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How to make planets with KopernicusTech


sdj64

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No problem at all, AstroGamer! We all have to sleep, don't we? ;)

Anyways, are the two moons in their own separate Kopernicus configs? I have done that before, and it does not work.

But I thought they had to be in one called *name*System.cfg?

- - - Updated - - -

No problem at all, AstroGamer! We all have to sleep, don't we? ;)

Anyways, are the two moons in their own separate Kopernicus configs? I have done that before, and it does not work.

Btw, I tried it now. It didn't work. Here is the layout:

http://i.imgur.com/7TL0rL3.png

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Try to change the name via. right-click and then the last point in the list. (Sorry, I have a german windows, so yeah :D)

What I do is when saving a document, I "Save As" and change the default setting "Text Document" to "All Types." Typing .cfg in then should make the file come out as a config.

BHyG81k.png

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What I do is when saving a document, I "Save As" and change the default setting "Text Document" to "All Types." Typing .cfg in then should make the file come out as a config.

http://i.imgur.com/BHyG81k.png

Ok, I'll try that.

- - - Updated - - -

What I do is when saving a document, I "Save As" and change the default setting "Text Document" to "All Types." Typing .cfg in then should make the file come out as a config.

http://i.imgur.com/BHyG81k.png

Didn't work, it has .cfg after it, but it still says text document.

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Ok, I'll try that.

- - - Updated - - -

Didn't work, it has .cfg after it, but it still says text document.

In your file explorer, try going to view and check "file name extensions". Then change the .txt to .cfg. It should give a warning "changing the file extension might make the file unusable", just click ok.

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In your file explorer, try going to view and check "file name extensions". Then change the .txt to .cfg. It should give a warning "changing the file extension might make the file unusable", just click ok.

What? File name Extensions isn't there. Do you mean the right click view?

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I've been wanting to create full-scale planets since PF:CE and KopernicusTech seems to work for it except for one issue: my terrain is completely invisible. My planet shows up just fine from space, but once I get below ~60 km it fades away into black nothing with an atmosphere around it. I copied the code directly and edited it to fit my planet so I cant figure out what's wrong.

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I've been wanting to create full-scale planets since PF:CE and KopernicusTech seems to work for it except for one issue: my terrain is completely invisible. My planet shows up just fine from space, but once I get below ~60 km it fades away into black nothing with an atmosphere around it. I copied the code directly and edited it to fit my planet so I cant figure out what's wrong.

I have gotten that bug too many times. I'm afraid I don't know exactly what causes this (although I'm betting is may have something to do with Kittopia, since it handles the terrain), but the best solution I can give you is just to rewrite your configs.

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Well, I've made a tiny bit of progress. After replacing and rewriting multiple times, I've managed to get it to load. Only problem is it loads laythe, my planet still shows up until ~60 km but then it loads laythe's height and color maps and gives me "Failed to load: GameInfo/KittopiaSpace/Textures/23437-4/PQS/_Height.png" in the console (23437-4 is the name of the planet by the way) along with some pqs default error for my planet.

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Well, I've made a tiny bit of progress. After replacing and rewriting multiple times, I've managed to get it to load. Only problem is it loads laythe, my planet still shows up until ~60 km but then it loads laythe's height and color maps

I have the same problem.

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Put in a whole bunch of PQS mods and set them as False. This gets rid of most of the "default Laythe PQS" and then your height map and color map should show through, I think.

I put all of these in set as False, and it gets rid of all the default features, except a ghost of the Laythe islands, I don't know how to get rid of those, and I haven't landed on one to see what it looks like close up.

PQSMod_VertexSimplexHeight

PQSMod_VertexSimplexHeightAbsolute

PQSMod_VertexHeightNoise

PQSMod_VertexHeightNoiseVertHeight

PQSMod_VoronoiCraters

Edited by michaelmozzienz
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  • 2 weeks later...

I need help! I am trying to make the real solar system AND the Kerbal System... so I got the textures in, you can land on them, but there is a problem- for instance, Mercury, which has a template for Moho, once you get within around 100000 meters the Mercury texture changes to the Moho texture... Help please!

Thanks.

John

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Ugh, I have tried just about everything and I cannot get it to work. For example, at 300000 meters you see my Ceres texture for Ceres. When I start to get closer though, you see Vall instead. This really bugs me because it doesn't have anything original, and also is awkward when approaching.

Earth is Earth textured from afar, but when I get close it turns to Kerbin so I cannot really see where to go to land.

Here is my Mercury config file:

PlanetMercury

{

AdditionalData

{

Stock = False

AddAtmoFx = False

AddOceanFx = False

OceanLoadTextures = False

UnlitOcean = False

ModScaledAtmoShader = False

AddRings = False

AddParticles = False

DisableOrbitRenderer = False

}

PQS

{

PQSMod_HeightColorMap

{

modEnabled = False

}

PQSCity

{

modEnabled = False

}

PQSMod_VertexHeightMap

{

heightMap = GameData/Kopernicus/Textures/Mercury_height.png

heightMapDeformity = 2500

heightMapOffset = -1200

scaleDeformityByRadius = False

}

PQSMod_VertexColorMap

{

modEnabled = true

vertexColorMap = GameData/YourPlanetPack/Textures/Mercury_color.png

}

PQSMod_VertexSimplexHeight

{

seed = 95375

deformity = 300

octaves = 8

persistence = 0.5

frequency = 12

}

PQSMod_VertexSimplexHeightAbsolute

{

seed = 637927

deformity = 100

octaves = 3

persistence = 0.5

frequency = 0.8

}

PQSMod_VertexSimplexHeightMap

{

modEnabled = False

}

PQSMod_VertexHeightNoiseVertHeight

{

modEnabled = False

}

}

So if anyone knows how to fix this and knows how to explain it, please do! I would be very grateful!

P.S. Is there a way to get Texture Replacer to work with Kopernicus? It takes all the planets away when it is in the GameData folder.

Thanks,

John

Edited by John The Physicist
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Yes, that I fixed. Mercury now has it's texture, and it is right. So do Mars, but no other planets do, such as Earth. I have all my config's in Kopernicus and Textures in there for now, and here is Earth's config, I hope you can help, and thank you. (Kittopia)

PlanetEarth

{

AdditionalData

{

Stock = False

AddAtmoFx = False

AddOceanFx = True

OceanLoadTextures = False

UnlitOcean = True

ModScaledAtmoShader = False

AddRings = False

AddParticles = False

DisableOrbitRenderer = True

}

CelestialBody

{

atmosphereContainsOxygen = True

pressureMultiplier = 1

altitudeMultiplier = 1

atmoshpereTemperatureMultiplier = 1

atmosphereMultiplier = 1

maxAtmosphereAltitude = 100000

atmosphereScaleHeight = 6

ocean = True

}

PQS

{

PQSMod_HeightColorMap

{

modEnabled = True

}

PQSCity

{

modEnabled = False

}

PQSMod_VertexHeightMap

{

heightMap = GameData/YourPlanetPack/Textures/Earth_height.pn

heightMapDeformity = 6000

heightMapOffset = -800

scaleDeformityByRadius = False

}

PQSMod_VertexColorMap

{

vertexColorMap = GameData/Kopernicus/Textures/Earth_map.png

}

PQSMod_VertexSimplexHeight

{

seed = 123

deformity = 400

octaves = 10

persistence = 0.5

frequency = 12

}

PQSMod_VertexSimplexHeightAbsolute

{

seed = 6379245

deformity = 100

octaves = 3

persistence = 0.5

frequency = 0.8

}

PQSMod_VertexHeightNoise

{

deformity = 300

}

PQSMod_VertexSimplexHeightMap

{

modEnabled = False

}

PQSMod_QuadEnhanceCoast

{

modEnabled = True

}

PQSMod_VertexHeightNoiseVertHeight

{

modEnabled = False

}

PQSMod_AltitudeAlpha

{

atmosphereDepth = 100000

modEnabled = True

}

}

}

Thank You,

John

Edited by John The Physicist
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Can I have some help?

for some reason, after i update the ScaledSpace on my planets, they turn into a clone of their template

(Template:Laythe)

Before: http://imgur.com/ZpzLDLv

After:http://imgur.com/MzIstZ4

My kittopia config:

PlanetDunas

{

AdditionalData

{

Stock = False

AddAtmoFx = False

AddOceanFx = False

OceanLoadTextures = False

UnlitOcean = False

ModScaledAtmoShader = False

AddRings = False

AddParticles = False

DisableOrbitRenderer = False

}

CelestialBody

{

atmosphereContainsOxygen = False //self explanatory, allows jet engines to work

pressureMultiplier = 1 //how thick the atmosphere is at sea level

altitudeMultiplier = 1 //how quickly does the atmosphere get thinner with altitude (higher number = thicker)

atmoshpereTemperatureMultiplier = 1 //does nothing, I think

atmosphereMultiplier = 1 //set this the same as pressureMultiplier

maxAtmosphereAltitude = 60000 //determines what the game says is the atmosphere height (in meters)

atmosphereScaleHeight = 5 //actually determines atmosphere height (Kerbin is 5, Duna is 3, Eve is 7. Decimals are allowed but not shown in game)

ocean = False //self explanatory

}

PQS

{

PQSMod_HeightColorMap

{

modEnabled = False

}

PQSCity

{

modEnabled = False

}

PQSMod_VertexHeightMap

{

heightMap = GameData/Blutgon Planet Pack/Textures/Dunas_height.png //Replace this with your file path

heightMapDeformity = 4000 //how tall should the highest mountains be?

heightMapOffset = -800 //If your planet has oceans, set this to a negative number. Play around until you get it right

scaleDeformityByRadius = False

}

PQSMod_VertexColorMap

{

vertexColorMap = GameData/Blutgon Planet Pack/Textures/Dunas_map.png //Replace this with your file path

}

PQSMod_VertexSimplexHeight

{

seed = 101274 //change this to any random number

deformity = 300 //how bumpy do you want the ground to be

octaves = 8 //how small do you want the bumps to be

persistence = 0.5 //don't know what these do, you can try changing them and see what happens

frequency = 12

}

PQSMod_VertexSimplexHeightAbsolute

{

seed = 637926 //change this to any random number

deformity = 100 //how bumpy do you want the ground to be

octaves = 3 //how small do you want the bumps to be

persistence = 0.5 //don't know what these do, you can try changing them and see what happens

frequency = 0.8

}

PQSMod_VertexHeightNoise

{

deformity = 300 //Height of dunes or rolling hills on your planet. Looks good on Laythe or Kerbin like planets

}

PQSMod_VertexSimplexHeightMap

{

modEnabled = False

}

PQSMod_QuadEnhanceCoast

{

modEnabled = False //if you want to, set this to true on an ocean planet. You don't need it otherwise

}

PQSMod_VertexHeightNoiseVertHeight

{

modEnabled = False //don't know exactly what this does. It is another type of small-scale terrain bumpiness

}

PQSMod_AltitudeAlpha

{

atmosphereDepth = 60000 //How tall the atmosphere looks, how quickly atmospheric color appears as you go down towards the surface

modEnabled = True

}

}

}

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I do not know, this thing is falling apart on me.

Mercury works perfect- perfect.

Venus just shows a few weird big light circles in orbit, but no "Venus"

Earth does the same thing as Venus

The Moon does the same thing as Europa and Ceres (below)

Mars works excellent

Ceres doesn't even show up in orbit. It shows up in map view, but when you orbit it, it is just "not there."

Jupiter works fine

Europa doesn't even show up in orbit. It shows up in map view, but when you orbit it, it is just "not there."

Saturn works fine

Titan does the same thing as Earth and Venus

Uranus is good

Neptune is perfect

Thanks,

John

Edited by John The Physicist
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Can I have some help?

for some reason, after i update the ScaledSpace on my planets, they turn into a clone of their template

I had this a lot during the first days of my New Horizons pack, one thing that helped me was to change my mod's folder name to New_Horizons. For me, getting rid of the space stopped things screwing up. There could be errors in the configs, but i haven't looked that hard at it....

I do not know, this thing is falling apart on me.

John, if you want help, you'll need to post more than a quick summary of all your planets, try posting the problematic configs, there's obviously errors somewhere

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I got my star to work, but things do not work when poor old Mercury gets in there, here are the configs.

Kopernicus:

Body

{

name = Mercury

flightGlobalsIndex = 1001

Template

{

name = Tylo

}

Properties

{

description = Mercury is a planet that is said to be... like Moho. What a copycat, some Kerbals say. Others, though, say it came into existace long before Moho. So who copied who?

radius = 244000

geeASL = 0.37

ScienceValues

{

landedDataValue = 300

inSpaceLowDataValue = 100

inSpaceHighDataValue = 80

recoveryValue = 1000

spaceAltitudeThreshold = 80000

}

}

Orbit

{

referenceBody = Sonne

color = 1,1,1,1

inclination = 3.3

eccentricity = 0

semiMajorAxis = 6981690000

longitudeOfAscendingNode = 60

argumentOfPeriapsis = 25

meanAnomalyAtEpoch = 0

epoch = 0

}

ScaledVersion

{

Material

{

texture = SonneSystem/Textures/Mercury_map

normals = SonneSystem/Textures/Mercury_normal

}

}

Kittopia:

PlanetMercury

{

AdditionalData

{

Stock = False

AddAtmoFx = False

AddOceanFx = False

OceanLoadTextures = False

UnlitOcean = False

ModScaledAtmoShader = False

AddRings = False

AddParticles = False

DisableOrbitRenderer = False

}

PQS

{

PQSMod_HeightColorMap

{

modEnabled = False

}

PQSCity

{

modEnabled = False

}

PQSMod_VertexHeightMap

{

heightMap = GameData/SonneSystem/Textures/Mercury_height.png

heightMapDeformity = 2500

heightMapOffset = 200

scaleDeformityByRadius = False

}

PQSMod_VertexColorMap

{

modEnabled = true

vertexColorMap = GameData/SonneSystem/Textures/Mercury_map.png

}

PQSMod_VertexSimplexHeight

{

seed = 15145

deformity = 300

octaves = 8

persistence = 0.5

frequency = 12

}

PQSMod_VertexSimplexHeightAbsolute

{

seed = 5264235

deformity = 100

octaves = 3

persistence = 0.5

frequency = 0.8

}

PQSMod_VertexSimplexHeightMap

{

modEnabled = False

}

PQSMod_VertexHeightNoiseVertHeight

{

modEnabled = False

}

}

}

Thanks,

John

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