for Delphinus, Lyra, Cygnus, and Cepheus and another system further away than Titan is in the works. The rings are.....progressing, but I think The final rings will be apparent once Krag has made that available.
  12. My attempt at rings from Clouds and cities mod: Not very.....adequate shall I say? When can we expect rings, Krag? :3
  13. Well, the height-map deformity setting changes how much contrast the height map is detailing, or increasing any areas that are high, an vis versa for the low. Height-map Offset controls the actual diameter of a Celestial body, and increasing or decreasing this number to an admirable value then creating a scaled mesh (orbit Venus, then press Ctrl9 and hit scaled mesh, wait a few minutes) and it should be fine
  14. What do your _map and _color look like? and I believe it is due to this little section here PQSMod_VertexHeightMap { modEnabled=True //order=160 heightMap=Venus_height.png heightMapDeformity=13000<---- heightMapOffset=-2000<---- scaleDeformityByRadius=True }
  15. PlanetFactory:CE is based of planet templates. You cant really, unless you have an understanding of PQS, or the distribution of quad squares in a spherical body. PQS is a method created by squad, and Kragethea sort of created a generator to make .bins based on this.
  16. You dont need any complicated programs to create the .bins, simply visit you planet inside ksp(with the textures for it only being a "_color" and "_height") press ctrl 9 and get into it's SOI, and hit create scaled.
  17. So, I have attempted to created false rings on my gas giant using the clouds mod, and it is pitiful. So I took a gander at the source code for Sentar's rings, and fund that to add rings you need to add the texture for it named planetnamehere_rings.png. But I realise it's not as simple as that, just adding a texture, becaus ethere are varibles like its incination, LAN, and size, etc. So getting to the point, is there a workaround I may use right now through the source code that can add Sentar's rings, (w/out the configs settings atleast) to say, a gas giant? Thanks
  18. Well, I have been expirementing with Kragetheas's PF:CE mod, and I have two great looking systems. I created them with the idea that we could send our mock probes out such as Cassini, Voyager, New horizons, etc. I will post a link to my post, so you guys can check it out! http://forum.kerbalspaceprogram.com/threads/69058-Hercules-and-Titan-PlanetFactoryCE-Systems%28ScienceDefs-added%29
  19. Adding rings is proving to be difficult, Ill continue testing, But it seems Sido with his Urania gas giant has already beat me to the proof of concept I will be getting new textures for cepheus, cygnus, and delphinus, So that may be up by the end of tomorrow
×
×
  • Create New...