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A beginner's guide to Kopernicus - The basics


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Hi. I want to make mod planets, so I've taken a shot at learning to use Kopernicus. I've managed to get a planet to appear in the game after many frustrating hours. So now I have my first  experimental planet added, but it isn't fully functional and I don't understand why. Can someone who is experienced suggest how to fix it?

The problems I've noticed:

1.) Landing is not detected. Experiment reports from the surface say "in space near" and EVAs cannot walk, they go into micro-gravity pose and roll on the ground. Vessles (including EVAs) seem to interract with the terrain correctly, by which I  mean they 'touch it' and stop moving, but the game doesn't seem to understand that it is landed.

2.) Terrain faces flicker black underneath the vessel.

The biome map comes up with the kerbnet window and that looked just fine.

Their is no error being reported, like 'failed to load'. The kopernicus log does not seem to indicate any problems. I compared my planet's log to an OPM planet and they seem basically the same from top to bottom.

Here is my config:

@Kopernicus
{
	Body
	{
		name = Mewn

		Debug
		{
			exportMesh = true
			update = true
		}

		cacheFile = Mewn/Cache/Mewn.bin

		Properties
		{
			description = Please work.
			radius = 123456
			geeASL = 0.11
			rotates = True
			rotationPeriod = 14400
			tidallyLocked = False
			isHomeworld = False
			timewarpAltitudeLimits = 0 4500 6750 10000 15000 50000 500000 1000000
			sphereOfInfluence = 1500000
			MaxZoom = 20000

			ScienceValues
			{
				landedDataValue = 4
				splashedDataValue = 0
				flyingLowDataValue = 0
				flyingHighDataValue = 0
				inSpaceLowDataValue = 3.5
				inSpaceHighDataValue = 3
				recoveryValue = 4
				spaceAltitudeThreshold = 12500
			}
			biomeMap = Mewn/Textures/PluginData/mewnBiomes.dds
			Biomes
			{
				Biome
				{
					name = Underbed
					displayName = Underbed
					value = 1
					color = 0.933, 0, 1,1
				}

				...(Omiting the remainder of the biome section for space concern. They continue exactly like the previous one.)...
			}
		}
		Orbit
		{
			referenceBody = Kerbin
			inclination = 0
			eccentricity = 0
			semiMajorAxis = 29000000
			longitudeOfAscendingNode = 0
			argumentOfPeriapsis = 0
			meanAnomalyAtEpoch = 0
			meanAnomalyAtEpochD = 0
			epoch = 90
			color = 1,0.627451003,0,1
			nodeColor = 1,0,1,1
		}
		ScaledVersion
		{
			type = Vacuum
			fadeStart = 10000
			fadeEnd = 20000
			Material
			{
				texture = Mewn/Textures/PluginData/mewnColor.dds
				normals = Mewn/Textures/PluginData/mewnNormal.dds
				color = 1,1,1,1
				specColor = 0.5,0.5,0.5,1
				shininess = 0.5
			}
		}
		PQS
		{
			fadeStart = 20000
			fadeEnd = 30000
			minLevel = 2
			maxLevel = 9
			materialType = AtmosphericTriplanarZoomRotation
			Material
			{
				factor = 8
				factorBlendWidth = 0
				factorRotation = 0
				saturation = 0.5
				contrast = 0.5
				tintColor = 1,1,1,0
				specularColor = 0,0,0,0
				albedoBrightness = 1
				steepPower = 1.5
				steepTexStart = 0
				steepTexEnd = 0
				steepTex = BUILTIN/MunCliff [Diffuse]
				steepTexScale = 1,1
				steepTexOffset = 0,0
				steepBumpMap = BUILTIN/MunCliff [Normal]
				steepBumpMapScale = 1,1
				steepBumpMapOffset = 0,0
				steepNearTiling = 500
				steepTiling = 350
				lowTexScale = 1,1
				lowTexOffset = 0,0
				lowTiling = 1
				midTex = BUILTIN/MunFloor [Diffuse]
				midTexScale = 1,1
				midTexOffset = 0,0
				midTiling = 150000
				midBumpMap = BUILTIN/MunFloor [Normal]
				midBumpMapScale = 1,1
				midBumpMapOffset = 0,0
				midBumpTiling = 150000
				highTexScale = 1,1
				highTexOffset = 0,0
				highTiling = 1.5
				lowStart = -1
				lowEnd = -1
				highStart = 1
				highEnd = 1
				globalDensity = 0
				fogColorRampScale = 1,1
				fogColorRampOffset = 0,0
				planetOpacity = 0.002323827
				oceanFogDistance = 0
			}
			Mods
			{
				VertexHeightMap
				{
					map = Mewn/Textures/PluginData/mewnHeight.dds
					offset = 0
					deformity = 6000
					scaleDeformityByRadius = False
					order = 50
					enabled = true
				}
				VertexColorMap
				{
					map = Mewn/Textures/PluginData/mewnColor.dds
					order = 50
					enabled = true
				}
			}
		}
	}
}

Thanks in advance for any awesome person who responds with help for me.

Edited by TheFroth
Correcting it with new information.
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Hi.

Few things- 

For removing flickering, copy and paste this ABSOLUTE WALL OF TEXT into the Mods subcategory of PQS.

Spoiler
               LandControl
               {
	           altitudeBlend = 0
	           altitudeFrequency = 1
	           altitudeOctaves = 1
	           altitudePersistance = 1
	           altitudeSeed = 1
	           createColors = True
	           createScatter = True
	           latitudeBlend = 0
	           latitudeFrequency = 1
	           latitudeOctaves = 1
	           latitudePersistance = 1
	           latitudeSeed = 1
	           longitudeBlend = 0
	           longitudeFrequency = 1
	           longitudeOctaves = 1
	           longitudePersistance = 1
	           longitudeSeed = 1
	           useHeightMap = False
		   vHeightMax = 10000
		   order = 999999
		   enabled = True
		   LandClasses
	           {
		       Value
		       {
			  name = Base
			  alterApparentHeight = 0
			  alterRealHeight = 0
			  color = 0,0,0,0
			  coverageBlend = 0
			  coverageFrequency = 1
			  coverageOctaves = 1
			  coveragePersistance = 1
			  coverageSeed = 123
			  latDelta = 1
			  latitudeDouble = False
			  lonDelta = 1
			  minimumRealHeight = 0
			  noiseBlend = 0
			  noiseColor = 0,0,0,0
			  noiseFrequency = 1
			  noiseOctaves = 1
			  noisePersistance = 1
			  noiseSeed = 321
			  delete = False
			  altitudeRange
			  {
				  startStart = 0
				  startEnd = 0
				  endStart = 1
				  endEnd = 1
			  } 
			  latitudeRange
			  {
				  startStart = 0
				  startEnd = 0
				  endStart = 1
				  endEnd = 1
			  }
			  longitudeRange
			  {
				  startStart = 0
				  startEnd = 0
				  endStart = 1
				  endEnd = 1
                          }
		       }
                   }
               } 

 

And then, add a Template node, also, remove the Debug section.

Template should look like this. 

        Template
        {
            name = Mun //Stock planet/moon to base off of.
            removeAllPQSMods = True //Remove if gas giant or star.
        }

More or less nitpicks BUT

3 hours ago, TheFroth said:
sphereOfInfluence = 1500000
			MaxZoom = 20000

Remove that..

3 hours ago, TheFroth said:
displayName = Underbed

Also, displayName(s) don't work for biomes.

Add a displayName thing to Properties. Gives a name in the map view.

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@Mr. Kerbin You are awesome! That got everything seeming to be proper the way I expect it to be. Thank you for you help!

I actually forgot to put "= true" on the removeAllPQSMods before testing it, so I was initially alarmed at seeing my planet covered in Mun features and anomalies. haha

This first planet was such a learning experience. I now know you can't make a 900-pixel wide crater because it stops being a crater and becomes a circular ridge around half a hemisphere. But you have unleashed the beast. Good things will come from this. Wait and see.

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Thanks for those resources about atmospheres. I want to make a homeworld-type planet so atmosphere and oceans are in my crosshair.

I have two more questions. Not 'help my stuff is broken' this time, I just want a better understanding to know what my options are.

Regarding "textureAtlas", I saw nothing explaining this on the Kopernicus wiki. I am hoping maybe it is like a way to map ground textures positions. What is it really? If it is something that would be useful to me, is there anything special I need to know before I attempt it?

Regarding LandClasses, it seems there is some fundamental limitations in the way it works, and I want to know if something is possible...

If you have an area where you want multiple Landclasses, such as adjacent biomes that should be graphically distinctive, and their altitudes overlap, and also the boundary between them is diagonal so the Lat/Lon also overlap, then is it possible to give them each their own proper Landclass without having to make dozens of tiny Landclass declarations to fill in the edges? Or is the Landclasses method limited in this way and you should just plan your planet's design around it?

I'm designing a 'wasteland' themed homeworld planet. It has biomes 'wastes', 'sands', and 'summits' in a simple grasslands/highlands/mountains type of relationship, but I also want to have another 'rocky hills' biome' that is speckled all over the place. All of which aught to get their own Landclass, but their altitudes and areas have a lot of overlap and by looking at the Landclass properties, it appears that may be a problem.

Does anyone have more info about these things?

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  • 3 weeks later...
On 11/2/2024 at 7:31 PM, TheFroth said:

Thanks for those resources about atmospheres. I want to make a homeworld-type planet so atmosphere and oceans are in my crosshair.

I have two more questions. Not 'help my stuff is broken' this time, I just want a better understanding to know what my options are.

Regarding "textureAtlas", I saw nothing explaining this on the Kopernicus wiki. I am hoping maybe it is like a way to map ground textures positions. What is it really? If it is something that would be useful to me, is there anything special I need to know before I attempt it?

Regarding LandClasses, it seems there is some fundamental limitations in the way it works, and I want to know if something is possible...

If you have an area where you want multiple Landclasses, such as adjacent biomes that should be graphically distinctive, and their altitudes overlap, and also the boundary between them is diagonal so the Lat/Lon also overlap, then is it possible to give them each their own proper Landclass without having to make dozens of tiny Landclass declarations to fill in the edges? Or is the Landclasses method limited in this way and you should just plan your planet's design around it?

I'm designing a 'wasteland' themed homeworld planet. It has biomes 'wastes', 'sands', and 'summits' in a simple grasslands/highlands/mountains type of relationship, but I also want to have another 'rocky hills' biome' that is speckled all over the place. All of which aught to get their own Landclass, but their altitudes and areas have a lot of overlap and by looking at the Landclass properties, it appears that may be a problem.

Does anyone have more info about these things?

Look. I don't know anything about this stuff.

Instead, maybe @R-T-B could help?

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On 11/2/2024 at 7:31 PM, TheFroth said:

Thanks for those resources about atmospheres. I want to make a homeworld-type planet so atmosphere and oceans are in my crosshair.

I have two more questions. Not 'help my stuff is broken' this time, I just want a better understanding to know what my options are.

Regarding "textureAtlas", I saw nothing explaining this on the Kopernicus wiki. I am hoping maybe it is like a way to map ground textures positions. What is it really? If it is something that would be useful to me, is there anything special I need to know before I attempt it?

Regarding LandClasses, it seems there is some fundamental limitations in the way it works, and I want to know if something is possible...

If you have an area where you want multiple Landclasses, such as adjacent biomes that should be graphically distinctive, and their altitudes overlap, and also the boundary between them is diagonal so the Lat/Lon also overlap, then is it possible to give them each their own proper Landclass without having to make dozens of tiny Landclass declarations to fill in the edges? Or is the Landclasses method limited in this way and you should just plan your planet's design around it?

I'm designing a 'wasteland' themed homeworld planet. It has biomes 'wastes', 'sands', and 'summits' in a simple grasslands/highlands/mountains type of relationship, but I also want to have another 'rocky hills' biome' that is speckled all over the place. All of which aught to get their own Landclass, but their altitudes and areas have a lot of overlap and by looking at the Landclass properties, it appears that may be a problem.

Does anyone have more info about these things?

Unfortunately as I am currently taking a break from the Kopernicus project, I can only answer what is answerable off the top of my head without consulting source code.  This is to keep myself from getting too drawn back into the support/development cycle of it (not anything you did, see main Kopernicus thread for details).

Fortunately, I do have the answer to at least one of your questions without needing to do much research.  "textureAtlas" I believe relates to the "Atlas" Ultra quality texture map used on Kerbin, which is a Squad-developed thing we all kind of avoid in favor of using something like Parallax.   Frankly, it's sort of a nightmare to use, and yes it could perhaps do what you want, but my kerb almighty is it hard to use.  I'd advise using Parallax instead, but if you insist, here are the docs on it from Squad:

 

Bear in mind, because Kopernicus really doesn't know much about how to instantiate Atlas, you'll probably need to template Kerbin for it to even work, as it's already present there.  Other worlds may, or may not work.

Edited by R-T-B
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