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KopernicusTech help?


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So for the past three days, I have been trying to make myself a planet. I have a config for the mod itself, and a config for KittopiaSpace. I put the config for the mod with the Textures, both in their on folder named Kryo. The KittopiaSpace confing went in GameData/KittopiaSpace/SaveLoad folder. The Textures I have are named Kryo_map, Kryo_normal, and Kryo_height. Somebody tell me I'm doing a wrong. It loads the textures, and never the planet.

Kryo.cfg went in : GameData/Kryo

Textures(height, map, normal) went in: GameData/Kryo/Textures

Config for KittopiaSpace went in: GameData/KittiopiaSpace/SaveLoad

Thanks!

-SPAddict

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Hello SpaceplaneAddict!

What I would do if I was you (keep in mind that I am only a "novice" planet builder):

Install a fresh copy of KSP into a new folder.

Grab Asclepius from my Sig link, and install it (along with Kopernicus... you need that), I'd recommend OuterPlanets, and NewHorizons too, KillAshley and CaptRobau know what they are doing better than me, so I recommend you check out those .cfg's as well.

Put your textures in the same places as mine.. It's best to leave them as .png files until everything is finalized, then convert to .dds later on (whole different can of worms there)

Then open up Asclepius.cfg in a text editor, and rename all of the textures to the textures you made.

Then load up KSP, and see if it worked.

Then you can start changing different parts of the .cfg, and renaming stuff to get it the way you want it.

Then load up KSP, and see if it worked.

Then you will need to do a lot of research and reading on the Kopernicus thread.. If you have a background in programming it will help. There is not really a "how to make a planet guide" (If you wrote one everyone would love you forever!)

You can check out the Kopernicus GitHub to get an idea of what you can do besides whats already there.

HERE is a link I refer to often... You can also look around at other planet's .cfg's...

There is a Dev version of KittopiaTech that allows you to alter settings that are already written into a config file (or loaded with a template) in game to save you from having to reload every time, but it will not save any config files, it won't put anything "new" in, and it has bugs. It certainly won't "create a new planet" for you. It also requires a custom kopernicus .dll that can be found with the download. Anyways, you only really want to use that after you have learned what you are doing with the config files.

Sigma88 has made a few awesome, and extremely helpful tools for kopernicus planet developers as well. (like an atmospheric curve calculator, among other things)

If you get stuff "mostly" working, you should start a [WIP] thread in the Add-ons section so you can get help there, and document your progress. You can ask to have it moved to the add-on releases after you are satisfied that it isn't a buggy mess.

Good luck with your planet!!! And thanks for stopping by my Asclepius thread :D

Edited by MrChumley
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Is a Biome Map required? If so, how can I make one?

- - - Updated - - -

And what's a cache?

You need a biome map if you want your planet to have biomes... You make it in GIMP/photoshop as a 1024x512 RGB .png pic. You should use basic colors because it's easier to write the #'s into the .cfg. you code it into the .cfg using 3 numbers that represent red green, and blue (and a 1 at the end because it's a solid color). For example red would be 1,0,0,1 yellow would be 1,1,0,1...

Kopernicus creates a .bin file in the cache location the first time it runs for quicker loading. You have to constantly delete these when making changes. It's courteous to other planet makers if you have a cache subfolder in your planets folder. If you don't specify a cache folder in your .cfg kopernicus will put it in a cache subfolder inside kopernicus, and if people try to remove/ update your mod the old .bin files remain and can cause problems.

you can find some examples HERE.

Edited by MrChumley
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You need a biome map if you want your planet to have biomes... You make it in GIMP/photoshop as a 1024x512 RGB .png pic. You should use basic colors because it's easier to write the #'s into the .cfg. you code it into the .cfg using 3 numbers that represent red green, and blue. (for example red would be 1 0 0, yellow would be 1 1 0...)

Kopernicus creates a .bin file in the cache location the first time it runs for quicker loading. You have to constantly delete these when making changes.

you can find some examples HERE.

You're probably the most helpful person I've met. And that says a lot positively. Anyway, I'm having trouble with the config file, is there one that is easy to read, and will tell me what each thing does?

EDIT: I've also been trying this tutorial with no luck: http://forum.kerbalspaceprogram.com/threads/112443-How-to-make-planets-with-KopernicusTech

Edited by SpaceplaneAddict
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Anyway, I'm having trouble with the config file, is there one that is easy to read, and will tell me what each thing does?

I've also been trying this tutorial with no luck: http://forum.kerbalspaceprogram.com/threads/112443-How-to-make-planets-with-KopernicusTech

That tutorial is for KopernicusTech... KopernicusTech isn't made for KSP 1.0. So only step 3 will be helpful.. (and I guess steps 1, and 2 to source your height/color maps). OPM has configs with lots of comments explaining what stuff does, as far as an "easy to read" config, that one in the tutorail on step 3 is pretty much the most detailed one I've seen. My method was pretty much just trial and error. i.e. change a #, load up KSP , and see what it does...days and days of reloading.. :D

Have you started a [WIP] thread yet? Perhaps if I took a look at your config, and textures, I could go over it and see what we can do to get it into a loadable state.

Also please note that when you change the stuff on your planet it will only be visible from the ground (hyperedit is a necessity).. we need to export Color, and normal maps with kopernicus by pressing (MOD+E+P), typing in the planet name, and 1024,2048, or 4096 in the box(bigger #= bigger file). MOD is ALT if you are using Windows, or RShift if you are using linux. That will export .png files into a cache folder in kopernicus. We can use those files to get the planet looking correct from space.

Also - since you seem to be able to aquire planet textures you might consider a collaborative effort with another user. For example user ThatGuyWithALongUsername is making a Gas planet 2, and he needs help with planet textures in his WIP thread HERE.

Edited by MrChumley
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  • 4 weeks later...
**OP**

DO NOT use kopernicustech. It is extremely outdated and lacking in features. Kopernicus is standalone, and everything you need is right there. For examples theres a github with all example cfgs to get you started. There's no set tutorial, and planet creation can be difficult, so take your time and learn how to create things properly.

Is a Biome Map required? If so, how can I make one?

technically yes and no. If you use a template it will display the stock map unless you specify your own. If you want science integration then you'll need to make a map

And what's a cache?

the cached .bin files contain information for scaled space. Just ignore them and remember to delete them when you change the planet (they generate at runtime of KSP)

Don't use that, it's outdated and for a different mod.

Sigma88 has made a few awesome, and extremely helpful tools for kopernicus planet developers as well. (like an atmospheric curve calculator, among other things)

I didn't realize Sigma88 made my atmosphere calculator that everyone uses, maybe i should credit him for all the work i did :wink:

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