The Raging Sandwich Posted May 25, 2017 Share Posted May 25, 2017 A few more questions: What are the units for the radius and the rotation period? With the KSP scale of the planet I want to make, the radius would be 446 kilometers. What number would that be to put in the config? Also, the rotation period. If the rotation period is 10.2 days, what number would that be? Also, a screenshot. Anything I'm doing wrong so far that you notice? Quote Link to comment Share on other sites More sharing options...
AtomFox0213 Posted July 9, 2017 Share Posted July 9, 2017 On 5/25/2017 at 4:32 PM, The Raging Sandwich said: A few more questions: What are the units for the radius and the rotation period? With the KSP scale of the planet I want to make, the radius would be 446 kilometers. What number would that be to put in the config? Also, the rotation period. If the rotation period is 10.2 days, what number would that be? The radius is measured in meters, so a radius of 446 km would be written as 446000. Rotation period is in seconds, meaning the Earth's rotation period would be 86400. On 5/25/2017 at 4:32 PM, The Raging Sandwich said: Also, a screenshot. Anything I'm doing wrong so far that you notice? The only things I see are "cachefile" should be "cacheFile" and you have a colon before the text in the description that shouldn't be there. Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted July 29, 2017 Share Posted July 29, 2017 (edited) Now my Planet doesn't show up at all. Config: @Kopernicus:AFTER[Kopernicus] { Body { name = Iontopia cacheFile = DeltaDizzy/Planets_n_Moons/CacheFiles/Iontopia.bin Template { name = Minmus removeAllPQSMods = true } Properties { description = A Minmus-sized flat plain that's great for playing with ion engines, among other things... radius = 60500 geeASL = 0.1 rotationPeriod = 42000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues { landedDataValue = 2 inSpaceLowDataValue = 7 inSpaceHighDataValue = 6 recoveryValue = 7 flyingAltitudeThreshold = 5000 spaceAltitudeThreshold = 100000 } } Orbit { referenceBody = Kerbin color = 0,100,255,1 inclination = 0 eccentricity = 0.02 semiMajorAxis = 35000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds } } } } I checked the log and it didn't help much. https://drive.google.com/open?id=0B1KDium_Iwc4RU5VLWpFNVdBSFU Edited July 29, 2017 by DeltaDizzy Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted July 30, 2017 Author Share Posted July 30, 2017 (edited) 15 hours ago, DeltaDizzy said: Now my Planet doesn't show up at all. Config: @Kopernicus:AFTER[Kopernicus] { Body { name = Iontopia cacheFile = DeltaDizzy/Planets_n_Moons/CacheFiles/Iontopia.bin Template { name = Minmus removeAllPQSMods = true } Properties { description = A Minmus-sized flat plain that's great for playing with ion engines, among other things... radius = 60500 geeASL = 0.1 rotationPeriod = 42000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues { landedDataValue = 2 inSpaceLowDataValue = 7 inSpaceHighDataValue = 6 recoveryValue = 7 flyingAltitudeThreshold = 5000 spaceAltitudeThreshold = 100000 } } Orbit { referenceBody = Kerbin color = 0,100,255,1 inclination = 0 eccentricity = 0.02 semiMajorAxis = 35000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds } } } } I checked the log and it didn't help much. https://drive.google.com/open?id=0B1KDium_Iwc4RU5VLWpFNVdBSFU The orbit color is off. That has to do with how computers store colors. In KSP colors are stored as the unity 'Color' data type, which is: public Color name = new Color(r,g,b,a); In normal English: "Computer, make a new, easily accessable Color value with the name 'name'. It will store a new Color value, which has the values r for red, g, for green, b for blue, and a for alpha." The above code will give an error as r,g,b, and a are expected to be 'float values', ergo a value between 0 and 1, whereas you're more used to the digital image software structure of 0-255. There are three ways of storing colors in KSP. One: the default Unity way: r = (R/255) Where r is the color in a float value, and R is the color in the image editing format. Two: the hexadecimal format. Image editing programs often also convert the color into the hexadecimal format, six digits/letters. For example: (1,0,0,1) = 255,0,0,255 = #ff0000, where the first example is in Unity's color format, the second is in Photoshop-like style, and the last one is in hexadecimals. You can enter hexadecimals as color values as long as you add a hashtag to it first so the computer knows it's a hexadecimal value. Examples: #ff0000, #00ff00, #f0f0f0, #bba135, etc. Three: the format you are using here, the image editing format. For this you also need to tell the computer in advance that you're feeding it the color values in an unorthodox (at least to the computer) manner. In this case, write: 'RGBA(r,g,b,a)' with r, g, b, and a being the values of your color in the image editing format. For example: color = RGBA(255,255,255,255) But that isn't what is causing your planet to crash. Let's highlight the problem from the logfile. [LOG 17:33:06]: Parsing Target flyingAltitudeThreshold in (Kopernicus.Configuration.ScienceValuesLoader) as (Kopernicus.NumericParser`1[System.Single]) [LOG 17:33:06]: Exception Was Recorded: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Kopernicus.NumericParser`1[System.Single].SetFromString (System.String s) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.ProcessValue (System.Type targetType, System.String nodeValue) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 [LOG 17:33:06]: Inner Exception Was Recorded: Unknown char at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 As you can see it tries to parse the flyingAltitudeThreshold, and it instantly throws an exception. Next a few lines of code that highlight where in Kopernicus' config parser code it errors (more specifically the function 'LoadObjectFromConfigurationNode). But then it gets interesting. [LOG 17:33:06]: Inner Exception Was Recorded: Unknown char at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Let's filter out the code vomit to highlight the true problem. [LOG 17:33:06]: Inner Exception Was Recorded: Unknown char This means that you are feeding the computer something that it does not expect. For example, a boolean value (either 'true' or 'false') being assigned the value '16'. I'm not sure due to the way the forums format code, but ensure it's on the same line. Like, instead of flyingAltitudeThreshold = 5000 make it flyingAltitudeThreshold = 5000 I'm sorry, but in this case it's not clear as daylight why exactly it's erroring. Alternatively, try making it 5000.0, to highlight for the computer that it is dealing with a 'double' data type, not an 'integer' (ergo a number with decimal values instead of a whole number). Let me know if it works! Edit: where are the PQSMods? You need to add at least one PQSMod, mate. Otherwise the surface will crash. Since you want a flat plane, try adding this. PQS { Mods { VertexSimplexHeight { deformity = 1 frequency = 1 octaves = 2 persistence = 0.3 seed = 5 enabled = true order = 10 } } } It won't make it perfectly smooth, but make the altitude range from 0-1 very, VERY smoothly. It's nigh perfectly flat. Edited July 30, 2017 by The White Guardian Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted July 31, 2017 Share Posted July 31, 2017 (edited) Yes, I found the problem. I expanded the window, and it turned out flyingAltidudeThreshold and spaceAltitudeThreshold were on the same line. But now, however, there's another problem. Whenever I get close to the planet... @Kopernicus:AFTER[Kopernicus] { Body { name = Iontopia cacheFile = DeltaDizzy/Planets_n_Moons/Cache/Iontopia.bin Template { name = Minmus removeAllPQSMods = true } Properties { description = A Minmus-sized flat plain that's great for playing with ion engines, among other things... radius = 60500 geeASL = 0.1 rotationPeriod = 42000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 500 1000 5000 10000 25000 50000 75000 ScienceValues { landedDataValue = 2 inSpaceLowDataValue = 7 inSpaceHighDataValue = 6 recoveryValue = 7 flyingAltitudeThreshold = 5000 spaceAltitudeThreshold = 100000 } } Orbit { referenceBody = Kerbin color = 0,100,255,1 inclination = 0 eccentricity = 0.02 semiMajorAxis = 35000000 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 Material { texture = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds } } PQS { Mods { VertexColorMap { map = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds enabled = true } } } } } I'll go ahead and add the VertexSimplexHeight and see if that helps. Edited July 31, 2017 by DeltaDizzy Quote Link to comment Share on other sites More sharing options...
Clonos Posted August 2, 2017 Share Posted August 2, 2017 (edited) -snip- Edited August 5, 2017 by GenesisPlayz Nothing to see here! =D (I got it fixed) Quote Link to comment Share on other sites More sharing options...
Nailed it! Posted August 3, 2017 Share Posted August 3, 2017 Is there a way to make a small planetoid with really tall spikes on the surface? Or you just have to mess around with the deformation? Quote Link to comment Share on other sites More sharing options...
Clonos Posted August 3, 2017 Share Posted August 3, 2017 8 hours ago, Nailed it! said: Is there a way to make a small planetoid with really tall spikes on the surface? Or you just have to mess around with the deformation? Its possible! Just mess with the heightmap and PQSMods i think Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted August 5, 2017 Share Posted August 5, 2017 (edited) On 1/30/2016 at 3:08 AM, The White Guardian said: Furthermore, for optimal results, your textures need to be in .dds format, DXT5 for color and biome, L8 for height and DXT5_nm for normal maps, and doublecheck that all filepaths are correct. I guess it pays to check back! This might solve my texturing and heightmap issues. Except that I'm using paint.net, and there is no DXT5_nm or L8 options, just DXT1, DXT3, and DXT5. Edited August 5, 2017 by DeltaDizzy Quote Link to comment Share on other sites More sharing options...
Clonos Posted August 5, 2017 Share Posted August 5, 2017 (edited) On 8-1-2016 at 10:36 PM, The White Guardian said: @Kopernicus:AFTER[KOPERNICUS] { Body { Welcome! PQS { Mods { VertexNiceTutorialMusic { music = idk doesThisModExist = nope isThisJokeGettingTooLong = true } } } } } Ignore what was here, i fixed both the problems. Edited August 10, 2017 by GenesisPlayz Quote Link to comment Share on other sites More sharing options...
ModerndayLink Posted August 5, 2017 Share Posted August 5, 2017 (edited) 13 minutes ago, GenesisPlayz said: .1 Loptus' day/night side messed up; they are tilted 90 degrees of what they should be. 1 I don't remember exactly what causes it but I think it is a problem with the normal map.(sorry for faulty normalmap, my bad) I'm pretty sure the normalmap needs to have an alpha channel but idk how to do that. Edited August 5, 2017 by ModerndayLink64 Quote Link to comment Share on other sites More sharing options...
Clonos Posted August 5, 2017 Share Posted August 5, 2017 (edited) On 5-8-2017 at 9:46 PM, ModerndayLink64 said: 1 I don't remember exactly what causes it but I think it is a problem with the normal map.(sorry for faulty normalmap, my bad) Don't worry, it doesn't matter But how do other people make them? When i take a look in the folders i see most things transparant. nvm, got it Edited August 10, 2017 by GenesisPlayz Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted August 8, 2017 Share Posted August 8, 2017 I have narrowed down my problem to the fact that once I get close(Ex. Out of ScaledSpace), It changes into a solid-colored globe. Quote Link to comment Share on other sites More sharing options...
Cabbink Posted August 11, 2017 Share Posted August 11, 2017 Hey @The White GuardianI'm having a bit of trouble editing Moho into a new planet. As of now i have not added an ocean(tar ocean) and im having problems with the name and the textures loading. everything else about the planet works, however, from orbit changes to the description. Any help would be apreciated. Take a look: @Kopernicus:FOR[RDP] { @Body[Moho] { displayName = Orcus cacheFile = RDP/Orcus/Cache/Orcus.bin @Orbit { referenceBody = Sun inclination = 4 eccentricity = 0.203 semiMajorAxis = 5116498871 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 23 color = 0.45,0.42,0.34,1 } @Properties { description = Orcus a odd, Moho-like world, with more exotic features, so scientists don't have to make up stories for it. Orcus has bubbling lakes of tar, but suprisingly no atmosphere. radius = 586000 geeASL = 0.96 rotationPeriod = 50000 rotates = true tidallyLocked = true initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 0 0 0 0 0 0 0 @ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 80000 } } @ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 @Material { texture = RDP/Orcus/Textures/Orcus_Color.png normals = RDP/Orcus/Textures/Orcus_Normal.png shininess = 0 specular = 0.00,0.00,0.00,0 } } @PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 @Mods { @VertexColorMap { map = RDP/Orcus/Textures/Orcus_Color.png order = 400 enabled = true } @VertexHeightMap { map = RDP/Orcus/Textures/Orcus_Height.png offset = 0 deformity = 500 scaleDeformityByRadius = false order = 20 enabled = true } @VertexSimplexHeight { deformity = 250 frequency = 4 octaves = 12 persistence = 0.5 seed = 674624 order = 21 enabled = True name = _HeightNoise index = 0 } @VertexSimplexHeightAbsolute { deformity = 10 frequency = 18 octaves = 6 persistence = 0.5 seed = 4234532 order = 30 enabled = True name = _FineDetail index = 0 } } } } } Quote Link to comment Share on other sites More sharing options...
Rus_1952 Posted August 15, 2017 Share Posted August 15, 2017 Hi! Perhaps you've heard that according to some scientists, in the solar system there must be another planet, behind the orbit of Neptune? So i'm trying to add it into the Real Solar System mod. I've created giant Super-Earth iceball and placed it at the distance of around 600 a.u. from the Sun. It is about 3.5 times bigger and 10 times heavier than Earth, acording to astrophysicists calculations. And it works fine, but i've run into problem. My planet is almost absoluteley flat. So can someone help me to fix this? Quote @Kopernicus:FOR[RealSolarSystem] { // Iosphat Body { name = Iosphat finalizeOrbit = true flightGlobalsIndex = 24 cacheFile = RealSolarSystem/RSSKopernicus/Cache/Iosphat.bin Template { name = Mun removePQSMods = PQSMod_AltitudeAlpha, PQSLandControl, PQSMod_FlattenArea, PQSMod_VertexSimplexNoiseColor, PQSMod_VertexSimplexHeight, PQSMod_VertexHeightNoiseVertHeight, PQSMod_VoronoiCraters } Orbit { // Target body name: Iosphat (949) // Center body name: Sun (10) // Center-site name: BODY CENTER referenceBody = Sun semiMajorAxis = 9e+13 eccentricity = 0.3362772488425983 inclination = 33.61236405752844 meanAnomalyAtEpochD = 300.1297304812811 longitudeOfAscendingNode = 179.36099836994975 argumentOfPeriapsis = 184.4945352163909 color = 1, 1, 1, 1.0 } Properties { useTheInName = False description = Planet9 radius = 22323000 mass = 5.9726E+25 solarRotationPeriod = False rotationPeriod = 351856.672 tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 5000 30000 30000 100000 300000 600000 1000000 biomeMap = RSS-Textures/PluginData/PlutoBiomes.png Biomes { Biome { name = Surface value = 1.0 color = 0,0,0,1 } Biome { name = al-Idrisi Montes value = 1.0 color = 1,0,1,1 } Biome { name = Zheng He Montes value = 1.0 color = 1,1,0,1 } Biome { name = Baré Montes value = 1.0 color = 0,0,1,1 } Biome { name = Hillary Montes value = 1.0 color = 0,1,0,1 } Biome { name = Norgay Montes value = 1.0 color = 0,1,1,1 } Biome { name = Sputnik Planum value = 1.0 color = 1,0,0,1 } Biome { name = Burney Crater value = 1.0 color = 0.2,0.0,0.0,1 } Biome { name = Simonelli Crater value = 1.0 color = 0.0,0.2,0.0,1 } Biome { name = Guest Crater value = 1.0 color = 0.0,0.0,0.1,1 } Biome { name = Harrington Crater value = 1.0 color = 0.2,0.2,0.0,1 } Biome { name = Elliot Crater value = 1.0 color = 0.2,0.0,0.2,1 } Biome { name = K. Edgeworth Crater value = 1.0 color = 0.0,0.2,0.2,1 } Biome { name = Oort Crater value = 1.0 color = 0.396,0.0,0.0,1 } Biome { name = Tartarus Dorsa value = 1.0 color = 0.0,0.396,0.0,1 } Biome { name = Hayabusa Terra value = 1.0 color = 0.0,0.0,0.396,1 } Biome { name = Pioneer Terra value = 1.0 color = 0.396,0.396,0.0,1 } Biome { name = Voyager Terra value = 1.0 color = 0.396,0.0,0.396,1 } Biome { name = Viking Terra value = 1.0 color = 0.0,0.396,0.396,1 } Biome { name = Venera Terra value = 1.0 color = 1,1,1,1 } } ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 11 inSpaceHighDataValue = 10 recoveryValue = 11 flyingAltitudeThreshold = 18000 spaceAltitudeThreshold = 100000 } } ScaledVersion { type = Vacuum fadeStart = 50000 fadeEnd = 52000 Material { texture = RSS-Textures/Iosphatshaphatcolor normals = RSS-Textures/Iosphat_NRM shininess = 0.1 specular = 0.5,0.1,0.2,1 } } PQS { maxQuadLengthsPerFrame = 2 minLevel = 2 maxLevel = 14 minDetailDistance = 8 deactivateAltitude = 87000 fadeStart = 52000 fadeEnd = 67000 Material { saturation = 1.0 contrast = 0.8 tintColor = 1.000,1.000,1.000,0.000 powerNear = 0.6 powerFar = 0.6 groundTexStart = 0 groundTexEnd = 2000 steepPower = 3 steepTexStart = 0 steepTexEnd = 50000 steepTex = BUILTIN/terrain_sand00 steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM steepNearTiling = 15000 steepTiling = 500 lowTex = BUILTIN/snow lowBumpMap = BUILTIN/quiet lowNearTiling = 1000 lowMultiFactor = 30 lowBumpNearTiling = 5000 lowBumpFarTiling = 200 midTex = BUILTIN/snow midBumpMap = BUILTIN/quiet midNearTiling = 1000 midMultiFactor = 30 midBumpNearTiling = 5000 midBumpFarTiling = 200 highTex = BUILTIN/snow highBumpMap = BUILTIN/quiet highNearTiling = 1000 highMultiFactor = 30 highBumpNearTiling = 5000 highBumpFarTiling = 200 lowStart = 0 lowEnd = 0.6 highStart = 0.8 highEnd = 1 globalDensity = 0 } Mods VertexHeightMap { map = RSS-Textures/PluginData/IosphatHeight.dds offset = 0 deformity = 102640.0 scaleDeformityByRadius = False order = 20 enabled = true } VertexSimplexHeight { seed = 2211221 deformity = 50000.0 octaves = 12.0 persistence = 0.7 frequency = 10 enabled = true order = 102 } VertexHeightNoiseVertHeight { seed = 1283704385 frequency = 8 octaves = 9 persistance = 0.6 heightStart = 0 heightEnd = 1 deformity = 1200 mode = Low } } } Atmosphere { // General atmosphere settings enabled = False oxygen = false maxAltitude = 110000.0 lightColor = 0.9, 0.85, 0.8, 0.5 // constants adiabaticIndex = 1.4 atmosphereMolarMass = 0.02797 // Atmosphere Pressure pressureCurve { key = 0 0.001 0 -4.94296E-08 key = 2000 0.000905994 -4.43577E-08 -4.43577E-08 key = 4000 0.000823118 -3.84624E-08 -3.84624E-08 key = 6000 0.000752101 -3.26203E-08 -3.26203E-08 key = 8000 0.000692231 -2.73754E-08 -2.73754E-08 key = 10000 0.000642053 -2.29428E-08 -2.29428E-08 key = 12000 0.000599901 -1.93437E-08 -1.93437E-08 key = 15000 0.000548315 -1.52843E-08 -1.52843E-08 key = 20000 0.000483599 -1.10179E-08 -1.10179E-08 key = 25000 0.000435000 -8.65802E-09 -8.65802E-09 key = 30000 0.000395132 -7.44503E-09 -7.44503E-09 key = 40000 0.000327722 -6.09164E-09 -6.09164E-09 key = 50000 0.000272362 -5.02080E-09 -5.02080E-09 key = 60000 0.000226604 -4.16126E-09 -4.16126E-09 key = 75000 0.000172051 -3.16227E-09 -3.16227E-09 key = 90000 0.000130489 -2.41401E-09 -2.41401E-09 key = 102000 0.000104428 -1.94603E-09 -1.94603E-09 key = 110000 0 0 0 } // Atmosphere Temperature temperatureSeaLevel = 42 temperatureCurve { key = 0 40.5 0 0 key = 30000 105 0 0 key = 110000 93 -0.0002 0 } temperatureSunMultCurve { key = 0 1 0 -0.0002 key = 10000 0 0 0 key = 110000 0 0 0 } temperatureLatitudeBiasCurve { key = 0 0 0 0 key = 90 0 0 0 } temperatureLatitudeSunMultCurve { key = 0 4 0 0 key = 90 0 -0.072 0 } temperatureAxialSunBiasCurve { key = 0 5.7547 0 -0.096993 key = 46 0 -0.13963 -0.13963 key = 136 -8 0 0 key = 226 0 0.13963 0.13963 key = 316 8 0 0 key = 360 5.7547 -0.096993 0 } temperatureAxialSunMultCurve { key = 0 0 0 0.018 key = 90 1 0 0 } temperatureEccentricityBiasCurve { key = 0 5 0 -10 key = 1 -5 -10 0 } } } } Quote Link to comment Share on other sites More sharing options...
Yahnyx Posted August 18, 2017 Share Posted August 18, 2017 (edited) Hi ! I'm trying to make my first planet. I'll almost succeeded... I have only one problem : the planet properties (size, atmosphere pressure, temperature....) are not used. Instead, the game load the Template planet's properties. Here's my CFG file : https://drive.google.com/open?id=1_sYEUMgaw1qh-1PT3WO6DBt6Ez6mnc_ptJsEVqX42Gc EDIT : An other question : Is it possible to choose in which biome there's oxygen ? Edited August 19, 2017 by Yahnyx Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 How do I make a moon with procedural terrain? On 8/18/2017 at 3:38 PM, Yahnyx said: Hi ! I'm trying to make my first planet. I'll almost succeeded... I have only one problem : the planet properties (size, atmosphere pressure, temperature....) are not used. Instead, the game load the Template planet's properties. Here's my CFG file : https://drive.google.com/open?id=1_sYEUMgaw1qh-1PT3WO6DBt6Ez6mnc_ptJsEVqX42Gc EDIT : An other question : Is it possible to choose in which biome there's oxygen ? Radius is spelled "raduis", for starters. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 2, 2017 Author Share Posted September 2, 2017 (edited) 9 minutes ago, Mrcarrot said: How do I make a moon with procedural terrain? Your call. Use literally any PQSMod that isn't map based Spoiler Map-Based: - VertexHeightMap - VertexColorMap - VertexSimplexHeightMap - VertexColorMapBlend etc A planet does not need a map as a template. Gilly and Minmus, for example, have no maps. Edited September 2, 2017 by The White Guardian Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 (edited) On 8/10/2017 at 8:06 PM, Cabbink said: Hey @The White GuardianI'm having a bit of trouble editing Moho into a new planet. As of now i have not added an ocean(tar ocean) and im having problems with the name and the textures loading. everything else about the planet works, however, from orbit changes to the description. Any help would be apreciated. Take a look: Reveal hidden contents @Kopernicus:FOR[RDP] { @Body[Moho] { displayName = Orcus cacheFile = RDP/Orcus/Cache/Orcus.bin @Orbit { referenceBody = Sun inclination = 4 eccentricity = 0.203 semiMajorAxis = 5116498871 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 23 color = 0.45,0.42,0.34,1 } @Properties { description = Orcus a odd, Moho-like world, with more exotic features, so scientists don't have to make up stories for it. Orcus has bubbling lakes of tar, but suprisingly no atmosphere. radius = 586000 geeASL = 0.96 rotationPeriod = 50000 rotates = true tidallyLocked = true initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 0 0 0 0 0 0 0 @ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 80000 } } @ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 @Material { texture = RDP/Orcus/Textures/Orcus_Color.png normals = RDP/Orcus/Textures/Orcus_Normal.png shininess = 0 specular = 0.00,0.00,0.00,0 } } @PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 @Mods { @VertexColorMap { map = RDP/Orcus/Textures/Orcus_Color.png order = 400 enabled = true } @VertexHeightMap { map = RDP/Orcus/Textures/Orcus_Height.png offset = 0 deformity = 500 scaleDeformityByRadius = false order = 20 enabled = true } @VertexSimplexHeight { deformity = 250 frequency = 4 octaves = 12 persistence = 0.5 seed = 674624 order = 21 enabled = True name = _HeightNoise index = 0 } @VertexSimplexHeightAbsolute { deformity = 10 frequency = 18 octaves = 6 persistence = 0.5 seed = 4234532 order = 30 enabled = True name = _FineDetail index = 0 } } } } } displayName goes in "Properties". You also don't need referenceBody in orbit. If you were changing that, though, it would be @referenceBody. Edited September 2, 2017 by Mrcarrot Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 2, 2017 Author Share Posted September 2, 2017 On 8/11/2017 at 3:06 AM, Cabbink said: Hey @The White GuardianI'm having a bit of trouble editing Moho into a new planet. As of now i have not added an ocean(tar ocean) and im having problems with the name and the textures loading. everything else about the planet works, however, from orbit changes to the description. Any help would be apreciated. Take a look: Reveal hidden contents @Kopernicus:FOR[RDP] { @Body[Moho] { displayName = Orcus cacheFile = RDP/Orcus/Cache/Orcus.bin @Orbit { referenceBody = Sun inclination = 4 eccentricity = 0.203 semiMajorAxis = 5116498871 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 23 color = 0.45,0.42,0.34,1 } @Properties { description = Orcus a odd, Moho-like world, with more exotic features, so scientists don't have to make up stories for it. Orcus has bubbling lakes of tar, but suprisingly no atmosphere. radius = 586000 geeASL = 0.96 rotationPeriod = 50000 rotates = true tidallyLocked = true initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 0 0 0 0 0 0 0 @ScienceValues { landedDataValue = 12 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 80000 } } @ScaledVersion { type = Vacuum fadeStart = 0 fadeEnd = 0 @Material { texture = RDP/Orcus/Textures/Orcus_Color.png normals = RDP/Orcus/Textures/Orcus_Normal.png shininess = 0 specular = 0.00,0.00,0.00,0 } } @PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 @Mods { @VertexColorMap { map = RDP/Orcus/Textures/Orcus_Color.png order = 400 enabled = true } @VertexHeightMap { map = RDP/Orcus/Textures/Orcus_Height.png offset = 0 deformity = 500 scaleDeformityByRadius = false order = 20 enabled = true } @VertexSimplexHeight { deformity = 250 frequency = 4 octaves = 12 persistence = 0.5 seed = 674624 order = 21 enabled = True name = _HeightNoise index = 0 } @VertexSimplexHeightAbsolute { deformity = 10 frequency = 18 octaves = 6 persistence = 0.5 seed = 4234532 order = 30 enabled = True name = _FineDetail index = 0 } } } } } You don't have to write '@X' where X is the name of a PQSMod. If a planet already has VertexSimplexNoiseColor with a blend value of 1 for example, and you edit the planet, you can simply write: @PQS { @Mods { VertexSimplexNoiseColor { blend = 0.4 } } } To edit this value. Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 7 minutes ago, The White Guardian said: Your call. Use literally any PQSMod that isn't map based Reveal hidden contents Map-Based: - VertexHeightMap - VertexColorMap - VertexSimplexHeightMap - VertexColorMapBlend etc A planet does not need a map as a template. Gilly and Minmus, for example, have no maps. So, for example, VertexPlanet? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 2, 2017 Author Share Posted September 2, 2017 Just now, Mrcarrot said: So, for example, VertexPlanet? That's the one Minmus uses. Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 10 minutes ago, The White Guardian said: That's the one Minmus uses. How do I use it then? Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 2, 2017 Author Share Posted September 2, 2017 1 minute ago, Mrcarrot said: How do I use it then? Just configure the PQSMod and it should work. Only when a PQSMod has a value that expects a map you'll need a map for that PQSMod to function. Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 42 minutes ago, The White Guardian said: Just configure the PQSMod and it should work. Only when a PQSMod has a value that expects a map you'll need a map for that PQSMod to function. Is there any way I can make the ScaledVersion reflect the procedural terrain? Quote Link to comment Share on other sites More sharing options...
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