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Astro's Kopernicus Planets


Astrofox

What would you want in the planet pack?  

186 members have voted

  1. 1. What would you want in the planet pack?

    • more moons
    • more planets
    • "lagrange point" moons/planets
    • rings
    • cubic planetary system
    • more moons around stock planets
    • other, and just post a comment asking for what you wish.


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Alright, good enough, we'll take a good look as soon as the files are up (If you can get them up via the tablet, but if you can't, no worries).

I will. So far I've been searching for my mobile Internet USB so I can have decent download/upload speeds for my files. I may also be able to remake Tyrok with 89% chanches to work. Too bad that by custom Notepad++ like code editor on my tablet broke because of a stupid Android update... oh well... backto coding!

Also, to fix Tyrok, deleting the entire ocean definition is a good start. Here's what you should put instead on it:


[FONT=monospace]Ocean{ oceanColor = #2E8ECB //Hex color. Just a green example that you can change to red for proper "lava". }

Oh and don't delete the hazardousOceans thing as it would render lava characteristics deleted. Cheers!

Also, is the last attemps you had to fix it, the ocean was too low so it was under the moon's surface. Try to mess around with the offset paramiter in the hightmap PQS mod. It needs to be negative. Try something like -6000 or -8000.

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Ok, we'll try that out amarius.

- - - Updated - - -

It actually works, although, I haven't changed the "height" of the ocean, so the land masses were mostly flooded.

The color of the ocean turned out to be blue, but Mysterio looks awesome from Tyrok's surface.

Here's a picture, for reference:

74PGSu8.png

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I'm getting closer to fixing it, although, the lava still looks like Laythe's ocean, and not #FF6600, or 1.0,0.6,0.0,1.0

Also, land masses are -350 in offset right now (since I've just changed it).

I will test out -350 to see if it works.

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Mr.HappyFace, do you like what I did with the planets though?

I've added an atmosphere to PSR104b and another two moons to Jool (they're a binary couple and can work with stock, but is recommended with Sigma Binaries).

I'll try not to overload my PC or anyone else' PC, but I'm trying for the more moons for Jool approach that was from Nova's old idea for Jool.

But in the meanwhile, I'll be trying to make some more planets for PSR104 (which will hopefully model the PSR-B1257 system).

Could you work on trying to fix the rest of Tyrok (ocean texture wise)?

Here's the texture that may be good for the Lava:

lavaTex

Also, can we flatten the terrain under a certain point (using the flattenOcean, I think) for the Lava-ocean bed?

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I haven't looked at the new changes yet, but I do have some things to say about old stuff:

Yof and Sawob need a moon, which I'd like to make. It'd orbit equatorially, yet far away

I think Yof should have a less poo-colored/more-yellowy texture. I recommend the Jool texture I made for New Kerbol (link here)

Mysterio's rings should be closer to the planet, and smaller. I also don't think that Tyrok should be interior to the rings, like it is now (or was, when I last looked)

In general, we should make a large effort to make the planets seem less spaceenginey by using procedural coloring, height based, or otherwise.

I also noticed that a lot of the planets are based off of the Kopernicus FullCustomPlanet example config, which is bad because that config is packed with unnecessary PQSMods, Material properties, etc. Also, neat configs are better than messy ones :P

Flat oceans:


PQS
{
Mods
{
FlattenOcean
{
oceanRadius = -2000 //set this to the minimum height you want, usually 0 for non-ocean planets, or a negative for ocean planets
order = ??? //make sure this comes after the height map stuff
}
}
}

Tyrok:

If it's okay with you guys, then I'll redo Tyrok's config to remove the Laythe template dependency and make the oceans better. I also want to give it a more subtle glowing ocean effect (once that plugin is fully working) to emphasize the fact that it has lava.

BUILTIN/___ textures:

You know how you can use KSP's builtin textures in Kopernicus by using BUILTIN/texturename? Well I wrote a quick plugin to export all of the textures' names into a text file, so we can use them (link here)

You'll have to sort through all of the UI stuff though, but there is some pretty great stuff in there.

I also made a small plugin so you can view these textures ingame, which I'll try to upload later today or tomorrow.

More Stuff:

I just finished up some school stuff, so I'll have much more free time to work on this starting tommorow. :D

Even more stuff:

I'm almost done with the next version of BetterTimeWarp, which will make it much more Kopernicus-friendly. We can bundle that with this mod's download if you guys want to. The license allows for it, as far as I know.

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Alright, I've also had the idea of a few moons and cloud layers to the Yof-Sawob system.

You're good with making planet textures, right? So, could you make a tutorial on how to make seamless planet textures using various programs (and post a link on this page)?

Plus, Sigma Binaries is highly recommended for the true binary Gas giant system effect.

Also, I didn't know about the BUILTIN stuff (I'm quite new to planet making).

I'll post the newer version tomorrow morning.

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The BUILTIN/ stuff is really only good for materials, like ground materials and atmosphere materials.

You're good with making planet textures, right?

hahaha... :(

I'm terrible with textures.

So, could you make a tutorial on how to make seamless planet textures using various programs

The only programs you need are a color wheel and KPS with Kopernicus intalled.

In KSP, textures are completely optional. The terrain system colors each individual vertex in the terrain mesh, and it can use a texture if you tell it to, but it can also color those vertices based on distance from the planet (height) or random noise.

I embedded the tutorial into the config, because why not.

I'm assuming you know how PQS Mods work, specifically the order part of it.

Just be sure to have all of the color stuff have a higher order than the height map stuff, and you should be fine.

Step 1: make the config


[COLOR=#696969]// Coloring planets without textures[/COLOR]

PQS
{
Mods
{
[COLOR=#696969]//height based color[/COLOR]
HeightColorMap
{
[COLOR=#696969]/////////
// blend determines how much of the color from this module is painted
// onto the planet, 0 makes the color not show up at all, and 1 makes it completely override
// any other coloring mod with an order less than this one's
// I find 1 to be fine, but you can use 0.5 if you want half of the planet's
// color to come from noise or a texture, and half from this
//
// It does not affect anything at all (as long as it's above zero) if there are no
// other coloring mods with a lesser order value
/////////[/COLOR]
blend = 1

[COLOR=#696969]//you do the interesting stuff here[/COLOR]
LandClasses
{
Class
{
[COLOR=#696969]//the name, just make sure it's unique[/COLOR]
name = Beach

[COLOR=#696969]//can be RGBA or hex. Keep in mind that hex does not work with transparency[/COLOR]
color = #ff0000

[COLOR=#696969]//the lowest altitude that this color will be drawn.
//0 means the lowest point on the terrain, even if it's below sea level
//1 means the highest point on the terrain.[/COLOR]
altitudeStart = 0

[COLOR=#696969]//the highest altitude that this color will be drawn.
//works the same way as altitudeStart
//be VERY VERY careful that this is greater than altitudeStart[/COLOR]
altitudeEnd = 0.5

[COLOR=#696969]//this will smooth the colors between this class and the next highest one (in terms of altitudeStart, not the order in the config)
//be VERY VERY careful that you don't make the highest land class have this set to true, or the game will horrifically crash[/COLOR]
lerpToNext = false
}
}
}

[COLOR=#696969]//solid colors, it's pretty simple[/COLOR]
VertexColorSolid
{
[COLOR=#696969]//you already read what blend does up there ^[/COLOR]
blend = 1

[COLOR=#696969]//whatever the hell you want. It'll color the whole planet that color[/COLOR]
color = ???
}

[COLOR=#696969]//noise based color[/COLOR]
VertexSimplexNoiseColor
{
[COLOR=#696969]//do I really have to keep explaining this to you?[/COLOR]
blend = 1

[COLOR=#696969]//before we go further, we need a crash course on simplex noise, which is widely used by KSP's terrain
//
//read this before continuing. It's not long, just ignore the code: [URL]http://libnoise.sourceforge.net/tutorials/tutorial4.html#octaves[/URL]
//the tutorial is about perlin noise, but simplex noise is basically an upgraded version of perlin, so it's still relevant[/COLOR]

[COLOR=#696969]//the color that will be used when the noise outputs -1[/COLOR]
colorStart = ???

[COLOR=#696969]//the color that will be used when the noise outputs 1[/COLOR]
colorEnd = ???

[COLOR=#696969]//the color of any given point on the terrain is sampled from a gradient generated from these 2 colors.
//Phoop uses noise based color, so look at that for more info[/COLOR]

[COLOR=#696969]//random number between -2,147,483,647 and 2,147,483,647, no decimals.[/COLOR]
seed = ???

[COLOR=#696969]//experiment with it to get good values. Must be above 0[/COLOR]
frequency = ???

[COLOR=#696969]//number greater than or equal to 1 and less than or equal to 9. no decimals.
//more octaves means more detail, but more CPU usage. For color, you shouldn't go higher than 3 or 4[/COLOR]
octaves = ???

[COLOR=#696969]//persistence. I've found 1.5 to be just perfect for most things[/COLOR]
persistence = ???
}
}
}

Step 2: export the scaled texture and apply it to the ScaledVersion thingy, you know how to do that

Step 3: Enjoy

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Is that part of the config or the entire config itself?

I actually do use that color wheel for determining Atmosphere color, orbital path coloring, star coloring, and ring coloring.

Also, I may try using Online Photoshop to experiment with creating interesting textures (just for testing, of course).

@Hammersmatom, if you install this version, make sure you have merge the stuff you have been working on.

Anyway, here is the updated version of this mod:

The Exoplanet Pack and System expansion - formerly Astro's Kopernicus Planets

EPSE-AKP

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Say, is there any way to add a map decal yet (I was looking through the old Planet Factory stuff that I had [specifically, the Urania System] and I stumbled upon code like that)?

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Google Spreadsheets broke for me and lots of stuff was ruined in the great derp of Google Spreadsheets.

Although, I could manage to salvage it back to a reasonable look (although, I forgot the name of the planet that will orbit Telpos - I think it was Pallas, or Palas - something like that).

Other than that everything else should be fine - hopefully.

Here is the Spreadsheet.

Hopefully we will get around to fully fixing Tyrok (yes, I do hope we can do that within the next week).

As for the goal for today (mine, anyway), developement is great on the moons, however, I am trying to make an ocean planet that has some landmasses (like Laythe), but the ocean is being buggy - I will upload the content when I am finished adding a bit more moons to the systems.

Hopefully we will progress smoothly over the next few weeks (and I may have found out the secret to putting the planet in the main menu screen).

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Sorry I didn't upload it last night, but here's the Kinern System moons, we just need to fix the normals, but that's not much compared to the entire mod.

I think the Kinern system is almost complete.

Anyway, here's the DL to the added moons:

EPSSE-AKP Exoplanet Pack and Solar System Expansion

So, I need to know the goals for what we need to complete for this week, from bugfixing to adding another star system.

Also, what do you guys think about using Kerbal Constructs to place mountains with caves on the surfaces of some worlds, as well as an airfield you can launch from on the moon of Telpos, Palas (or Pallas?)?

Please do leave opinions, I think we may attempt to revolutionize the entire Planet creating dream by adding caves in mountains created by KK.

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Thanks, also, can you add oblateness to Gaseous worlds?

- - - Updated - - -

UPDATE:

I have found some interesting planet textures in space engine, and with another space engine mod that allows for adding interesting color to the planets

here they are:

Planet Textures!

There is one that may replace Yof's color.

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Alright, I'll put add highly contrasting colors to them (Blue and Yellow? Green and Purple?).

Anyway, what should I color them (by using online photoshop to add a layer with that color and out it at about 75% opacity)?

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