The White Guardian Posted September 2, 2017 Author Share Posted September 2, 2017 9 minutes ago, Mrcarrot said: Is there any way I can make the ScaledVersion reflect the procedural terrain? Use KittopiaTech to export the textures, then delete the generated cache file. Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 (edited) 1 hour ago, The White Guardian said: Use KittopiaTech to export the textures, then delete the generated cache file. Please clarify. How do I do that, and what should I use for ScaledSpace when I load it ingame? EDIT: found the answer in this thread. Edited September 2, 2017 by Mrcarrot Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 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 } } } } } It would actually probably be easier to delete Moho (!Body[Moho] {}) and start from scratch. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 2, 2017 Author Share Posted September 2, 2017 26 minutes ago, Mrcarrot said: Please clarify. How do I do that, and what should I use for ScaledSpace when I load it ingame? Install KittopiaTech, press CTRL + P in-game, select your planet in the menu at the top of the GUI that appears, go to ScaledSpace Editor, and select 'Update Textures'. You can then find the textures under GameData/KittopiaTech/Textures/[planetname]. Place the color and normal maps in a handy location inside your mod's folder and then, write the following inside your planet's Body{} wrapper: ScaledVersion { Material { texture = X //where X is a filepath linking to your planet's color map normals = Y //where Y is a filepath linking to your planet's normal map } } 11 minutes ago, Mrcarrot said: It would actually probably be easier to delete Moho (!Body[Moho] {}) and start from scratch. If you only edit the values you wish to differ from Moho's default ones, the method @Cabbink uses is actually much easier, time-saving, and space saving. You'll be surprised how big of a change you can make with only 24 lines of code. Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 2, 2017 Share Posted September 2, 2017 2 minutes ago, The White Guardian said: If you only edit the values you wish to differ from Moho's default ones, the method @Cabbink uses is actually much easier, time-saving, and space saving. You'll be surprised how big of a change you can make with only 24 lines of code. I meant using Moho as a template, but good to know. 5 minutes ago, The White Guardian said: Install KittopiaTech, press CTRL + P in-game, select your planet in the menu at the top of the GUI that appears, go to ScaledSpace Editor, and select 'Update Textures'. You can then find the textures under GameData/KittopiaTech/Textures/[planetname]. Place the color and normal maps in a handy location inside your mod's folder and then, write the following inside your planet's Body{} wrapper: ScaledVersion { Material { texture = X //where X is a filepath linking to your planet's color map normals = Y //where Y is a filepath linking to your planet's normal map } } What export file format does KittopiaTech use? 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 } } } } } Remove the @ in front of "Material". That is not necessary and will probably solve your problem. This combined with putting displayName in "Properties" will most likely fix both problems. Edit: Yep, it works like that. Example(with Duna's textures): Edited September 4, 2017 by Mrcarrot Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 3, 2017 Author Share Posted September 3, 2017 18 hours ago, Mrcarrot said: What export file format does KittopiaTech use? KittopiaTech exports as PNG by default, though they can be used right off the bat. Quote Link to comment Share on other sites More sharing options...
VoltronAWK Posted September 3, 2017 Share Posted September 3, 2017 (edited) I've tried to fix it in all kinds of ways but I can't get this to work. The game starts loading and then the menu music starts but doesn't pull up the menu... Mabey someone here can try it. Also can someone explain what Vertex Height Noise is? Thanks! Code: Spoiler @Kopernicus:AFTER[Kopernicus] { Body { name = Vawk cacheFile = Vawk/Cache/VawkPlanetCache.bin Template { name = Ike removeAllPQSMods = true } Properties { description = 'Filler' radius = 400000 geeASL = 0.35 isHomeWorld = false tidallyLocked = false rotationPeriod = 25200 initialRotation = 0 timewarpAltitudeLimits = 0 5000 75000 15000 30000 100000 300000 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 3 flyingHighDataValue = 2 inSpaceLowDataValue = 8 inSpaceHighDataValue = 6 recoveryValue = 6 flyingAltitudeThreshold = 25000 spaceAltitudeThreshold = 400000 } biomeMap = Vawk/PluginData/Vawk_biomes.dds Biomes { Biome { name = Flatlands value = 1 color = 1, 0, 0, 1 } Biome { name = Badlands value = 1.15 color = 0, 0, 1, 1 } Biome { name = Hills value = 1 color = 0, 1, 0, 1 } Biome { name = Crater value = 1 color = 1, 1, 0, 1 } } } ScaledVersion { type = Vacuum Material { texture = Vawk/PluginData/Vawk_color.dds normals = Vawk/PluginData/Vawk_normal.dds } } Orbit { referenceBody = Sun semiMajorAxis = 11916350000 inclination = 5 eccentricity = 0.09 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.8, 0.6, 0.1, 1 } PQS { Mods { VertexHeightMap { map = Vawk/PluginData/Vawk_height.dds deformity = 3000 scaleDeformityByRadius = false offset = -500 enabled = true order = 20 } VertexColorMap { map = Vawk_PluginData/Vawk_color.dds order = 20 enabled = true } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 2500 frequency = 6 persistence = 0.2 lacunarity = 2.5 octaves = 7 mode = Low seed = 23690 enabled = true order = 15 } } } } } Edited September 4, 2017 by VoltronAWK Spoiler Insert Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 4, 2017 Share Posted September 4, 2017 (edited) On 9/3/2017 at 9:37 AM, The White Guardian said: KittopiaTech exports as PNG by default, though they can be used right off the bat. Yeah, IT WORKED! Before I had only been able to make gas giants, because not being able to export a WIP texture from SpaceEngine, but I have a screenshot! Edit: and no, that's not ocean. On 9/2/2017 at 2:48 PM, The White Guardian said: If you only edit the values you wish to differ from Moho's default ones, the method @Cabbink uses is actually much easier, time-saving, and space saving. You'll be surprised how big of a change you can make with only 24 lines of code. Well, I'm not sure how surprised I'd be, my only released mod is a Kopernicus config that changes things around. Just sayin'. On 9/3/2017 at 3:54 PM, VoltronAWK said: I've tried to fix it in all kinds of ways but I can't get this to work. The game starts loading and then the menu music starts but doesn't pull up the menu... Mabey someone here can try it. Also can someone explain what Vertex Height Noise is? Thanks! Code: Spoiler @Kopernicus:AFTER[Kopernicus] { Body { name = Vawk cacheFile = Vawk/Cache/VawkPlanetCache.bin Template { name = Ike removeAllPQSMods = true } Properties { description = 'Filler' radius = 400000 geeASL = 0.35 isHomeWorld = false tidallyLocked = false rotationPeriod = 25200 initialRotation = 0 timewarpAltitudeLimits = 0 5000 75000 15000 30000 100000 300000 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 3 flyingHighDataValue = 2 inSpaceLowDataValue = 8 inSpaceHighDataValue = 6 recoveryValue = 6 flyingAltitudeThreshold = 25000 spaceAltitudeThreshold = 400000 } biomeMap = Vawk/PluginData/Vawk_biomes.dds Biomes { Biome { name = Flatlands value = 1 color = 1, 0, 0, 1 } Biome { name = Badlands value = 1.15 color = 0, 0, 1, 1 } Biome { name = Hills value = 1 color = 0, 1, 0, 1 } Biome { name = Crater value = 1 color = 1, 1, 0, 1 } } } ScaledVersion { type = Vacuum Material { texture = Vawk/PluginData/Vawk_color.dds normals = Vawk/PluginData/Vawk_normal.dds } } Orbit { referenceBody = Sun semiMajorAxis = 11916350000 inclination = 5 eccentricity = 0.09 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.8, 0.6, 0.1, 1 } PQS { Mods { VertexHeightMap { map = Vawk/PluginData/Vawk_height.dds deformity = 3000 scaleDeformityByRadius = false offset = -500 enabled = true order = 20 } VertexColorMap { map = Vawk_PluginData/Vawk_color.dds order = 20 enabled = true } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 2500 frequency = 6 persistence = 0.2 lacunarity = 2.5 octaves = 7 mode = Low seed = 23690 enabled = true order = 15 } } } } } I don't know about your PQS Mods, but please tell me, how much RAM do you have? edit: also, please put your cfg in a spoiler. Edited September 4, 2017 by Mrcarrot changed to reflect spoiler in post Quote Link to comment Share on other sites More sharing options...
VoltronAWK Posted September 4, 2017 Share Posted September 4, 2017 (edited) 3 hours ago, Mrcarrot said: Yeah, IT WORKED! Before I had only been able to make gas giants, because not being able to export a WIP texture from SpaceEngine, but I have a screenshot! Edit: and no, that's not ocean. Well, I'm not sure how surprised I'd be, my only released mod is a Kopernicus config that changes things around. Just sayin'. I don't know about your PQS Mods, but please tell me, how much RAM do you have? edit: also, please put your cfg in a spoiler. 8gb of ram should be enough right? Does ksp have an allocate Ram setting? (Fixed the spoiler thing) + (I'm new to this whole 'Forum' Thing) Edited September 4, 2017 by VoltronAWK Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 4, 2017 Share Posted September 4, 2017 58 minutes ago, VoltronAWK said: 8gb of ram should be enough right? Does ksp have an allocate Ram setting? (Fixed the spoiler thing) + (I'm new to this whole 'Forum' Thing) I'm pretty sure 8GB RAM is enough to run KSP in 3 windows at a time. I was just wondering because sometimes I can't play because mods suck up my 3GB RAM very fast. Quote Link to comment Share on other sites More sharing options...
VoltronAWK Posted September 4, 2017 Share Posted September 4, 2017 Do you see any problems with the code or does anyone know what language / pseudo language it is. I understand JavaScript and C but this isn't either of them. Is Kopernicus based of any language? Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 4, 2017 Share Posted September 4, 2017 20 hours ago, VoltronAWK said: I've tried to fix it in all kinds of ways but I can't get this to work. The game starts loading and then the menu music starts but doesn't pull up the menu... Mabey someone here can try it. Also can someone explain what Vertex Height Noise is? Thanks! Code: Reveal hidden contents @Kopernicus:AFTER[Kopernicus] { Body { name = Vawk cacheFile = Vawk/Cache/VawkPlanetCache.bin Template { name = Ike removeAllPQSMods = true } Properties { description = 'Filler' radius = 400000 geeASL = 0.35 isHomeWorld = false tidallyLocked = false rotationPeriod = 25200 initialRotation = 0 timewarpAltitudeLimits = 0 5000 75000 15000 30000 100000 300000 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 3 flyingHighDataValue = 2 inSpaceLowDataValue = 8 inSpaceHighDataValue = 6 recoveryValue = 6 flyingAltitudeThreshold = 25000 spaceAltitudeThreshold = 400000 } biomeMap = Vawk/PluginData/Vawk_biomes.dds Biomes { Biome { name = Flatlands value = 1 color = 1, 0, 0, 1 } Biome { name = Badlands value = 1.15 color = 0, 0, 1, 1 } Biome { name = Hills value = 1 color = 0, 1, 0, 1 } Biome { name = Crater value = 1 color = 1, 1, 0, 1 } } } ScaledVersion { type = Vacuum Material { texture = Vawk/PluginData/Vawk_color.dds normals = Vawk/PluginData/Vawk_normal.dds } } Orbit { referenceBody = Sun semiMajorAxis = 11916350000 inclination = 5 eccentricity = 0.09 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.8, 0.6, 0.1, 1 } PQS { Mods { VertexHeightMap { map = Vawk/PluginData/Vawk_height.dds deformity = 3000 scaleDeformityByRadius = false offset = -500 enabled = true order = 20 } VertexColorMap { map = Vawk_PluginData/Vawk_color.dds order = 20 enabled = true } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 2500 frequency = 6 persistence = 0.2 lacunarity = 2.5 octaves = 7 mode = Low seed = 23690 enabled = true order = 15 } } } } } I'm not sure about this, but I think Biomes should be in a separate parser, not part of "Properties". Ask @The White Guardian about that. Quote Link to comment Share on other sites More sharing options...
VoltronAWK Posted September 4, 2017 Share Posted September 4, 2017 (edited) 2 minutes ago, Mrcarrot said: I'm not sure about this, but I think Biomes should be in a separate parser, not part of "Properties". Ask @The White Guardian about that. I think you are correct. Is there a system to directly ask? (wow.) Edited September 4, 2017 by VoltronAWK spells Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 4, 2017 Share Posted September 4, 2017 (edited) 24 minutes ago, VoltronAWK said: I think you are correct. Is there a system to directly ask? (wow.) You can PM him (Envelope Icon by the top right corner) or ask on the Kopernicus Thread. Edit: or you can wait for him to drop by here, because I mentioned him and he will be receiving a notification. Edited September 4, 2017 by Mrcarrot Quote Link to comment Share on other sites More sharing options...
Nailed it! Posted September 6, 2017 Share Posted September 6, 2017 (edited) One question, what is de code to add custom oceans? If someone has a way to make lava seas, please tell, I need it for a mod I'm working on. Thanks Edited September 6, 2017 by Nailed it! Quote Link to comment Share on other sites More sharing options...
Mrcarrot Posted September 6, 2017 Share Posted September 6, 2017 When I put in SpaceCenter, does that automatically adjust the height, or does it need to be specified? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Nailed it! Posted September 25, 2017 Share Posted September 25, 2017 How can you control the ocean's altitude? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 25, 2017 Share Posted September 25, 2017 (edited) 58 minutes ago, Nailed it! said: How can you control the ocean's altitude? You don't. Sea level = planet radius. Change the terrain offset to get the desired effect. On 9/6/2017 at 11:18 AM, Nailed it! said: If someone has a way to make lava seas, please tell, I need it for a mod I'm working on. Add a HazardousOcean node within the Ocean node. The first value of each key is altitude from sea level, the second value is degrees Kelvin per second. Be gentle with the temperature values. This here (0.14 per second) is plenty already. The altitude on this may be overly high for an airless world. HazardousOcean { key = 0 0.14 0 -3E-05 key = 2200 0.1 -1.2E-05 -1.2E-05 key = 15000 0 0 0 } Edited September 25, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 25, 2017 Author Share Posted September 25, 2017 6 minutes ago, JadeOfMaar said: The first value of each key is altitude from sea level, the second value is degrees Kelvin per second Not per second, per frame. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 25, 2017 Share Posted September 25, 2017 Just now, The White Guardian said: Not per second, per frame. Oh snap. Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted September 25, 2017 Author Share Posted September 25, 2017 Just now, JadeOfMaar said: Oh snap. I know, it's pretty massive... Quote Link to comment Share on other sites More sharing options...
UranianBlue Posted October 29, 2017 Share Posted October 29, 2017 On 9/25/2017 at 2:45 PM, JadeOfMaar said: You don't. Sea level = planet radius. Change the terrain offset to get the desired effect. Add a HazardousOcean node within the Ocean node. The first value of each key is altitude from sea level, the second value is degrees Kelvin per second. Be gentle with the temperature values. This here (0.14 per second) is plenty already. The altitude on this may be overly high for an airless world. HazardousOcean { key = 0 0.14 0 -3E-05 key = 2200 0.1 -1.2E-05 -1.2E-05 key = 15000 0 0 0 } I've made ocean planets without having to add in an ocean node. One can simply omit the "removeOcean = true" line in the Template node if the template is Laythe. If I wanted to be lazy and not add in an ocean node (assuming the template was Laythe), could I just do: @Ocean { HazardousOcean { key = 0 0.14 0 -3E-05 key = 2200 0.1 -1.2E-05 -1.2E-05 key = 15000 0 0 0 } } Quote Link to comment Share on other sites More sharing options...
cy4n Posted October 29, 2017 Share Posted October 29, 2017 @UranianBlue No, as in the Kopernicus system.cfg, there is no ocean for you to edit; it's pulled from the template. You would need to use Ocean { HazardousOcean { key = 0 0.14 0 -3E-05 key = 2200 0.1 -1.2E-05 -1.2E-05 key = 15000 0 0 0 } } omitting the @ in front of the Ocean Quote Link to comment Share on other sites More sharing options...
Nailed it! Posted November 1, 2017 Share Posted November 1, 2017 I'm making planets in Kittopia and Kopernicus but to make the planet right, I have to "update mesh" everytime because if not, landmasses similar to the planet template (in this case, Laythe) bulge from the planet viewing through space. Is there a way to make the game update the mesh (whatever is it) automatically? Quote Link to comment Share on other sites More sharing options...
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