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A beginner's guide to Kopernicus - The basics


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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 by Mrcarrot
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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.

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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.

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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?

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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):

8cSOJK9.png

Edited by Mrcarrot
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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 by VoltronAWK
Spoiler Insert
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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!

eRabSI3.png

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':wink:.

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 by Mrcarrot
changed to reflect spoiler in post
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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!

eRabSI3.png

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':wink:.

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 by VoltronAWK
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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.

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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.

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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 by Mrcarrot
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  • 3 weeks later...
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 by JadeOfMaar
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  • 1 month later...
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
	}
}

 

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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?

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